Vehicles for D&D Fifth Edition

Here's a quick system that can be used for ships, flying vehicles, submersibles, and other fantasy craft. In keeping with the design of Fifth Edition Dungeons and Dragons, I've used as much as possible from the rules that already exist, rather than adding a lot of new rules. Designing a vehicle is just like designing a character, and follows the same steps. In some cases a vehicle gets abilities that are nonsensical, it's up to the DM to replace them with something of equal power that makes more sense.
For example, in a chariot race, the PCs might be using a tough armored chariot but be harried by a more maneuverable model. On their turn, they move their vehicle to melee and attack with its mounted ram. On their rivals' turn, they disengage and maneuver to range, attacking with their vehicle's mounted ballista. If the PCs want to attack the rival NPCs directly, they can use their turn for that, but each vehicle will have a crew requirement, so without the required number of characters using their turn to operate the vehicle, it will be unable to move, attack, or take any actions.
Step One: Race
Usually the vehicle's race refers to the race that built it. Elven skyships are graceful, Dwarven lava tunnelers are tough, and so on. Each race has its own characteristics, including ability bonuses, skill, weapon and armor proficiencies, and special stuff.
Step Two: Class
Class refers to the way the vehicle usually operates. Quiet, with the potential for deadly surprise attacks? A rogue. Tough and brutal? A barbarian. Higher level vehicles would be more expensive, but much more effective.
Step Three: Choose Ability Scores
As with a character, each vehicle has a set of ability scores that determine how strong and nimble it is. Certain scores may not apply to certain types of vehicle, so in those cases the builder can assign scores accordingly.
Step Four: Describe the Vehicle
Again, the description of a vehicle needs to distinguish it from other vehicles of the same class. Is it heavy or light, scary or shiny, clean or dirty?
Step Five: Choose Equipment
The vehicle can be outfitted with armor and weapons according to its proficiencies, ability scores, and class abilities. The statistics for armor, shields and weapons can be used, but what they represent needs to be modified for the vehicle in question. A fighter has the same options as a player character fighter: shield (+2 AC) and one-handed weapon (1d8 damage), two light weapons (1d6 damage each), or a two-handed weapon (1d12/2d6 damage). A barbarian longship could have medium armor (scale) and a two handed weapon (maul), while an assassin submarine would favor light armor (leather) and ranged weapons (shortbow), to allow stealthy sneak attacks. The nature of the weapon in the 'real world' needs to be explained in each case, so the longship's maul could be a battering ram, and the submarine's shortbow is a torpedo launcher.
Step Six: Crew and other requirements
In most cases a vehicle will need a minimum of one crew member to operate and move. That crew member must use their turn to operate the vehicle, so they cannot move, attack, or cast spells or use other abilities. Sometimes the vehicle will need one crew member to move, and another to operate a weapon, and perhaps another to cast a spell. If a particular crew member is not operating the vehicle on a given turn, then those parts of its turn cannot function, but the others can. So if the driver is knocked off the vehicle, it will drift to a stop, but the other crew can continue to fire its weapons.
A vehicle may also need fuel, propulsion, or draft animals. Again, if the requirements fro one mode of movement are not met, then the vehicle cannot move, but other functions can continue if their crew members are in place.
Example: Halfling War Wagon
Halfling war wagons are common on the plains of many worlds, offering protection to the caravans of the clans as they travel, and packing quite a punch in the event that the caravans are attacked. They are usually covered with hides, and mount a ballista operated by a crew of two, although there are reports of wagons fitted with battering rams and covered in metal armor plates.
Race: Halfling (lightfoot)
Ability Scores: Dexterity +2, Charisma +1
Size: Small (relative to other land vehicles)
Speed: Same as draft animal, requires 2, of medium size, and 1 crew
Lucky: Reroll a 1 on any d20 attack, save, or ability check
Brave: Not applicable (could substitute proficiency with Wisdom saving throws)
Halfling Nimbleness: Can move through the space of a larger vehicle
Naturally Stealthy: Can hide even when obscured only by a vehicle one size larger
Hit Points: 1d10 per level
Proficiencies: All armor, shields, simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Acrobatics, Athletics.
Fighting Style: Archery
Second Wind: Regain 1d10 + fighter level hit points as a bonus action, once per short service
Strength 13 Dexterity 17 Constitution 14 Intelligence 12 Wisdom 10 Charisma 9
Equipment: leather armor, light crossbow, 20 bolts.
Armor Class: 14
Hit Points: 12
Attack: Light Crossbow (requires 2 crew), ranged, +7 to hit, damage 1d8+3 piercing, range 80/320


Example: Dragonborn Sky Raider
Sky Raiders are feared throughout the Southern Dragon Isles for their lightning attacks and brutal efficiency. Sailing on near silent wings, they descend on unsuspecting villages and make short work of any defenders who manage to raise arms. Grabbing whatever food and slaves they can, they are gone before massed resistance can hope to engage them. Protected by armor plates like large dragon scales, and armed with clawlike spikes, the Sky Raiders are a match for any other skyship that dares to tangle with them.
Race: Dragonborn (white)
Ability Scores: Strength +2, Charisma +1
Size: Medium (relative to other sky ships)
Speed: 30 feet, flying 60 feet (requires 2 crew)
Draconic Ancestry: White
Breath Weapon: 3d6 cold damage, 15 foot cone, Constitution save, DC 13
Damage Resistance: Cold resistance
Class: Ranger, level 6
Hit Points: 1d10 per level
Proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: Athletics, Stealth, Survival
Favored Enemy: Beasts, Humanoids (humans and orcs)
Natural Explorer: Arctic
Fighting Style: Two-Weapon Fighting
Spellcasting: 4 spells known, 4 first level slots, 2 second level slots
Hunter’s Prey: Colossus Slayer
Extra Attack: Two attacks when using the attack action
Primeval Awareness: Presence of celestials etc is revealed to the crew
Ability Score Improvement: +1 strength, +1 Dexterity
Strength 18 Dexterity 14 Constitution 14 Intelligence 10 Wisdom 12 Charisma 9
Equipment: breastplate armor, 2 short swords
Armor Class: 16
Hit Points: 52
Attack: Shortsword (3 attacks, requires 2 crew per attack), melee +7 to hit, damage 1d6+4 piercing, range 5

Spells: Fog Cloud, Longstrider, Silence, Spike Growth (Save DC 12)

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