Find Vehicle

2nd-Level Conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: VS
Duration: Instantaneous

You summon a spirit that assumes the form of a land vehicle of your choice, appearing in an unoccupied space within range. The vehicle must be Medium Large or smaller, have no action stations or weapons besides the helm, and may only carry its pilot without squeezing. The vehicle is typical of its kind, though it is celestial, fey, or fiendish (your choice) in origin.
You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you add your proficiency bonus to ability checks related to driving the vehicle. If you already would, add double your proficiency bonus instead. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.
If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.
You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
Table: Find Vehicle Customization
Spell LevelHardpointsMaximum SizeVehicle Examples
2nd1LargeChariot, Devil's Ride
3rd2HugeCanoe, Wagon
4th3HugeRowboat, Mole Machine
5th4GargantuanGlider, Airship
6th5GargantuanPlow, Scavenger
7th6GargantuanDemon Grinder, Tormenter
8th7SpecialKeelboat
9th8SpecialHellion, Warp Teleporter
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can conjure vehicles of greater size, capacity, and versatility. Consult the table below, and your DM, to select an appropriate vehicle.

Customizations

Capacity

Capacity

The first time you take this customization, your vehicle can have a maximum capacity of 2 Medium creatures. Subsequent times increases the capacity by 2 more Medium creatures.

When you spend 5 or more hardpoints on capacity, your vehicle can carry a number of Medium creatures equal to 10 times the hardpoints spent, as long as the vehicle is a special size.

Locomotion

All-Terrain

The vehicle ignores difficult terrain, but reduces its speed by 10 feet.

Aquatic

Prerequisite: 3rd Level
The vehicle gains a swim speed equal to its speed. You can choose reduce its speed to 0 to double its original swimming speed.

If you use two hardpoints, you can double its swimming speed without reducing its speed.

Automation

Prerequisite: 6th Level
Using magic or clockwork, all speeds of the vehicle are automated requiring neither wind, beasts of burden, currents, or other natural elements.

Burrowing

Prerequisite: 4th Level
The vehicle gains a burrow speed equal to half its speed. Alternatively, the vehicle can reduce its speed by 10 feet to make the burrow speed equal to its original speed.

Climbing

Prerequisite: 4th Level
The vehicle gains a climb speed equal to its speed.

Flotation Device

Prerequisite: 3rd Level, Aquatic
The vehicle can land on water, and can use its land speed across its surface, counting it as difficult terrain. If it is submerged, it rises to the surface at a rate of 60 feet per round.

Flying

Prerequisite: 5th level
The vehicle gains a flying speed equal to its speed. You can choose reduce its speed to 0 to double its original flying speed.

If you use two hardpoints, you can double its flying speed without reducing its speed.

Hover

Prerequisite: 5th level, Flying
Your flying speed is now a hover vehicle. It gains the following benefits:

  • The vehicle cannot take the Drive or Maneuver actions while using its flying speed. Instead, on the driver's turn, they can move the vehicle up to its flying speed in any direction.
  • The vehicle does not fall if motionless while in the air.

Increased Speed

Increase the vehicle's speed by 10 feet.

You can take this upgrade multiple times, increasing the bonus speed by 10 feet each time (+20 for two hardpoints, +30 for three, etc.)

Walker

This vehicle has legs, making its mobility slower, but more precise. Reduce the vehicle's speed by 20 feet.

On the pilot's turn, they can move the walker up to its land speed without taking additional actions. It cannot take the Drive or Maneuver actions while using its land speed, but the driver can take the Dash action to move the walker up to its land movement speed again.

Upgrades

Upgrades cost hardpoints, but do not occupy stations.

Abjuring Field

Prerequisite: 7th level

AC: 19
HP: 50

This vehicle has an abjuration field that protects the vehicle and its crew from ranged attacks. Ranged attacks made against the ship and anyone aboard it are made with Disadvantage. This drawback doesn't apply if the attacker is aboard the ship.

This effect can be suppressed or reactivated as a Bonus Action at the helm.

Churning Hull

Prerequisite: 8th level
A tempest rages within these rune-etched, iron chains. Raiders and pirates who operate under the blessings of a storm god sometimes make use of this upgrade.

By draping the chains over a ship's hull, the storm's fury thrashes into the wind and water around it. The air and water within 300 feet of the ship is difficult terrain for creatures or objects flying or swimming in this radius other than this ship.

This effect can be suppressed or reactivated as a Bonus Action at the helm.

Concussive Weapons

Prerequisite: 5th level
Enhanced by abjuration magic, this vehicle's weapon attacks burst with raucous noise capable of momentarily distracting and disorienting enemy crews. If this weapon hits a vehicle's hull, that vehicle's speed decreases by 2d10 feet until the start of the attacker's next turn.

Explosive Weapons

Prerequisite: 5th level
Drawing on powerful evocation magic, this vehicle's weapon attacks are imbued with unstable energy that explodes in a fiery blast. When this weapon hits, it deals an extra 2d6 fire damage.

Fire-Proof Hull

Prerequisite: 5th level
The hull and the other components of the ship are Immune to fire damage but Vulnerable to cold damage.

You can take this upgrade twice. If you do, the vehicle is no longer Vulnerable to cold damage.

Fortified Hull

Prerequisite: 5th level
This armor grants the vehicle Resistance to nonmagical bludgeoning, piercing, and slashing damage. Choose one of the following: Adamantine, Silver, or Cold Iron. Weapons made of this material bypass this resistance.

You can take this upgrade twice. If you do, the vehicle is resistant to all bludgeoning, piercing, and slashing damage.

Frost-Locked Hull

Prerequisite: 5th level
This upgrade replaces a ship's hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are Immune to cold damage but Vulnerable to fire damage. The ship can also move at its normal speed over ice of any thickness, floating on the ice at the same depth as it would in water.

You can take this upgrade twice. If you do, the vehicle is no longer Vulnerable to fire damage.

Heavy Construction

Increase your vehicle's hit points by 50.

Heavy Plating

Increase your vehicle's damage threshold by 5.

Increased Stats

The vehicle is harder, better, and faster than most. Increase its Strength, Dexterity, and Constitution scores by a total of 4 distributed how you choose. This cannot bring any single ability score above 22.

Each time you use this upgrade after the first time, it costs 2 hardpoints instead, and you increase the maximum for each ability score increases by 2, to a maximum of 30.

Integrate

One station of your choice is integrated with either another station or the cockpit, enabling someone manning the station to use actions from either one.

Living Vessel

Prerequisite: 7th level
This vessel's hull was crafted in the Feywild under the direction of master eladrin shipwrights. It is a living plant, drawing sustenance from water and sunlight. Vines covered in thick leaves hang over its side, and the wood runs with fresh sap when damaged. The ship gains a +2 bonus to all Constitution checks or saving throws. As long as the ship has at least 1 hit point, it regains 10 hit points every minute.

Magic Weapons

Prerequisite: 5th level
The vehicles's weapons now deal magic damage.

Raking Scythes

AC: 15
HP: 30 (each side)

When the vehicle moves within 5 feet of a creature or vehicle that isn't prone or inside a vehicle for the first time on a turn, the creature or vehicle must succeed on a DC (8 + Pilot PRF + Vehicle DEX) Dexterity saving throw. On a failed save, it takes 1d10 slashing damage.

If the vehicle is Huge or larger, it deals an extra 1d10 damage.

Ram

Prerequisite: 4th level

AC: 15
HP: 100
Range: 5 ft.

3d10 bludgeoning damage

Scaling: Deals 3d10 extra damage for every size category above Large.
Siege Weapon: This weapon deals double damage to structures.
Battering: This weapon automatically attacks objects the pilot collides with.
Proficiency: Simple Weapons

Tentacles

Prerequisite: 7th level, Arms
The vehicle's arms become tentacles, gaining the following benefits:

  • The range of the arms becomes 30 feet.
  • When they hit a creature, instead of dealing damage or grappling it, the vehicle can force the creature to make a Charisma saving throw (DC 8 + the vehicle's CON mod + the operator's proficiency bonus). On a failed save, the creature is teleported to an unoccupied space aboard the vehicle that the operator can see.

Vigilant Watch

Prerequisite: 4th level

AC: 19
HP: 20

A row of crystal orbs, each filled with viscous liquid and a beholder's eyeball, is mounted along this ship's hull. Invisible creatures are visible while on the ship or within 120 feet of it.

This effect can be suppressed or reactivated as a bonus action at the helm.

Warp

Prerequisite: 9th level, Teleporter x2
As an Action, the Teleporter can be used to cast to cast teleport or plane shift. The vehicle, and all creatures in contact with it, are affected by the spell (including any mishaps) and go to the same location. After being used in this way, the Teleporter cannot be used again for 24 hours.

Optimizations

Optimizations cost no hardpoints to add to your vehicle. Instead, you gain one hardpoint for each Optimization you take.

Decrease Speed

Prerequisite: No speed increases
Decrease the vehicle's speed by 10 feet.

You can take this upgrade a second time, reducing the vehicle's speed by 20 feet.

Decrease Stats

Prerequisite: No increased stats
Each time you take this optimization, decrease the vehicle's Strength, Dexterity, and Constitution scores by a total of 4 distributed how you choose. This cannot bring any single ability score beneath 10.

Light Construction

Prerequisite: No increased hit points
You can take this optimization twice, choosing one of the following options:

  • Halve your vehicle's hit points.
  • Reduce your vehicle's hit points by 50.

Light Plating

Prerequisite: No increased damage threshold
Reduce the vehicle's damage threshold by 5.

Utility Stations

Arms

Prerequisite: 4th level
The vehicle has one or two arms that can be used to manipulate large objects as if it were a creature of its size. These arms may also make unarmed strikes.

Crew: 1
AC: 15
Cover: Half
HP: 50 (100 if only one)
Range: 15 ft. Melee
Hit: The target takes 2d10 + Vehicle STR mod bludgeoning damage or is grappled (escape DC 10 + Vehicle strength + Operator Drive PRF). If the target is a creature, it is restrained until the grapple ends. Each arm can only grapple a single creature.
Proficiency: Simple Weapons

You can take this upgrade more than once, adding two additional arms each time.

Communication Device

Prerequisite: 4th level

Crew: 1
AC: 19
Cover: Three-Quarters
HP: 20

The operator can choose to project their voice so that it can clearly heard up to 300 feet away. If cast at 3rd level, they can also cast sending once, after which they must wait 24 hours to do so again. If cast at 8th level, they can cast sending at will.

Guardian Figurehead

Prerequisite: 9th level

Crew: 1
AC: 15
Cover: Three-Quarters
HP: 100

This figurehead depicts an armored knight. As an action, the operator can activate this item, causing it to animate as an iron golem. The golem acts after the operator's turn, and can only take the Dash or Dodge actions unless the operator uses a bonus action to allow it to perform any action.

The golem remains animated for 1 minute. At the end of that time, it teleports back to its position as a figurehead. Once a ship uses this action, it can't use it again for 24 hours.

Jaw

Prerequisite: 6th level

Crew: 1
AC: 15
Cover: Half
HP: 100
Range: 5 ft. Melee
Hit: 6d6 + Vehicle's STR mod piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Demon Grinder. Any nonmagical items the target was holding or carrying are destroyed as well.
Proficiency: Martial Weapons

Metronome

Prerequisite: 9th level

Crew: 1
AC: 19
Cover: Three-Quarters
HP: 20

This drum, cymbal, or other instrument can can be activated to create a rhythm to magically aid the crew. The operator can play the instrument with an action, making a Intelligence, Wisdom, or Charisma Performance Arts (Instruments) check. On a result of 10, a creature manning a station in the same vehicle can take another action, plus one additional creature for every increment of 10 it exceeds the DC by. Increase the DC by 2 for every consecutive round it is used, and on a failed check, the Metronome cannot be used again for 1 hour.

Smoke Screen

Crew: 1
AC: 15
Cover: Half
HP: 50

The operator can activate this magical device as a bonus action, causing the vehicle to expel a 30-foot cube of opaque smoke directly in front of it or behind it. The cloud is stationary and lasts for 1 minute. The area within it is heavily obscured. A strong wind disperses the cloud. Then, roll 1d6. On a roll of 1, it cannot be used again for 24 hours.

If you use two hardpoints on this, and it is cast at 5th level or higher, any creature that enters the cloud for the first time on a turn or starts its turn there takes 5d8 poison damage.

Teleporter

Prerequisite: 7th level

Crew: 1
AC: 19
Cover: Three-Quarters
HP: 50

As a bonus action, the operator can teleport the vehicle and all creatures and objects in contact with it 60 feet. Then, roll a d6. On a roll of 1, the Teleport cannot be used again for 24 hours.

If you use two hardpoints, you do not need to roll a d6 when using this ability. Additionally, when activated, the driver can instead teleport 500 feet. Then, roll a d6. On a roll of 1-5, the Teleporter cannot be used again for 24 hours.

Wrecking Ball

Prerequisite: 7th level

Crew: 1
AC: 15
Cover: Half
HP: 100
Range: 15 ft. Melee
Hit: 8d8 + Vehicle's STR mod bludgeoning damage.
Siege Weapon: Double damage to structures.
Proficiency: Martial Weapons

Weapon Stations

Acid Sprayer

Prerequisite: 7th level

AC: 15
HP: 100
Range: 30 ft. Cone
Saving Throw: Dexterity saving throw (DC 8 + Vehicle CON mod + Operator PFR) 6d8 acid damage. (half on success)
Explosion. The Acid Sprayer explodes in a 30-foot-radius sphere when it is destroyed. Each creature in that area is subject to the Acid Sprayer's attack. ATK to Fire: 1 Load, 1 Aim, 1 Fire
Proficiency: Arcana or Nature

Ballista

Prerequisite: 4th level

Crew: 2
AC: 15
Cover: Half
HP: 50
Range: 120/480
Hit: 3d10 piercing damage
Explosion. The Acid Sprayer explodes in a 30-foot-radius sphere when it is destroyed. Each creature in that area is subject to the Acid Sprayer's attack.
ATK to Fire: 1 Load, 1 Fire
Proficiency: Heavy Crossbows

Cannon

Prerequisite: 9th level

Crew: 3
AC: 15
Cover: Half
HP: 100
Range: 600/2400
Hit: 8d10 bludgeoning damage
Siege Weapon. Double damage to structures.
ATK to Fire: 1 Load, 1 Aim, 1 Fire
Proficiency: Rifles

Catapult

Prerequisite: 7th level

Crew: 3
AC: 15
Cover: Half
HP: 100
Range: 200/800 (can't target within 60 feet)
Hit: 5d10 bludgeoning damage
Splash: Hits all creatures within 5 feet of the target.
Siege Weapon. Double damage to structures.
ATK to Fire: 1 Load, 1 Aim, 1 Fire
Proficiency: Martial Weapons

Flamethrower

Prerequisite: 7th level

AC: 15
HP: 100
Range: 60-foot line
Saving Throw: Dexterity saving throw (DC 8 + Vehicle CON mod + Operator PFR) 5d10 fire damage (half on success)
Explosion: The flamethrower explodes in a 30-foot-radius sphere when it is destroyed. Each creature in that area is subject to the flamethrower attack.
ATK to Fire: 1 Load, 1 Aim, 1 Fire
Proficiency: Rifles

Harpoon

Prerequisite: 3rd level

Crew: 1 AC: 15
Cover: Half
HP: 20
Range: 120/240
Hit: 2d8 piercing damage
Proficiency: Heavy Crossbows

Lightning Projector

Prerequisite: 7th level

AC: 15
HP: 100
Range: 120 feet, 10-foot radius
Saving Throw: Dexterity saving throw (DC 8 + Vehicle CON mod + Operator PFR) 8d6 lightning damage (half on success)
Explosion: The Lightning Projector explodes in a 30-foot-radius sphere when it is destroyed. Each creature in that area is subject to the Lightning Projector's attack.
ATK to Fire: 1 Load, 1 Aim, 1 Fire
Proficiency: Arcana, Nature, or Rifles

Screamer

Prerequisite: 7th level

AC: 15
HP: 100
Range: 120 feet
Saving Throw: Wisdom saving throw (DC 8 + Vehicle CON mod + Operator PFR) 4d12 psychic damage. (half on success) and the creature is frightened for 1 round.
Explosion: The Screamer explodes in a 30-foot-radius sphere when it is destroyed. Each creature in that area is subject to the Screamer's attack.
ATK to Fire: 1 Load, 1 Aim, 1 Fire
Proficiency: Arcana or Religion

Suspended Cauldron

Prerequisite: 4th level

Crew: 2 AC: 19
Cover: Half
HP: 20
Range: 10 feet square beneath it
Saving Throw: DC 15 Dexterity saving throw. 3d6 fire or acid damage (Half damage on success).
ATK to Fire: 1 Load, 1 Fire
Proficiency: Simple Weapons

Trebuchet

Prerequisite: 7th level

Crew: 5
AC: 15
Cover: Half
HP: 150
Range: 300/1200 (can't target within 60 feet)
Hit: 8d10 bludgeoning damage
Splash: Hits all creatures within 5 feet of the target.
Siege Weapon. Double damage to structures.
ATK to Fire: 1 Load, 2 Aim, 1 Fire
Proficiency: Martial Weapons

Size Limits

Certain sized vehicles can only carry a certain number of passengers comfortably, or a certain number of action stations that can fit on the vehicle. If you would increase the capacity of your vehicle or attach action stations beyond the maximum for a given size, you must increase the size or choose other customizations, if any.
Vehicle SizeMeasurements (ft.)Maximum Capacity (Medium Creatures)Maximum Stations
Medium5 ft. by 5 ft.11
Large10 ft. by 10 ft.42
Huge15 ft. by 15 ft.84
Gargantuan20 ft. by 20 ft.126
Special20 ft. by Spell Level x 10 ft.Varies (usually = half the length)None

Source: Unearthed Arcana: Modern Magic

Changelog