Vehiculum Magia (5e Equipment)

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Large vehicle (mobile sphere), (requires attunement)


Creature Capacity: 1 Medium or smaller pilot
Cargo Capacity:
Travel Pace: fly 90 ft.
Cost: rare
Weight: 300 lb.


Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious



Actions

The vehiculum magia has 5 charges for use with the following actions. It regains 1d4 + 1 expended charges daily at dawn.

Steam. As an action, you can expend one or more charges to billow burning hot steam in a 60-foot sphere centered on the vehicle. Each creature in that area must succeed on a DC 15 Dexterity saving throw, taking 1d6 fire damage for each expended charge on a failed save, or half as much damage on a successful one.

Ram. As an action, you can expend a charge to move through the spaces of Large or smaller creatures for the remainder of the turn. Whenever you move through a creature's space, that creature must make a DC 15 Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage and is flung 15 feet directly away from the vehiculum magia. On a successful save, a creature takes half as much damage and is only moved 5 feet.

Hull

Armor Class 17
Hit Points 150


The vehiculum magia is a magical brass sphere created by the yordle in an attempt to appease the Dragon Lord Apophis. It was gifted alongside equalleum to be gifts for his twin sons on the day of their hatching. The attempt failed. It is a Large glowing brass sphere with an opening on the top for the pilot.

The vehiculum magia has the following feature:

Encased. It provides the driver with half cover while they are driving it.

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