Chariot (3.5e Variant Rule)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Author: Leziad (talk)
Co-Authors: Eiji-kun
Date Created: 14 July 2012
Status: Work in progress, but playable.
Editing: Clarity edits only please
 Ratings for this homebrew:
/ 4

 1 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

Rate this article
Discuss this article



Chariots are awesome, so I made rules for them.

Rule Mechanics

A chariot grants it rider the move speed of the attached mount, but the rider follow the mount rather than enters its square. The rider of a chariot takes no riding penalties as she is on on a flat surface. The attached mount may only move as if it was bearing a medium load. A chariot may be attached to two mounts, the mounts do not take any penalties to movement (but can only move as fast as the slowest mount's speed due to being attached). The chariot may be attached to up to 8 additional mounts, each additional mount after the second increase the strength score of each other mount by +2 (to a maximum of +10).

Though its a land speed, chariots have a maneuverability score for turning.

A chariot provides partial cover to it rider. If needed, the rider may also duck behind the chariot walls as a move action, granting total cover although the rider is limited to what actions she can take until she stand up as a move action.

All chariots are capable of a trample attack, using the mount(s) speed and size for the purpose of this attack.

All chariots also have a slam attack that deals 3d6 damage plus the strength of the strongest mount, if one of the mounts as a stronger slam attack use that slam attack instead of the chariot's slam attack. All feats and ability that work with mounted combat also work when riding a chariot, counting the chariot and attached mounts as your mount.

The chariot also follows the rule of mounted combat, including the rules on mounts. However the ride DC to guide your mounts into combat is DC 10, as chariot are more difficult to handle than normal mounts.

Wooden Chariot

Wooden chariots are light, often padded with leather and other protection. Wooden chariots have a good maneuverability.

Wooden chariots have 40 hit points and a hardness of 6. A wooden chariot without mount cost 90 gp.

Iron Chariot

And the LORD was with Judah; and he drave out the inhabitants of the mountain; but could not drive out the inhabitants of the valley, because they had chariots of iron.

Iron Chariots are both deadly and respected. Iron Chariots are heavier than wooden chariot but harder and bulkier. Iron chariot have an average maneuverability. Since iron chariot are heavy they may only be attached to mount with at least strength of 16 or more (or two mount with a strength of 13 or more).

Iron Chariots have 80 hit points and a hardness of 10. A iron chariots without mount cost 300 gp.

Great War Chariot

The heaviest of all chariot, the Great War Chariot is the perfect war vehicle for those who want to trample all in their wake. The Great War Chariot is fitted with extra armor, granting it rider and all attached mount a +2 dodge bonus to AC (representing the fact they can dodge behind the heavily armored plates). The chariot's mounts count as one size category bigger for the purpose of trampling and it slam attack deal 4d6 instead of 3d6, however it maneuverability is poor. Similarly to the Iron Chariots, only mount with a strength score of at least 18 (15 if there more than one mount) can be attached to it.

Great War Chariots have 120 hit points and a hardness of 10. A great war chariot without mount cost 2,000 gp.

Mithral Chariot

Extremely light, harder than steel and swifter than wooden chariots. A mithral chariot has a good maneuverability. Even if alone, a mount is never considered burdened by a mithral chariot.

Mithral Chariots have 120 hit point and a hardness of 15. A mithral chariots without mount cost 10,000 gp.

Chariot Scythe

A very mean, sharp blade fitted at the Chariot's wheels. A chariot fitted with these gains the sideswipe ability; Whenever the chariot moves at full speed, it can make an attack to all adjacent creatures in its path using the rider's base attack bonus. If it hits, the attack deal 2d6 slashing damage. The chariot's scythes may be enchanted like a magic weapon (all four of them count as only one weapon). This may be done in conjunction with the trample attack with the trample damage being done to creatures directly in the path of attack and the chariot scythe being done to creatures in the spaces adjacent to the travelled path.

Also the chariot deals an additional +2d6 slashing damages with it slam attack and any magical ability given to the scythe now applies to the slam.

A set of four Chariot Scythe cost 175 gp.

Back to Main Page3.5e HomebrewVariant Rules

Leziad's Homebrew (3448 Articles)
Eiji-kun's Homebrew (5205 Articles)
AuthorLeziad + and Eiji-kun +
Identifier3.5e Variant Rule +
Rated ByEiji-kun +
RatingRating Pending +
TitleChariot +