Delver Wagons
Wagon Rules
A delver wagon is a Huge object. The cabin (the enclosed interior) is 10 feet wide and 20 feet long. It’s 15 feet from the ground to the roof: 5 feet from dirt to the floor of the cabin, which is 10 feet high. The draughts and driver’s seat account for another 10 feet of length at the front (”draughts” meaning, the creatures pulling it, more on that in a bit).
A wagon is designed for a party of four. The characters who drive and ride a wagon are its crew. This distinction is important for some attachments.
A creature joins a wagon’s crew by finishing a long rest on board, allowing the creature to acclimate with a wagon’s inherent magic. If a creature joins a second wagon’s crew, it loses its position on the first. A wagon can have as many creatures on board as can fit, but its maximum crew size is eight. If a ninth joins, the member who joined first no longer benefits from any effect that targets the crew.
Crews numbering anywhere between two and eight are not unheard of, but more than six people are likely to have a hard time living in a 10x20 foot space. The prices are also balanced around three to four party members; it’s recommended to split into two different wagons if there are six or more players at your table.
Delver wagons are pulled by two draughts. A draught (pronounced draft) is a horse, steam engine, giant bird, or anything else capable of taking orders and pulling a load. For the purposes of combat involving a wagon, draughts are not creatures. Their individual stats aren’t considered, except when noted. Draughts cannot be targeted by spells or abilities that affect one creature. They don’t make their own saving throws, or have their own hit points.
On Board
A creature carried by a wagon when it moves is on board. There are four positions for creatures on board a wagon.
Roof
- Creatures on the roof are 15 feet from the ground.
- The roof provides no cover.
- A Medium or smaller creature adjacent to a wagon on the ground is treated as 10 feet from the roof, and vice versa.
- When prone, a creature on the roof with a reach of 5 feet can make melee attacks against targets on the ground.
Window
- A creature fighting through a window in the cabin has half cover, and has disadvantage on attack rolls against creatures 5 feet outside the window.
- Climbing through the window costs 15 feet of movement.
- If a wagon has a running board, a creature can climb out the window and stand on it. It occupies the same space, loses cover, and can attack creatures within 5 feet without disadvantage.
Driver
- Two Medium or smaller creatures can sit in a wagon’s driver seat. The creature holding the reins makes its Drive checks.
- Creatures in the driver’s seat have half cover, and have disadvantage on melee weapon attack rolls unless wielding a light or reach weapon.
Interior
- A creature inside a wagon’s cabin has full cover from creatures outside, but no line of sight.
Like a character, a delver wagon has its own sheet, and progresses in level from 1-20. A wagon doesn’t gain experience points, but it can be upgraded and refitted by spending gold pieces. High-level components require experienced delvers to perform the group effort of upkeep.
A wagon’s level can’t exceed its crew’s average level.
Wagon Statistics
Model. The model of a wagon is like its class, determining its statistics, features, and unique attachments a crew can purchase for it. They’re outlined in the “Models” section.
Schematic. Movement around a wagon is determined by its schematic. This is a map that shows where parts such as ladders and doors are located. Specific rules for drawing a wagon’s schematic are in the “Building Your Wagon” section.
Attachments. Objects fitted to a wagon that change its statistics or allow for special actions are its attachments. A wagon can have a number of attachments based on its model and level. They come in three types:
Components. Weapons and objects that affect a crew member’s abilities. These are the active tools of attachments.
Fittings. Attachments that change the physical structure of the wagon. They often grant a passive benefit or trait.
Furnishings. Objects that grant out-of-combat benefits or make life more comfortable for the crew.
Speed. A delver wagon has the walking speed of its slowest draught. The typical wagon is pulled by a horse breed called the Beylik Draydriver, outlined in the “Draught Creatures’’ section. A Draydriver’s walking speed is 60 feet, and wagons pulled by them can normally travel 24 miles over 8 hours in a day.
Creatures typically used as draughts have the trait Impeccable Draught, allowing a draught to move while dragging heavier loads. Other creatures can be draughts, but without Impeccable Draught, their speed is usually 5 feet when dragging the weight of a loaded delver wagon.
If the wagon provokes an opportunity attack while a creature is on board, the attacker can target the wagon or a creature on board within range.
Hit Points. Wagons don’t have Hit Dice. A wagon’s model determines the number of maximum hit points it gains when a crew spends time and money to level it up.
Armor Class. When a wagon is targeted with an attack, its Armor Class is 10 + its driver’s Drive bonus (see “Drive Checks” section outlined later in this chapter).
Saving Throws. Draughts roll saving throws using their own stat block for the purposes of resisting exhaustion when traveling longer than 8 hours in a day. If a wagon must make a Strength or Dexterity saving throw, instead its driver makes a Drive check against the save DC. Wagons are immune to abilities requiring other saves.
Resistances and Immunities. Hitched wagons are treated as carried objects. They don’t have an object’s damage immunities, but they have resistance to cold, poison, radiant, necrotic, lighting, and psychic damage. Unhitched wagons are structures, and use their rules for determining resistances and immunities.
Maneuverability. When the stakes are high, a delver wagon can pull off unreal moves at the cost of some slight bends in the hardwood and warping in the axles. You can use Maneuverability a number of times based on a wagon’s model and level. Expended uses can be replenished with a maintenance kit when a wagon undergoes tuning. Maneuverability actions and tuning are outlined in the “Actions & Movement” section.
Adaptability. By quickly rearranging parts and holding things together just right, a wainwright can push a wagon far past its usual limits. You can use Adaptability a number of times based on a wagon’s model and level. Adaptability actions are outlined in the “Actions & Movement” section.
Conditions
There are some rules specific to wagons for existing conditions.
Grappled. When a creature attempts to grapple a hitched wagon, its driver makes a Drive check to resist or escape instead of a Strength (Athletics) or Dexterity (Acrobatics) check.
Restrained. While restrained, a hitched wagon’s speed becomes 0, and it can’t benefit from any bonus to its speed. A Drive check made by a restrained wagon’s driver is treated as if it had rolled 1.
Exhaustion. If the maximum hit points of a hitched wagon’s draught is halved by exhaustion, instead subtract 1 maximum hit point from the wagon for each of the draught’s Hit Dice. If either draught has disadvantage on ability checks from exhaustion, the driver rolls Drive checks with disadvantage.
New Conditions
Hitched. A wagon has the hitched condition when it has two draughts attached to a suitable yoke, and a creature becomes a draught when it has the hitched condition.
An unhitched wagon has the same hit points, and its attachments still function, unless noted in its description.
Hitching creatures to a wagon takes 10 minutes. Unhitching draughts from a wagon takes 1 minute. Creatures only benefit from a short or long rest if they are unhitched.
Breakdown. A wagon suffers a breakdown when it falls below half its maximum hit points. A breakdown’s effects last until repaired as part of a wagon’s maintenance. Maintenance is outlined in the “Actions & Movement” section.
A wagon’s breakdown is determined randomly, unless deliberately caused by an intelligent attacker. The possible breakdown effects are in the Breakdown table. A wagon can only suffer from breakdown at a time.
D4 - Breakdown Effect
1 - Broken Component. One component can no longer be used, determined by the GM.
2 - Cabin Damage. A 15-foot section of the wall is destroyed. The wagon can be boarded through this space with 10 feet of movement, and the wall provides no cover
3 - Cracked Yoke. Maneuverability points can no longer be spent to increase a wagon’s speed. a wagon’s draughts can no longer take the Dash action.
4 - Bent Axle. a wagon’s maximum Maneuverability is reduced by half.
Wrecked. A wagon reduced to 0 hit points is wrecked.
A wrecked wagon can’t move.
It only provides half cover for creatures in its interior, and Small or larger creatures fall through its roof into the nearest unoccupied space in the interior.
Its attachments can’t be used.
It can be entered from any direction with 5 feet of movement, and is only 1 foot from the ground.
Hitched draughts unhitch immediately, and creatures can’t hitch to it.
A wrecked wagon suffers from the condition until repaired to at least half its maximum hit points. When a wagon is wrecked, one of its crew rolls a d20 (crew’s choice). If the roll is 5 or lower, one of the draughts dies. If the roll is 1, both draughts die.
Razed. If a wrecked wagon’s structure takes damage equal to or greater than its level from a single attack or effect, one of its crew rolls a d20 (crew’s choice). If the roll is 1, the wagon is razed, and permanently destroyed. Attachments have half their value and can be detached, but the wagon is otherwise scrapped. Extraspatial cubes in the cabin escape into normal space and are lost. Objects and creatures in the spaces created by the cubes are instantly transported into the nearest unoccupied space outside the wagon.