Scooters are two-wheeled vehicles propelled by magic-infused engines.
Actions
- Ram: Give creatures disadvantage on their Strength · 2024 Player's Handbook, p. 14Jump farther than normal, stay afloat in rough water, or break something. checks against collisions until the end of your turn. - Reduce your vehicle collision damage to half if you lose the contested check, and zero if you win the check.
Bonus actions
- Lock in: Gain advantage on checks to perform stunts or avoid obstacles.
Gear Table
Vehicles have a minimum and maximum speed depending on their gear.
You must move at least your minimum speed by the end of your turn (based on the gear you end your turn in) unless you collide with an object or creature.
Example:
In first gear, you must move at least 60 feet12 tiles
| Gear | Distance |
|---|---|
| Neutral | 0 feet0 tiles |
| 1 | 60 feet12 tiles - 120 feet24 tiles |
Collision Damage
Your damage in a collision is based on the distance traveled that turn.
- Collisions with vehicle: Contested Dexterity check - the winner takes half damage, the loser takes full damage.
- Collisions with creature: creature makes an Strength · 2024 Player's Handbook, p. 14Jump farther than normal, stay afloat in rough water, or break something. check. If they succeed, they take no damage. If they fail, they take full damage.
- The creature is pushed back 5 feet1 tile regardless of the check.
- Collision with static object: Dexterity check, on success take half damage.
Example:
- If you move 15 feet3 tiles and collide with a wall, you stop moving and take 1d4 damage 1-4
- If you move 30 feet6 tiles and collide with a creature, you stop moving and inflict 1d6 damage 1-6 based on the creature’s Athletics roll.
- If you move 60 feet12 tiles and collide with a vehicle, you stop moving, make a contested Dexterity check, and inflict up to 1d10 damage 1-10
| Distance Traveled | Collision Damage |
|---|---|
| 0 feet0 tiles | None |
| 15 feet3 tiles | 1d41-4 |
| 30 feet6 tiles | 1d61-6 |
| 60 feet12 tiles | 1d101-10 |