mellored
Legend
So I'm trying to balance a few wheelchair options, both from low level ones to higher level ones.
I also want to make it a more more interesting. Not just "same as people with legs" but something with it's own advantages and drawbacks.
Mainly, you're faster on flat ground, but worse when not. It's also soft gated behind tool proficiency, meaning most people won't have it, but still allowing access to anyone.
Let me know if this seems balanced.
Edit: version 2. Chairs are now part of armor. With robe/light/medium/heavy options. Still mostly balanced around adjusting movement options.
I also want to make it a more more interesting. Not just "same as people with legs" but something with it's own advantages and drawbacks.
Mainly, you're faster on flat ground, but worse when not. It's also soft gated behind tool proficiency, meaning most people won't have it, but still allowing access to anyone.
Let me know if this seems balanced.
Edit: version 2. Chairs are now part of armor. With robe/light/medium/heavy options. Still mostly balanced around adjusting movement options.
Wheelchair (tool). If your character can not use their legs as part of their background, they get this proficiency for free. Other characters may get this tool proficiency as normal.
Adventurer's wheelchairs are incorporated as part of armor, replacing the leggings, and is included in purchase price. As part of donning the armor, 2 small gems are placed into the lower part of the back, magically disabling your legs and diverting that energy into moving the chair instead. It also prevents any benefit from magical boots. The chair itself have it's own enchantment in addition to the armor.
DM Note: As the magic chair effectively take the boot slot, magical boots enchantments can generally be directly applied to magical chairs as well, adjusting their appearance to fit.
Spider chair:
The spider chair has 6 or 8 legs and can be used along with any armor. It's functions the same as anyone with 2 legs would.
(Uncommon): The spider chair gains climb speed equal to half your walking speed.
(Rare): Once per day as a bonus action, the chair can shoot out a web, replicating the effects of the web spell. The DC is 13 and does not take your concentration. It can also walk on the web without getting stuck.
(very rare):
(legendary): it can use the web once per short rest. The DC is increased to 16.
Race chair (light armor):
Consisting of little more than 2 large and thin wheels, the user is tucked low into the chair, allowing for quick and unimpeded movement.
(rare): Once per day you can cast freedom of movement on yourself.
(very rare): Once per short rest you can cast Zephyr Strike on yourself.
(legendary): Mithril wheels let you slip out of any bond. You are always conceded under the effects of freedom of movement.
Floating chair (medium):
Having 4 large inflated wheels, this chair softly bounces over the terrain.
(rare): you can cast levitate on yourself at-will.
(uncommon): fly speed equal to half your walking speed
(legendary): fly speed equal to your walking speed
Treaded Chair: (heavy, str 15, Disadvantage on sheath checks)
Consisting of heavy treads, this chair gives has extreme traction and it's low center of gravity keeps it upright. Allowing the chair easily rolling over anything in it's way. It also makes the chair bottom heavy, flipping upright as.
(rare): increase the DC to 17
(very rare): increase the DC to 19
(legendary): adamantine treads make you immune to ground based damage, increase the DC to 21
Adventurer's wheelchairs are incorporated as part of armor, replacing the leggings, and is included in purchase price. As part of donning the armor, 2 small gems are placed into the lower part of the back, magically disabling your legs and diverting that energy into moving the chair instead. It also prevents any benefit from magical boots. The chair itself have it's own enchantment in addition to the armor.
DM Note: As the magic chair effectively take the boot slot, magical boots enchantments can generally be directly applied to magical chairs as well, adjusting their appearance to fit.
Spider chair:
The spider chair has 6 or 8 legs and can be used along with any armor. It's functions the same as anyone with 2 legs would.
(Uncommon): The spider chair gains climb speed equal to half your walking speed.
(Rare): Once per day as a bonus action, the chair can shoot out a web, replicating the effects of the web spell. The DC is 13 and does not take your concentration. It can also walk on the web without getting stuck.
(very rare):
(legendary): it can use the web once per short rest. The DC is increased to 16.
Race chair (light armor):
Consisting of little more than 2 large and thin wheels, the user is tucked low into the chair, allowing for quick and unimpeded movement.
- can't climb or high jump.
- going up stairs counts as difficult terrain.
- takes no penalty for squeezing.
- When you take the dash action, increase your speed by 5' until the end of the turn.
- When you are subject to forced movement, you can increase the distance by 5' in the same direction. (Reminder that forced movement ignores difficult terrain).
- You can add your wheelchair proficiency bonus to stealth checks, as you produce no footsteps.
(rare): Once per day you can cast freedom of movement on yourself.
(very rare): Once per short rest you can cast Zephyr Strike on yourself.
(legendary): Mithril wheels let you slip out of any bond. You are always conceded under the effects of freedom of movement.
Floating chair (medium):
Having 4 large inflated wheels, this chair softly bounces over the terrain.
- can't climb or high jump.
- advantage against being knocked prone.
- floats in water, allowing you to move at half your normal speed in calm waters.
(rare): you can cast levitate on yourself at-will.
(uncommon): fly speed equal to half your walking speed
(legendary): fly speed equal to your walking speed
Treaded Chair: (heavy, str 15, Disadvantage on sheath checks)
Consisting of heavy treads, this chair gives has extreme traction and it's low center of gravity keeps it upright. Allowing the chair easily rolling over anything in it's way. It also makes the chair bottom heavy, flipping upright as.
- can't climb or jump.
- sinks in water, falling 20' per round, and softly landing at the bottom.
- immune to forced movement and being prone.
- resistance to damage from ground based attacks, such as caltrops.
- if you move into a space of a prone creature, they make a DC 13 strength (athletics) or dexterity (acrobatics) check. On a failed check, they are restrained. This effect ends if you no longer occupy the same space. A creature can only be subject save once per turn and can take an action on it's turn to make the check again.
(rare): increase the DC to 17
(very rare): increase the DC to 19
(legendary): adamantine treads make you immune to ground based damage, increase the DC to 21
Wheelchair (tool). If your character can not use their legs as part of their background, they get this proficiency for free. Other characters may get this tool proficiency as normal. Adventurer's wheelchairs are sturdy enough to withstand combat and travel, weigh 25lbs, and cost 5gold. While the chairs allow for people to adventure alone, it's often good to have a party member along to give you a little push when you need it.
Using using a wheelchair you have the following
Attuning to a magical wheel chair requires proficiency in wheel chairs. The magic of the chair diverts the energy normally used control your leg to the wheels. This allows the attuned to seamlessly control the chair. However, effect also disables their legs, preventing them from walking, standing, forcing them to crawl or have another movement option. They also can not gain any benefit from magical boots. As long as the chair is within line of sight, the attuned user can use their movement to move it around even if they are not in it. They also always know which direction it is in.
Magic chairs effectively take the boot slot. So most magical boots effects, except those that using the legs for (kicking or jumping for instance), can be directly applied to magical chairs, adjusting their appearance to fit.
Floating chair (uncommon, attuned): Adapted from the floating disk wizards spell, this chair floats 3' above the ground. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more.
Spiked Chair (rare, attuned): It's a good thing you can control this chair without touching it, because it's covered in spikes. When a creature hits you with a melee attack, or you move though the space of a prone creature, they take 1d4+your proficiency bonus piercing damage. In addition, those spikes help keep the chair anchored to the ground. You can add your proficiency bonus to climb checks and to resist forced movement.
Juggernaut tread (very rare, attuned): Made of adamantine and having reads instead of wheels, this chair is indestructible and impossible to stop. Once per turn, you can attempt to move into another creatures space and push them back 5', unless they succeed on a DC20 strength check. If they against a wall or other immoveable object, both the object and the creature take damage equal to your level and are restrained until you move away. In addition, your speed is reduced by 5', you ignores all difficult terrain, have advantage against forced movement (ignoring the normal disadvantage), and rapidly sink in water.
Using using a wheelchair you have the following
- takes an action to get in or out of the chair. This includes straps which prevents you from being forced out of the chair unwillingly.
- disadvantage on climbing, swimming, or forced movement.
- can't jump.
- Double the penalty for difficult terrain (typically 3' for each 1' of movement), going up stairs counts as difficult terrain.
- can attach a torch, lanterns and similar device to the chair.
- carrying capacity is increase by 5 times your strength score.
- reduce the damage taken of ground based attacks, such as caltrops, by your proficiency bonus.
- can get in or out of the chair as a bonus action
- advantage against being knocked prone
- increase your speed by 5' when moving in a straight line. 10' if your going down hill.
- When you are subject to forced movement, you can increase the distance by 5' in the same direction. (Reminder that forced movement ignores difficult terrain).
- Add your proficiency bonus to forced marches.
- +1 to any stat.
- You gain proficiency in wheelchairs, or another tool if your already proficient
- No longer have disadvantage on climbing, swimming, or forced movement.
Attuning to a magical wheel chair requires proficiency in wheel chairs. The magic of the chair diverts the energy normally used control your leg to the wheels. This allows the attuned to seamlessly control the chair. However, effect also disables their legs, preventing them from walking, standing, forcing them to crawl or have another movement option. They also can not gain any benefit from magical boots. As long as the chair is within line of sight, the attuned user can use their movement to move it around even if they are not in it. They also always know which direction it is in.
Magic chairs effectively take the boot slot. So most magical boots effects, except those that using the legs for (kicking or jumping for instance), can be directly applied to magical chairs, adjusting their appearance to fit.
Floating chair (uncommon, attuned): Adapted from the floating disk wizards spell, this chair floats 3' above the ground. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more.
Spiked Chair (rare, attuned): It's a good thing you can control this chair without touching it, because it's covered in spikes. When a creature hits you with a melee attack, or you move though the space of a prone creature, they take 1d4+your proficiency bonus piercing damage. In addition, those spikes help keep the chair anchored to the ground. You can add your proficiency bonus to climb checks and to resist forced movement.
Juggernaut tread (very rare, attuned): Made of adamantine and having reads instead of wheels, this chair is indestructible and impossible to stop. Once per turn, you can attempt to move into another creatures space and push them back 5', unless they succeed on a DC20 strength check. If they against a wall or other immoveable object, both the object and the creature take damage equal to your level and are restrained until you move away. In addition, your speed is reduced by 5', you ignores all difficult terrain, have advantage against forced movement (ignoring the normal disadvantage), and rapidly sink in water.
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