Table of Contents
Using This Material 1
The Basics 2
The Charioteers 2
Turn Order 3
Initiative 3
Animal Handling 3
Control Check 3
Players Round 4
Other Control Checks 4
Charioteering 4
The Chariot 4
Dungeon Master Tools 6
Terrain Types 6
Traps 8
Chariots 8
Chariot Types 8
Armor Types 9
Wheel Types 10
Famous Charioteers 11
Gaius’s Famous Horses 12
Gaius Appuleius Diocles 14
Using This Material
This short sourcebook contains all material necessary for intense, interactive racing and chariot
combat. Which can be used as a highlight in an ongoing campaign or as the basis for a racing
campaign. Chariot racing works equally well in a high level or low level environment and the
wide selections of styles of race, location, terrain, beasts, and chariots provide content for
players from levels one through twenty.
Three key features make chariot racing an enjoyable tabletop experience. Firstly racing
provides a clear and understandable goal for players; win. With a finish line to cross and
opponents to beat players feel motivated and inspired. The speed of the party’s chariot, its HP,
and accessories offer hard statistics that players can improve and innovate. And lastly, the
danger is increased. Being confined on a small vehicle restricts normal movement but adds new
opportunities for gameplay. While traveling at intense speeds adds a threat of heavy damage if
the charioteers were to crash.
Finally, if you like this book or have any questions, tell your friends and email us at
[email protected]. Once a week a random fan will win a personal, perilous email from
us the authors full of sneak previews of what we're working on next!
The Basics
The basics of charioteering are simple. Two charioteers ride a two wheeled cart, pulled by
dangerous creatures around a track as fast as possible. Always the goal is to cross the finish
line faster than the other racers. However, a lot can be done with chariot races, especially in a
world so magical and diverse as Dungeons and Dragons.
The first thing that should be explained is control. Control is the dexterity skill check for driving
chariots or other vehicles at high speeds. To avoid obstacles players driving the chariot must
make skill checks. They add their proficiency modifier to the roll if they have proficiency: land
vehicles.
The Charioteers
In command of the chariot are the two charioteers. One of whom is the Driver, the other is the
Defender. The driver must have land vehicle proficiency and must use his action for controlling
the chariot each round, and as such has limited combat ability while driving. The defender’s job
is to protect the chariot from other racers and to attack their opponents. Either of these two
charioteers may perform animal handling checks at the cost of a bonus action. It is suggested
that the driver have high attributes in both dexterity and charisma. While it is advantageous to
have both charioteers be able to control the chariot the defender needs most of all a means to
defend the chariot. During the race players may wish to switch positions on the chariot, this is
possible and does not incur a hinderance on the chariot. However, this can be done only once
per round.
While fighting on a chariot it is suggested that the players use ranged weapons, as often
chariots will be too far apart for the use of melee weapons. Even if a chariot is close to another,
no melee attack can be made without a weapon which has reach. When attacking a chariot or
being attacked the AC of the chariot is equal to the control roll made by the driver that round.
When a chariot reaches 0 HP or the driver fails to control his chariot it crashes. Crashes are
very dangerous to the charioteers, their chariot, their creatures, and other possible targets in the
vicinity. When a chariot crashes it deals bludgeoning damage to all targets within a 15 foot
radius equal to 1D6 bludgeoning damage per 10 feet of speed the chariot was moving at the
time. If a chariot crashes within 10 feet of another chariot that driver must also make a control
check. Where the control DC is equal to or greater than the failed roll that caused the crash.
Failing the control check causes the second chariot to crash as well.
Turn Order
Initiative
Rounds in chariot racing follow a specific order. This streamlines the system and simplifies it for
being DM’d. The first phase of the first round is initiative. At the start of the race each driver rolls
initiative to determine whose movement is recorded first. This initiative order is kept throughout
the race.
Animal Handling
The second phase is the animal handling phase. Each round that requires the driver to make a
control check also requires an animal handling check. This check does not need to be made if
the chariot is pulled by constructs, undead, elementals, magically controlled creatures, or
creatures that can communicate with the charioteers. The animal handling skill check can be
performed be either charioteer. If both charioteers have animal handling one may assist the
other. However, animal handling requires a bonus action to perform and costs a bonus action
for both charioteers if one is aiding the other.
A successful animal handling check grants the driver advantage on their control skill checks for
that round. A failed animal handling check causes the creatures to behave erratically and
causes the driver to check at disadvantage.
Control Check
The first control phase only exists on the rounds spent driving the chariot through turns in the
course or around other obstacles. If both players have proficiency in land vehicles then the
defender may aid the driver granting advantage, however to aid the driver the passenger must
use their action. Succeeding on control checks means that the driver has kept control of their
chariot and avoids an accident. Failure means that halfway through moving during your turn the
driver loses control and crashes; sending the charioteers tumbling forward. The DC for
controlling a chariot varies wildly based on the difficulty of the turn, damage done to the chariot,
and terrain factors.
It is during this phase that the driver of the chariot also determines their course for this round.
They can choose how fast the chariot is moving, if they will ram another chariot, and if they want
to change lanes on the track. Directing the creatures to move at different speeds alters the
control DC for that round. Each round a charioteer forces his creatures to move at double
normal speed they must make a DC 12 constitution saving throw or gain 1 level of exhaustion.
Each round spent at double movement afterword increases the DC by 2.
Chariot Speed Control Modifiers
Double Normal DC+5
Normal Speed
Half Speed DC5
Quarter Speed Automatic Success
Players Round
During this phase players may take their round as normal. Any player that is driving or helping
drive the chariot forgoes their action for that round. Although they may use their bonus and
reaction actions if any as normal. Any players that is animal handling also forgoes their bonus
action for that round.
Other Control Checks
After the players have taken their rounds certain events may require the driver to make
additional control checks. These include but are not limited to ramming another chariot,
sustaining heavy damage to the chariot, avoiding a creature on the track, or launching the
chariot from a ramp. Making these checks does not require an action. These control checks
gain advantage or disadvantage from the animal handling check made that round as well. When
and if these checks are made is subject to DM discretion.
Charioteering
The use of charioteering in a campaign can play a minor role or a major one. Chariots can be
used simply as a means of transportation and an interesting addition to local vendors, or as the
focus of an intense racing campaign.
The uses for chariots in combat is obvious, so obvious that their use can be traced back to the
ancient egyptians. So in this section we are focussing on the use of chariots in racing
campaigns. At first racing might seem like a boring prospect in the face of slaying dragons,
however it is in reality a flexible and customizable opportunity for high intensity dungeoning.
Here are some ideas for the dungeon master that provide alluring and intimidating races.
First the number of racers is an important variable to consider. Six chariots is a safe number,
easy to DM, hard for players to win. However imagine a race with twenty, where crashes and
explosions are constant. Next let's consider magic. Is magic illegal during the race? Restricted
based on level or timing? Or completely unrestricted! If that's not enough be creative. What
about cheating? Gambling? Changing the number of charioteers per chariot? Terrain can also
play a large role. Imagine the arena, now a forest, now the arctic, a volcano, underwater, in the
clouds, in space! There is unlimited possibility and fierce challenge in each and every aspect of
racing. Lastly think for a moment about prizes, is the first place granted money, magical
weapons, or the kiss of a princess/prince? Anything is possible so be sure to add your own spin
on chariot racing and to keep your players inspired.
The Chariot
Chariots in this book come in various forms and functions, but they all work the same. They all
have HP, speed, and control modifiers determined by their materials and design, and they are
all pulled by a creature of some sort. To find the attributes of a chariot the sum total of each of
its components must be found. As a general rule components that increase a chariots HP also
decrease its speed, because it is so light mithril is the exception to this.
Example. An Elven chariot (HP 40 speed +0) made with mithril armor (HP +20 speed +5)
and masterwork wheels (control +1) has a HP of 60, speed modifier of +5, and a control
modifier of +1.
Each chariot is pulled by a team of creatures. There are maximums and minimums for the
number of creatures pulling the chariot based on the creature's’ size. The more creatures the
faster the chariot, and the more difficult the animal handling skill checks will be when racing.
The DC for animal handling skill checks while charioteering is 10 plus 1 for every animal pulling
the chariot. Players may take smaller animal teams for easier DCs or larger teams for better
speed.
Creature Size Minimum Required Maximum Allowed Bonus per Extra
Small 6 24 2
Medium 2 8 3
Large 1 4 5
When being pulled by creatures of varying size you can calculate the number of creatures
allowed by following these conversions. 1 large creature = 2 medium/ 1 medium = 3 small/
1 large = 6 small
Example. A chariot is pulled by 1 winterwolf large, 2 horses medium, and 6 mastiff small
Which equals ¾ the number of allowable creatures. The animal handling DC is then
10+1+2+6=19.
To calculate how fast the creatures pulling the chariot are we start with the movement speed of
the largest creature or the fastest creature of the largest size category and add bonuses from
the others. Lets use our previous example.
Example. The largest creature is the winterwolf with a speed of 50. Since there are also six
mastiffs and two horses pulling the chariot we add 18 (6 from the two horses, and 12 from the
mastiffs). Giving us a total of 68. Finally we can find the complete attributes for the chariot and
its team of creatures. For our elven, mithril chariot with masterwork wheels, pulled by a
winterwolf, two horses, and six mastiffs we have: HP 60, Speed 73, a control modifier of +1, and
a animal handling DC of 19.
A chariot’s condition also plays a big role in the difficulty of control and in its speed.
Chariot HP Control Modifier Speed Modifier
Full +1
3/4 5
1/2 1 10
1/4 2 15
Dungeon Master Tools
Difficult Terrain
This section will cover the various types of difficult terrain found in the Dungeon Master’s Guide
(Pg. 110111) in regards to chariots and will cover a few not considered. Heavy precipitation,
desecrated ground, and frigid waters function normally.
Terrain Types
❖ Extreme Cold: Extreme cold functions normally and in addition while moving at speeds
of 50 or above charioteers must make constitution saving throws DC 10 at the end of
every round unless they have cold resistance. If a charioteer fails a save they gain 1
level of exhaustion.
❖ Extreme Heat: Extreme Heat functions normally and in addition creatures pulling the
chariot must make constitution saving throws DC 5 increasing by 1 per round, at the end
of every round unless they have resistance to fire. If a creature fails a save they gain 1
level of exhaustion.
❖ Strong Wind: Strong winds function normally and in addition slow chariots by 10 speed
if moving in a direction that is against the wind, slowed by 5 in a crosswind, and gains a
speed increase if +10 if the wind is to the chariots back.
❖ High Altitude: High Altitude functions normally and in addition exhaustion levels gained
by the creatures pulling the chariot are doubled and constitution saving throws made by
them are made at disadvantage.
❖ Quicksand/Mud/Tar Pit: Quicksand functions normally for creatures who are caught
within it. Chariots when entering quicksand sink 1D6+1 feet and an additional 1D6 feet
per round. A creature can pull the chariot out of the quicksand pit by using its action to
perform a strength check. The DC is equal to 10 plus 1 per foot of depth in quicksand. If
a chariot is unable to be removed from the quicksand it will continue to sink and begin
pulling the attached creatures into the quicksand.
❖ Razorvine: Charioteers, their chariot, and their creatures moving past or through
razorvine must make a DC 15 dexterity saving throw or take 1D6 slashing damage per
10 feet of speed of the chariot. Otherwise razorvine functions normally.
❖ Slippery Ice: Slippery ice is difficult terrain. When a chariot enters slippery ice for the first
time on a turn, the driver must succeed on a DC 13 control check or crash. At the
beginning of each round the chariot remains on slippery ice the driver must succeed on a
DC 10 control check or crash. Turning on ice or avoiding obstacles is increasingly
difficult, the control DC in those situations is increased by 5. Furthermore, all creatures
pulling the chariot must make dexterity checks as normal for slippery ice. If one or more
creatures fail the driver rolls control at disadvantage for as long as that creature remains
prone.
❖ Thin Ice: Thin ice is almost guaranteed to fail under the weight of a chariot. The
charioteers, chariot, and the creatures pulling the chariot fall through.
❖ Snow/Sand: Snow acts as difficult terrain, and is usually accompanied by extreme cold
and heavy precipitation. Sand acts as difficult terrain and is usually accompanied by
strong wind and extreme heat. In rare cases deep pits of either may act as quicksand.
❖ Rough Ground/Rocks: Rough ground and rocks act as difficult terrain. Rough ground
applies to any off road terrain being rode over by chariots such as brush, mud, dirt, and
gravel. Rocks of larger sizes can be hazardous to the chariot. Riding over large rocks
deals 1D6 bludgeoning damage to chariots that begin or end their turn on rocks.
❖ Underwater: Only the Merchariot can be used underwater. Only creatures with swim
speed can pull chariots underwater. Charioteers are subject to the rules of underwater
combat (Pg. 198 Player’s Handbook). Creatures used to pull the chariot are subject to
the underwater swimming rules (Pg. 116 Dungeon Master’s Guide). Control DC checks
are also modified based on water clarity.
Clear Water, Bright Light DC +/ 0
Clear Water, Dim Light DC +3
Murky Water or No Light DC +5
❖ Air: Creatures pulling chariots with the ability to fly may carry the chariot behind them
through the air, but only if the chariot is enchanted to fly. Creatures pulling the chariot fly
normally, the chariot and charioteers fly as if under the effects of a fly spell. Creatures
pulling chariots through the air are also subject to the flying mount rules (Pg. 119
Dungeon Master’s Guide). Being pulled through the air imposes disadvantage on ranged
attacks and wisdom checks that rely on hearing. Maneuvering the chariot in winds
requires control checks to be made each round.
Normal Winds No Control Check
Light Winds DC 10
Moderate Winds DC 15
Strong Winds DC 20
❖ Sheer Cliffs: If all creatures pulling the chariot have a climbing movement rate than they
can pull the chariot up sheer rock faces, trees, buildings, and other such obstacles. This
is considered difficult terrain. The driver must make a control check each round the
chariot is moving along a sheer surface. The control check is DC 19, if the control check
fails the chariot falls dealing damage to the charioteers, their chariot, and their creatures
equal to both normal falling damage and crash damage.
❖ Lava: Lava works as quicksand to all object entering lava as well as dealing them 8D10
fire damage each round. Creatures with immunity to fire damage take no damage and
creatures with resistance to fire damage may make a DC 15 constitution saving throw for
half damage each round. Objects and creatures moving over lava take 1D6 fire damage
per round unless they have resistance to fire damage. Lava ignites all flammable
materials that enter it.
Traps
These are some examples of traps that you may wish to include in your races and campaigns.
❖ Spring Spikes: A metal spike covered plate is hidden ahead of the chariot; a perception
DC 10 is required to discover it. If it is discovered it can be avoided. If not it springs forth
from below ground, the driver must make a control check DC 15 to avoid it. A failed
control check causes a crash and deals an extra 3D6 piercing damage.
❖ Pitfall: A large pit is hidden along a stretch of track, measuring 10 feet wide, 15 feet long,
and 3 feet deep; a perception check DC 13 is required to discover it. A chariot that falls
into the pit crashes.
❖ Falling Rocks: Rocks cascade from above. (This trap can only be used near ledges,
ceilings of caves or ruins, or similar rock structures.) The driver must make a DC 15
control skill check or take 6D6 bludgeoning damage to all riders and the chariot.
❖ Elemental Trap: A magical contraption designed long ago to protect against grave
robbers and ancient enemies. (This trap can only be used inside or around ancient
crypts or ruins of some significance.) These deadly traps releases a cone of elemental
energy (fire, lightning, cold, necrotic, acid, and radiant) 10 feet wide at its base and 30
feet long. This deals 10D6 damage of its damage type, the driver may make a control
DC 13 skill check to take half damage.
❖ Guardian Trap: The idea of this trap is to have a large monster cross paths with the race
in some way. Be creative, there are no wrong answers.
Chariots
Various chariot types and their accessories are available for purchase at all major cities
anywhere vehicles such as wagons are sold. Some parts such as magical wheels or racial
specific chariot types can be restricted by the DM to only be sold in some areas.
Chariot Type
❖ Common Chariot: This wood and iron chariot seems more like a cart than a war
machine. Its appearance is splintery and worn, slightly uneven and dirty. HP 40, Speed
10
➢ 100 Gold
❖ Elven Chariot: This lightweight chariot is designed for speed. It's made from light woods
woven together in fanciful patterns and knotts. Without metal components it
accomplishes buoyancy when in water and floats. HP 40, Speed +/0
➢ 500 Gold
❖ Dwarven Chariot: This heavy chariot appears more like a toboggan than a chariot. Made
entirely from dwarven steel it is much more durable than other chariots and much
heavier. Its solid construction is to ensure safety from tunnel collapse when
underground. HP 60, Speed 20
➢ 500 Gold
❖ Orcish Chariot: These chariots were originally designed for hunting in the open fields.
They come equipped with a heavier duty axle and wheel wells. The driver of these
chariots does not have to roll control when rammed or hit by damaging spells. HP 50,
Speed 10
➢ 500 Gold
❖ Gnome Chariot: These small chariots are perfectly suited for gnome passengers. Their
small size makes them exceptionally fast but provides little durability. HP 20, Speed +5
➢ 200 Gold
❖ Halfling Chariot: Designed by, not for halflings, these chariots are infact normal size.
Smaller chariots are provided for no extra cost of course. Appearing to be common
chariots made from exceptional materials they lack the appeal of other chariot varieties.
However by some unknown means they retain the lucky trait from their craftsmans. Any
time a 1 on a D20 is rolled for control or animal handling the charioteer can roll again.
They must use the second roll. HP 35, Speed 10
➢ 600 Gold
❖ Dragon Chariot: These rare chariots are the work of dragonborns! This proud race first
entered the chariot scene by storm, devastating the other racers with their powerful
elemental chariots. These come in every variety that dragonborn's do, and are often
marked by the clan which created them. Covered in dragonscales they have resistance
to the elemental type associated with their color. They may also ‘breath’ a blast of
elemental energy as does a dragonborn of that variety from either side. This deals 4D6
damage save vs half constitution check DC 13, and can only be used once until
recharged by a dragonborn of 11th level. HP 50, Speed 15
➢ 6000 Gold
❖ Infernal Chariot: Invented by an unknown tiefling these intimidating chariots are carved
with reliefs of fiendish nature. Faces twisting and glowing decorate the sides along with
magic runes that seem to dance and sway. Along with being resistant to fire damage
these chariots grant advantage to intimidation checks made by its charioteers. HP 40,
Speed 10
➢ 500 Gold
❖ MerChariot: This submersible chariot is streamlined and shaped like a water droplet to
be more aquadynamic. It cannot be used on land but comes complete with a magic
canopy which is enchanted to provide air. It lacks both wheel wells and an axle. HP 40,
Speed 5
➢ 1000 Gold
Armor Type
❖ Mithril: Lightweight plates compose the chariots armor. HP +20, Speed +5
➢ 500 Gold
❖ Adamantine: Heavy defensive plates cover the chariot. HP +30 cannot be critically hit,
Speed 5
➢ 600 Gold
❖ Bone/Dragon Scale: Light, hard, and pointy, bone armor adds 1D6 damage to ramming.
Dragon scale also grants a cart resistance to the damage type of that color dragon.
HP +20 for bone 30 + elemental resistance for dragon scale
➢ 500 Gold/ 5000 Gold
❖ Brambles: Thick weaving thorned vines swarm about your chariot. These are living by
magical means and can be used for spells that target plants. These deal 1D6 piercing
damage to creatures that come in contact with them.
➢ 800 Gold
❖ Spikes, steel/silver: Large spike covered plates cover your chariot resulting in a moving
ball of death. These deal 3D6 piercing damage when ramming. Silver spikes deal 2D6
extra radiant damage to undead.
➢ 600/1800 Gold
❖ Aquatic Fins: These bladed fins deal 1D6 slashing damage and grant +2 control when
underwater.
➢ 100 Gold
❖ Wings: These magical wings act as a medium sized creature for flying chariots allowing
less reliance on flying creatures in an emergency. (Speed: 30)
➢ 800 Gold
❖ OverArmor: These protective plates provide a disposable shield for chariots which
require extra protection. They add 20 points of temporary HP if steel (5 Speed), 30
points if mithril, and 40 points if adamantine with the added bonus of preventing criticals
(5 Speed). However these are not permanent additions to the chariot. These are
disposable and won't be repaired by mending done to the chariot.
➢ 100/300/400 Gold
Wheel Type
❖ Masterwork: +1 control.
➢ 20 Gold
❖ Spiked: When ramming another chariot these spikes deal 2D6 piercing damage.
➢ 50 Gold
❖ Off Road: These treaded wheels ignore difficult terrain over rocks, brush, mud, dirt, and
gravel.
➢ 50 Gold
❖ Ski Wheels: These ignore difficult terrain over snow, ice, and sand by placing skis on
either side of the wheels.
➢ 50 Gold
❖ Flying: With an absence of wheels, the chariot is enchanted to hover allowing the use of
flying mounts.
➢ 2000 Gold
❖ Tunneling: Treads and a magimech dril allow the chariot to burrow while pulled by
burrowing beasts.
➢ 2000 Gold
❖ Propeller: This device is used in aquatic races. In place of wheels it adds 5 speed and
can only be used in water.
➢ 500 Gold
❖ Damage Resistant: These magical repairing wheels cannot be slowed down by damage
done to the chariot.
➢ 1000 Gold
❖ Elemental: These wheels are enchanted with powerful elemental magic. They come in
lighting, fire, ice, poison, radiant, and necrotic varieties. They deal 1D6 damage of their
damage type when ramming. They also leave a trail dealing 2D6, or half that much
damage on a successful dexterity saving throw DC 11, to creatures 30 feet behind it.
➢ 5000 Gold
Famous Charioteers
While not many of the world's famous charioteers are well known, one stands out among them
all. A man that has been heralded as the highest paid athlete of all time. Gaius Appuleius
Diocles, a name that should humble and inspire all would be racers.
Gaius Appuleius Diocles started his chariot racing career at the age of 18 and retired at the age
of 42. In his twenty two year career he participated in 4,257 races of which he won 1,462. At the
end of his career he had earned a total of 35,863,120 sesterces (approximately electrum pieces
in this case), estimated at 800,000,000 USD today. Making him the most well paid athlete of all
time. He was also claimed to have a legendary ducenarius, a horse that has won 200 races.
Gaius’s Famous Horses
Each of Gaius’s Horses is named and stated beyond the normal ability of a warhorse. This is
because all 5 have won over 100 races. They are all equipped with elven chainmail and
horseshoes of the zephyr. All kept in prime racing condition.
Cotynus His most legendary horse, the supposed Ducenarius! Which as legend describes
was beautiful beyond compare.
Armor Class: 19 Hit Points: 130 (10D10+30) Speed: 80 ft.
STR: 21(+6) DEX: 14(+2) CON: 16(+3) INT: 2(4) W IS: 14(+2) CHA: 14(+2)
Senses passive perception 14
Languages
Challenge
Trampling Charge. If the horse moves at least 20 feet straight toward a creature right
before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw
or be knocked prone. If the target is prone, the horse can take a bonus action to make another
attack with its hooves against the target.
Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3D6 + 6)
bludgeoning damage.
Great Boon, Ducenarius. This horse gains +20 speed and massive bonuses to
stats and HP. This horse also gains advantage to dexterity saving throws.
Abigeius, Lucidus, Pompeianus, Galata These horses carried him through
his most memorable victories and in the cases of Lucidus, Pompeianus, and Galata were
named after them.
Armor Class: 17 Hit Points: 90 (7D10+20) Speed: 80 ft.
STR: 20(+5) DEX: 13(+1) CON: 14(+1) INT: 2(4) W IS: 12(+1) CHA: 10
Senses passive perception 12
Languages
Challenge
Trampling Charge. If the horse moves at least 20 feet straight toward a creature right
before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw
or be knocked prone. If the target is prone, the horse can take a bonus action to make another
attack with its hooves against the target.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2D6 + 5)
bludgeoning damage.
Great Boon, 100 wins. This Horse gains +20 speed and bonuses to stats and HP.
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