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The Combat Wheelchair The Combat Wheelchair: Sara Thompson Sara Thompson

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80% found this document useful (5 votes)
1K views68 pages

The Combat Wheelchair The Combat Wheelchair: Sara Thompson Sara Thompson

Uploaded by

dutch whofian
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction
  • Core Ruleset
  • Upgrades
  • Backgrounds
  • Subclasses
  • Short Story
  • NPCs
  • Usage Guidelines

THE COMBAT WHEELCHAIR

VERSION 3.0.1

SARA THOMPSON
COMBAT WHEELCHAIR V3.0 | INTRODUCTION
2
W
Art Credits
elcome to the newest iteration of
the Combat Wheelchair to celebrate its Cover: Charming rogue of the Bregan D'Aerthe, Talin Uran, uses his
1-year-anniversary! Combat Wheelchair alongside his boss, Jarlaxle Baenre, to capture an
In this document, you will find not unsuspecting merchant vessel on the high seas!
only more refined core rules for the This stunning artwork was created by Lio Pressland (Kroov) whom
chair, but a variety of subclasses, a new you can find and discover their stunning portfolio at the following links.
homebrewed class of my own design, - The Łowca - and Matthew Social Media
Mercer's Blood Hunter. There is now a whole section dedicated to Portfolio
upgrades - some you have seen before and others entirely new - in Patreon
the Combat Upgrades Catalogue, a section dedicated to NPCs, and
a short story! CORE ILLUSTRATIONS
The Combat Wheelchair has grown so much since the little 'Rogue Climber', 'Circle of Unity Druid', 'Monarch Warlock' - by
PDF that appeared on August 12th 2020, and even further from Sethame V. Derat (frishavacadoo).
the 3 notes in the back of my lecture notes - it has become my Social Media
most treasured of designs that I always return to with a smile. Patreon
I'm honoured that something I made has brought other people 'Wildshaped Druid' - by Gretchen M. (gmeinzen).
joy and introduced others to the idea that disability doesn't mean Social Media
your adventuring career is over. Tabletop is changing how it Portfolio
approaches disability representation and it's wonderful to see the Ko-Fi
games I love playing becoming more accessible and inclusive to Patreon
everyone. Because disabled people belong, whether it be at tables, 'Barricades', 'Cushioned Fall', 'Grease Trap', 'Wall Run' - by Natalie
in fantasy, in sci-fi, and just everyday real life. We have belonged Chenard (GhostCandle).
Social Media
and always will.
Portfolio
Anyone can be an adventurer. Ko-Fi
Sara Thompson 'The Mechani Artificer' - by Lucas Martinez (ItsLucasMartinez).
Social Medias - Twitter & Instagram
About the Creator Portfolio
The Combat Wheelchair is a homebrewed creation by Sara Thompson 'Path of the Fatigued Barbarian', 'The Domineer Fighter' - by J.N.
- otherwise known as 'mustangsart' on Twitter. The ruleset has appeared Butler (JNButlerArt).
in Idle Champions of the Forgotten Realms (Talin Uran), and D&D Social Media
livestreams Rivals of Waterdeep and Critical Role. The chair also has Ko-Fi
its own line of miniatures produced by Strata Miniatures as part of 'College of Symphony Bard', 'Oath of the Virtues Paladin' - by H.
their Dungeons & Diversity range. "Ink" Kugler (thesedeadpens).
Disabled themself, Sara is a freelance writer for tabletop role-playing Social Media
games and has worked for established games companies such as R. Portfolio
Talsorian Games, Paizo, and Steamforged Games. PayPal: everystrokeofcolor@[Link]
If you would like to support Sara and their work, you can tip them on 'Order of the Syphonic Blood Hunter', 'Domain of Shadows Cleric',
Ko-Fi or become a patron on Patreon. 'The Hemomancer Sorcerer' - by Jodie Dodsworth (JDestamtiunm).
You can contact Sara at the following email address: Social Media
Portfolio
saradisabilityrepinttrpgs@[Link].
Ko-Fi
Patreon
Thank You to my Patrons! 'The Łowca' - by Cheyenne (Okami Dragon).
A special thank you to all of my patrons for their support: Social Media
Abhorsen Ailin, Abigail Beers, Acegiak, Adam Barnes, Adi, Alan Greve, Portfolio
Alan-Michael Havens, Ali Harbison, Andrew Bertram, Andrew Girdwood, Ko-Fi
Andrew Nome, Andrew Schaaf, Andy Snowbender, Another'Topher, Ashley 'Way of the Pandemonium Monk', 'Elemental Roamer Ranger', 'School
Vomund, Barbro M. Klashaugen, Benjamin Kohl, Beverly Marshall of Bonds Wizard' - by Gail Aldredge (icekoldsoup).
Saling, Brian Hevlin, CaitlinRC, Caleb Roberts, Calum Dwyer, Carl Social Media
Jordan, Caroline Kimrey, Caroline Pinder, Caseykclark, Cath Evans, Portfolio
Cecil Maye, Charles Hearn, Chloe Turner, Chris Hall, Chris McGowan, 'The Daredevil Rogue: Talin Uran' - by Nich Patzelt (NichPatzelt).
Christian Browne, Christopher Baker, Clare Gmur, Clinton, Corey Jones,
Social Media
crazykhajiitlady, D. Wes Rist, Daniel Silvermint, Danielle Fowler, Dark
Portfolio
Naga, David Palangi, David Walker, Dennis, Dexter Wegner, Donald Buley,
Dorian Baldwin, Drewcifer, Duane Sibilly, Dylan Rickards, Elin Malmgren, 'A Back-alley Stand Off: Talin Uran' - by Lio Pressland (Kroov)
Emily Hopkins, Emma, Erich Perry, Erin, espiroth, Eugene Marshall, Refer to top for credit attributions.
Facundo Estevez, Garlikk, Geoffrey Lamb, Globerton, Harry Danby,
Hioneils_wraith, Holymittens, Hteph, Ian, ImpJ, J Herres, Jack Blair, james
aitken, James Flux, James Introcaso, Jayne the Human, Jeff Good, John
Additional Credits
Phillpot, John Sparagowski, Jon Kenny, Joshua Rowell, Julia R Thompson, Template: provided by Nathanaël Roux at [Link]
Just V, jyte04, Kaedhen Bharathae-Lane, Kaiju Kojin, Kaitlyn, Kalkail, Blood Hunter: this class is copyright of Matthew Mercer and any
Katherine A Winter, Kim Kelly, Laurel Hackley, Lauren Meyers, Lilian Mae mention of its core materials within subclass 'Order of the Syphonic'
Ball, Lilly Ibelo, Little Sister, Lizzy, Logan Sandrock Baird, Luke Crawley, belong to him and Explorer's Guide to Wildemount. Any other content
Luke Robinson, Mackenzie Cameron, Marcus Shepherd, Mario Panighetti, within this subclass is copyright Sara Thompson.
Marleen Vente, Martin Lajoie, Martti, Matthew & Tuck & Tucker, Max
Additional Stock Images: provided by pixabay, images free for
Wolpert, Megan, Melestrua, Michael Willett, Michelle Martir, Mike Craft,
commercial use. 'A Book Mysticism' by Noupload 'Ship Strom Sea'
Monica, Nat Taylor, Nicholas Bruce, Nick Galvin, Nova Kleist, Nyx Proctor,
O K, OfDiceAndMinis, Olivia Brown, Owen Smith, paintedpolarbear, by thommas68.
Patrick Martin, Paul Charvet, Pete Reeve, Professor Scrublord, Feedback: thank you to Zarasque for their advice and thorough
ProudNerdery, RafThree, Ray Amsden, Ren H, RhiiMarkableArt, Richard feedback leading to the Combat Wheelchair v3.0.1 errata.
Greene, Richard Hughes, Rin McMaster, Robert Skilton, Robuloon, Ronald
Hart, Rory Collier, Ross Ramsay, Ruby Tebbs, Saice, Sal Creber, Sam, Sarah
Ryan, Sean Daugherty, Sebastian Elric, SEWFlyers, simon harper, Sonia
C., Steven Barnes, Stormshot, Sunny Kelley, Taffeara, The Lord of the Well,
The Redacted Files Podcast Network, The_Kazimachine, Thomas Parker,
Tokalla, Tortupolar, Trisha Huang, TXD, Tyler Ankenman, Velian Pandeliev,
Web DM, wickedmeriadoc, William Pettersson, Zachary jeffreys.

COMBAT WHEELCHAIR V3.0 | INTRODUCTION


3
M
THE COMBAT WHEELCHAIR The base weight of the chair is 25 lbs but adding
upgrades makes it more cumbersome. Your Dungeon
ade with the adventurer in Master might ask you to keep track of your wheelchair's
mind, the Combat Wheelchair is weight. The weight of each upgrade is specified in the
supportive and intuitive; designed Combat Upgrades Catalogue.
for daily activity and the pressure
of combat. Specifically tailored to
its user with a variety of upgrades Movement Speed
available, the chair was initially designed by first-rate The Combat Wheelchair has a base movement speed of
artificers and their disability consultants to ensure high- 30ft regardless of the user's own base walking speed.
grade comfort and efficiency. The wheelchair prides Upgrades can be purchased to increase this speed, and
itself as being sleek, fashionable, and durable, all at an the feature 'Swift' also increases movement speed when
affordable price for the discerning adventurer. in specific environments such as going downhill.
Taking its design from chairs used in sports such as When you aren't using the chair, your movement speed
wheelchair rugby and basketball, the Combat Wheelchair becomes that as determined by your character ancestry
can withstand high impact and even work as a weapon, (race) and/or class.
providing the user with a means of both defense and
attack. It also comes in a range of sizes and shapes for Starting With the Chair
folk of any size - from Aarakocra to Gnomes to Goliaths,
it is tailored to all, even Goblins and Kobolds! In its basic form (without upgrades), the Combat
Anyone can be an adventurer. Wheelchair costs 200gp - significantly more expensive
than a Simple Wheelchair which is only 5gp (as it
is not made for battle and is more akin to a hospital
"I saw the Combat Wheelchair for the first time a few
wheelchair). This cost increase is because the Combat
months ago. An Elven wizard rolled past in one, its
pouches overflowing with scrolls and hastily packed books. Wheelchair is specially designed for the battlefield and
Her companion, a hulking Goliath barbarian, strolled is therefore made from more durable - and expensive
alongside, hefting an axe over her broad shoulders. They - materials.
were engrossed in a conversation - about what, I cannot
recall, for I was stricken. The Elf, I realised, was not using Simple Wheelchairs
her hands to push the rims! Instead, she slid her elegant These chairs share little in common with Combat Wheelchairs
fingers along a small stone sunk into the armrest and the and should only be used in a setting that involves a hospital
chair jumped to heed her instruction, leaving her other (or other such place of healing) or a care home. They are more
hand free to gesticulate wildly as she regaled her tall clunky and less refined than Combat Wheelchairs as they are
friend with something that caused them both to laugh. It designed for the portability of patients wherein someone else
was then that I knew. I had to get one of those wheelchairs pushes the chair for them.
for my shop."

- Raffe Ta'azen, a human blacksmith and proprietor of 'Raffe's But what if you are beginning your adventure and
Adventuring Gear and Weapons'. are already disabled? Perhaps you were born with
your disability and/or illness - maybe your backstory
covers an accident or injury that predates your career
Proficiencies as an adventurer. Speak with your Dungeon Master and
consider having the Combat Wheelchair be a part of your
The Combat Wheelchair is designed for easy
character's items at no cost. You may have already paid
maintenance, application of upgrades, and to be repaired
for one in your backstory, or you might decide to trade
by its own user if needed. Its simplicity in design is a
one of your background skills for the chair.
necessity; an adventurer doesn't always have the luxury
However you decide to accommodate for this, the
of finding a smith, artificer, or other such tinkerer to
choice is yours. Do what feels right for you and
pit stop at.
your character.
You have proficiency in Tinker's Tools. You are also
If you take a lasting injury or become disabled whilst
considered proficient in using your wheelchair as a
adventuring, you can buy a basic Combat Wheelchair
weapon (refer to Actions).
from any good merchant for 200gp.

Portability Remember: The Combat Wheelchair does


The chair's portability is one of its best-selling points not give a disabled character any kind of
- you can take it anywhere on your adventures! Its 'advantage' over the able-bodied characters
collapsible design enables you to pack it up or pull it out in their party. It merely enables a disabled
whilst on the go using your bonus action. character to continue adventuring. You should
Folded up, the chair fits neatly onto the back of any not be punished for something you can't help. To
cart or on the saddlebags of a mount. Carrying the be punished for having a disability is cruel.
folded-up chair by yourself can be a little impractical, Anyone can be a hero.
especially over long distances. Your carrying capacity is
your Strength score multiplied by 15, the result being in
pounds (lbs).

COMBAT WHEELCHAIR V3.0 | CORE RULESET


4
The Self-Propulsion Variant you and the chair share the benefit of the spell's effect for
the duration or until the spell is dismissed.
The basic chair (without upgrades) requires the user to
either push it along using the push rims, or use one hand Wildshaping & Transmutation
on the beacon stone (refer to Anatomy of the Chair) Spellcasters who use Wildshape and transmutation spells
to guide its movements. However, some illnesses and that change the user's form - Polymorph, Shapechange,
disabilities can restrict limb mobility, muscle strength, etc. - find that the chair also shares the benefit and
and stamina, making these options impossible or very transforms with them. This also applies to chair users
difficult for the individual. who are affected by lycanthropy.
Using the Create Magic Item downtime (Xanathar's The aid of the chair is still in effect in this new form
Guide to Everything), you - or an ally - can imbue the and appears however the user wishes it to. When the user
chair with a low-level pulse of transmutation magic. This changes back, they reappear as sitting in their chair.
appears in the form of a Dwarven rune engraved into the
"The druid disappeared in a sprawl of long limbs and
frame. You are now able to use telepathy to command
sprouting black fur. A direwolf took her place, bright keen
the chair's movements and actions and it responds eyes and teeth as long as my forearm. Her chest rumbled
accordingly. This telepathy doesn't require concentration, with a deep, tremoring growl that made the very earth
relying instead on your fast-passing surface thoughts. beneath my feet shudder as if in fear of this great beast.
The chair will only respond to you and no one else. She barrelled onto the battlefield, loping gait unbroken as
This variant causes the chair to be categorized he forelegs bounded onward and her hindlegs, supported by
as a Magic Item (refer to Anti-Magic Fields). For a caged frame on wheels attached about her waist, trundled
further clarification on spells and the chair, refer to An after. Momentarily stunned, I blinked, before my brain
Extension of the Self. finally caught up and I raised my own blade with a cry,
charging off to join her."

A Common Misconception: "Magic items are - Kristov Farren, a wandering Blood Hunter from the distant
affected by Dispel Magic." This is not true. Magic Northern Lands.
items are unaffected by Dispel Magic as according
to the spell's description in The Player's Handbook.
However, magic items are affected by spells like Anti- How Tough is the Chair?
Magic Field.
This ruleset is entirely optional and doesn't need
to be used in your games.
An Extension of the Self
In a game of wheelchair rugby or basketball, the
You and your Combat Wheelchair are one: consider it a wheelchairs used are incredibly durable and can
part of your body. It is affected by your character's spells withstand the impact caused by high speed. The Combat
and any wildshaping. Wheelchair is designed similarly and can take even more
hits than those designed for sports alone.
Spells
The Combat Wheelchair doesn't have hit points. It
When casting spells with magical effects, the Combat
can withstand 3 consecutive critical hits (in the same
Wheelchair is considered as being a part of you. Both
encounter) inflicted by either Melee Weapons or Melee

COMBAT WHEELCHAIR V3.0 | CORE RULESET


5
Spells before it must be repaired using either Tinker's disperses weight evenly, giving you good control.
Tools or Smith's Tools. You can also pay for someone Spokes are protected by wooden covers to prevent
else to repair it for 100gp. Once repaired, the chair is as debris from getting tangled in them. Tyres that handle
good as new. more terrain types are available as an upgrade.
The Mending cantrip can also fix any breaks in the Disclaimer: If you are beginning a campaign
wheelchair that are cleanly in two parts. that will be based in one setting, for example, Rime
When in need of repairs, you can still use your of the Frostmaiden, ask your DM about the 4 most
wheelchair for everyday tasks such as mobility and common terrains found in this location and have your
ascending or descending stairs, and any upgrades you slanted wheels allow for easy passage over those 4
have acquired remain in effect and are useable. types instead. This reflects how your character and the
Only critical hits can damage the chair - a normal surrounding peoples have adapted to the place they are
attack does not. The attacking creature must announce spending most of their time in.
that they are aiming for the chair before they roll to If you are travelling and encounter terrains your
attack. If the roll is not a critical hit, the attack misses. chair finds difficult, refer to Combat Upgrades for
The chair must take 3x the amount of critical hits it can information on All-Terrain Tyres.
withstand consecutively (in the same encounter) in order • Pouches. About the outer frame of the chair are 3
for it and any upgrades it has to be rendered completely small pouches, all near the armrests. One of these is a
broken and unusable. waterskin holder and the other 2 can be used to hold
When the chair is broken, you can either pay 200gp your weapon(s) or carry more gear. More inventory
for a new basic model or pay upwards of 500gp+ to space can be purchased as an upgrade.
have it completely rebuilt with the same upgrades • Seat Tilt Lever. When pressed as a reaction, this lever
your old one had. This cost can vary depending on the releases a lock mechanism that tilts the seat up, making
individual prices of the upgrades (listed in the Combat getting in and out of the chair easier.
Upgrades Catalogue). • Adjustable Armrests. Affixed to the sides of the chair’s
seat, your armrests are adjustable to your body’s
Fall Damage proportions. Within the armrest of your choosing is a
beacon stone.
When using your Combat Wheelchair, falling rules apply • Seatbelts. These belts are affixed to the chair’s seat and
as normal - you will still take fall damage regardless of strap about the waist, thighs, shins, and ankles, to hold
being in the chair. However, a fall from higher than 80ft you in the chair correctly and prevent you from falling
will begin to damage your chair with similar rulings to out whenever the chair is struck, thrown, or otherwise
the optional ruleset 'How Tough is the Chair?'. handled roughly.
The Combat Wheelchair can withstand 3 consecutive The belts all have clasped buckles which can be
critical hits (within the same encounter). Falling 80ft done up or released as part of your reaction. Seatbelts
causes damage equivalent to 1 critical hit on the chair. can be adjusted easily to accommodate prosthetics, and
For every additional 10ft your chair falls after 80ft, it additional appendages such as wings and tails.
deals another critical hit's worth of damage. The chair • Beacon Stone. These stones are factory-made by
can only take 3 critical hits as the result of fall damage artificers for the sole purpose of using them in
in this manner in order for it and any upgrades it has wheelchairs. They are magically imbued with a very
to be rendered completely destroyed and unusable. low-level pulse of transmutation magic. Specifically,
Typically, the chair is smashed to pieces after dropping they carry about the same level of arcane power as a
from a great height. cantrip – enough for a minute boost and nothing more.
When the chair is broken, you can either pay 200gp You can use this stone in 2 ways. First, you can
for a new basic model or pay upwards of 500gp+ to have run your hand or fingers over it to guide the chair in
it completely rebuilt with the same upgrades your old whichever direction you want it to go. Unlike the Self-
one had. This cost can vary depending on the individual Propulsion Variant which is hands-free, the stone
prices of the upgrades (listed in the Upgrades Catalogue). requires one hand to be on it at all times when being
Upgrades can be bought to increase the durability used in this manner.
of the chair or even to provide a fail-safe should a fall The second way to use this stone is when
like this occur. you are faced with stairs (refer to Ascending &
Descending Stairs). This feature can be activated
The Anatomy of the Chair telepathically in the Self-Propulsion Variant.
The beacon stone is a unique item, only
None of the materials used to make the base frame of
responding to the touch of the chair’s owner. Someone
the wheelchair give you any significant benefit. Instead,
who is not the owner will find that they can only
they provide the foundations of an item that enables
push the chair using the push rims. The stone will not
disabled adventurers to be as independent as able-bodied
respond to them at all.
adventurers.
• Emergency Brakes. Located on either side of the seat
There are 7 main aspects to the chair's anatomy:
pan, you can use your action to apply these brakes
• Slanted Wheels. These allow for easy passage over and slow the chair down by 15ft per round – this
Coast, Forest, Grassland, and Mountain terrain. The doesn’t apply to falling. These brakes can be activated
artificers who carried out data research discovered that telepathically in the Self-Propulsion Variant.
these 4 terrain types are the ones most often traversed
by adventuring parties. The inward slant of the wheels
COMBAT WHEELCHAIR V3.0 | CORE RULESET
6
• Gloves. Simple leather gloves to protect you from
Push Handles friction caused by the push rims.
Though not strictly a part of the Combat Wheelchair's base
• Rear Backrest Compartment. This bag sits snug
anatomy, you can still have push handles be a part of your
wheelchair's design at no extra cost. Handles are typically against the back of the chair, attached to the backrest
associated with more medical-aligned wheelchairs, but and the camber bar. It can hold the same items and
some sports models (which the Combat Wheelchair is amount as a standard explorer’s pack. The bag also has
based on) still have them. Handles can make pushing and tassels that lead around into the seat pan so that the
moving the chair when it is packed away much easier for user can pull the bag up onto the seat to access their
ambulatory users, as well as allow for a friend or ally to items.
push the chair when the user otherwise can't. Never grab
someone's wheelchair uninvited and try to push it. Not "Sometimes, dungeons have so many stairs and, by the
only is it extremely rude, it is also incredibly dangerous gods, don't get me started on every other castle being a
and can injure the chair's user. tangled maze of steps and inaccessibility. Stairs are difficult
to deal with - especially when you use a wheelchair. Thank
goodness these chairs come with those nifty stones. I'd be
Ascending & Descending Stairs lost without mine."
By tapping your fingers or hand against the beacon stone
- From a review letter by adventurer Verinn a'Lae.
twice, the chair is alerted to assist in helping you go up or
down stairs. The chair begins to hover 2ft off the ground
and you guide it forwards or backwards on the stairs,
tapping the stone another two times to ascend, or just Features
once to descend. The chair can only be activated at stairs The Combat Wheelchair has 4 main features.
as it sends out a small wave of magic to detect where
the hazard is. It will only hover in this manner until it Attuning
detects that it has reached the end of the stairs where it The effect of an attuned item is shared between you and
will lower back down to the ground. You then continue to the Combat Wheelchair whenever you are in the chair.
guide or push your chair as normal. For example, Boots of Flying (under this feature) has
A chair’s beacon stone is also affected by anti-magic the wings grow out of the chair, enabling the both of you
fields, rendering the user unable to navigate stairs whilst to fly. So long as you are in the chair, you both gain and
within the effect’s range. However, there are upgrades share the item’s benefit and any other effects it may have.
available to assist in these situations that do not require When you get out of the chair, only you retain the benefit
magic to function. and effect(s) of the item.
This ability also applies to ascending and descending
Mounted Combat
surfaces such as ladders.
The Combat Wheelchair can be considered as your
mount. You can attach your polearm, lance, or other such
What Do I Do If I Fall In Water? weapon to one of the armrests at no extra cost. This is
If you fall into water whilst in your Combat Wheelchair,
something either you or your party can help you do.
swimming rules apply as normal (Dungeon Master's
Guide), in much the same way as they do for swimming in A recommended subclass to play that is designed
heavy armour. So long as the Combat Wheelchair does not around the chair’s ability to perform mounted combat is
exceed your maximum carrying capacity and your arms the Paladin Oath of the Virtues, which you will find
are not restrained. If you are using the Self-Propulsion in Subclasses.
Variant of the chair, you can still expend an additional 1
foot of movement to swim with the chair so long as you are Stable
not stunned (which will leave you unable to telepathically The chair’s small fifth wheel at the rear acts as a
control the chair for the duration). stabiliser. You have advantage on saving throws versus
This is possible because the frame of the
being knocked prone whilst you are in the chair.
wheelchair, though tough, is actually rather lightweight
When knocked prone, you aren’t thrown out of the
much like the sports wheelchairs that they are based on.
If the chair exceeds your maximum carrying capacity, chair unless you aren’t wearing the seatbelts. If you are
you will begin to sink 5ft per round. You can escape the in the chair whilst it is prone, you are also considered as
chair using your reaction to open the seatbelts (you can prone and any close-range melee weapon attacks made
do this telepathically using the Self-Propulsion Variant) against you have advantage.
and can spend your bonus action to untie and rescue the If you are thrown out of the chair, you use your own
pouches and rear backrest compartment and any items half movement to get back up and then a further reaction
within them before they sink, too. to right the chair. If you are prone and still seated in
the chair, you use the chair’s half movement to get up
Equipment unassisted. This is reduced to no movement if you are
assisted by an ally.
The Combat Wheelchair comes with 2 pieces of
equipment you can add to your character sheet (you can Swift
also find them on your Wheelchair Sheet at the end of Gravity makes you and the chair move faster downhill.
this supplement). The same way a dungeoneer’s pack You can move up to 2x the chair’s base movement speed
comes with handy little items, the Combat Wheelchair (30ft) if you choose. You cannot come to an abrupt halt
comes with some too. and must use your emergency brakes to slow down.

COMBAT WHEELCHAIR V3.0 | CORE RULESET


7
T
Using the brakes is a bonus action and slows the chair
down by 15ft per round.
Combat Upgrades
here are a variety of upgrades
available to you on your journey and they
Actions can typically be bought and affixed to your
The Combat Wheelchair can make melee weapon wheelchair at any blacksmith’s, artificer’s,
attacks. At lower levels, one of these attacks can be used or forge. In this catalogue, you will find
instead of your standard weapon attack. At higher levels, numerous combat-oriented upgrades, their
it can be used as your Extra Attack instead. You are costs, and how much weight they add to your chair.
proficient in using your wheelchair as a weapon.
In combat, the chair can be moved onehanded Mundane Items
using the beacon stone (or telepathy if using the Self-
Mundane items like lamps, bedrolls, packs, and even
Propulsion Variant). A hand holding a one-handed or
small chests can be affixed to the chair’s frame at no
versatile weapon can still move the chair using the push
additional cost other than the price you paid to buy the
rims or stone.
item(s) originally.
The chair can make 3 attacks whilst you are in it.
Small magical items such as the Bag of Holding can
Crush also be affixed to your chair for additional storage space.
You roll your chair over a target creature that is
already prone. The creature must be Tiny, Small, or Upgrades List
Medium in size.
The Combat Wheelchair can only have 3 upgrades
Melee Weapon Attack: Your Strength/Dexterity
on it at any given time (unless otherwise specified in a
modifier + proficiency (with advantage) to hit, reach 5ft.,
subclass, such as the Artificer Mechani). You can’t stack
one target. Hit: (1d8 + your Strength/Dexterity modifier)
the same upgrades on top of one another, but you can
bludgeoning damage.
replace them with new ones.
Some upgrades can’t be used together due to either
Ram
there not being enough room on the chair, or its effects
You move 10ft in a straight line, bodily slamming into a
negating others. These have been detailed when relevant.
target creature.
You can’t attach non-upgrade items such as general
Melee Weapon Attack: Your Strength/Dexterity
weapons to your wheelchair due to their lack of design
modifier + proficiency to hit, reach 10ft., one target.
and adjustability to the chair’s frame and shape.
Hit: (1d6 + your Strength/Dexterity modifier)
Upgrades have been designed to specifically fit to the
bludgeoning damage.
wheelchair’s layout. However, some subclasses, such as
If the target creature is Tiny, Small, or Medium in size,
the Paladin Oath of the Virtues, does permit for this.
they must succeed on a Strength saving throw (the DC
Most upgrades add weight to your chair. Your DM may
being 8 + your Strength/Dexterity modifier + proficiency)
ask you to keep track of how much additional weight has
or be pushed 5ft away from you.

Tyre Strike
You pivot on one wheel and turn into your momentum,
striking a target creature with one of the rear wheels.
Melee Weapon Attack: Your Strength/Dexterity
modifier + proficiency to hit, reach 5ft., one target.
Hit: (1d6 + your Strength/Dexterity modifier)
bludgeoning damage.

Varying Body Types


The world of Dungeons & Dragons is full of different
ancestries and sentients and the Combat Wheelchair can
absolutely account for that. For example, you can play a
Warforged character with wheels on their lower half and
still attach upgrades to them. You could play a mermaid-
like character with appendages like a sea creature - i.e.,
an octopus - and use the Combat Wheelchair as a sort of
portable water tank.
Additionally, if you are playing a centaur character,
they can also make use of the Combat Wheelchair the same
way a druid using their Wildshape form can as described
in section An Extension of the Self. You gain all the chair's
abilities and features whilst also choosing how the chair
presents itself - perhaps it is a harness system that supports
the front or the rear legs of your centaur. You choose what
feels right for your character.
The possibilities are endless and the only limit is
your own imagination!

COMBAT WHEELCHAIR V3.0 | UPGRADES


8
been added to ensure you don’t exceed your maximum
carrying capacity when you aren’t using the chair.
However, you can always homebrew your own
upgrades for your game and character!

Agile Suspension
An elaborate branching of suspension is affixed about
the camber bar, connected to the rear wheels and the
seat to create a chair that is more responsive to sharp
movements. Whilst in the chair, you have advantage on
Dexterity saving throws and Acrobatics checks.
Cost: 200gp
Weight: 8 lbs
Agile Suspension can't be used with the Armoured
Plates upgrade.

All-Terrain Tyres
Though the slanted wheels on the base chair model
provides ease of travel over coast, forest, grassland, and
mountain terrain, these tyres accommodate for additional
terrain types. All-terrain tyres are thicker, have more
one on your wheelchair, these barriers can be activated
grip, disperse weight more evenly, and are crossed with
independently of one another, or you can have them both
snow chains, allowing you to traverse easily over arctic,
active at the same time.
desert, swamp, and underdark terrain. These tyres don’t
When only one barrier is active, you are considered as
permit you to travel over or under water.
having half-cover on that side so long as you are using
Cost: 300gp
the wheelchair. You gain a bonus of +2 to your AC and to
Weight: 18 lbs
Dexterity saving throws from melee and ranged attacks
Arcane Absorption made against you on that side.
The frame of your chair has been engraved with If you have both barriers affixed and they are active,
Primordial incantations that absorb elemental energy you are considered as having three-quarters cover. You
from spells. The next time you are forced to make a gain a bonus of +5 to your AC and to Dexterity saving
saving throw against a spell that deals cold, fire, or throws from melee and ranged attacks made against you.
lightning damage, you have advantage. This upgrade can An ally up to Medium in size can also join you and gain
be used twice per long rest. the benefit of three-quarters cover as well.
Dispel Magic has no effect on this upgrade. You do not have to have both barriers affixed and can
Cost: 260gp choose only to pay for one. However, you will not be
Weight: None able to gain three-quarters cover if you only have one
barrier attached to your chair. Additionally, both the
Armoured Plates weight and cost of this upgrade is affected depending on
Small but heavy metal plates are attached to the frame of whether it is made from metal or reinforced wood.
the Combat Wheelchair to better protect you. You gain When you are behind one or more of these barricades,
a +2 to your AC whilst you are in the chair. When you you also have disadvantage on any melee and ranged
aren’t in the chair, you no longer have this bonus. If this weapon attacks you make whilst in its cover.
Upgrade is removed, you no longer gain a +2 AC bonus The barrier(s) can be deactivated using your reaction.
when in the chair. Cost: 70gp (for one wooden barrier), 140gp
Whilst this upgrade is affixed to your chair, you have (for two wooden barriers), 200gp (for one metal barrier),
disadvantage on Dexterity saving throws and Acrobatic 400gp (for two metal barriers)
and Stealth checks. Weight: 10 lbs per wooden barrier, 30 lbs per
If you are using the optional ‘How Tough is the metal barrier.
Chair?’ ruleset, the number of critical hits the chair can
withstand before needing repairs increases from 3 to 6. Cushioned Fall (Engraving)
This is the same for fall damage. An Elven symbol of transmutation magic is carved
Cost: 550gp into the armrest of your choosing. This symbol holds
Weight: 40 lbs 2 charges of the 1st level transmutation spell Feather
Fall. Using your action, you can expend 1 charge to
Barricades instantaneously cast the spell. This doesn’t use up
A metal (or reinforced wood) barrier is affixed to the side any spell slots, nor are you required to be of a magic
of your chair, attached to the outside of the seat pan and class to use it.
tucked behind the slanted wheels. When not in use, this You only have 2 charges of this spell per day and all
barrier is folded down unobtrusively and can be activated expended charges are restored at dawn. The Feather
using your action by pressing the correlating button on Fall spell cast by this upgrade is the same as described
the armrest. You can have up to 2 of these barriers fitted in The Player’s Handbook except that you can only cast
on your chair - one on either side. If you have more than it on yourself and, as per the An Extension of the Self
feature, the chair.
COMBAT WHEELCHAIR V3.0 | UPGRADES
9
Cost: 350gp Floats can't be used with the Spider Legs upgrade due
Weight: None to lack of room on the underside of the chair's seat.

Defy Difficulty (Engraving) Grease Trap


A Dwarven rune of strong abjuration magic is carved A small compartment is affixed to the bottom of your
into the armrest of your choosing. This rune holds 1 wheelchair’s seat pan and can be activated using a
charge of the 4th level abjuration spell Freedom of small lever on the armrest of your chair. Using your
Movement. Using your action, you can expend this bonus action, you pull the lever to release a mechanism
charge to instantaneously cast the spell. This does not use that opens the compartment and causes a 15ft square
up any spell slots, nor are you required to be of a magic of slippery grease to expel out behind you, turning the
class to use it. area into difficult terrain. Every creature that starts or
You only have 1 charge of this spell per day and the ends their turn in this 15ft square must make a Dexterity
charge is regained at dawn. The Freedom of Movement saving throw (DC equal to 8 + your proficiency + your
spell cast by this upgrade is the same as described in Dexterity modifier) or be knocked prone. You can use
The Player’s Handbook except that you can only cast this trick once per short or long rest during which time
it on yourself and, as per the An Extension of the Self the compartment can be refilled.
feature, the chair. If you move into the area of grease yourself whilst
Cost: 500gp using your chair, it also counts as difficult terrain unless
Weight: None your wheelchair has the upgrade All-Terrain Tyres.
Cost: 10gp
Dimensional Jump (Engraving) Weight: 0.2 lbs
A Drowish symbol of strong conjuration magic is carved
into the armrest of your choosing. This rune holds 1 Mounted Sniper
charge of the 4th level conjuration spell Dimension A crossbow or pistol has been mounted on one of the
Door. Using your action, you can expend this charge armrests, and a quiver of bolts or bullets fixed down by
to instantaneously cast the spell. This does not use up the seat for ease of access when reloading. When you
any spell slots, nor are you required to be of a magic first have this upgrade affixed, you are given 20 bolts or
class to use it. bullets for ammunition.
You only have 1 charge of this spell per day and the The crossbow that has been affixed can be heavy or
charge is regained at dawn. The Dimension Door spell light depending on your proficiency. The small mount
cast by this upgrade is the same as described in The that the weapon is on has a pivot so that it can still be
Player’s Handbook except that you can only cast it aimed in different directions.
on yourself and, as per the An Extension of the Self Cost: 25gp (light crossbow), 50gp (heavy
feature, the chair. crossbow), 250gp (pistol)
Cost: 500gp Weight: 5 lbs (light crossbow), 18 lbs (heavy
Weight: None crossbow), 3 lbs (pistol)

Floats
A compact device is placed under the seat of the chair
and can be activated by pressing a switch fixed on one
of the armrests – if you are using the self-propulsion
variant, this upgrade can be triggered telepathically
as an action. It takes an action to activate and, once
triggered, the device expands out into an inflatable raft
that can support both the weight of the wheelchair and
its user only.
This raft is controlled using either an oar or the chair’s
beacon stone (refer to Anatomy of the Chair). Using
your bonus action, you can press the switch again to have
the raft retract back into the chair.
The raft uses the following rulings.

Floats
Creature capacity: 1
Cargo capacity: 1 creature (any size) and the Combat
Wheelchair it is using.
Actions: The Floats upgrade gives the Combat Wheelchair
the move action whenever activated and on water. It can't take
this action if the chair's user isn't in it.
Control & Movement: Oars or Beacon Stone
Speed (on water): 30ft., you can move up to 30ft, with up
to one 90-degree turn.

Cost: 50gp
Weight: 10 lbs

COMBAT WHEELCHAIR V3.0 | UPGRADES


10
Once the Mounted Sniper upgrade has been affixed, at half their movement speed doesn’t need to make the
you cannot have an engraving upgrade on the affected saving throw.
armrest due to limited space. This trap can be used once per short or long rest during
which it needs to be refilled.
Parting Ram Cost: 5gp
A wedge-shaped ram is affixed to the front of your chair, Weight: 0.2 lbs
covering your lower legs. When you use your Ram
attack, you can target up to 3 creatures in your path. Each Shin Shredders
character must make a Strength saving throw, the DC Four 1ft long pronged blades are attached to the centre
equal to 8 + your Strength modifier + proficiency. On a of the chair’s rear wheels. Each one is razor sharp and
failure, a creature is knocked prone. angled to be ablating. This weapon deals an additional
A dditionally, you gain a +4 bonus to your Strength 1d6 slashing damage to your Tyre Strike attack.
checks when using the Parting Ram to break down As the blades cut into skin, they cause great pain and
doors. If an ally assists you by pushing you and the make quick movements harder for the target creature.
chair to build extra momentum, you also have advantage On a successful hit, a target creature must make a
on the check. Constitution save – equal to 8 + your Constitution
Cost: 15gp modifier + proficiency – or have disadvantage on their
Weight: 35 lbs next attack. This effect can only be used on the first
attack on your turn.
Propeller & Water Gear These blades can be silvered at an additional cost.
A propeller powered by a low pulse of transmutation Cost: 120gp a pair, 60gp each, + 100gp per
magic is affixed to the back of the wheelchair's seat pan wheel silvered.
and can be activated as an action by running your hand Weight: 8 lbs per wheel
over an Elven rune carved into the armrest – if you Shin Shredders can be used with the Razor Edges
are using the self-propulsion variant, you can activate upgrade as they are affixed to different areas of the wheel
this as an action using telepathy. Your chair now has and don't come into contact with each other.
a swimming speed of 30ft and allows you to dive and
traverse underwater. Spider Legs
When the rune is activated, it also allows you to Tucked snugly beneath the seat are 8 mechanical legs,
breathe underwater the same as the spell Water Breathing folded up. As an action you press a button on one of the
but only applied to yourself. The propeller can be turned armrests to activate them – if you are using the self-
off again using your reaction but the water breathing propulsion variant, you can activate this as an action
effect will last until 24 hours have passed. using telepathy. The legs fold out rapidly and stand,
Dispel Magic has no effect on this upgrade. lifting you and the chair 4ft off the ground, allowing you
Cost: 250gp to scuttle around in the same manner that a spider does.
Weight: 20 lbs These appendages are powered by a small, intricate,
Propeller & Water Gear can't be used with the Grease and extremely expensive construct engine that was
Trap upgrade due to conflicting space issues on the designed by some of the best Dwarven smiths and
frame of the chair. artificers. You use the beacon stone to steer and control
the legs whilst they are active or, if you are using the
Razor Edges Self-Propulsion Variant, can guide them telepathically.
A sharp chakram blade is mounted to sit atop one wheel’s The legs ignore the effects of difficult terrain and
push rim at a distance that your hand will not get cut the sharp, hooked claws at each end act as feet.
when pushing the chair along. This chakram deals an Their grip is so powerful that they enable the user to
additional 1d4 slashing damage to your Tyre Strike attack climb any vertical surface including ceilings without
when attacking with that wheel. making any checks.
This blade can be silvered at an additional cost. Using the legs increases the chair’s movement
Cost: 25gp each, + 100gp to be silvered (each) speed from 30ft to 40ft and grants a climbing speed of
Weight: 6 lbs (each) 40ft. When the legs aren’t in use, the chair no longer
has a climbing speed and reverts back to its 30ft
Scatter Tacks movement speed.
A loose canvas compartment filled with 40 caltrops has The construct engine that powers this engineering
been attached to the bottom of your chair’s backrest can only be used for 1 hour at a time before needing to
compartment. As a bonus action, you can press a button recharge itself for 2 hours. It is self-charging, sustaining
fixed to your armrest that causes the canvas to open – if itself on a small core of hellfire that burns eternally.
you are using the Self-Propulsion Variant, you can After 1 hour of use, the legs stop moving and retract
activate this as a bonus action using telepathy. All 40 regardless of where the user is, so one must be careful of
caltrops scatter out behind you in a 10ft square area. their surroundings and how much time has passed.
Any creature that enters this area must succeed a The weight of this upgrade is significant enough that
Dexterity saving throw – the DC equal to 8 + your you may need a cart or mount to help transport the chair
Dexterity modifier + your proficiency – or stop moving when it is not being used. When this upgrade is active,
and take 5 piercing damage. The creature’s movement you can’t make your Tyre Strike, Ram or Crush attacks.
speed is permanently reduced by 10ft until it regains at Dispel Magic has no effect on this upgrade.
least 1 hit point. Any creature moving through the area Cost: 3,500gp
COMBAT WHEELCHAIR V3.0 | UPGRADES
11
Weight: 85 lbs cast the spell. This does not use up any spell slots, nor
Spider Legs cannot be used with the Floats upgrade are you required to be of a magic class to use it.
as there is only enough room for one or the other to go You only have 2 charges of this spell per day and
underneath the chair's seat. expended charges are regained at dawn. The Spider
Climb spell cast by this upgrade is the same as described
Suppression Tyres in The Player’s Handbook except that you can only cast
The rear wheels’ tyres have been replaced by a set that it on yourself and, as per the An Extension of the Self
absorb sound, giving you advantage on Stealth checks. feature, the chair.
You still have ease of travel over coast, forest, grassland, Cost: 500gp
and mountain terrain (or the 4 most common terrains in Weight: None

T
your campaign as agreed upon by you and the DM).
Cost: 220gp Background
Weight: 5 lbs he following background can be used
Suppression Tyres can’t be used with the Armoured for any character, whether they be
Plates and All-Terrain Tyres upgrades due to conflicted disabled, chronically ill, or able-bodied.
layout space. They don't even need to be using a
Combat Wheelchair. Any background
Thunder Trip
from any of the source materials for
A magical rune of evocation has been carved into
Dungeons & Dragons 5E is compatible with characters
the armrest of your chair, holding 2 charges of the
that use the wheelchair outlined in this ruleset, the
1st level spell Thunderwave. Using your action, you
Paralympian exists here to show how you can utilise your
can spend a charge to cast the spell – if you are using
character's background to work with the chair and your
the self-propulsion variant, you can expend a charge
character's disability and/or chronic illness.
telepathically as an action. This expends no spell slots,
You can substitute any mention of the chair here for
nor are you required to be of a spellcasting class to use it.
any mobility aid, disability, or illness your character may
You only have 2 charges of this spell each day
have. Even able-bodied characters can make use of these
and all expended charges are restored at dawn. The
backgrounds (though the Paralympian is instead called
Thunderwave spell cast is the same as in The Player’s
an Olympian for an able-bodied character).
Handbook, but the spell’s Dexterity save is equal to your
spell save DC or, if you aren’t a spellcaster, 8 + your
Dexterity modifier + proficiency. The Paralympian
Cost: 250gp You have spent the past however many years of your life
Weight: None as a wheelchair athlete, specialising in a sport of your
choice – i.e., murderball, WCMX, basketball, dance, etc.
WALL RUN You have travelled all over the Realms, participating
A Drowish symbol of transmutation magic is carved into in professional or casual sporting events and, as a
the armrest of your choosing. This rune holds 2 charges result, have picked up a couple of languages of your
of the 2nd level transmutation spell Spider Climb. Using choice along the way. You aren’t a Rogue, but you have
your action, you can expend 1 charge to instantaneously honed your skills in using your wheelchair to perform
impressive feats of acrobatics and athleticism.
Choose a sport (you can research the many different
types of wheelchair sports online) and work with your
DM to detail how the game looks or any additional fun
rulings it may have in your setting. Perhaps spells are
permitted during play, or everyone must play in an anti-
magic field to prevent cheating? Get creative!
Choose what position you played in. Were you a
goalkeeper? Or were you centre-right field? Perhaps you
were the kind of player generally skilled enough to play
in any position.
Skill Proficiencies: Acrobatics, Athletics.
Languages: Two of your choice.
Equipment: A Combat Wheelchair (given to you
when you first started training or joined a team – if
you aren’t using a Combat Wheelchair, you can choose
another item from the equipment list in The Player’s
Handbook), 5 sticks of chalk (for drying out your palms
for grip), an entertainer’s outfit (a sports kit), tinker’s
tools, a set of common clothes, a pouch containing 15gp.

COMBAT WHEELCHAIR V3.0 | BACKGROUND


12
Feature: Sportsmanship 2 I will one day get revenge for the rival I caught cheating but
wasn't believed about.
As a Paralympian, you are an impressive athlete and 3 I owe a favour to an old teammate who gave me courage and
have the ability to teach others the rules and play of inspiration when I needed it most.
your chosen sport without having to make any checks. 4 I will do anything for my old sports team. I still care deeply
for them.
You and your companions can get a match of this 5 I was falsely accused of cheating and it tarnished my career. I
sport together so long as there are 10 or more willing will do anything to clear my name.
humanoids in the area (your party are included in this 6 I seek to teach others about my sport, especially if they use
number). You can play out these matches as contested wheelchairs too.
rolls or even make your own rulesets for you and
d6 Flaw
the DM to use.
1 I am sometimes overconfdent (or have no confdence at all).
Additionally, you also have ties to a specific sports 2 Sometimes it's my way or no way at all.
team and have a place and friends there. This can be 3 I'm overly competitive which comes back to bite me at the
your birthplace’s team, or a team you joined whilst worst of times.
touring the Realms. 4 I am liable to make an intense rivalry over the most
When in your team’s town, city, or village of insignifcant of things.
5 Sometimes I try to give advice even when it isn't welcome or
residence, you can seek out and call upon the members particularly helpful.
for assistance. Providing it is non-hazardous and that 6 Once I become fxed on a potential win, I will pursue it no
you remain on good terms with them, they will come matter the cost.
to your aid.

Suggested Characteristics
Paralympians are shaped by their experiences from
working in a team and the matches they were a part of.
Their close relationships with people and the study of
tactics on and off the pitch affect their mannerisms and
ideals. Their flaws are often rooted in overconfidence or Above is the icon of one of the Realms' most well-
a significant lack of it. known murderball teams - The Heavenblessed Peaks out
to the East.
d8 Personality Trait When using the Paralympian as your background,
1 I idolise a particular hero within my sport, and frequently consider what your old team was called and who was
talk about or refer to them whenever it is relevant in in it - it could make for a great opportunity to meet
conversation.
2 I often think in terms of tactics when it comes to combat - new NPCs and provide a chance to design their logo
years of training having rubbed of on me. I think quickly and and history.
look for a new approach.
3 I am supportive and encouraging of my party - they are my
'team'! I often have words of wisdom and pep talks at the
ready.
4 I have an optimistic outlook. I can do anything I put my mind
to, especially with my team!
5 I talk in sports terminology a lot, perhaps too much.
6 I'm great at giving inspiring speeches - I've given lots of them
during my career.
7 I am patient (or impatient) when explaining the rules of my
favoured sport.
8 I frmly believe that my plans of attack are the best (or the
worst).

d6 Ideal
1 By the books. The rules of the game have instilled in me that
fairness is key. I try to never fght or play dirty. (Lawful)
2 Patience. Anyone can learn with time and dedication. The win
comes to those who wait and help their teammates. (Good)
3 Rule breaker. The rules are more what you'd call 'guidelines'.
I'm not above hitting below the belt to secure a win. The trick
is to never get caught. (Chaotic)
4 Perseverance. Failure is the greatest teacher. I learn from my
mistakes and keep getting back up. Eventually, I will prevail.
(Lawful)
5 Team player. I know the value of working together. When I'm
with my party, anything is possible. (Lawful)
6 Aspiration. I want to be the most renowned Paralympian
and adventurer in the Realms. I will do whatever it takes.
(Neutral)

d6 Bond
1 My team members are dear to me - I would do anything for
them.

COMBAT WHEELCHAIR V3.0 | BACKGROUND


13
14
15
T
SUBCLASSES as normal to the chair when you aren't using your Mech.
If you aren't using a Combat Wheelchair, the upgrade is
he Combat Wheelchair comes with a absorbed into your armour and cannot be used until the
variety of subclasses you can use when Mech is activated again.
creating your character. These subclasses You gain another upgrade from the Catalogue at 9th
aren’t restricted to the wheelchair, nor level, and again at 16th.
are chair-using characters required Additionally, you have extensive knowledge on how
to use any of these subclasses. The to substitute parts to make these upgrades more weight-
following are archetypes are merely to show off effective. As such, all Combat Wheelchair upgrades
the chair’s capabilities and how you can choose to only weigh half their usual amount when made and
interpret specific rules within the game to work with the affixed by you.
wheelchair.
Here are 14 subclasses for you to use, including
Matthew Mercer's Blood Hunter class and an entirely
Mech Suit
new homebrewed class - The Łowca - a love-letter to Starting at 3rd level, you have crafted your base Mech
The Witcher in which one becomes a monster in order to suit, magically weaving it into your Combat Wheelchair
fight monsters. (or your armour if you are not using a chair). Using
your action, your wheelchair (or armour) expands out
to instantly transform into a Mech suit. Your Mech is
Artificer Specialist considered a mount and you can still be attacked whilst
piloting it.
The Mechani Your Mech has two possible forms it can appear as:
bipedal or quadruped. At the beginning of each day, you
"Mechani are the true masters of mechanical engineering calibrate your Mech to take on either of these forms for
and arcane manipulation. I have yet to find any other group the next 24 hours. You cannot change your Mech's form
so capable of and dedicated to building, maintaining, and
until the beginning of the next day. Once your Mech
piloting such incredible constructs of unique design."
has been summoned, you can dismiss it using your
From the academic journals of an Artificer. bonus action.
Refer to the stat blocks at the end of this subclass
Artificers of the Mechani specialty are engineers beyond depending on which form your suit takes for the day.
compare, masters of craftsmanship and only reinforcing Both forms have different abilities and capabilities.
their designs with their magical abilities. What makes If you are using the Combat Wheelchair and transform
them so unique among others of their class are the it into a Mech suit form, you no longer have access to its
mechanical constructs they carry upon their person at actions or effects except for those listed in the Anatomy
all times, whether that be through their own armour of the Chair (and the Self-Propulsion Variant). You can
or Combat Wheelchair. These impressive feats of use your beacon stone to pilot the Mech.
engineering are referred to as Mechs.
They are forever seeking ways to improve their Attacking with the Mech
inventions and Mech, weaponising and adorning them If you are piloting the Mech, you can use it to
with engravings and technology. Mechani are in a make attacks that vary depending on the form it is
league of their own, impressive in skill and formidable currently assuming.
adventurers. Bipedal Mech. This form can wield and make the same
melee and ranged weapon attacks that you usually can
The Mechani Features outside of piloting it. You roll as normal to hit and for
Artifcer Level Features
damage, the attacks using your actions as normal as you
3rd Tools of the Trade, Mech Suit
navigate the controls to execute them. Any fighting style
6th Soulforged Cannon
you have applies to your Mech when you are using it in
14th Propulsion Beams
this manner.
Quadruped Mech. This form cannot wield and make
Specialist Spells the same melee and ranged weapon attacks that you
Artifcer Level Spells
usually can outside of piloting it. Instead, it has a claw
3rd Hellish Rebuke, Magic Missile
5th Heat Metal, Pass Without Trace
attack it can make in its Attack section. Any fighting
9th Haste, Protection From Energy
style you have doesn't apply to your Mech when you are
13th Fire Shield, Leomund's Secret Chest
using it in this manner.
17th Synaptic Static, Wall of Force
Fall Damage
Fall damage whilst you are piloting your Mech occurs as
Tools of the Trade normal, your Mech taking the brunt of the damage and
you taking only half damage rounded down so long as
Upon taking this subclass at 3rd level, you gain you are in the Mech at the time.
proficiency in smith's tools. Combat Wheelchair fall damage rules only apply when
You also choose one upgrade from the Combat your Mech suit isn't active.
Upgrades Catalogue to affix to your Mech suit. If you
are using a Combat Wheelchair, this upgrade also applies

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


16
Arcane Amp Using your action, you target up to two creatures
Your Mech also acts as an Arcane Focus, allowing you within 30ft of you and subject them to an assault of
to channel and cast magic through it whilst piloting. This scraping, shrieking sound, dealing 2d8 + your Spell
means you can cast spells without having to let go of the Attack bonus psychic damage and forcing each
Mech's controls. creature to make a Wisdom saving throw. On a failure,
the creature also becomes stunned until the end of
Arcane Intelligence (A.I.) their next turn.
Your Mech is powered by a compact soulforge engine After using this attack, the cannon must spend until the
that sustains itself off you and your magic - you support end of your next turn cooling down. During this time, the
one another in an arcane symbiotic relationship. As cannon cannot make this attack.
a result, your Mech can perform self-diagnostics At 15th level, the number of creatures you can target
and repairs using limited reserves of excess magic it with this attack increases to four.
accumulates.
Propulsion Beams
SOULFORGED CANNON Starting at 14th level, you have tinkered with your Mech
At 6th level, you have crafted a powerful cannon that suit even further, adding arcane propulsion technology
sits on the shoulder of your Mech (in either form) and that is powered by the suit's soulforge energy. When in
is powered by the suit's A.I.. This weapon is capable Bipedal or Quadruped form, you use your action to fire
of launching 3 different types of attack. At the start of up the propulsors, granting the suit a 30ft flying (hover)
each day, you calibrate the cannon to one of its settings: speed. You can dismiss this using your bonus action.
Gatling Gun, Radiant Laser, or Stun Barrage. You can't Additionally, this feature carries over to the wheelchair
change the setting of the cannon until the next day. or armour that your Mech is bonded to. Whenever you
Your hearing is protected by a pair of magical sound- aren't using your Mech and it has reverted back into the
suppressing earplugs that filter out the sounds caused by wheelchair or armour it comes from, you can use your
the cannon. This doesn't affect your hearing otherwise. action to ignite the propulsion technology and grant
yourself a 30ft flying (hover) speed. This can then be
Gatling Gun dismissed using your bonus action.
The outer chambers of the cannon hum with pure, These propulsion beams appear however you'd like
soulforged energy, the barrel glowing with vibrant light, them to - perhaps they are disc-like and sit at the bottom
before releasing in a blast of sound that echoes tinnily of the Mech's or your own limbs, or they are more
around the battlefield. like a jet pack and appear from the back of the Mech
Using your action, you target up to four creatures or yourself.
within 30ft of you and fire a pulsing beam of light,
dealing 1d12 + your Spell Attack bonus force damage
and forcing each target to make a Dexterity saving throw
Mech Stat Blocks
(DC equal to your Spell Save DC). Each creature that Following are the stat blocks for the bipedal and quadruped mech.
fails is pushed back by 5ft and falls prone. On a success,
a creature is pushed back but doesn't fall prone.
After using this attack, the cannon must spend until the BIPEDAL MECH
end of your next turn cooling down. During this time, the Medium construct, no alignment

cannon cannot make this attack. —


Armor Class the Bipedal Mech shares your AC
Beginning at 15th level, the range this attack has Hit Points equal to 5 times your Artifcer level + your Intelligence
increases to 60ft. modifer + the Mech's Constitution modifer
Speed 30 ft.
Radiant Laser —
STR DEX CON INT WIS CHA
Emitting a high-pitched whine, the cannon charges up 14 (+2) 12 (+1) 16 (+3) 6 (-3) 8 (-2) 6 (-3)
with brilliant, pure white light before discharging with a

Skills Athletics +6
sharp crack.
Damage Immunities poison
Using your action, you target one creature within 30ft Condition Immunities charmed, exhausted, poisoned
of you and blast them with radiant light, dealing 2d10 + Senses None
your Spell Attack bonus radiant damage. Languages None

The high amount of power required to perform this —


Adept Fighter. The complex hinges of the Mech's appendages
attack forces the cannon to then spend the next 1 round and digits allows for it to wield weapons and make attacks using
cooling down. During this time, the cannon cannot make your actions. It has profciency in melee and ranged weapons
(profciency modifer being the same as your own) and adds its
this attack. own Strength modifer to any damage rolls.
At 15th level, the damage of this attack increases to
3d10 + your Spell Attack bonus. Imposing Aura. Whenever your Mech is in this hulking form, you
have advantage on any Intimidation checks so long as you are in it.
Stun Barrage
All sound is seemingly drawn inwards, sucked into the Actions (requiring your bonus action)
Self-diagnostic (3/Day). By activating the Mech's A.I., the suit
barrel of the cannon before exploding outwards in a can redirect its soulforge energy reserves to diagnose and repair
wave of screeching static. 2d8+4 hit points to itself or you, the pilot, so long as you are inside
or withing 5 ft of it. The suit must be active to use this ability.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


17
QUADRUPED MECH BARBARIAN PATH
Medium construct, no alignment

— PATH OF THE FATIGUED


Armor Class the Quadruped Mech shares your AC
Hit Points equal to 5 times your Artifcer level + your Intelligence "Their strikes were monstrously powerful, sapping the
modifer + the Mech's Constitution modifer energy from each of the hired thugs, one by one. I'd never
Speed 35 ft., climb 35ft. seen anything quite like it, even from other Barbarians."

STR DEX CON INT WIS CHA From the account of a merchant rescued from bandits by a
10 (+0) 16 (+3) 14 (+2) 6 (-3) 8 (-2) 6 (-3) wandering adventurer.

Skills Acrobatics +6 Barbarians are warriors capable of great feats of physical
Damage Immunities poison power, with abilities that typically put them on the front
Condition Immunities charmed, exhausted, poisoned
Senses None
lines in battle; taking wounds and blows on behalf of
Languages None their allies. Their path in life is one fraught with danger
— and barbarians often find themselves developing lasting
Unerring Grip. The toes of your Mech end in hooked, powerful injuries and their resulting conditions. If a barbarian
claws, enabling it to grip tightly to any surface it climbs. When
piloting your Mech in this manner, you have advantage on any
wasn’t born with a disability, it’s extremely likely that
saving throws to knock you of. they will, at some point, develop one – the same can be
said for any adventurer who leads a dangerous life.
Imposing Aura. Whenever your Mech is in this beastly form, you Over the years, a Path for barbarians has formed that
have advantage on any Intimidation checks so long as you are in it.
focuses on coming to terms with their disabilities and
chronic illnesses, with an emphasis on working with
Actions (requiring your bonus action)
them. Dabbling in low level Psi Magics, these barbarians
Self-diagnostic (3/Day). By activating the Mech's A.I., the suit
can redirect its soulforge energy reserves to diagnose and repair learn to manage their chronic pain and fatigue, providing
2d8+4 hit points to itself or you, the pilot, so long as you are inside themselves with a disability aid whilst in combat.
or withing 5 ft of it. The suit must be active to use this ability. They seek not to cure themselves, but to continue their
lives of adventure and devastating combat prowess.
Attacks (requiring your action)
Claws. Melee Weapon Attack: +3 + your profciency to hit, reach Path of the Fatigued Features
5ft., one target. Hit: 2d6+3 slashing damage. Barbarian Level Features
3rd Fatiguing Aura
5th Higher Threshold
9th Empathic Strikeback
13th Overwhelming Echoes

Fatiguing Aura
Your path is built on your years and experiences with
chronic fatigue. Choosing this path at 3rd level, you gain
the ability to harness your fatigue and suffuse it into a
magical Psi aura whenever you rage.
For the duration of your rage, any creature that ends
its turn within 5ft of you must make a Wisdom saving
throw (DC equal to 8 + your proficiency bonus + your
Constitution modifier) or be unable to take any Reactions
until the end of their next turn.
On a success, the creature is unaffected. This effect
ends if the creature moves more than 5ft away from you.
If a target creature that ends its turn within 5ft of you
rolls a critical 1 on this Wisdom save, they also take 1
point of Exhaustion. This exhaustion doesn’t end if the
creature moves more that 5ft away from you.
At 12th level, the creature is also unable to take any
Bonus Actions until the end of their next turn.

Higher Threshold
Beginning at 6th level, your experience with chronic pain
means you have a pain threshold higher than most and
know how to manage it in ways that work best for you –
whether these methods be mental or physical. Your pain
hasn’t subsided, you don’t hurt any less, but your pain
management has now also become useful in combat.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


18
Whenever you rage, you regain 2HP at the beginning Using your bonus action, you channel your psi magic
of each of your turns for the duration. – which is imbued with the echoes of your chronic pain
As you level in this path, the amount of HP you regain and fatigue – outwards into each target within range.
whilst raging increases. At 11th level, you gain 3HP This ability doesn’t affect your own chronic pain and
back, and at 16th 4HP. fatigue levels.
The amount of HP regained in this way can’t exceed Every target must make a Wisdom save (DC equal to 8
your Hit Point maximum. + your proficiency bonus + your Constitution modifier)
or find themselves abruptly overwhelmed, becoming
Empathic Strikeback stunned until the end of their next turn. Creatures that
succeed this save are unaffected.
At 10th level, you channel impressions of your You can use this feature a number of times equal to
chronic pain and fatigue into a magical force of Psi your Constitution modifier (minimum 1) per long rest.
energy. This doesn’t affect your own chronic pain or
fatigue in any way.
On the next successful melee attack you make against Bard College
a target, you can use your bonus action to send a wall
of imbued psi magic slamming into them, dealing
2d10 psychic damage. The target creature also makes
The College of Symphony
a Constitution saving throw (DC equal to 8 + your "The Tiefling bard laughed brightly, the sound itself like
proficiency bonus + your Constitution modifier). On a bells as the children gathered around him crooned in awe
failed save, the creature takes 1 point of Exhaustion that at the glittering creatures that danced from the harpsichord
affixed to the armrests of his wheelchair."
lasts for 1 minute (10 rounds). On a success, the creature
takes no point of Exhaustion and only half damage. From a courtier's description of a performance.
You can use this feature once per long rest.
At 17th level, this is reduced to once per short rest. Bards from the College of Symphony are virtuosos,
bringing with them a one-person band with a variety of
Overwhelming Echoes instruments, each having a different magical effect. They
are wonderful performers, their music full of charm and
Starting at 14th level, you target a number of creatures their stage presence bold and strong.
within 30ft of you that you can see. The number of The first of these bards was a dwarven wheelchair
targets you choose is equal to your Constitution modifier user called Brimley Copperpot, who used the frame of
(minimum 1). his wheelchair to affix numerous musical instruments to
it so that he would always have an instrument to hand,
no matter the situation. He wasn’t a warrior by any
means, he was actually a scholar, finding more interest
in studying the theory of musical magic rather than the
tactics of battle. But his ability to cast complex spells
with a chorus of a small orchestra certainly caught the
attention of other aspiring bards.
When artificers first began crafting what is now known
as the Combat Wheelchair, Brimley suddenly found an
increase in students wanting lessons on how to adapt
not only their wheelchairs, but their playing style so
that they may travel the Realms and even go on their
own adventures should the right companions turn up.
Though initially hesitant, Brimley saw the earnestness
of the students wanting to study under him and decided
to establish the first College of Symphony. Many of his
student then went on to establish more of these colleges
across the Planes.
College of Symphony bards are known to be valuable
allies, adaptable on the battlefield and forces to be
reckoned with. Each one’s style is unique to them, being
extremely proficient in their musical skills – inspirational
to their allies, and a terrifying omen to their enemies.

College of Symphony Features


Bard Level Features
3rd Musical Maestro, Vibrant Virtuoso
6th Art of Articulation
14th Orchestral Composer

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


19
Musical Maestro Percussion
The percussion family includes bass drums, castanets,
When you join the College of Symphony at 3rd cymbals, glockenspiel, harpsichord, kalimba, piano,
level, you gain proficiency with 2 additional musical timpani, and xylophones.
instruments of your choice and expertise in the The ground rumbles as a percussive beat is kicked to
Performance skill. life, rich notes soaking and trembling through the earth.
Using your action, you can push this sound out from
Vibrant Virtuoso you in a 10ft radius, causing the ground to shudder. Each
hostile creature in this area must make a Dexterity saving
At 3rd level, you attach 2 instruments from different
throw (DC equal to your Spell Save DC) as the ground
families to your wheelchair’s frame.
becomes unstable or take 1d8 thunder damage and be
You can instead attach them to a wearable harness if
slowed by 10ft until the end of their next turn.
you aren’t using the Combat Wheelchair.
You can use this feature once per long rest.
When used with your spellcasting ability each
As you level up in this class, the damage also
instrument has a different effect depending on the family
increases, becoming 2d8 at 5th level, 3d8 at 10th level,
it belongs to, granting you two unique features.
and 4d8 at 15th level.
Choose two from the following.

Strings Free-Reeds
The free-reed family includes accordions, harmonicas,
The string family includes banjos, cellos, double bass,
melodicas, and reed organs.
fiddles, guitars, harps, lutes, lyres, sitars, ukuleles, violas,
Harmonised chords thrum, energizing and bright,
and violins.
from an instrument often favoured by the storytellers –
With a flourish, a drawn-out tune cuts through the
passing on the deeds of heroes through the legends they
sounds of battle as you play, fingers dancing. Ominous
left behind.
and haunting, or vibrant and joyous, it summons magic
Using your action, you can now cast Heroism
that lights up the strings, releasing volatile energy on
on an ally without expending a spell slot or
each strum, pluck, or bow.
requiring components.
Using your action, you can now cast Magic Missile
without expending a spell slot or requiring components.
Voice
The voice family includes soprano, alto, baritone, and
Woodwinds
bass. You can also include acapella within this family.
The woodwind family includes bagpipes, bassoons,
clarinets, oboes, ocarinas, piccolos, recorders,
and saxophones.
A curiously playful song rings through the air,
trilling and bright.
Using your action, you can spend the next 1 minute
playing to express yourself through a solo, drawing
upon its looseness to gain 1 inspiration dice back
into your pool.
You can only use this feature if you have already
expended 1 or more of your inspiration die and can’t
stack in order to exceed the amount of inspiration you
have that is determined by your Charisma modifier.
You can use this feature once per long rest.
At 14th level, you can use this feature twice
per long rest.

Brass
The brass family includes cornets, euphoniums, horns,
trombones, trumpets, and tubas.
A blast of sound bombards the battlefield, projected
from the bell of your instrument, loud and commanding.
Using your action, you target a creature within 15th
of you, forcing it to make a Dexterity save (DC equal to
your Spell Save DC) as a wall of rippling sound barrels
into them or take 2d6 force damage and be knocked
prone. On a success, the creature takes half damage and
isn’t knocked prone.
You can use this feature once per long rest.
As you level up in this class, the damage die also
increases, becoming 2d8 at 5th level, 2d10 at 10th level,
and 2d12 at 15th level.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


20
You begin to sing, using magic to layer your voice with decisions they’re frequently cornered into could mean
an almost haunting quality, as though many are singing the difference between life and death. It’s no secret that
as one, notes crooning and lilting. many who take this path soon find themselves with
Using your action, you can now cast Cause Fear lasting injuries and/or resulting conditions.
without expending a spell slot or requiring components. If a blood hunter wasn’t born with a disability, it is
If you choose Voice as one of your instruments, you highly likely that they will at some point develop one –
don't affix anything to your wheelchair. as will any adventurer who lives a dangerous life. Over
If your character is mute or otherwise doesn't use the years, an Order of blood hunters has formed, focused
their voice, they can use sign languages or produce on working with their chronic illnesses and disabilities.
other sounds such as claps, clicks, whistles, etc. The Order of the Syphonic.
instead for the same magical result. Learning to manage their chronic pain levels and
dabbling in psionic magics to provide them with
Playing Your Instrument disability aids whilst on the hunt, these blood hunters
Your instruments are affixed to the frame of your Combat seek not to cure themselves, but to continue their life’s
Wheelchair and you choose the layout they have and in what work: hunting monsters.
manner you play them. Perhaps you use your hands, feet, or
mouth, or perhaps you have pedals, switches, and/or button you Order of the Syphonic Features
press to activate them - similar to a one-man-band. Blood Hunter Features
Level
3rd High Threshold, Empathic Weapon
ART OF ARTICULATION 7th Exerted Barrier
At 6th level, you gain the ability to work the musical 11th Psi Afnity
articulations from sheet music into your spellcasting 15th Brand of Sufusion
and impose them on an enemy’s performance in battle 18th Exhaustive Wave
– bringing them under your control the same way a
conductor does an orchestra.
Using your action, you target up to three creatures
High Threshold
within 30ft of you and begin playing in one of the When you join this Order at 3rd level, you have a
following 3 styles: marcato, staccato or tenuto. You can higher pain threshold than most and are experienced in
only choose on style to play in at a time. managing your chronic pain. Your pain hasn’t subsided,
You can use this feature once per long rest. but your methods of management now have an effect on
Starting at 13th level, you can use this feature once per your Crimson Rites and Blood Curses.
short or long rest. When you activate your Rite for the first time that day,
Marcato. You target up to three of your allies within you gain 1HP back when you roll your hemocraft die.
30ft of you. Until the end of their next turn, they deal You can only use this feature on a single Crimson Rite
an additional amount of damage equal to your Charisma once per long rest.
modifier. This damage is considered magical and ignores When you amplify a Blood Curse for the first time that
any resistance or immunities. day, you gain 1HP back when you roll your hemocraft
Staccato. You target up to three hostile creatures within die. You can only use this feature for a single Blood
30ft of you. Each creature makes a Wisdom saving throw Curse once per long rest.
(DC equal to your Spell Save DC) or take 3d6 psychic As you level in this class, the amount of hit points
damage and have disadvantage on its next attack. On a you regain from both Rites and Curse amplifications
success, it only takes half damage. increases. At 8th level you gain back 2HP, at 13th 3HP,
Tenuto. You target up to three allies within 30ft of and at 18th 4HP.
you. On their next turn, they receive an additional
bonus action. Empathic Weapon
At 3rd level, you learn how to siphon some of the
Orchestral Composer chronic pain you experience daily into your weapon
Beginning at 14th level, you gain an additional whenever you activate your Crimson Rite.
instrument from your Vibrant Virtuoso feature and the The Combat Wheelchair is also considered a weapon
effect(s) that comes with it. and your Crimson Rites can apply to it.
This process doesn’t reduce your own chronic pain

Blood Hunter Order


levels at all. Instead, it imbues your weapon with some of
your experience.
Whilst your Rite is active, you gain the additional
Order of the Syphonic effects for the duration:

"The process of the Hunter's Bane is a painful, scarring, • You have resistance to piercing damage.
and sometimes fatal experience..." • Whenever you roll full damage on your hemocraft die,
you can roll again and add the additional damage as
Matthew Mercer psychic.
To be a Blood Hunter is to be someone that, more
often than not, puts themselves in great peril. The split

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


21
Exerted Barrier your hemocraft save DC). On a success, the creature
takes half damage. This damage is converted into psychic
Starting at 7th level, you weave your magical talents damage by your psi.
into carrying echoes of your chronic pain. Your Order At 15th level, this amplification doubles the amount of
has tapped into the secrets of psionic magics, referred damage sent back. Additionally, you also gain knowledge
to as your psi. Your pain isn’t reduced, nor ‘cured’, of one Blood Curse of your choosing so long as you meet
using this magic, instead it is a disability aid, assisting its prerequisites. This doesn’t count against the number
you in combat. of Blood Curses you know.
At the beginning of each day, you roll a single d12,
adding nothing to it. This is your chronic pain level
(CPL) die and is a representation of your chronic pain.
Psi Affinity
The number rolled indicates your pain level for that At 11th level, you centre yourself, focusing on areas
day until you roll again the next. A 12 means you are in of your pain and projecting them into your psi. When
significant pain, whereas a 1 indicates a ‘good day’ – this you next successfully hit a creature, you use your bonus
doesn’t mean you aren’t in pain, but that it’s manageable. action to blast them with your psi, letting them briefly
Make note of the number you roll on your character experience some semblance of the pain levels you feel
sheet each day. every day, overwhelming them.
When you next take damage, you use your reaction to The creature must make a Wisdom saving throw (DC
throw up a protective barrier of psionic magic, reducing equal to your hemocraft save DC) or take 4d8 psychic
the resulting damage by the number you rolled on your damage. If the creature fails, it continues to make the
CPL die that day. same save at the start of each of its turns, taking an
Like Blood Curses, this feature can be amplified additional 1d8 psychic damage until it succeeds.
by spending a number of your HP determined by a You can use this feature once per long rest.
roll of your hemocraft. Your High Threshold feature
still applies. Brand of Suffusion
You can use this feature once per day.
At 15th level, you can use this feature twice per day. Beginning at 15th level, your Brand of Castigation
Amplify. You sling the damage your barrier absorbs becomes imbued with your psi, allowing you to
back at a hostile creature within 30ft of you. This aggravate a foe’s wounds in battle. Whenever you next
creature makes a Wisdom saving throw (DC equal to successfully deal damage to a branded creature using
your Crimson Rite, your weapon deals an additional
amount of psychic damage equal to one roll of your
hemocraft die plus your chronic pain level (CPL) die
score for the day. This damage ignores any resistances.

Exhaustive Wave
At 18th level, you learn to exert what little grasp you
have left on your pain-echoing psi as death comes
to claim you.
When you are next reduced to 0HP, you unleash a great
wave of energy in a 30ft radius. Every hostile creature
within range must make a Wisdom saving throw (DC
equal to your hemocraft save DC) or take 5d10 psychic
damage and be stunned until the end of their next turn
as a blast of pure pain hits them. On a success, they take
half damage and aren’t stunned. This damage ignores any
resistances.
After this, you don’t necessarily fall unconscious.
Instead, you can choose to drop to 1HP and take 1 point
of Exhaustion.
If you choose to fall unconscious instead, you
immediately succeed 1 death save and take no point
of Exhaustion.

Cleric Domain
Domain of Shadows
"The collection and preservation of memories appears
important to them on a level that, truly, I find unsettling. It
is one thing to want to treasure your personal memories,
but to want to take and keep others'? No, there is something
wrong with that."

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


22
From a field anthropologist's journal documenting experiences the same damage as a normal weapon of its type. For
with the everyday people of a small town in the South. It appears example, a sentient rapier will still deal 1d8 + DEX
they ran into a Cleric of the Domain of Shadows.
piercing damage.
A rare and elusive Circle, the Domain of Shadows is one
shrouded in mystery and secrets – not all that surprising
considering their ties to the strange Raven Queen of the Eidetic Memory
Shadowfell, from whom they draw their dark powers.
Much like their deity, Shadow clerics’ motives appear At 1st level, you gain expertise in History, giving you
odd and unusual to non-members of this domain. an innate ability to remember significant amounts
Though very much mortal, these clerics believe that of information – an eidetic memory. You now have
they have been marked for a ‘higher calling’. But it is advantage on any checks made to recall information.
likely – given her notoriety – that they are actually part
of some greater plan, and they just cannot see it… yet. It CHANNEL DIVINITY: PREDICTION OF
seems only time will tell.
These clerics are obsessed with discovering lore and
FATE
uncovering history, documenting their findings on both Starting at 2nd level, you can use your Channel Divinity
their weapons and their own skin – collecting secrets to to look for patterns in creatures’ behaviours. For the
return to their Queen. It is rumored that even their own next minute, you can use your reactions to parry
weapons speak to them, discussing knowledge, unveiling incoming melee or ranged weapon attacks – taking
secrets… learning from one another and then using it to
tear their victims apart.
Yet another gift from the Raven Queen...

Domain of Shadows Features


Cleric Level Features
1st Sentient Weapon, Eidetic Memory
2nd Channel Divinity: Prediction of Fate
6th Shades of Letherna
8th Memory Reap
17th Lore Surge

Domain Spells
Cleric Level Spells
1st Comprehend Languages, Identify
3rd Detect Thoughts, See Invisibility
5th Counterspell, Summon Shadowspawn
7th Confusion, Hallucinatory Terrain
9th Geas, Legend Lore

Sentient Weapon
Upon joining this domain at 1st level, your main weapon
becomes sentient; sharing its intelligence, wisdom, and
charisma scores with you, as well as your alignment.
The weapon understands any languages you know, but
communicates with you by transmitting its emotions.
It also has hearing and normal vision up to 60ft. You
cannot be disarmed of this weapon unless you are
incapacitated.
Additionally, the weapon is a lore seeker: it craves
knowledge and absorbs memories as it documents
your journey, engraving them into its surface and your
own skin painlessly in the form of script and images.
Together, you carry knowledge and experiences
wherever you go, allowing you to recall information
you know with ease. The engravings between you and
your sentient weapon don’t always match – the resulting
image or words vary depending on your emotions and
stances on the events that occurred. If you are already
tattooed, the original ink begins to shift and weave into
the designs of new memories you have gained.
You can name your weapon however you please.
Your weapon can be from any table so long as you
are proficient in using its type. The weapon shares
COMBAT WHEELCHAIR V3.0 | SUBCLASSES
23
advantage of how past experiences are often destined to
repeat themselves.
Druidic Circle
You can parry attacks made against yourself or an ally
within 5ft of you, reducing the damage by 1d8 + your Circle of Unity
Wisdom modifier. "We are one with nature, finding life and its beauty
wherever it may be - from ancient forests to the dirtied
Shades of Letherna streets of an overcrowded city. Nature is everywhere, you
only need look for it."
At 6th level, you gain the ability to infuse your sentient
weapon strikes with divine, insidious energy from the From the writings of Priestess Varrli of the Circle of Unity.
Shadowfell. The Raven Queen blesses your weapon with
the freezing darkness of the forest of Letherna, where The Circle of Unity focuses on being one with the
lost souls are doomed to wander for eternity. surrounding world. Their items and personal effects
Your sentient weapon takes on a glacial appearance, are made from as many natural materials as possible,
and looking at its reflective surface reveals a shadowy tying them back to the lands they love. If your Druid
forest of dark ice. Each time you land a successful blow, carries a lot of natural items, they find that plant life and
the weapon wails with the voices of the damned. wilderness begin to blossom about their person. They
Once on each of your attacks, you can choose to carry their own little biome with them wherever they go.
deal an additional 1d8 cold damage. At 14th level, this
increases to 2d8. Druidic Magic & The Combat Wheelchair
As per the An Extension of the Self feature, the effects of
spells, wildshaping, and transmutation magic are shared
Memory Reap between you and your wheelchair.
Beginning at 8th level, you and your sentient weapon
have bonded even deeper, allowing you to telepathically Circle of Unity Features
communicate with each other. It’s personality and Druid Level Features
voice are up to you – or the DM – and it only knows 2nd Blossoming Fruits, Seasonal Camoufage
what you know. 6th Tree-Treader
As your weapon grows in sentience, its hunger for the 10th Companion Carriage
knowledge and memories of other living beings grows 14th Treacherous Thickets
too. Whenever you next successfully hit a creature with
your sentient weapon, you force them to make a Wisdom
saving throw – DC equal to your Spell Save DC. On a
Blossoming Fruits
failure, the creature takes 5d8 psychic damage as their When you choose this Circle at 2nd level, you can cast
memories are ripped from their mind and are stunned 1st level spell Goodberry 3 times per day without using
until the end of their next turn. On a success, the creature any spell slots.
only takes half damage and isn’t stunned. Combat Wheelchair. You cast the spell as described in
Once these memories have been wrenched from the The Player’s Handbook, but its appearance is different.
target, they immediately appear as tattoos on your skin Whilst using your wheelchair, you turn out your palm
and engravings on your weapon. and a shoot grows rapidly from the armrest, blossoming
You can use this feature once per long rest. brightly before dispersing the berries in your hand. The
Starting at 15th level, your deepening bond allows you shoot then swiftly detracts and disappears.
to then use the newly-stolen memories to see what the
creature was planning next, imposing disadvantage on Seasonal Camouflage
their next attack against you.
At 2nd level, the natural foliage that grows about your
person and from your items changes with the seasons. In
Lore Surge Winter, it becomes barren wood and tough bracken; in
At 17th level, you have the ability to overwhelm Spring, fresh green shoots and buds grow; in Summer,
creatures with all the information from memories it blossoms beautifully with your favourite flowers;
you and your weapon have gathered over the years, and in Autumn it shifts to glorious shades of red,
manifesting them into a sensory overload. brown, and gold.
Using your action, you target a creature within You now gain +5 to Stealth checks when outdoors
60ft of you and force them to make a Wisdom saving and are able to Hide with ease in forests, woodland, and
throw – DC equal to your Spell Save DC. On a failure, grasslands so long as you are not in a wildshape form.
they take 5d10 psychic damage, only taking half as Starting at 10th level, this bonus increases to +9 and
much on success. If the creature rolls a 1 on this save, applies to your Wildshape forms as well – the foliage
they immediately fall unconscious until the end of now growing through fur, scales, feathers, and spines to
their next turn. help mask your beastly forms when outside.

Tree-Treader
Starting at 6th level, you can command trees to bear your
weight and provide a path for you up in their canopies.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


24
Using your action, branches and vines reach down Companion Carriage
from above to grasp you and pull you up into the canopy.
The paths provided are tunnel-like in shape and structure Beginning at 10th level, you use your action to summon
and will bear your weight for the next 10 minutes. This playful nature sprites from the environment around you.
doesn’t count as difficult terrain for you. Whether you’re in woodland, desert, ocean, or the city,
You can use this feature once per long rest. nature adapts and can always be found.
Starting at 16th level, you can use this feature once These sprites take the form of creatures native to
per short rest. the surrounding habitat and offer varying effects. They

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


25
appear as 8 tiny creatures, 4 small creatures, 2 medium Speed: 50ft
creatures, or 1 large creature. This large sprite is hardier and more durable. It can appear as a
draft horse, war horse, dolphin, etc., so long as the creature is
When summoned, these sprites appear as hitched up
typically of a Large size.
to a wispy carriage which you control. A magical set of Depending on the environment you summon it in, you gain
reins gives you control over the sprites whilst they pull an efect for the duration or until they are dispelled.
you and the carriage along. This vehicle only has enough
room for you and 3 allies.
The spirits fade away naturally after 6 hours.
Though these sprites take the appearance of creatures,
they don’t have the same stat blocks and abilities as ENVIRONMENTAL SPRITE EFFECTS
them. If the sprites are brought to 0HP, they dissipate, These effects are shared between you and the sprite(s)
both their forms, carriage, and magical reins vanishing. you have summoned for the duration or until they are
You and any passengers come to a quick but safe stop. dispelled. The effect gained depends on the environment
Sprite stats and their terrain effects are listed below. you summon the sprite(s) from.
You can use this feature once per long rest. Arctic. Ice and snow no longer count as difficult terrain
Combat Wheelchair. If you are using a Combat and you aren't affected by cold temperatures.
Wheelchair, your chair becomes part of this carriage Coastal. The uneven terrain of sandy slopes, pebbled
as well. The reins can either be held in your hands, or beaches, and coastal cliffs don't count as difficult terrain
can be connected to the beacon stone. If you are using for the duration. You and the sprite(s) summoned
the self-propulsion variant, the sprites will instead be also share a climbing speed equal to the sprites'
controlled by your telepathic guidance. usual movement speed. If you are using the Combat
Wheelchair this still applies. Research into wheelchair
8 Tiny Sprites rock-climbing for examples of how you would climb
Tiny fey, no alignment using a Combat Wheelchair.
Desert. Sand and desert don't count as difficult terrain
Armour Class: 10
and you aren't affected by high temperatures.
Hit Points: 13 (2d10+2)
Forest. The cover of trees and undergrowth provide
Speed: 60ft
These tiny sprites can appear as a swarm of rats, a school of some protection as you speed past, granting a +2 to your
fsh, a fock of birds, etc., so long as the creature is typically a AC. This bonus also applies to any allies in the carriage
Tiny size. with you. Additionally, this doesn't count as difficult
Due to their pack-like nature, they share a collective AC, HP, terrain for you.
and group speed. Grassland. Wildflowers and unruly grass no longer
Depending on the environment you summon them in, you
count as difficult terrain, instead they devour you,
gain an efect for the duration or until they are dispelled.
making it harder for enemies to target. The first attack
4 Small Sprites any creature makes against you or any ally in the carriage
with you immediately has disadvantage.
Small fey, no alignment
Hill. The uneven slopes no longer count as difficult
Armour Class: 10 terrain, granting you and the sprites sureness of foot and
Hit Points: 15 (2d10+2) wheel. You and any allies in the carriage have advantage
Speed: 60ft on any Dexterity saves.
These small sprites can appear as a cete of badgers, a nest of Mountain. Steep rocks no longer count as difficult
rabbits, a shoal of fsh, a murder of crows, etc., so long as the
terrain and you and the sprite(s) share a climbing speed
creature is typically a Small size.
Due to their propensity to behave as a group, they share a equal to the sprites’ usual movement speed. If you are
collective AC, HP, and speed. using the Combat Wheelchair, this still applies.
Depending on the environment you summon them in, you Swamp. Murky waters and sucking mud no longer
gain an efect for the duration or until they are dispelled. count as difficult terrain. If your sprite(s) has taken on
an aquatic or amphibious form, you share a swimming
2 Medium Sprites speed equal to the sprites’ usual movement speed. If they
Medium fey, no alignment have taken an avian form, you share a hovering speed
equal to the sprites’ usual movement speed. If you are
Armour Class: 13
using the Combat Wheelchair, this still applies.
Hit Points: 18 (2d10+4)
Speed: 40ft Underdark. The darkness no longer dissuades
These medium sprites can appear as a pair of ponies, a couple you. You and the sprite(s) share the ability of 60ft
of dogs, boars, etc., so long as the creature is typically a darkvision. If you already have darkvision, you gain an
Medium size. additional 30ft.
They share the same AC, HP, and speed. Underwater. Your sprite(s) can only assist traversing
Depending on the environment you summon them in, you
gain an efect for the duration or until they are dispelled.
this terrain if they take the form of an aquatic creature.
If they do, you share a swimming speed equal to the
1 Large Sprite sprites’ usual movement speed. If you are using the
Large fey, no alignment
Combat Wheelchair, this still applies. Additionally, you
and any ally in the carriage with you gain the ability to
Armour Class: 15 breathe underwater.
Hit Points: 19 (2d10+2)

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


26
Urban. The streets and narrow alleyways, hidden You are an extension of your weapon. You stand between
nooks and crannies, don’t count as difficult terrain. The your allies and danger."
sprites know how to nimbly avoid and swerve through
From 'Submission Fighting: The Collective Writings of
crowds, granting you an additional 10ft of movement Markele Lan Dann'.
speed whilst in the carriage.
The Domineer is a fighter that focuses on using their
Treacherous Thickets target's strengths to their advantage. They are highly
perceptive in their assessments, making them valuable
At 14th level, the foliage that grows on your person tacticians and swift movers in combat. Skilled in both
comes to your assistance in battle. armed and unarmed fighting styles, their prowess is
When you are next hit with a melee weapon attack, unrivalled - they dominate the battlefield. With the ability
you use your reaction to send barbed, vine-like tentacles to deal disorienting blows and pin limbs, no foe in their
lashing out from you. Each creature in a 5ft radius – both way lasts long.
hostile and ally – must make a DC16 Dexterity saving These fighters were initially mistaken for Monks,
throw to avoid the vicious appendages. Allies make this falsely categorized due to their high speed and rapid
save with advantage whereas enemies have disadvantage. attacks. However, though influenced by Monk schools,
On a failure, a creature takes 6d6 acid damage, taking they are, in fact, fighters, and place an emphasis on
only half on a success. Creatures that failed must then physically beating their opponents into submission.
make a DC12 Constitution saving throw versus being
poisoned. Failing again, they take a further 3d4 poison The Domineer Features
damage. This has no effect of creatures with immunity to Fighter Level Features
the poisoned condition. 3rd Unarmed Master, Joint Pins
You can use this ability a number of times equal to 7th Disorienting Blow
your Wisdom modifier per day. 10th Tactical Speed
15th Unerring Strikes

FIGHTER ARCHETYPE Submission Points


When you join this archetype at 3rd level, you unlock
THE DOMINEER the ability to force your opponents into submission. You
begin with 4 submission points. These are expended
"To dominate the battfield through raw strength alone is a
skill few have. It requires patience, practise, and dedication. whenever you use them on applicable abilities in this
subclass. All submission points are regained after a long
rest. You gain another submission point at 7th,
12th, 17th, and 19th level.
You can also use submission points to
increase the DC required to end an effect or the
potency of a target’s reaction. By expending
1 submission point, you can raise any of this
subclass' features DCs by +1 so long as you
are currently using that feature. Starting at 16th
level, your submission points are replenished
after a short or long rest.

Unarmed Master
Beginning at 3rd level, your unarmed strikes
deal bludgeoning damage equal to 1 + your
Strength/Dexterity modifier + your proficiency.
You are still considered proficient with your
unarmed strikes.
This proficiency also applies to any makeshift
weapons you use when attacking – i.e., furniture
or items such as bottles.

Joint Pins
At 3rd level, whenever you make a successful
melee attack against a creature of a size Large
or smaller, you can use your bonus action to
grab specific limbs and roughly maneuvre
them into a position that maximises the degree
of possible movement and hyperextension
it has. As a result, the joints become pinned
and extremely painful, unable to move

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


27
properly. Depending on the limbs you grab, there are Beginning at 10th level, the creature becomes stunned
varying effects. until the end of your next turn.
A target creature can attempt to break the pin at the
start of each of its turns, making a Strength saving throw Tactical Speed
– DC equal to 8 + your proficiency + your Strength/
Dexterity modifier (your choice) – until it either succeeds At 10th level, you become faster, learning to navigate the
or you let go using your reaction or as the result of being battlefield as quickly as possible. You gain a permanent
incapacitated. 5ft increase to your movement speed (also applies to the
Creatures of a Large size automatically have advantage Combat Wheelchair). Additionally, you can now use your
on the saving throw to break free. At 15th level, Large bonus action to disengage.
creatures no longer have this advantage.
This is not the same as grappling and grappling rules Unerring Strikes
cannot apply to this ability. Joint pinning is a more
Upon reaching 15th level, you know exactly where to
refined and specific technique than a generic grapple.
target for maximum pain and effect. By expending 4
submission points, you can locate each weak point on
Limbs Efect
a target creature’s body, granting you advantage on all
Arms You grab a creature about the arms, twisting them
back sharply to lock the joints. Whilst locked, they melee attack rolls you make against it until the end of
are in pain and unable to take any actions, bonus your next turn.
actions, or reactions. They don't drop anything

The Łowca
they are holding with their arm(s), but are unable
to use any items for the duration. You can also use
this pin for eyestalks
Submission. By expending 2 submission points,
you force the creature to drop any items they are
holding. These items fall to the ground.
Base Class & Subclasses
Legs You grab the creature about the legs, forcing them "'Sometimes, in order to hunt monsters, one must become
out unnaturally to lock the joints. Whilst locked,
monstrous themselves.' That's what they told us when we
they are in pain and their movement speed is
reduced to 0ft for the duration.
were brought here. But how much of myself will I lose in
Submission. By expending 2 submission points, the process? What if, one day, I look in the mirror and don't
you force the creature to make a CON save recognise the person staring back at me?"

I
(DC equal to 8 + your profciency + your STR/
DEX modifer) or have their knees dislocate. On From a battered, decades-old journal found on a Łowca's corpse.
a failure, the creature takes 1d8 bludgeoning
damage and their movement speed is permanently n the far North, the lands become an
halved until they can regain at least 5 hit points. uncertain and perilous stretch of magic and
Tail(s) You grab the creature about its tail(s), locking the
vertebrae. Whilst locked, they are in pain and its monsters. Beyond the rugged shadows of craggy
movement (and/or swimming speed) is reduced mountains are lands unknown to most – cut off
to 0ft for the duration. You can also use this pin from mainland civilisation. Here, the ley-lines of
for tentacles.
the Planes converge randomly, the ethereal veil
Submission. By expending 2 submission points,
you force the creature to make a CON save between them thinner; producing a volatile state of raw
(DC equal to 8 + your profciency + your STR/ magic.
DEX modifer) or have their vertebrae slip. On a Pockets of this unstable energy are scattered around,
failure, they take 1d8 bludgeoning damage and
from the highest peak to the lowest dale, and are known
their movement speed is permanently halved until
they can regain at least 5 hit points. as Conjunctions. Through these openings, creatures
Wings You grab the creature about its wings, locking the from different Planes of Existence enter at will – some
carpal joints. Whilst locked, they are in pain and its with good intentions, and others for nefarious deeds.
hover speed (and/or its fying speed) is reduced
to 0ft for the duration. Something must rise to meet them.
Submission. By expending 3 submission points,
you force the creature to make a CON save (DC
equal to 8+ your profciency + your STR/DEX
A Necessity
modifer) or have the sockets dislocate. On a It is believed that the first ruler of the icy wastes of the
failure, they take 1d8 bludgeoning damage and are
grounded and unable to fy or hover until the end
North founded research into what could be done about
of its next turn. the monsters appearing at random to slaughter the
populations – soldiers only proved ineffectual.
Disorienting Blow Desperate, the search led to a lodge of dark sorcerers,
condemned for their cursed pacts of Necromancy and
Starting at 7th level, whenever you make a successful Blood Magics. With an offer to pardon them should
melee attack against a creature, you can spend 2 they help, the lodge suggested fighting the enemy by
submission points to throw all of your weight into the becoming the enemy; that it was possible to break down
blow to physically jar them, dealing an additional 2d8 the body and remake it using elements of monsters – thus
force damage. creating living weapons that could fight back. True to
The creature must then make a Constitution saving their word, the ruler pardoned the lodge and set them
throw – DC equal to 8 + your proficiency + your to work in established strongholds where Conjunctions
Strength/Dexterity modifier – or be stunned until the were most fraught.
end of their next turn. You can increase the DC of this Thus, the toxic process of the Imbibe was born
save by 1 for every additional submission point you and, with it, the birth of corrupted monster-hybrids,
choose to expend.
COMBAT WHEELCHAIR V3.0 | SUBCLASSES
28
accompanied by four Schools to train them: Biomancy, Equipment
Oneiromancy, Source, and Spiriacy. You start with the following equipment in addition to any
equipment from your background:
Creating a Łowca • (a) a martial weapon or (b) two simple weapons
As you create your Łowca, bear in mind that they are • (a) a light crossbow and 20 bolts or (b) a hand
seen as people to be feared, walking the line between crossbow and 20 bolts
Humanoid and Monster. How does this affect them? • (a) studded leather armor or (b) scale mail armor
Do they see it as a privilege, to be able to protect • a set of alchemy supplies
society from walking nightmares? Or do they resent • a Monster Hunter's pack (Curse of Strahd)
it, perceiving themselves to be a cursed abomination Alternatively, you may choose to begin with 4d4 x
– never to fit in anywhere with their strange eyes and 10gp starting gold (or an amount set by the DM) and
corrupted magics? purchase items of your choice.
A Łowca may be a strong warrior, but they are well-
aware that a wolf never hunts alone, instead seeking
strength in the numbers of trusted allies. Many Łowca Łowca's Blood
are drawn to the security of others for the sole reason that Beginning at 1st level, you have survived the Imbibe,
a hunter can quickly become the hunted if they refuse the torturous process of having monstrous mutations
to acknowledge help. Others may have more personal forced into your body that the other Łowca have darkly
reasons, believing that the more they open themselves to nicknamed The Long Night. Apt, considering you spent
relationships, the easier it is to cling onto their humanity. endless days of agony strapped to a table in the dark,
Łowca that choose a life of solitude rarely survive the chemicals and poisons rendering you blind before
long, their mangled corpses destined to be found reforming your eyes into the wolf-like irises you have
in monster nests. Sometimes, they lose themselves today. Your blood and body are no longer average by any
completely, their humanity slipping away as their means, you are... something else. Your senses are now
monstrous nature consumes all. Those that become honed and bound to the monsters you fight.
this bestial often end up turning their backs on society You now have advantage on Wisdom (Survival) checks
entirely, seeking to destroy the very people they were to track Fey, Monstrosities, and Undead, as well as on
originally designed to protect. any Intelligence checks to recall information about them.

Quick Build
You can make a Łowca quickly using the following
suggestions.
First, make either Strength or Dexterity your highest
ability score depending on whether you wish to focus
on fighting with melee weapons or ranged and finesse
weapons. Make Constitution your next highest if you
want to be physically tough, emphasising just how
difficult your mutations make it to kill you. Choose
a higher Wisdom instead if you want to focus on
using your studies of bestiaries to track and hunt
creatures more effectively. Then pick the Haunted
One (Curse of Strahd) or The Outlander (Player’s
Handbook) background.

Class Features
As a Łowca, you gain the following class features.
Hit Dice: 1d10 per Łowca level
Hit Points at 1st Level:10 + your
Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per Łowca level after 1st

Proficiencies
Armour: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Alchemy Supplies
Saving Throws: Constitution, Wisdom
Skills: Choose from two of the following - Acrobatics,
Arcana, Athletics, Insight, Nature, Survival

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


29
Whenever you are actively tracking one of these creature Fighting Style
types, you can assess how long ago they passed through
an area and in how many numbers. You can only track Starting at 2nd level, you choose and follow a style
one type of creature at any time. of fighting to specialise in. You cannot take the same
Upon reaching 11th level, you can amplify your Fighting Style more than once, even if you get to choose
inherited mutations, sending out a wave of monstrous again later on.
resonance from your body in a 600ft radius. Within that
area, you can sense how many of one of those 3 creature
types are nearby, their numbers, and their exact locations. Archery
You gain a +2 to attack rolls made with ranged weapons.
Bestial Nature Duelling
At 1st level, you learn to harness some of the mutations When wielding a melee weapon in one hand and no other
in your body, invoking them to aid you in battle and your weapons, you gain a +2 bonus to damage rolls made with
adventuring life. Your body has been enhanced slightly that weapon.
in ways that depend on which Basic Mutation you were
initially given during the Imbibe.
Great Weapon Fighting
Whenever you roll a 1 or 2 on a damage die for an attack
This feature is always active and cannot be dropped, it
made with a melee weapon you are wielding with two
also doesn’t require concentration. You gain access to an
hands, you can choose to reroll the die and must use
additional Basic Mutation at 6th and 11th level. You also
the new roll. The weapon must have the two-handed or
acquire a powerful Advanced Mutation at 16th level and
versatile property.
again at 20th level.

Basic Mutations Two-Weapon Fighting


When you engage in two-weapon fighting, you can add
Ghoul. Your saliva is thick and slimy, and your blood
your ability modifier to the damage of the second attack.
is now a deep blue-black ichor. You are resistant to
poison damage and have advantage on saving throws
against being poisoned. Tooth & Claw
Grifon. Your eyesight is eerily sharp. You have At 2nd level, you gain the knowledge to further enhance
advantage on Wisdom (Perception) checks that your body, using your bonus action to willingly strength
rely on sight. your muscles and nails, and elongate your teeth into
fangs as you invoke the bestial thrill of a fight. This effect
Harpy. The lure of other creatures doesn't sway you
doesn't require Concentration.
easily. You have advantage on saving throws versus
When this feature is active, you burst into a monstrous
being charmed.
blood frenzy and can a number of d4s from your Tooth
Satyr. Your feet are sure, your centre of balance & Claw damage die pool to deal an additional amount of
near-perfect. You gain +5ft to your movement speed. slashing damage to your target. This feature applies to
If you are using the Combat Wheelchair, this both your physical and magical attacks.
additional movement applies to the chair whenever You begin with 2d4 in your Tooth & Claw dice pool.
you are using it, too. The number of dice increases by 1 for every 2 levels you
Werewolf. Your sense of smell and hearing is keen take in this class. Once you have expended all the dice
and acutely focused. You have advantage on Wisdom in your pool, you can no longer use this ability until it
(Perception) checks that rely on smell and hearing. replenishes.
Your dice pool replenishes after a long rest.
Upon joining a Łowca School at 3rd level, the damage
Advanced Mutations type of your pool permanently changes.

Tooth & Claw Damage Types


Grimlock. You have developed a sense that is beyond School Damage Type
your physical form, granting you 60ft blindsight.
Biomancy Poison Damage
Hag. Your body resists malicious magic. You have Oneiromancy Psychic Damage
advantage whenever a spell forces you to make a Source Necrotic Damage
saving throw. Spiriacy Cold Damage

Hydra. You are always aware of everything around


you. At the start of initiative, you have 1 additional Łowca Schools
reaction that can only be used against an incoming At 3rd level, you dedicate yourself to a School of Łowca
opportunity attack made against you. Once used, you specialty. You can choose from the School of Biomancy,
have 1 reaction on each of your subsequent turns
the School of Oneiromancy, the School of the Source,
as normal.
and the School of Spiriacy – all of which are detailed at
Vampire. Your skin and bones heal quicker. You the end of this class’ description.
regain 5 hit points at the start of your turn so long as Your School grants features at 3rd level, 7th, 11th, 15th
you have at least 1 hit point and aren't taking radiant and again at 18th level.
damage or are stood in running water.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


30
Blade Oils Whenever you are knocked down to 0 hit points,
you use your reaction to make one final attack with a
Beginning at 3rd level, a Łowca can begin to brew melee or ranged weapon, or spell attack to a number of
special oils using their alchemy supplies in order to targets (determined by the attack type you are using)
enhance their efficiency in combat. These oils are highly within range before you fall to try and take your enemy
coveted by the Łowca and they refuse to share the secrets down with you.
of their creation. Once you have used this reaction, you fall unconscious
These oils are so toxic and volatile that none but and begin making death saving throws as normal.
Łowca dare to brew and apply them without causing
irreparable damage to themselves. Different types of oils
have different effects, their success depending on whether
Undying Beast
they are used against the correct creature type. Upon reaching 20th level, you are now a monster on the
At 3rd level, you choose 2 recipes you have learned. battlefield, your enhanced body and the exhilarating thrill
At 15th level, you gain an additional recipe and of battle in your blood harnessed to your advantage.
again at 20th. When you are down to a quarter (one fourth) of
Refer to the end of this class’ description for the list of your maximum hit points rounded down, your will to
oils and their effects. survive binds you to a target of your choice within 90ft
of you. As well as this, the additional damage caused
ABILITY SCORE IMPROVEMENT by your Tooth and Claw pool is doubled only for your
next attack.
Upon reaching 4th level, and again at 8th, 12th, 16th, On your next successful weapon or spell attack against
and 19th level, you can put an additional 2 points into your chosen target, you halve the total damage you dealt
one of your ability scores or 1 point into two. You cannot rounding up and add it to your current hit point total.
increase your ability score above 20 in this manner. If the amount added pushes you over your hit point
Alternatively, you may trade your ASI increase for a maximum, you take the excess as temporary hit points.
feat instead. Additionally, when you are knocked down to 0 hit
points and fall unconscious, you automatically succeed 1
Extra Attack death saving throw.
Starting at 5th level, you can attack twice whenever you
take the attack action on your turn in combat. Łowca Schools
There are four Schools that aim to aid you in specialising
Supernatural Senses and honing your skills and mutations. All Łowca must
At 9th level, you can spend 20 minutes meditating on undergo the Imbibe before they can join any of them,
your surroundings and breathe in the subtle underlying but it is at these Schools that they learn the true extent of
scents that help you discern a location’s history and their monstrous powers and how to manipulate them to
whether or not it is tainted by evil and despair. great effect.
Such smells unlock a primal instinct in you, letting you
understand what type of evil is at work and what it has The School of Biomancy
done. No one but Łowca have this strange ability.
"To transform the physical body is an art - an
Make a Wisdom (Perception) check, the DC set at
underappreciated one at that. Outsiders show no
the DM’s discretion, and inform the DM of your roll. understanding of the hard work, the sheer skill put into
Based on the DC they set, the DM will decide how much each of our Biomancers. No, instead they only see the
information to reveal to you about the location you are failures; how many have died to pave the way forward. To
currently in and whether or not it has a dark past. them I ask 'What art doesn't come at such a high cost?'.
You can only target a location once using this feature. When you strive for perfection, sacrifices must be made.
You can use this feature once per short rest. Any true artist will tell you that."

From a half-rotten journal titled 'Alchemical Imbibes:


Shadow Person Adaptation and Mutation' believed to have been kept by one of
the original members of the lodge of dark sorcerers responsible
Beginning at 10th level, you call upon the shroud for creating Łowca.
of shadows to cover your tracks and grant you
formidable stealth. Łowca from the School of Biomancy are made to
You gain 60ft darkvision or, if you already have be monsters, putting themselves through numerous
darkvision, an additional 30ft of it. Whenever you are additional and highly volatile Imbibes upon joining. They
in shade or under cover of night, you gain a +10 to any embrace their mutated blood and body until they become
stealth checks you make. something monstrous, a danger to all when in battle.
A creature to be feared.
The least experienced of these Łowca can adapt
Hit Harder their bodies with physical changes, only using them
When you reach 17th level, you become so determined to when necessary, whereas the most experienced accept
take your enemies down that aggression and willpower their monstrous nature and all the changes that brings
carry you further. regardless of the consequences.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


31
Those from the School of Biomancy (Biomancers) 2 20ft 2d4
have toughened skin, hungry wolfish eyes, and the 3 30ft 3d4
ability to transform their bodies, giving them a uniquely 4 40ft 4d4
terrifying presence that no other creature can match.
Upon joining the School of Biomancy, your Tooth & Any creature successfully thrown by you in this
Claw pool now permanently deals poison damage. manner takes 1d4 fall damage for every 10ft thrown and
lands prone.
School of Biomancy Features You can use this feature once per long rest. Beginning
Łowca Level Features at 18th level, this becomes once per short rest.
3rd Dragon's Resolve
7th
11th
Iron Grip
Giant's Strength
Poisonous Barbs
15th Poisonous Barbs Beginning at 15th level, your mutations form a defence
18th Aberration Abomination mechanism. As a reaction to being hit by a weapon or
spell attack, you shoot fine but toxic barbs from your
Dragon's Resolve skin out in a 5ft radius.
Every creature within range, allies included, must
When you join this School at 3rd level, you learn to make a Constitution save (DC equal to 8 + your
harness your Draconic mutations. You skin is tougher, proficiency + your Constitution modifier). On a failure,
the texture becoming hard and compact with coarse they take 2d6 poison damage and only half as much
and uniquely rigid patterns, granting you a permanent on a success.
+1 to your AC. You are now immune to the poisoned condition.
At 11th level, this becomes a +2 to AC as your skin You can use this feature once per short rest.
sprouts hardy scales and sharp spines.
Aberration Abomination
Iron Grip
At 18th level, you have tapped into the most volatile of
Starting at 7th level, your hands and feet become your mutations and bound them to your will. Your once
stronger, rough pads forming on your palms and soles, wolfish eyes are now inverted, becoming inky black
your nails lengthening and becoming dense. You can now pools with thin, yellow pupils. Causing pain and agony is
dig these sharp appendages into surfaces to climb walls, all you crave in battle, lost in the bloodlust.
ceilings, and rock faces without making any checks. The hunt becomes all.
If someone attempts to knock you off whilst you You have located the trace elements of Aberration
are climbing, you have advantage on the saving biology that pulses through your body and dragged them
throw to hold on. to the forefront. You are innately aware of your enemies’
Additionally, whenever you grapple a creature innermost fears and use them to your advantage, feeding
of medium size or smaller, they automatically have on them before unleashing a blast of psychic energy that
disadvantage on the saving throw to break free overwhelms targets with their worst nightmares.
from your hold. You emit a magical wave of psychic energy in a 30ft
cone. Each creature in that area – including any allies
Giant's Strength – must make a Wisdom saving throw (DC equal to 8 +
your proficiency + your Wisdom modifier). On a failure,
At 11th level, your muscles are invigorated with
a creature takes 6d8 psychic damage, half as much on a
the strength of the Giant mutations that run through
success. You Tooth and Claw die pool doesn’t apply to
your veins. You choose how your muscle mass
this feature.
presents itself on your character – there are a lot of
Creatures that fail become frightened for up to 1
muscular body types.
minute – unless immune – and must repeat the save at
You can now carry up to 2x the amount you normally
the end of each of its turns. The effect ends on a success
can and have the option to lift up and throw creatures up
or when 1 minute (10 rounds) is up.
to medium in size. Using your bonus action, you grab a
If this damage reduces a creature to 0 hit points, they
target creature within 5ft of you and attempt to fling them
immediately die of fright. However, if an ally is reduced
away, rolling 1d4 to determine the distance travelled and
to 0 hit points in this manner, they faint from fear and
the resulting fall damage taken. Refer to the table below.
immediately fail 1 death saving throw.
For tiny or small creatures, the resulting distance and
You can use this feature once per long rest.
damage is doubled so long as they aren’t heavier than the
amount of weight you can physically carry. If a tiny or
small creature rolls a critical 1 to escape your grasp (your The School of Oneiromancy
Iron Grip feature applies), this damage and distance is "Fey mutations are difficult to extract: highly volatile
doubled yet again. and sensitive to any magical influence. We have crafted
Your Tooth and Claw die pool doesn’t apply to a specialised hyperbaric chamber that can reduce and
this feature. raise arcane pressure in the air precisely and, even now,
there have been incidents. Oneiromancers are a difficult
1d4 Distance Thrown Fall Damage type to craft, but there is no denying the brilliance of
1 10ft 1d4 their abilities."

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


32
Another excerpt from the anonymous 'Alchemical Imbibes:
Adaptation and Mutation'.
Dreamscaper
Łowca from the School of Oneiromancy are masters At 11th level, you can meld the Material and Astral
of the Dreamscape, using their abilities to alter the Planes together for brief moments, bringing a creature’s
very world around them, utilising strong illusions and worst nightmares or most pleasant dreams to life.
premonitions. The additional mutations added to their As a bonus action, you target a creature within 60ft of
Imbibe upon joining are a deeply guarded secret, stored you and draw upon their deepest desires or darkest fears
not on paper, but in the minds of the mentors, passed (your choice which), to then manifest them as illusions.
down from generation to generation. The creature must make a Wisdom save (DC equal to 8
The secrets of the Fey are theirs alone. + your proficiency + your Wisdom modifier) or believe
The least experienced of these Łowca can glean these apparitions to be completely real. The nature of
glimpses of the future, whereas the most experienced these illusions affects what the creature suffers on a failed
can intercept and manipulate dreams, bringing save. On a success, a creature still sees the illusions but
horrific nightmares to life and mastering the art of knows them to be false.
astral projection. If you revealed their worst nightmare, the target
Those from the School of Oneiromancy creature becomes frightened. The creature must attempt
(Oneiromancers) have a strange appearance that can the same Wisdom save at the end of each of its turns
scarcely be put into words – no language can quite or remain affected by the condition for 1 minute (10
describe it. Looking at such a Łowca gives others an rounds). This is considered a magical effect and ignores
unsettling sense of both tranquility and unease – they any resistances or immunities the creature has.
seem other-worldly and yet all too familiar, their glassy If you revealed their deepest desire, the target creature
eyes unfocused and haunted. becomes stunned for 1 minute as they are lulled into
Upon joining the School of Oneiromancy, your a false sense of security. The creature must attempt
Tooth and Claw damage die now permanently deal the same Wisdom save at the end of each of its turns
psychic damage. or remain affected by the condition for 1 minute (10
rounds). This is considered a magical effect and ignores
School of Oneiromancy Features any resistances or immunities the creature has.
Łowca Level Features You can use this feature once per long rest. Beginning
3rd Pre-Emptive Block at 18th level, this becomes once per short rest.
7th Discern Realities
11th Dreamscape Nightmarish Blade
15th Nightmarish Blade
18th Astral Duplicate
Starting at 15th level, you force a scrap of the Astral
Plane into a more tangible form – specifically in the
shape of a nightmarish blade.
Pre-Emptive Block Using your bonus action, you manifest a wickedly
When you join this School at 3rd level, your dreams sharp blade made from strange, iridescent black
whenever you sleep (or trance) show glimpses of metal into your awaiting hand. As soon as it is
possible futures, specifically those that may see you or summoned, it begins feeding in a 50ft radius on every
your allies come to harm. creature’s darkest fears, imbuing itself with dark and
Using your reaction, you can impose disadvantage on wicked thoughts.
one creature’s next attack with a weapon or spell against On your next successful attack against a creature
you or an ally. with this weapon, they take 5d8 psychic damage. The
You can use this feature once per long rest. creature must then make a Wisdom save (DC equal to
Starting at 11th level, you can use this feature once 8 + your proficiency + your Wisdom modifier). On a
per short rest. failure, the blade leaves a cursed touch on the creature’s
mind, dealing an additional 1d8 psychic damage at the
Discern Realities beginning of each of its turns. A creature must repeat this
Wisdom save at the end of each of its turns to try and
At 7th level, you have an innate awareness about you, shake off this curse.
enabling you to sense the presence of illusions. As a You can use this feature once per long rest.
bonus action, you cast your heightened senses out to
discern whether or not there is illusionary magic at work
in a 90ft radius.
Astral Duplicate
This feature grants you knowledge of how many At 18th level, you have mastered the Dreamscape. Using
illusions are within range and how powerful they are. your action, you manipulate the Astral Plane to summon
Upon locating an illusion, you can then use your action a duplicate of yourself to aid you. This duplicate looks
to dispel 1 illusion of your choice so long as it is within exactly like you, right down to the tiniest detail, though
this 90ft radius. it has an ethereal glow about it and only acts at your
Starting at 14th level, you can use your action to dispel command as part of your turn. It is also incapable of
up to 2 illusions within range. speech though it understands any languages you know.
You can use this feature once per long rest. This duplicate is a version of you from a few minutes
ahead in the future and, as a result, has lived through

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


33
your current situation already. It telepathically shares this Hot Blooded
information with you as soon as it is summoned.
Using this knowledge to its advantage, this astral When you join this School at 3rd level, you learn to
version of yourself imposes disadvantage on any attack control aspects of your body that you never could before.
made against it and yourself but, as it is only an echo of By isolating the Resonance of your mutations, you create
your future self, it deals half of the total damage rolled a dramatic change in your body’s core temperature,
on any of its attacks. The duplicate only has access to raising it to levels that would boil the average
your basic weapon attacks and none of your Łowca person alive.
features or abilities. When you next use your action or bonus action to land
You can command the duplicate to Attack, Dash, a successful weapon or spell attack against a creature,
Disengage, or Help using your bonus action and it you can use your reaction to lash out tendrils of scalding
will follow your orders exactly. If you don’t give it hot blood, dealing an additional 1d8 fire damage to it.
any directions, it will continue to defend itself as part At the beginning of your next turn, your blood returns to
of your turn. your body and cools back down.
The duplicate’s hit points are equal to half of your own You can use this feature once per short rest. At 11th
maximum and it shares the same AC and stats as you. level, the bloody tendrils become so hot they appear as
This duplicate will remain summoned until it is either scarlet tongues of flame, dealing 2d8 fire damage to the
destroyed or you dismiss it using your reaction. It then target creature.
returns to the Astral Plane.
You can use this feature once per long rest. Locked Joints
Starting at 7th level, you have studied the inner workings
The School of the Source of your monstrously enhanced body further, specifically
"Much like Oneiromancers, the Sourinai are complex the ligaments, cartilage, and bone structure of your joints.
in design and execution. Their training was an arduous Using your action, you target a creature within 20ft
experience that required trial and error on a grand scale. of you and disrupt the Resonance of their body, forcing
We knew it would be a risk and each death was not wasted - them to make a Constitution saving throw (DC equal
we learned so much from the autopsies before incineration. to 8 + your proficiency + your Constitution modifier)
Regardless, the result far outweighs the methods we took. or become restrained, their joints seizing so tightly that
We have truly made something beautiful."
they can’t move.
Another excerpt from the anonymous 'Alchemical Imbibes:
The creature must make this Constitution save at
Adaptation and Mutation'. the end of each of its turns to try and break out of the
lock or remain restrained for the duration – 1 minute
Łowca from the School of the Source are imbued with (10 rounds).
Fey blood and poisons during their Imbibe, drawing on You can use this feature once per long rest.
the inherently magical nature of the monstrous mutations Starting at 14th level, you can use this feature once
that course through their bodies, naming it ‘Resonance’. per short rest.
As a result, they have studied the arcane nature of their
enemies’ blood and bone extensively, harnessing the
ability to manipulate it to their own personal gain. Field Surgeon
Many consider them cursed. At 11th level, you have excelled in your studies of blood
The least experienced of these Łowca can manipulate and Resonance, learning to staunch bleeding and heal
aspects of their own biology and the most experienced damage from injuries by transfusing blood from enemies
can destroy an enemy’s body from the inside out with to replace your own.
terrifying precision. When you reach half of your current hit points rounded
School of the Source Łowca (Sourinai) use their own down, you can use your reaction to target an enemy
bodies as an Arcane Focus, allowing them to manipulate within 30ft of you and tear the blood from their body,
the physical forms of other creatures whilst also being absorbing it into yourself. You regain 3d6 hit points
tactful warriors on the battlefield, sabotaging their and the target takes the rolled total as necrotic damage
enemies’ bodies. Whether or not they are truly cursed is ignoring any resistances.
up to debate and personal opinion, but no one disputes If the amount you roll knocks the target to 0 hit
their ruthless effectiveness. points, the creature abruptly withers up and falls as a
Upon joining the School of the Source, your Tooth and mummified corpse.
Claw damage die permanently deal necrotic damage. You can only use this feature once per long rest.

School of the Source Features


Łowca Level Features
Sabotage
3rd Hot Blooded Beginning at 15th level, you have such a strong grasp on
7th Locked Joints detecting a creature’s Resonance that you can target the
11th Field Surgeon following specific areas of the body, making your attacks
15th Sabotage all the more deadly.
18th Bodily Elements You target one creature within 60ft of you, forcing
them to make a Constitution save (DC equal to 8 + your

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


34
proficiency + your Constitution modifier) or be affected Speech You target a creature's vocal cords, rendering
in one of the following ways. them unable to speak. They are unable to call
You also experience adverse side effects to your own for help from their allies and make a CON save
(DC equal to 8 + your profciency + your CON
Resonance – the power required to exert your will in
mod.) at the beginning of each turn it chooses
this manner being far too volatile to not experience to cast a spell with verbal (V) components
something yourself. until the efect ends. If the creature can't
All of these magical effects are temporary and aren’t speak, it's unable to use any sign languages to
to be conflated with long-term disabilities. cast spells for the duration.
At the end of each of its turns, the target creature Side Efect. Your voice is too quiet for others
to hear. To make a command or to speak to an
must make a Constitution save (DC equal to 8 + your ally or creature, they must make a Perception
proficiency + your CON mod.) to resist. Each effect upon check (DC equal to 8 + your profciency +
the creature – and the resulting side effects on you – lasts your CON mod.) or not hear you until the
for 1 minute (10 rounds), or until they succeed. You can efect ends. If you have multiclassed with a
also drop the effect at any time without using an action. spellcasting class, you make a CON save at
the start of your turn to cast a spell with (V)
You can use this feature once per long rest.
components (DC equal to 8 + your profciency
If your target is a non-organic creature, such as a + your CON mod.). On a fail, you cast the spell
reanimated object, golem, or Warforged, you instead at the beginning of your next turn instead,
disrupt the magical flow or the equivalent of life that is using none of your actions.
sustaining them, dealing the same amount of damage If your Łowca can't or doesn't speak, you're
or effect as you normally would as is determined by the unable to use any sign languages to cast spells
effects below. with (V) components or to communicate until
you succeed the save or the efect ends.
Body Area Efects
Hearing You target a creature's eardrums, defecting Bodily Elements
sound away from them and preventing them At 18th level, you have become so in tune with your
from hearing clearly. For the duration, they are
unable to make Perception checks that rely on
Resonance that you can sense it in all creatures around
hearing. you, feeling how life and trace magic runs through
This has no efect on creatures that are already everything, pulses in their blood…
Deaf (not the status condition) or those that And you know how to put it to best use.
have tremorsense. Using your action, you target a creature within 30ft of
Side Efect. You have disadvantage on you, choosing a part of its internal body structure and
Perception checks that rely on hearing until the
efect ends. If you are already Deaf (not the forcing it to endure great amounts of stress. The target
status condition), you are unable to sense any creature must make a Wisdom save (DC equal to 8 +
vibrations through your body or eardrums until your proficiency + your Wisdom modifier) or find their
the efect ends. Resonance disrupted into one of the following effects.
Sight You target a creature's eyes, blocking the optic
You can use this feature once per long rest.
nerve and cutting their vision. For the duration,
they are unable to make Perception checks that Your Tooth & Claw damage die cannot be added to
rely on sight. this ability.
This has no efect on creatures that are already If your target is a non-organic creature, such as a
Blind (not the status condition) or those that reanimated object, golem, or Warforged, you instead
have blindsight. disrupt the magical flow or the equivalent of life that is
Side Efect. You gain intense sensitivity to
sustaining them, dealing the same amount of damage
sunlight if in daylight, or halved darkvision in
dim light or darkness until the efect ends. If as you normally would as is determined by the effects
you don't have darkvision, you are considered below. However, this damage will be considered
blinded for the duration. If you are already bludgeoning damage and ignores any resistances or
Blind (not the status condition), you are immunities the target has.
suddenly overwhelmed with dizziness, making
navigating the current environment difcult.
Body Area Efects
Every time you use more than half of your full
movement speed whilst the efect is active, you Blood You hijack a creature's Resonance to command
must succeed a DC14 DEX saving throw or fall its blood. By isolating components within it,
prone. you compel it to suddenly rush to their head,
Smell You target a creature's nose, tongue, and causing 5d8 psychic damage, ignoring any
other means of scenting, blocking of scent resistances or immunities.
receptacles. For the duration, they are unable The creature must then make a CON save
to make Perception checks that rely on smell (DC equal to 8 + your profciency + your CON
or taste. modifer) or be stunned until the end of its
Side Efect. You must make a DC16 CON save next turn.
or be overwhelmed by how sensitive your own Bones You pull a creature's Resonance to delve deep
sense of taste and smell has abruptly become. into the core of their bones. By isolating the
You are considered stunned until the beginning marrow within, you apply pressure. The bones
of your next turn. fracture, causing 5d8 force damage, ignoring
any resistances or immunities.
The creature must then make a CON save
(DC equal to 8 + your profciency + your CON
modifer) or become paralyzed by the shock
of pain.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


35
Organs You channel a creature's Resonance to experienced can summon the souls of the dead and phase
manipulate its organs. By locating the water through objects and creatures.
within them, you raise the temperature and Upon joining the School of Spiriacy, your Tooth &
boil them alive, dealing 6d6 fre damage,
Claw damage die permanently deal cold damage.
ignoring any resistances or immunities.
The creature must then make a CON save
(DC equal to 8 + your profciency + your CON School of Spiriacy Features
modifer) or take 1 point of exhaustion that Łowca Level Features
lasts until the end of its next turn. 3rd Séance Soul
7th Misty Apparition
The School of Spiriacy 11th Slip Step
15th Crypt Ward
"Mutations of a ghostly nature are difficult to integrate
18th Eternal Unrest
into a physical body successfully. Consider it, to try and
introduce dead material into living tissue is a process
that contradicts itself - a juxtaposition of [Link] is Séance Soul
unsurprising then that we initially lost the first batches of
subjects; we needed to refine the procedure. We are still When you join this School at 3rd level, you have the
uncertain of any long-term negative effects this process may ability to perform a ritual to commune with the dead.
have, but it is a price we are willing to pay for security in You can use this feature once per long rest.
defending the living from the dead."

Another excerpt from the anonymous 'Alchemical Imbibes: Séance Soul


Adaptation and Mutation'. Necromancy, ritual
Casting time: 10 minutes
Łowca from the School of Spiriacy are imbued with Range: 10 feet
a unique Imbibe of ghostly mutations. They harness Components: V, S, M
the powers of death through spirits, wraiths, and other Duration: Up to 30 minutes
You separate a part of your soul from yourself and project it out of
ghoulish specters. Beyond wolfish eyes that all Łowca
your body and over the corpse you wish to communicate with. With it,
share, those from this School have washed out skin and you beckon over the veil for the wandering spirit and guide them back
heavy shadows that appear to constantly shift about their into the Material Plane, manifesting as a faint wisp.
brow and eye sockets. Unlike the spell Speak With Dead, the corpse doesn’t need a mouth,
but does need to be relatively intact for the spirit to both recognise
Many have described their appearance as corpse-like
and be drawn to it. This ritual will fail if the target has already been
and express severe unease upon seeing them. subjected to this feature or the spell Speak With Dead within the last 5
They walk the fine line between life and death. days, nor if it is Undead. How long the body has been dead for has no
The least experienced of these Łowca (Spiritans) bearing on the success of this ritual.
For the ritual’s duration, you ask the spirit up to 5 questions. It only
can communicate with the deceased, whereas the most
has knowledge of what it knew in life and speaks and understands the
languages it once knew. The spirit isn’t compelled to tell you the truth,
especially if you are hostile towards it or are an enemy. It cannot move
around and is anchored to its dead body’s location for the duration.
Once the ritual ends, the spirit fades back into the realm of the dead
and vanishes.
The ritual ends after 30 minutes or if you erase the
summoning runes.

At 11th level, you have become a familiar face to


the souls of the dead that they will answer up to 8 of
your questions when summoned and the Séance ritual
becomes a bonus action instead. You can also use this
feature once per short rest.

Misty Apparition
Beginning at 7th level, your spectral mutations have
started to distort your physical form. Using your action,
you turn briefly incorporeal, your form assuming that
of a ghost to move through solid objects for up to 30ft
of movement.
As soon as you have moved up to 30ft, you assume
your physical form once more. If you become corporeal
whilst in an object or wall, you take 2d10 force damage
as you are thrown out of it.
You can use this feature once per long rest. At 16th
level, this becomes once per short rest.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


36
Slip Step Aberration Oil
At 11th level, you have honed your ethereal form and, This oil is used against Aberrations. Making use of
with every passing day, you slip further into embracing strong opioids, hallucinogenic plants and poisons, this
your ghostly mutations. You have now the ability to mixture deals a further assault on the target’s senses.
phase as part of your fighting technique. One vial of Aberration Oil holds 3 applications. Using
When you next use your action to make an attack your action, you apply it to one of your weapons. A
against a creature, you can use your bonus action to weapon can only be coated in one blade oil at any given
phase into the spirit realm and reappear behind a creature time. Once applied, your weapon now deals an additional
of your choice within 20ft of where you made your 1d6 psychic damage against Aberrations for 1 hour.
initial attack. Once you reappear, you can then make a When you run out of this oil, you can replenish it with
surprise attack with advantage against the creature you your alchemy supplies during a long rest.
have appeared behind. This doesn’t count against your
Extra Attack. Beast Oil
You can use this ability once per long rest. Beginning
at 18th level, this becomes once per short rest. This oil is used against Beasts. Making use of toxic
plants such as belladonna and nightshade, this mixture
deals a further assault on the target’s blood.
Crypt Ward One vial of Beast Oil holds 3 applications. Using your
Starting at 15th level, you feel the veil between the living action, you apply it to one of your weapons. A weapon
and the dead merging together. You are now so attuned can only be coated in one blade oil at any given time.
to spirits and ghosts that you see their energy wherever Once applied, your weapon now deals an additional 1d6
you go. Your mutations draw it to you, covering your poison damage against Beasts for 1 hour.
body with a shimmering layer. This doesn’t affect your When you run out of this oil, you can replenish it with
Stealth checks. your alchemy supplies during a long rest.
You are now permanently resistant to necrotic damage.
Dragon Oil
Eternal Unrest This oil is used against Dragons and Draconic creatures.
At 18th level, you have mastered harnessing the powers Making use of heavy sedatives and toxins, this mixture
of life and death, having them do your bidding on the induces severe lethargy.
battlefield. Using your actions, you rally the spirits of One vial of Dragon Oil holds 1 application – the
fallen warriors to your aid, reanimating up to 8 corpses process required to make it is a painstakingly long and
with a nearby friendly spirit. delicate one. Using your action, you apply it to one of
Each corpse becomes Undead and acts as an ally, your weapons. Only one weapon can be coated in blade
attacking enemies as part of your turn. Their stats oil at any given time. Once applied, your weapon now
are the same as zombies and can be located in the forces Dragons or Draconic creatures to make a Wisdom
Monster Manual. saving throw or take 1 point of Exhaustionfor 1 hour.
Each Undead under your control is mentally linked When you run out of this oil, you can replenish it with
to you and will defend you and your party for up to 24 your alchemy supplies during a long rest.
hours or until they are destroyed. After 24 hours, the
friendly spirits will no longer be able to possess their Fey Oil
corpses and will cross back over the veil, leaving the
dead bodies behind. This oil is used against Fey. Making use of venom from
You can use this feature once per long rest. poisonous creatures, this mixture deals agonizing burns
on the target’s body.
One vial of Fey Oil holds 3 applications. Using your
Multiclassing Prerequisites action, you apply it to one of your weapons. A weapon
can only be coated in one blade oil at any given time.
Ability Score Minimum Once applied, your weapon now deals an additional 1d6
Strength 13 or Dexterity 13, and Wisdom 13. acid damage against Fey for 1 hour.
When you run out of this oil, you can replenish it with

Blade Oils your alchemy supplies during a long rest.

Starting at 3rd level, you choose 2 different blade oil Humanoid Oil
recipes that you know. At 15th level, you choose an
additional recipe and again at 20th level. This oil is used against Humanoids. Making use of mild
acids like vinegar and turpentine, this mixture deals
painful, stinging wounds.
Blade Oils & The Combat Wheelchair
One vial of Humanoid Oil holds 3 applications. Using
You can apply these oils to your Combat Wheelchair's push
rims or other weaponized upgrades to deal additional damage your action, you apply it to one of your weapons. A
or effects on any attacks you make with the chair. weapon can only be coated in one blade oil at any given
time. Once applied, your weapon now deals an additional
1d6 piercing damage against Humanoids for 1 hour.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


37
When you run out of this oil, you can replenish it with Monks of the Way of the Pandemonium use the kinetic
your alchemy supplies during a long rest. energy gathered from the effects of force exuded upon
them – i.e., impact, friction, pressure – and convert it into
Undead Oil their ki to create booming explosions, rippling waves of
sound, and painful effects on their enemies. They are a
This oil is used against Undead. Making use of blessed noisy and disorienting warrior on the battlefield, prone to
holy water and consecrated oils, this mixture creates a great feats of athleticism and awe-inspiring efficiency.
concoction that is extremely painful to Undead. Those who follow the Way of the Pandemonium
One vial of Undead Oil holds 3 applications. Using come from all backgrounds across all lands. They aren’t
your action, you apply it to one of your weapons. A typically religious and their boisterous fighting style is,
weapon can only be coated in one blade oil at any given by no means, an indicator of an individual’s personality.
time. Once applied, your weapon now deals an additional Monks who follow this path usually don simple-cut
1d6 radiant damage against Undead for 1 hour. robes with their limbs often bare; exposed to the forces
When you run out of this oil, you can replenish it with naturally encountered on their travels. They do, however,
your alchemy supplies during a long rest. appear to share a style of wearing intricate chains,
bangles, cuffs, and earrings. Items, they say, that help
Monastic Tradition them generate and draw upon the energy they imbue into
their ki. For example, the twist of a ring causes friction,
and the bounce of a pendant causes impact.
Way of the Pandemonium When you adorn yourself (or your Combat
"She struck hard and fast. And the sound... oh gods, the Wheelchair) with these decorations, you can choose their
sound. It was like a cannon going off in my ear." appearance yourself or roll for it randomly on the Energy
Trinkets table.
An excerpt from a guard's interview regarding a prison break.
She appeared to have a run-in with a Pandemonium Monk.
Ki & The Combat Wheelchair
Your ki and any features that affect weapons also apply to the
Combat Wheelchair.

Way of the Pandemonium Features


Monk Level Features
3rd Energy Centre, Of-Kilter, Frictional Ferocity
6th Sonic Barrage
11th Playback
17th Cacophonous Din

Energy Trinkets
Consider your monk’s way of dress, what tastes they may
have in fashion. Perhaps their heritage may also influence
the style of jewelry or trinkets they prefer to wear about
their person. You can also pick or roll randomly on the
following table if you’d prefer.

d8 Trinkets
1 Fine chains with charms of crystal that jingle.
2 Rings with mechanical moving parts.
3 Leather bracelets and clattering wooden beads.
4 Earrings with hooped, loose pendants.
5 Necklaces with beads and small tinkling bells.
6 Loose-ftting anklets with clicking glass pendants.
7 Copper and brass bangles that jangle loudly.
8 Bronze chain-link belts that rattle.

Energy Centre
At 3rd level, you can spend 15 minutes once per day to
draw on the energy trinkets you wear about your person
to regain 1 ki point. You can only use this feature is you
have already used 1 or more of your ki points and can’t
stack them in order to exceed the amount of ki you have
that is determined by your monk level.
When you reach 17th level, you can use this feature
twice per day. You still can’t exceed your ki level in
this manner.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


38
Off-Kilter Cacophonous Din
At 3rd level, you can spend 1 additional ki point when At 17th level, your control over energy conversion
using your Flurry of Blows to transfer the flow of energy allows you to create an overwhelmingly loud and jarring
gathered by the impact absorbed by your feet or your explosion of discordant sounds. When you next make a
chair’s wheels on the ground into a ripple of force that successful attack against a creature, you can expend 4 ki
imbues your attack. The target creature must make a points to unleash a devastating blast of sound and energy.
Dexterity save – the DC equal to your ki save DC – as The target creature must make a Constitution
their very bones are rattled. On a failure, the creature saving throw – DC equal to your ki save DC – with
crumples to the ground, falling prone. disadvantage. On a failure, it takes six of your martial
The sound produced by this wave is a distorted bend of arts die’s worth of force damage and is Stunned until
noise, like a drumbeat played in reverse. it can succeed the saving throw. Whilst stunned, all
attacks made against the creature have advantage. If the
Frictional Ferocity creature succeeds the save, they take half damage and
aren’t stunned.
Starting at 3rd level, you can manipulate the energy Additionally, after passing through the initial target,
gathered from friction – from pushing your wheelchair, this exploding wave of sound continues rippling out in a
handling your weapons, even saddle sores from a long 30ft radius. Each creature within this range – including
period of riding a mount. When you hit a creature with allies but not yourself – must make a Dexterity saving
an Unarmed Strike, you can spend 1 ki point to deal throw or be thrown 5ft away and fall prone, the DC
additional fire damage equal to one roll of your martial equal to your ki save DC. On a success, a creature is only
arts die. If the creature is incapacitated, vulnerable, or pushed 5ft away from you.
made from plant matter, the creature takes fire damage
equal to three rolls of your martial arts die instead.
Deaf or Hard of Hearing
So long as you have enough ki points to spend, you can
Though your attacks in this subclass often use sound, they can
use this feature once on each of your turns. and will still affect creatures that are deaf or hard of hearing
(HoH). Instead of hearing the resulting sound, they will
Sonic Barrage experience the physicality of the soundwaves produced by your
releasing of harsh and powerful energy. Many deaf and HoH
At 6th level, you harness the energy gathered from people in real life express discomfort at the feeling of a very
knocks and blows made against you. As a bonus action, loud noise.
you can spend 1 ki point to blast this energy out of you in
a cracking sonic boom that snaps through the air.
This blast extends out from you in a 10ft radius and
can’t penetrate total cover. Each creature in this area
Paladin Oath
must make a Dexterity saving throw – the DC equal
to your ki save DC – or take 2d8 thunder damage, half Oath of the Virtues
as much on a success. If the creature fails, they have "For the Lady, we uphold the seven decreed
disadvantage on their next attack made against you. Virtues: courage, justice, mercy, generosity, faith,
nobility, and hope."
Playback Taken from an inscription on an ancient knight's tomb.
Beginning at 11th level, you have mastered absorbing
The Oath of the Virtues has stood as long as knights have
energy from forces thrust upon you by outside sources
been the guardians of their kingdoms, some heraldries
when in battle – for example, attacks from your enemies.
dating back hundreds of years. Commonly referred to
When a melee weapon or spell attack next successfully
as The Lady’s Knights or simply The Virtuous, paladins
hits you, you can spend 1 ki point to use your reaction
who swear this oath find themselves a part of an historic
to only take half of the resulting damage and fling
and exhaustively long culture of tradition, said to have its
the remaining half back at a target you can see within
origins in the tale of a long-dead knight whose title was
30ft of you.
bestowed upon her by the mysterious Lady of the Lake.
If the initial attack requires you to make a saving throw
These knights swear to uphold the Seven Virtues the
against a condition, the target creature you throw the
Lady insisted upon: courage, justice, mercy, generosity,
remaining damage onto must also make the saving throw
faith, nobility, and hope. To disregard one is to
– DC being equal to your ki save DC – or be subjected to
disregard them all.
the condition too.
Most notably, the Lady’s Knights are famed for
You can choose how this volley of energy is returned
their unparalleled skill in mounted combat, routing the
back to your target – perhaps you channel it into one arm
enemy and laying waste with terrifying charges across
before throwing a mean pitch, or perhaps you feed it into
battlefields. They typically decorate their armour and
one of your chair’s rear wheels before pivoting to throw
mount in shades of blue, white, and silver, with a crest
it with momentum.
upon their person that depicts the silhouette of a robed
The sound this energy makes as you volley it is akin to
figure holding a grand sword in her hands, the blade
the crack of a whip but amplified tenfold.
pointed down. This is thought to be the Lady of the Lake.

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Your Mount transcripts have been lost to time. This oath is less
Your Combat Wheelchair is considered a mount if you inclined towards religion – though some choose to
intend to use it in the style of mounted combat. You also worship the Lady of the Lake – and leans more towards
gain proficiency in polearms. ideals based on empathy and morals.
All spells and magical effects in this Oath are also The Lady of the Lake never intended for her knights to
shared with your Combat Wheelchair or mount. be her servants, but to be servants of the people wherever
When being used as a mount, the chair still works as a knight may call their home.
the core ruleset describes in regards to stairs, equipment, The oath’s seven principles are simple and have been
upgrades, etc. but, if you would like to use this Oath replicated by nobility and royalty over the years to create
assuming that your ‘mount’ can provoke attacks of so-called ‘prestigious bloodlines’ of knightly lineage
opportunity against it the same way a horse can, refer to when, at its core, these values are for anyone who wants
section 'How Tough is the Chair?' for guidance on the to commit their life to helping others. Family names bear
critical hit system and the chair’s ability to take damage. no importance.
Whilst using your chair for mounted combat, you The Oath of the Virtues is, first and foremost, rooted in
now have 40ft movement and the ability to trample selflessness.
your enemies. Courage. More than façades of bluster and bravado
Trample. If the chair and user move at least 10ft – you must have heart. There is not just bravery in
in a straight line towards a creature and then successfully the moment, but also in having the strength to get
hits using either a Tyre Strike or Ram attack on the same back up again; to readily admit your faults and rise up
turn, the target must succeed a Strength saving throw (the to meet them.
DC being 8 + your Strength modifier + proficiency) or be Justice. Wherever you see cruelty and injustice in the
knocked prone. If the target falls prone, you can then use world, you stand against it. Offer your aid to those who
your bonus action to make an additional attack with your cannot do it all alone. Evil triumphs when good people
weapon with advantage. stand by and do nothing.
Mercy. As you rise to meet your enemy, remember
Tenets of the Virtues your humanity. Love, empathy, compassion. Oftentimes,
The tenets of the Oath of the Virtues have been upheld those in their darkest of hours desperately need
for countless centuries, so far back that any original someone to offer their hand. Not all needs to be solved
with violence.
Generosity. More precious than gold or treasure,
offer up your time, your love, and spend your emotions
freely. It is not just material goods that make a person
wealthy. Give to those in need and the world is a richer
place for it.
Faith. This is beyond that of what you place in your
gods. The Lady asks that you have faith in her Virtues
and your friends. Believe in their abilities as well as your
own. Have faith that even the smallest of actions can
bring about the biggest of changes.
Nobility. True nobility is not defined by blood. Instead,
it is in the mindset, actions, and the principles one holds
and keeps. A person who defends their friends and
maintains the importance of doing good is far more a
noble than he who sits in his ivory tower whilst those
around him suffer.
Hope. Hold this close in your heart. Let it serve as a
reason to uphold the other six Virtues for, without them,
there would be no hope for a better tomorrow.

Oath of the Virtues Features


Paladin Level Features
3rd Oath Spells, Channel Divinity
7th The Lady's Blessing
15th Nymue's Bond
20th The Virtuous

Oath Spells
You gain oath spells at the specific paladin levels listed
below. Some spells, such as Beacon of Hope and Bestow
Curse, reflect some of the Virtues you have sworn
yourself to – e.g., hope, and justice.

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40
Paladin Level Spells The target creature must make a Constitution save –
3rd Catapult, Earth Tremor the DC equal to your spell save DC – taking 3d10 radiant
5th Agnazzar's Scorcher, Calm Emotions damage on a failure and half as much on a success. The
9th Beacon of Hope, Bestow Curse lance pierces through the target, passing cleanly through
13th Freedom of Movement, Guardian of Faith them before returning to you on the end of your turn. You
17th Mislead, Skill Empowerment then regain 1d10 hit points’ worth of the damage dealt
without exceeding your hit point maximum.
Channel Divinity The lance appears as a spectral, ice blue weapon,
shifting hazily as though it is made of restless water.
When you take this oath at 3rd level, you gain two When it attacks and returns with hit points for you, it
Channel Divinity options: Knight’s Honour, and appears ice white in colour.
Brothers in Arms. At 18th level, you can choose to use the regained hit
Knight's Honour. You can use your Channel points to heal a single ally within 40ft of you, healing
Divinity to drag a foe out from their hiding place and into them for 1d10 hit points instead. The lance pierces
the open. As an action, you invoke a surge of courage in through your chosen ally, filling them with a strange,
an enemy that is hiding within 20ft of you, coaxing them magical warmth before returning to you.
out. Once appeared, the creature must save on a Wisdom You can only use this feature once per long rest.
saving throw – the DC the same as your spell save DC –
or be compelled to move towards you.
Whilst moving like this, the creature must repeat the
The Virtuous
saving throw at the beginning of each of its turns. On At 20th level, you become empowered by the knights
a success, the creature is no longer compelled and is of your oath that came before you, channelling them to
free to react however they wish – e.g., attack, run away, your aid in battle. As an action, you summon a spectral
panic, talk, etc. cavalry battalion of knights, 30ft across. They appear
This feature doesn’t work on invisible creatures or behind you at the ready, awaiting your orders. At your
those hidden by magic. signal, they charge, moving up to 60ft in one direction
Brothers in Arms. You can use your Channel of your choosing, their weapons levelled at any creature
Divinity to invoke the souls of 4 long-dead Lady’s who gets in their way.
Knights and rally them to your cause. Using your action, Each hostile creature in this 30ft by 60ft square must
you activate your holy symbol – the silhouette of the make a Dexterity saving throw – the DC equal to your
robed Lady of the Lake – and signal for a charge. spell save DC – as the cavalry line barrels past or be
Leaping up from the ground, the spectral forms of The pulled under the thundering hooves and wheels and be
Virtuous appear around you on their mounts, lending you trampled. On a failure, the creature takes 8d10 radiant
their courage. They move as part of your turn. When you damage, ignoring any resistances, and is knocked prone.
have next finished your movement (minimum 5ft), all On a success, they take half as much damage, ignoring
hostile creatures within 10ft of you that you can see must any resistances, and aren’t knocked prone.
succeed on a Wisdom saving throw – the DC the same as You can use this feature once per long rest.
your spell save DC – or become Frightened until the end
of their next turn.
The knights and their mounts then fade away Ranger Archetype
into the ether.
Elemental Roamer
The Lady's Blessing "With a flourish of her hand, the ranger's blade sprung
Beginning at 7th level, the Lady of the Lake has to life with crackling tongues of flame. I had never seen
bestowed upon you a blessing, allowing you to become anything quite like it. The way the metal smouldered, molten
hot, and yet didn't melt, didn't become suddenly unbearable
a beacon of hope within which the Seven Virtues are
for its wielder to hold... it was truly enchanting. And this,
upheld. Folk look to you in battle as a member of her supposedly, was but one element she had mastery over."
legendary cavalry, unparalleled and feared for your
mastery of combat. From 'An Anthropological Study of the Sea of the Silver Moon'
You and any allies within 10ft of you have advantage by Fenris Marden Antworth, Student of the Liberal Arts.
whenever you roll initiative. At 18th level, this range Elemental Roamers are an archetype of ranger that have
increases to 30ft. formed deep, personal bonds with the world around
them; enabling them to find comfort in nature wherever
Nymue's Bond it may flourish. The inherent magic within life fuels
The Lady of the Lake’s infamous sword always returns them, seeing only the beauty in roaring blazes, violent
and finds its way back to her. She has now gifted a tempests, devastating earthquakes, and howling storms.
similar effect unto you. Starting at 15th level, you use They thrive on it.
your bonus action to conjure a magical lance that hovers These rangers can be found wandering anywhere
in the air next to you, just above your shoulder. across the Realms and are favoured by the very elements
On your next turn, you command the lance using they so adore.
your reaction to skewer through a target creature within
40ft of you.

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At the beginning of each day, you use your action
Ranger Magic & The Combat Wheelchair
As per the 'An Extension of the Self' feature in the Combat
to bond an element to your weapon: fire, earth,
Wheelchair core ruleset, the effects of spells and magic are water, or air.
shared between you and your wheelchair. The damage dealt is doubled if used on your favoured
enemy. You can only choose one element type per long
rest and can’t change it until your next long rest.
Elemental Roamer Features
Ranger Level Features
Element Damage
3rd Elemental Roamer Magic, Elemental Warrior
Air Lightning damage. Your weapon crackles with
7th Unwavering Paragon lightning and static air currents, the eerie quiet before
11th Windwalker the storm. Your weapon deals an additional 1d4
15th Absolute Zero lightning damage.
Earth Force damage. Your weapon rumbles with the
Elemental Roamer Magic aftershock of an earthquake, the roar of a sudden
landslide in the mountains. Your weapon deals an
Starting at 3rd level, you learn an additional spell
additional 1d4 force damage.
whenever you reach certain levels in this class. The Fire Fire damage. Your weapon burns with the all-
spell learned counts as a ranger spell for you, but it consuming rage of a forest fre, of magma boiling
doesn’t count against the number of ranger spells you deep in the bowels of the earth. Your weapon deals an
already know. additional 1d4 fre damage.
Water Cold damage. Your weapon burbles with the turmoil
Ranger Level Spells
of a tempest, the smell of petrichor and cold snowfall.
3rd Earth Tremor Your weapon deals an additional 1d4 cold damage.
5th Flaming Sphere
9th Wall of Water At 9th level, your damage die increases to 2d4. At 15th
13th Storm Sphere it becomes 3d4, and you can change the element your
17th Conjure Elemental weapon bonds with every long rest.

Elemental Warrior Unwavering Paragon


At 3rd level, you gain the ability to imbue one of your Starting at 7th level, you use your bonus action to call
weapons with elemental magic, granting it an additional upon the element of earth, binding it to yourself and
1d4 damage of that type. adopting its stoic nature to become a beacon of strength.
The permanence of the mountains bolsters your defence,
granting you a +1 to your AC.
Upon reaching 18th level, this becomes a +2.

Windwalker
Beginning at 11th level, you become as quick as the
wind, riding on the currents that whirl in the air, granting
you an additional 10ft of movement.
Using your bonus action, you fly up to 15ft away
from your current location, provoking no attacks of
opportunity, at which point you land wherever you stop.
You can use this feature once per long rest. At 18th
level, this becomes once per short rest.

Absolute Zero
At 15th level, the element of water has granted you the
ability to disrupt its course within a creature’s natural
state, drawing on blood, organs, and even the moisture of
their breath.
Using your action, you can target up to three hostile
creatures within 30ft and plummet their internal
temperature down to absolute zero. Each targeted
creature must make a Constitution save (DC equal to
your Spell Save DC).
On a failure, a creature takes 3d10 cold damage and is
completely frozen until they can succeed the Constitution
save on one of their turns, taking an additional 1d4 cold
damage each time they fail. All attacks made against the
frozen creature have advantage for the duration.
On a success, a creature takes half damage and
isn’t frozen.
You can use this feature once per long rest.

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42
Roguish Archetype You can use this feature once per short or long
rest. Additionally, you now have proficiency in the
Performance and Deception skills if you didn’t already.
The Daredevil Starting at 9th level, you can target up to two creatures
"The city is up in flames, a roaring inferno of crimson
using this feature.
and choking ash that soils the air. A Tiefling slips down
one burning street, rolling swiftly down the incline as he Trickster
propels his wheelchair on with the push rims. His arms
ache, muscles straining with the effort, throat raw from Starting at 3rd level, you have made small modifications
inhaling smoke. Suspension and slanted wheels guide to your wheelchair (or personal gear if you do not use
him over scattered debris, crushing splintered beams and a Combat Wheelchair), kitting it out with two effective
blown-out windows. little trap upgrades. You deploy and use them to your
advantage whenever the situation calls for it.
He cries out, voice catching, words swallowed by the roar
of all-consuming fire. The Drow he's reaching for is frozen Grease Trap
to the spot, grasped by fear as the beast - a hulking dragon A small compartment has been affixed to the bottom of
- looms over, teeth bared, jaw descending. Brilliant light your seat pan and can be activated using a small lever
illuminates the back of its mouth; hellfire incarnate.
on the armrest of your chair. Using your bonus action,
you pull the lever to release a mechanism that opens
The Tiefling screams and lunges, displacing weight to throw
the chair forwards. His arms grab the Drow tight and they the compartment and causes a 15ft square of slippery
fall, rolling and tumbling to the ground as a torrent of fire grease to expel out behind you, turning the area into
obliterates the cobblestones where they were moments difficult terrain.
before. Over and over, striking stone and shattered bricks, Every creature that starts or ends their turn in this 15ft
but nothing compared to the furnace of dragon fire. He square must make a Dexterity saving throw (DC equal
holds his lover close, bodies pressed together. to 8 + your proficiency + your Dexterity modifier) or
be knocked prone. You can use this trick once per short
"I've got you," He says, "I've got you." or long rest during which time the compartment can
be refilled.
From the 'historical' fiction account of a dragon attack, by Bard
Veronia Serret. It is rumoured to be a description of one Jarlaxle
Baenre and his associate, Talin Uran - two thieves of renown.

Daredevil rogues have honed their skills of agility to


the extreme, learning the arts of nimble acrobatics,
misdirection, and deceit to perform tricks. Not only are
they impressive performers, but are also wickedly fast
and agile allies to have on the battlefield, using how
well they know their abilities to an advantage at every
available opportunity.

The Daredevil Features


Rogue Level Features
3rd Misdirection, Trickster
9th Momentum Mastery
13th Rough & Tumble
17th Like The Wind

Misdirection
When you choose this archetype at 3rd level, you can
use your bonus action to perform a small series of
intricate, showy tricks with your wheelchair, forcing one
target creature within 15ft of you to make a Charisma
saving throw (DC equal to 8 + your proficiency + your
Charisma modifier).
On a failure, the creature is focused on you enough that
they become somewhat oblivious to their surroundings.
Any Stealth or Sleight of Hand checks made against
them by either you or your allies have advantage, and
the target creature has disadvantage on any attacks
they make against you until the beginning of their next
turn. As they are disoriented by your confusing, fast
movements, you have advantage on your next attack roll
against the enamoured creature.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


43
Starting at 13th level, the square of grease save, they are considered prone and any attack rolls made
expands to 25ft. against it within 5ft have advantage.
If you move into the area of grease yourself whilst If the unwilling or hostile creature you grab
using your chair, it also counts as difficult terrain unless rolls a 1 on this save, you manage to pull them
your wheelchair has the upgrade 'All-Terrain Tyres'. underneath you, pinning them beneath and dealing 2d8
If you are playing in a game where the DM expects bludgeoning damage.
you to keep track of your equipment’s weight, the Grease Additionally, you can use this feature to willingly fall
Trap weighs 0.2 lbs. Refer to the Combat Upgrades prone and pull one adjacent ally within 5ft of you when
Catalogue for a list of available upgrades, their costs and you are both next forced to make a Dexterity saving
their respective weight. throw that qualifies for your Evasion feature. You pull
your ally down with you, sharing the effect of your
Scatter Tacks Evasion feature with them.
A loose canvas compartment filled with 60 caltrops has You can only use this feature once per long rest.
been attached to the bottom of your seat’s backrest and Starting at 18th level, you can use this feature once
held shut with a slipknot. A tether leads to a small hook per short rest.
on your chair’s armrest. Using your bonus action, you
unhook the tie and cause the knot to fall loose, scattering
the caltrops out behind you in a 10ft square.
Like The Wind
Any creature that enters or ends their turn in this area Once you reach 17th level, you use your action to zoom
must make a Dexterity saving throw (DC equal to 8 swiftly across the battlefield, manipulating momentum
+ your proficiency + your Dexterity modifier) or stop to perform tight turns, rapid tumbles, and loose drifts.
moving and take 1d4 piercing damage. The creature’s Drawing attention to yourself and away from your allies,
movement speed is reduced by 10ft until it can regain at you use as much of your movement as you can to swerve
least 1 hit point. Any creature moving through the 10ft around hostile creatures and cause as much misdirection
square area at half their movement speed doesn’t need and confusion as possible. Every attack of opportunity
to make the save. You can use this trick once per short made against you when moving in this manner
or long rest during which time the compartment can automatically has disadvantage and every creature that
be refilled. misses becomes stunned until the end of their next turn.
Starting at 13th level, the square of caltrops You can use this feature once per long rest.
expands to 20ft.
If you move into the area of caltrops yourself whilst
using your chair, you remain unaffected by it. Sorcerous Origin
If you are playing in a game where the DM expects
you to keep track of your equipment’s weight, the Scatter The Hemomancer
Tacks weigh 0.2 lbs. Refer to the Combat Upgrades
"Hemomancers are a unique category of Sorcerer. Instead
Catalogue for a list of available upgrades, their costs and of there being one uniform origin, it appears they have two
their respective weight. paths they can follow: one of control and mastery, the other
of raw arcane power and strength. Highly unusual indeed."
Momentum Mastery
From 'Blood Magic: Insidious Practice or Misunderstood Art?'
At 9th level, you have honed using your momentum by xer Highness Tiffanis Ferene.
to your advantage, increasing the damage output of
Your innate magic resonates with that which is inherent
any melee attacks you make with any weapons you are
in all life – you are just one of the few who can both
proficient in (this also applies to attacks made with your
harness and wield it. Blood magic is one of the most
Combat Wheelchair). You now add your proficiency
misunderstood and rare of arcane arts and, as a result, has
to damage rolls made whenever you make a successful
become one of the most feared.
melee weapon attack. This proficiency doesn’t apply to
It is currently unknown just what causes your magical
damage dealt by your Sneak Attack dice.
abilities, but it is often mistakenly ascribed to demons:
a concept popularised by incessant fear-mongering.
Rough & Tumble Regardless of how it happened, your magic grants you
At 13th level, you have learned to use your momentum the ability to use your own and others’ blood as an arcane
to your advantage when being knocked prone by a spell focus to perform incredible feats that other magic-users
or as the result of a creature’s attack or action. can only dream of.
When you are next knocked prone, you use your
reaction to grab a creature next to you, using the Content Warning
combined weight of you and your wheelchair (or This subclass features themes of self-harm,
other equipment if you do not use one) to drag them descriptions of injury, and blood.
down with you. You can only do this to creatures up to
medium in size.
If the creature is unwilling or hostile, they must make
Metamagic Variants
At 3rd level, Hemomancers gain access to two new
a Dexterity saving throw at disadvantage (DC equal to 8
Metamagic options. These variants are restricted
+ your proficiency + your Dexterity modifier) to avoid
to this Sorcerous Origin only, but they’re entirely
your grasp or be pulled down with you. If they fail the
optional to take.
COMBAT WHEELCHAIR V3.0 | SUBCLASSES
44
Precision Spell. Your aim is like that of an experienced spell doesn’t count against your known spells and is
surgeon – highly trained and deadly precise. When you considered a Sorcerer spell.
cast a spell that requires a roll to hit, you can spend
3 sorcery points to gain advantage on the roll. On a Core Control
successful hit, you can draw 1d8 of the total damage
dealt back as hit points. The amount of health you regain Hemomancers who follow the Surgeon’s Path are
can’t exceed your hit point maximum. This ability effective and precise, showing great control over
doesn’t count against your Hemodie pool if you take the their blood magic through anatomical know-how and
Surgeon’s Path. unwavering steadiness.
Draining Spell. You are able to use your magic to Beginning at 1st level, you can use your bonus action
drain the life essence out of creatures: you give and take to target one creature within 15ft of you and entangle
with ruthless force. When you cast a spell that deals your magic with their life force, willing it to plummet
damage, you can spend 1 sorcery point for each creature down or rapidly increase in temperature. The creature
targeted. Each creature that takes damage from the spell must succeed a Wisdom saving throw (DC equal to your
also takes an additional 1d8 necrotic damage so long as Spell Save DC) or be subjected to one of the following
you have expended a sorcery point on them. If a spell effects. On a success, the creature is unaffected.
modified in this manner reduces a target creature to 0 hit You can use this feature once per long rest.
points, the creature dies immediately, collapsing to the Low Temperature. You cause the target
ground as a mummified corpse. Their blood only serves creature’s body temperature to drop abruptly into
to make you stronger now. hypothermic levels, dealing 1d6 + your spell attack
bonus cold damage.
High Temperature. You cause the target
The Hemomancer Paths creature’s body temperature to rise rapidly into a
Starting at 1st level, you can choose a style of ravaging fever, dealing 1d6 + your spell attack bonus
Hemomancy to follow – called a Hemomancer Path. fire damage.
One is a path of finesse and control; the other is one of The damage die increases at certain levels, becoming
brutality and passion. Your path will affect the features 2d6 at 4th level, 3d6 at 9th level, 4d6 at 15th level, and
and abilities you gain as you level in this class. You can 5d6 at 19th level.
only choose one path to follow. At 6th level, you can use this feature once
Refer to the following Hemomancer Paths for per short rest.
information.
Transfusion Pool
HEMOMANCER: THE SURGEON'S PATH Starting at 6th level, you now have a pool of 2d8
"A Tiefling strides across the battlefield with purpose, a Hemodie. You know the body well enough to ascertain
walking cane compensating for his left side. Before him, exactly where to cut for maximum injury and pain.
warriors frantically clamour to get away, parting like a Whenever you next successfully deal damage using a
living sea. He raises a hand in a casual wave and an Elf spell or weapon attack, you can use your bonus action to
collapses with a strangled cry - dead before she hits the expend an amount of your Hemodie pool to increase the
ground. A snap of his fingers and a fleeing Tabaxi staggers,
damage total.
screaming in agony before falling as a desiccated husk,
the blood ripped from their body into his open palm. He The resulting amount of additional damage from your
guides the crimson flow to swirl above his head before it Hemodie can then be returned to you as hit points, or can
drains into his own open wounds, knitting torn skin and be distributed to two or one ally of your choice; draining
flushing out bruised tissue. He smiles in a flash of sharp, one creature’s life essence to restore life to another. If
white teeth." this amount exceeds either you or your allies’ hit point
maximum, they become temporary hit points.
A description of a Hemomancer Surgeon, from ‘Blood Magic: If a creature subjected to this ability is reduced to 0 hit
Insidious Practice or Misunderstood Art?’ by xer Highness
Tiffanis Ferene. points, the die immediately and fall to the ground as a
desiccated husk.
Your Hemodie pool replenishes after a long rest.
Hemomancer Surgeon Features The amount of Hemodie in your pool increases by a d8
Sorcerer Level Features
for every two levels taken in this class after 6th level.
1st Field Medic, Core Control
6th Transfusion Pool
14th Meticulous Filtration
18th Life Support Meticulous Filtration
At 14th level, your magic thrums through your body,
Field Medic providing an intense filtration system from harmful
toxins. You are immune to the poisoned condition and
At 1st level, you have an innate sense and understanding
have resistance to poison damage.
of anatomy, only improved upon by your extensive
Additionally, you no longer catch common illnesses
magical studies and experience in using blood magic.
like the cold or the flu.
You are considered proficient in the Medicine skill
and have access to the 1st level spell Cure Wounds. This

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45
Life Support Hemomancer Ripper Features
Sorcerer Level Features
When you reach 18th level, your mastery and 1st Tough Exterior, Lacerating Lash
understanding of anatomy has enabled you to overtake 6th Essence Ravager
and support a creature’s bodily functions after death. 14th Sanguineous Filter
Using your action, you transfuse your own blood into a 18th Exsanguinate
creature that hasn’t been dead for longer than three days
and attempt to revive them, making a Charisma save to
do so (DC depending on the size of the creature).
Tough Exterior
When you choose this Origin path at 1st level, you gain
Creature Save Cost the ability to redirect some of your blood-flow to create a
Size DC protective layer beneath your skin that hardens, granting
Tiny 10 2HP + Spell Attack bonus + Sorcerer Level you a permanent +1 to your AC.
Small 12 5HP + Spell Attack bonus + Sorcerer Level This layer appears as mottled skin, blotchy from the
Medium 14 10HP + Spell Attack bonus + Sorcerer Level blood vessels that sit just beneath the surface. Your body
Large 18 20HP + Spell Attack bonus + Sorcerer Level temperature runs slightly warmer than usual.
At 15th level, this bonus increases to a +2.
On a success, you siphon some blood from your body
out of a wound (self-inflicted or otherwise) and into the
corpse, taking an amount of damage determined by the
Lacerating Lash
table. You gain full control of the creature, reanimating it You are wild and brutal with your blood magic, dealing
with your blood and commanding it as part of your turn. excessive damage that often comes at a cost to your own
The creature shares your Charisma score which you body, making you both strong and terrifying in combat.
can add onto any saving throws or any rolls for skills it At 1st level, you target one creature within 10ft of
is proficient in. You cannot use any of the creature’s lair you and inflict a minor wound on your body, releasing
actions, legendary actions or any of its own spells from a flow of blood that forms into a whip-like tendril and
when it was alive, but it does retain its combat actions dealing -2 to your current hit points. You then use your
and abilities. You can, however, use your blood within
the creature to cast your own spells through it as though
it were you.
It will do anything you command it and has no concern
for its own safety or well-being.
If you are knocked to 0 hit points when using this
ability, you fall unconscious but are still able to control
the creature as part of your own life essence is now
inside of it – this also applies if you are knocked to 0 hit
points when reanimating the creature.
If the creature is of a Large size, you have
disadvantage on your first saving throw after being
knocked unconscious due to having transfused a higher
amount of your own blood into the corpse.
You can use this feature once per long rest.

Hemomancer: The Ripper's Path


"She screams, a feral, raw sound that splits the air and
rattles what little glass is left in the broken windows. Fire
burns in her chest, thrums in her veins – she breathes
smoke. Hand outstretched, skin broken and bleeding from
the fractals of a shattered chandelier, she commands the
slick rivulets of blood to form one flowing stream. Her hate
fuels her, sustains the bloody appendage now extending
from her palm, lashing and writhing. She is the tempest –
the furious storm. The man before he looks horrified as she
lurches upright, unafraid of the sword he holds in shaking
hands. Fear has him now. She laughs and laughs, tasting
ash on her tongue and iron on her teeth. Good, good… He
should be scared of her.”

A description of a Hemomancer Ripper, from ‘Blood Magic:


Insidious Practice or Misunderstood Art?’ by xer Highness
Tiffanis Ferene.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


46
action to make an attack roll against the creature (d20 + Exsanguinate
proficiency + your spell attack bonus).
On a successful hit, the blood tendril strikes the target, Starting at 18th level, you have the ability to viciously
dealing 1d8 + your spell attack bonus slashing damage, gut and drain your enemies of blood, using their own life
ignoring any resistances. force against them.
You can use this feature once per short rest. As an action, you target one creature within 60ft of you
From 2nd level onwards, you can use sorcery points and attempt to literally rip the life out of them, forcing
to increase the damage by an additional 1d8 per every 2 them to make a Constitution saving throw (DC equal to
points expended. Each time you spend 2 sorcery points your Spell Save DC).
on this ability, you take an additional 4 points of damage On a failure, the creature takes 8d8 necrotic damage
to your current hit points as you require more blood. (ignoring any resistances) as a gruesome wound splits
If you are knocked to 0 hit points or are unconscious their body. At the end of each of its turns, it takes an
whilst using this ability, the tendril returns to your body. additional 1d8 necrotic damage until it can regain at least
10 hit points back, bleeding out across the battlefield.
On a success, the creature only takes half damage, the
Essence Ravager wound not having severed deep enough.
At 6th level, you target a creature's life essence and You can use this feature once per long rest.
aggressively disrupt it to varying results. By expending 5 sorcery points on this ability, you
Using your bonus action, you target one creature can immediately impose disadvantage on the creature’s
within 60ft of you and force it to make a Constitution Constitution save. Whenever you expend sorcery
saving throw (DC equal to your Spell Save DC). On a points on this ability, you take an additional 10 points
failure, the creature is subjected to one of the following of damage to your current hit points as the force of the
effects that you decide to impose. magic needed becomes dangerously unstable.
If the target succeeds the save, they remain unaffected
and take no damage.
You can use this feature once per long rest. Warlock Pact
You can also use sorcery points to increase the
resulting damage by an additional 1d8 per every 3 points The True Monarch
expended. Each time you spend 3 sorcery points on this
ability, you take 3 points of damage to your current hit "As she wheeled into the ballroom, all eyes were drawn to
her. She struck fear and awe in the hearts of all. To scorn
points as you magically overexert your body to affect
her was a death sentence we were all more than aware of."
your target’s.
Beginning at 16th level, you can use this feature once An excerpt from a courtier's diary.
per short rest.
You made your pact with one of the oldest and most
Efect Result elusive of entities. It bides its time, waiting for the day
Congeal You thicken the target's blood, slowing its fow and it returns as ruler over all once more. Its true name has
depriving the body of oxygen. You deal 3d8 + your long been lost to the vestiges of time, but it lingers in
Spell Attack bonus necrotic damage, ignoring any whispers, in the darkest shadows where forgotten souls
resistances. still dare to name it – The True Monarch. It’s unknown
Crystalise You harden the target's blood, creating crystals
throughout the vascular networks that puncture
what this being actually looks like, but its powers are
through veins and capillaries. You deal 3d8 + your instantly recognizable.
Spell Attack bonus piercing damage, ignoring any Few warlocks of the True Monarch have existed,
resistances. but all of them knew great power. Some even became
Fever You cause the target's internal body heat to Kings, Queens, and Emperors themselves – from
increase dramatically, invoking symptoms typical of
a fever. You deal 3d8 + your Spell Attack bonus fre
penniless wanderers to holding the most affluent and
damage, ignoring any resistances. grandest of kingdoms and empires, all in the palm of
Hypothermia You cause the target's internal body heat to their hand. They were revered, worshipped and, most
plummet, provoking early-stage hypothermia. You importantly, feared.
deal 3d8 + your Spell Attack cold damage, ignoring But then the True Monarch abandoned them. Empires
any resistances.
fell, crumbling to dust. It's unknown why the Monarch
abandoned their children. Perhaps it shall never be
Sanguineous Filter known. Who among us can claim to know the true whims
Beginning at 14th level, you are acutely in tune with the of the gods?
magic that thrums through your cardiovascular system And yet... whilst reaching out into the unfathomable
and can sense when an outside influence attempts to beyond, the True Monarch chose to reach back.
overwhelm or affect it in an arcane manner. Monarch warlocks are gifted with powers of righteous
Whenever a spell requires you to make a saving throw, fury that erupt as purging flames. They can take peoples'
you have advantage as your blood works to filter out the innermost desires and fears apart, manipulating them to
magic that doesn’t belong to you. their own ends. A warlock of this pact isn't necessarily
evil - what little is understood of this patron is that it is
truly ambivalent.
For now, at least...

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47
Pact of the Throne Features Submit. The target moves, stumbling forward until it
Warlock Level Features is within 10ft of you before falling prone on the ground.
1st Eldritch Invocation, Wicked Tongue It doesn’t drop anything it is carrying but remains lying
6th Executioner's Hood face down, as though the fight has suddenly been drained
10th Royal Guard from them. It must continue making Wisdom saves at the
14th Regal Retribution beginning of each of its turns until it succeeds or remain
prone. If the creature is flying, it continues to do so but
Expanded Spell List at the minimum distance required to stay up in the air.
You know the following spells at certain levels. These do It hangs its head to look only at the ground and can’t
not count against the number of spells you already know. perform any actions or make any attacks until it succeeds
Spell Level Spells the Wisdom save.
1st Bane, Searing Smite On a success, any creature subject to this invocation
2nd Scorching Ray, Suggestion becomes immune to it for the next 24 hours.
3rd Fireball, Tiny Servant You can use this invocation a number of times per day
4th Fire Shield, Phantasmal Killer
equal to your warlock level (minimum 1).
5th Dominate Person, Flame Strike

The Combat Wheelchair Pact of the Throne


Your patron will not seek to punish you by taking Your Combat Wheelchair can change appearance into
your Combat Wheelchair away if you break or leave an imposing wheeled throne made of striking black
the pact. Losing your magical abilities is punishment velvet and gold. The flickering image of a fiery crown
enough. Don't punish disabled characters for hovers above your head and scales of judgement hang
being disabled. from either armrest. These scales constantly shift,
accommodating for the weight of this world’s many sins.
This glamourous change is something you can summon
Eldritch Invocation and dismiss at will.
This pact reveals to you 2 new Eldritch Invocations When you summon this change you exude an aura of
to choose from. You don’t necessarily have to choose power, giving you advantage on all Intimidation checks.
either of these when making your warlock, but these You also have advantage on saving throws versus being
ones have been designed to show how a Combat intimidated by others.
Wheelchair can interact with invocations. You can still When you are not using your chair – or if you
use these invocations even if your character doesn’t use don’t use one – you can still summon and dispel this
a wheelchair. aesthetic, though instead of a throne, a large, ominous
executioner’s blade appears strapped over your shoulder.
Blazing Wheel This sword is not a real weapon and can’t be drawn or
Once per day, you can use your bonus action to cast used. It is also weightless.
Flame Blade as though it’s a 1st level spell without If you break your pact with the True Monarch, you no
expending a spell slot or material components. It still longer have access to this feature. Should you break the
requires concentration and lasts for 10 minutes. pact whilst using this feature, the illusion will crumble
Combat Wheelchair. This spell is cast on one of the and turn to ash before a sudden and inexplicable gust of
wheelchair’s rear wheels, wreathing it in brilliant flames. wind blows it out of existence.
You can then use your action to make a Tyre Strike attack
against a single creature. On a hit, the target takes 3d6 Wicked Tongue
fire damage. The fiery wheel also casts light in a 10ft
radius and dim light for a further 10ft. Starting at 1st level, your patron has given you the ability
If you let go of the wheel, the flames disappear. to draw upon a creature’s innermost desires and deeply
Pushing the chair doesn’t count as letting go as you will coveted fears – after all, a great ruler knows how to bend
still be touching the push rims when moving around. If subjects to their will…
you are using the beacon stone to guide the chair instead, As an action, you target a creature within 10ft of you
the flames disappear if you stop touching the stone. and reach inside its mind to pull a desire or fear (your
If your character doesn’t use a wheelchair, they can choice) to the forefront of their thoughts. The creature
cast Flame Blade as it typically appears. must make a Wisdom save – the DC equal to your spell
save DC – or be subjected to one of the following results.
Submit Desire. You pull forth the creature’s greatest desire,
Using your action, you imbue your presence with the enamouring it. The creature is now Charmed until the
power of the True Monarch, creating a terrifying aura of end of your next turn.
dominance about you. This can manifest however you Fear. You pick out the creature’s greatest fear,
please – perhaps your eyes blaze with red-hot fire, or a terrifying it. The creature takes 1d6 psychic damage and
towering black shadow looms over you, or your voice is Frightened until the end of your next turn.
becomes horrific and booming. You can use this feature once per short or long rest.
You give a command to a creature within 60ft of you:
submit. The target must succeed on a Wisdom saving
throw – the DC equal to your spell save DC – or do as
you bid it. If the target is Undead, this has no effect.
COMBAT WHEELCHAIR V3.0 | SUBCLASSES
49
Executioner's Hood saving throw at the start of your next turn, you add your
Charisma modifier to the roll. A great ruler should always
At 6th level, you use an action to cast Darkness at will be able to come to an agreement, even with death itself…
without expending a spell slot or using components. You can use this feature once per long rest.
Instead of a 15ft radius, you can summon a 25ft radius
sphere. You can do this once per long rest.
You can also choose to then use your bonus action Wizard Arcane Tradition
to draw on the fears of those within the magical
darkness’ area of effect – whispering insidious plans,
painful secrets, and destructive truths. Each creature
School of Bonds
within this 25ft radius sphere must succeed a Wisdom "A Wizard of the School of Bonds knows that the depth
saving throw – the DC equal to your spell save DC of their Bond is one of the most important things in their
life. Beyond mere companionship, a Bonded One is a
– or take 1d8 psychic damage each turn until they
tether of strange but potent arcane power. A Bonds Wizard
either succeed, escape the magical darkness, or your knows they must work together with their One, or they will
concentration drops. get nowhere."
Whilst you are using this feature, you appear to others
as though you are wearing a hood of literal shadows, the An excerpt from an academic course description used
eye slits of which glow with unsettling amber irises and in universities.
inhuman-shaped pupils. Wizards from the School of Bonds forgo having any
familiars, instead pouring themselves and their arcane
Royal Guard energies into a single magical creature, referred to as
their Bonded One. As a result, this creature is more
Beginning at 10th level, you can call upon your patron
powerful, and the Bonding ritual required establishes an
to aid you in battle. The next time a creature makes a
arcane symbiotic relationship between the two of you
successful melee weapon attack against you, you use
and as you grow in strength and knowledge, so does
your reaction to summon a spectral knight bearing a
your Bonded One.
sword and shield to impose disadvantage on the roll.
The Bonding between a Wizard and their One is
On your next turn, you can use your bonus action to
irreparable. Once done, it can never be undone - not even
then command the knight to attack the creature that
a Wish spell can reverse its effects. No one knows quite
attacked you.
why this is, but some academics posit that it is because
The knight surges forward as a ball of white-hot flame
the Bond reflects something deeper than that shared
and the target creature must make a Dexterity saving
between an average Wizard and a familiar; to have a
throw at disadvantage – the DC equal to your spell save
Bonded One is to give up half your soul, giving it over
DC – or take 6d6 radiant damage and half as much on a
to a creature that allows you to grow more powerful than
success. This damage ignores any resistances.
any other Wizard can dream of.
Additionally, you receive 1d8 of the resulting
damage back as hit points. If this exceeds your hit point School of Bonds Features
maximum, take the remainder as temporary hit points. Wizard Level Features
This spectral knight is humanoid in shape, but none 2nd Bonded One, Exchanged Gifts
of its features are discernible. Its armour is large and 6th Deepened Support
adorned with imposing spikes, and blazing eyes of pure 10th Arcane Amity
fire burn behind its visor. 14th Spell Amplify
You can use this feature once per long rest. At 16th
level, you can use this feature once per short or long rest.
Bonded One
Regal Retribution When you join this Arcane Tradition at 2nd level, you
undergo a bizarre and unique ritual where you seek out
At 14th level, the burning power of superiority from and bind yourself to a magical creature – a process that
centuries of monarchical lines rages through you in every can take anywhere from hours to weeks as you search
battle. How dare they raise so much as a finger at you?! for the creature your whole being resonates with. This
Don’t they know who you are? Who you serve? creature is one you will learn and grow with, unlocking
When you are next knocked to 0 hit points, you let out arcane secrets and discovering knowledge together. Once
an otherworldly roar, the fury of a thousand monarchs bound, you are intrinsically tied together for the rest of
boiling over within you. The fiery crown from your pact your days and it can never be undone.
boon appears ignited above your head, 1ft tall and shaped Currently, there are only 10 magical creatures that have
with long, pronged points. so far been known to respond to this bonding ritual. You
Summoned before you now, the executioner’s blade can either choose or roll at random from the table below.
hangs steady in the air as you target each hostile creature
within 30ft of you and command it to attack. The blade d10 Creature
elongates and brutally slashes through every target, 1 Blink Dog
dealing 2d8 + your Charisma modifier to each creature 2 Gas Spore
within range. 3 Gazer
Once the blade has made its attack, you immediately 4 Gelatinous Cube
fall unconscious. When you have to make a death 5 Guard Drake

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50
6 Hellhound experiencing your Bonded One's senses in this manner,
7 Mimic you are entirely cut off from your own.
8 Shadow Mastif Arcane Backup. Your Bonded One knows all the
9 Tressym spells in your spellbook, providing you with a backup of
10 Will-'o'-Wisp your arcane knowledge wherever you go.
Communication. Your Bonded One knows and
About Your Bonded One understands any and all languages you speak, but
Names. Bonded creatures are named by the Wizards cannot verbally speak back. Instead, it communicates
they are Bound to. Often, the creature will assist in telepathically with you so long as it is within 60ft of
naming itself, though some are more than content to you and on the same plane of existence. This distance
leave it to you. increases as you level up in this subclass and your
Personality. The creature shares its alignment with bond deepens.
you, but it has its very own and unique personality. Together. Once you have been connected to your
You can determine this randomly on the table below or Bonded One, you cannot take a familiar of any kind.
choose it yourself. The table also provides advice for One half of your soul now belongs to your Bonded One
Wizards on how they can handle their Bonded One's and vice versa.
nature. You can even create a new personality for it to Stats. Refer to the end of this subclass for your Bonded
have if you don't see any interesting concepts here. One's stat block.

d10 Personality Exchanged Gifts


1 Joyful. Bright and cheery, your Bonded One is a happy
soul, seeing only the good. A wizard with this creature must Beginning at 2nd level, you gain a special ability from
accept its unconditional love and afection. your Bonded One. This is typically a trait the creature
2 Selfsh. Often unwilling to share anything with anyone, naturally has, symbolising the trust that has fused your
your Bonded One cares more about itself. A wizard with this
bond together. Once tied to your Bonded One, you gain
creature must be patient to earn its trust.
3 Aloof. Distant and removed from mostly everything, your the following relevant ability as listed below.
Bonded One prefers its own company. A wizard with this Additionally, you also develop a physical trait, sharing
creature must give it time to warm up. an aspect of your appearance with your Bonded One.
4 Forlorn. Woefully sad, your Bonded One is often
despondent and seeks comfort. A wizard with this creature
must show it love and afection.
Blink Dog
5 Shy. Uncertain and hesitant, your Bonded One is afraid of Physical appearance change: You develop pale eyes with
new environments and faces. A wizard with this creature no pupils and long, thick claws in place of your nails.
must reassure and lavish it with praise. So named for their ability to 'blink' in and out of
6 Angry. Quick-tempered, your Bonded One is snappish and
existence, you have Bonded with a Blink Dog. You gain
grumpy. A wizard with this creature must be patient and
kind. the ability to use your bonus action to instantly teleport
7 Playful. Light-hearted, your Bonded One thrives on up to 40ft away from your current location.
laughter and pranks. A wizard with this creature must know You can use this ability once per long rest.
when to draw the line. At 10th level, you can use this ability once
8 Stubborn. Determined and headstrong, your Bonded One
doesn't budge once it has decided something. A wizard with per short rest.
this creature must be patient but somewhat stubborn too.
9 Pessimistic. Unwilling to see positive, your Bonded One Gas Spore
sees only what can go horribly wrong. A wizard with this Physical appearance change: An iridescent haze of
creature must be reassuring and aim to prove it otherwise.
10 Lazy. Lethargic and fond of shortcuts, your Bonded One strange spores hangs around your person at all times,
prefers a good nap whenever it has the chance. A wizard drifting and swirling as you move.
with this creature must be exceedingly patient and frm. A swollen balloon of fungus and rot formed from
decaying bodies, you have Bonded with a Gas Spore.
In Combat. Your Bonded One acts as part of your turn When you next drop to 0 hit points, the spores that hang
in combat, following verbal or visual clues from you that around you explode outwards. One creature within 20ft
don’t require an action and it will do its best to follow of you must succeed a Constitution saving throw (DC
your instructions to where you want it to move to. If you equal to your Spell Save DC) or take 2d6 poison damage,
don’t command it, it will instead act on its own in self- half as much on a success.
defence until you order it to do otherwise. You can use this ability once per long rest.
You must use your action to command it to Attack, At 13th level, you can use this ability once
Dash, Disengage, or Help. It regains all lost hit points at per short rest.
the end of a long rest. At 9th level, it regains all lost hit
points at the end of a short rest. Gazer
Whenever your Bonded One is knocked to 0 hit points, Physical appearance change: The pigment of your irises
it vanishes into its own pocket dimension to recover becomes washed out, turning your eyes milky white with
and manifests again after a long rest at full hit points. thin black slits for pupils.
Beginning at 9th level, it remanifests after a short rest. Originally a manifestation of a Beholder's dreams, you
Shared Senses. Using your bonus action, you can have Bonded with a Gazer. You can use your action to
experience the world through your Bonded One, sharing target a creature withing 60ft of you and shoot a Dazing
in their senses (sight, touch, taste, smell, hearing) Ray from your person.
until using your bonus action again to end it. Whilst You can use this ability once per long rest.

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At 13th level, you can use this ability once disguise in this new form as the magic at work dampens
per short rest. minute, uncontrollable movement. It cannot, however,
contain any deliberate movements you make.
Gelatinous Cube You can use this ability once per long rest.
Physical appearance change: A thin layer that can only At 13th level, you can use this ability once
be described as 'ooze' clings to your skin - it cannot be per short rest.
cleaned away or rubbed off, physically or magically, and
is the same colour and consistency as your Cube. Shadow Mastiff
A shuddering cube of sticky ooze, you have Bonded Physical appearance change: Shadows appear to
with a Medium-sized Gelatinous Cube. Using your bonus shift around and cling to you, your eyes glowing pale
action, you can turn transparent (along with anything whenever you are in darkness.
you are wearing or carrying). Once you have done Born from the dark and strange mists of the
so, you remain as still as possible, blending into your Shadowfell, you have Bonded with a Shadow Mastiff.
surroundings with your pseudo-transparency. You stay When you are in dim light or darkness (so long as it is
transparent so long as you don't outright take a step in non-magical darkness), you can use your bonus action to
any direction or attempt to perform some sort of task. If become invisible (along with anything you are wearing
you naturally have tremors or 'shakes' from a medical or carrying). This invisibility lasts until you attack, are
condition or otherwise, this doesn't affect your being in bright light, become incapacitated, or use your bonus
transparent as the movements are dampened by the action again to end the effect.
viscous fluid your body excretes. You can use this ability once per long rest.
Any creature must make a successful Wisdom check At 13th level, you can use this ability once
(DC equal to your Spell Save DC) to spot you, even per short rest.
if you are in plain sight. Your transparency drops the
moment you begin moving again.
You can use this ability once per long rest.
At 13th level, you can use this ability once
per short rest.

Guard Drake
Physical appearance change: Random patches of hard,
reptilian scales emerge from areas of your body, and
your pupils have narrowed into draconic slits - the
colours of your scales and eyes match the Drake you
have Bonded with.
A dragon-like reptile born from magic and a true
dragon's scale, you have Bonded with a Guard Drake.
You gain a +1 to your AC and Draconic as one of your
known languages (if you don't already know it).
At 13th level, your AC increases again by +1.

Hellhound
Physical appearance change: Your canines have
lengthened into sharp points, your nails into blackened
claws, and the stench of smoke and brimstone clings to
you at all times.
A fiery hound from the scorching depths of the Infernal
Planes, you have Bonded with a Hellhound. You gain
resistance to fire damage and Infernal as one of your
known languages (if you don't already know it).
At 13th level, you become immune to fire damage.

Mimic
Physical appearance change: Your skin develops an
elastic-like quality, becoming stretchy and pliable - much
like the skin of your Mimic.
Strange and able to take the shape of almost anything,
you have Bonded with a Mimic. Using your action, you
shapeshift and assume the form of an inanimate object
the same size or smaller than you. A creature must make
a Wisdom check (DC equal to your Spell Save DC)
to detect you in this disguise. This disguise drops the
second you move, cast a spell, or otherwise make an
attack. If you naturally have tremours or 'shakes' from a
medical condition or otherwise, this doesn't affect your

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Tressym spell is always considered as being prepared and doesn’t
Physical appearance change: Your eyes develop a feline count against the number of spells you have prepared
quality to them, reflective and bright, and your teeth for the day.
become small and sharp, paired with an oddly rough
tongue - just like a cat's. You also develop a litheness to Bonded One Spell
your movements. Blink Dog Mordenkainen's Private Sanctum
Mischievous and deviously intelligent, you have Gas Spore Blight
Bonded with a Tressym. You gain resistance to poison Gazer Arcane Eye
damage and have advantage on Dexterity saving throws. Gelatinous Cube Resilient Sphere
At 13th level, you become immune to poison damage. Guard Drake Storm Sphere
Hellhound Fire Shield
Will-'o'-Wisp Mimic Polymorph
Physical appearance change: You emanate a cold aura Shadow Mastif Shadow of Moil
and your skin becomes faintly translucent and is icy to Tressym Aura of Purity
the touch, like a spirit. Will-'o'-Wisp Death Ward
Eerie, ghostly, and cold, you have bonded with a
Will-'o'-Wisp. You can use your action to become briefly Spell Amplifier
incorporeal, moving through other creatures and objects
as though they were difficult terrain. You can only move Beginning at 14th level, you can use your Bonded One
up to 15ft through an object or creature in this manner to amplify and increase the power of your lower-level
before becoming corporeal again. If you end your spells. When you next cast one of your known spells
movement inside an object, you take 1d10 force damage from 1st to 5th level, you can choose to expend one
and are roughly pushed out. additional spell slot to deal maximum damage as you use
You can use this ability once per long rest. your Bonded One as an arcane focus. Your Deepened
At 13th level, you can use this ability once Pool dice can’t be subjected to this feature.
per short rest. You can use this ability once per long rest.
Additionally, the tie between you and your Bonded
One deepens even further, allowing you to telepathically
Deepened Support communicate with it regardless of distance or plane
At 6th level, your magical ties to your Bonded One of existence.
deepen further, granting you a pool of 3d6 to enhance
the damage of your spell attacks. The damage type of Assistance Animals
this pool is determined by the creature you have Bonded You can use your Bonded One as an assistance
with, ignoring any resistances the target may have. The animal. Without using an action, you can command
correlating damage types are listed below. your Bonded One to assist you in completing any
This pool increases by 1d6 for every 2 levels gained in task that doesn't require a high amount of refined
this subclass after 6th. Your dice pool replenishes after motor skills - e.g., opening doors, retrieving items
a long rest. or belongings, and even fetching companions
that you are looking for, etc. - unless otherwise
Bonded One Damage Type stated that they can complete such complex tasks
Blink Dog Psychic Damage in their Stat Block - i.e., the Gazer's ability to use
Gas Spore Poison Damage telekinesis to unlock doors.
Gazer Psychic Damage Your Bonded One is happy to complete any
Gelatinous Cube Acid Damage
task you give it and will ensure to carry it out to
Guard Drake Lightning Damage
the best of their ability.
Hellhound Fire Damage
Mimic Bludgeoning Damage
Shadow Mastif
Tressym
Cold Damage
Poison Damage
BONDED ONE STAT BLOCKS
Will-'o'-Wisp Necrotic Damage Your Bonded One has its own set of stats and, as you
level in this subclass, you both gain access to their
unique Natural Abilities and perks. Natural Abilities
Arcane Amity require you to use your action to command your Bonded
At 10th level, you and your Bonded One have learned to One to perform it.
work better together in combat, following each other’s Refer to one of the following relevant stat blocks.
cues and body language to navigate the battlefield.
Using your bonus action, you can command your Blink Dog
Bonded One to Dash, Disengage, Dodge, or Help. You
Medium fey (bonded one), shares your alignment
can also telepathically communicate with one another
regardless of distance, providing you are on the same —
Armour Class 10 + your Intelligence modifer
plane of existence. Hit Points 10 + half your maximum hit points
Additionally, you gain knowledge of one 4th level Speed 30ft.
spell as determined by your Bonded One. As your
Bonded One is a living copy of your spell book, this —

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53
STR DEX CON INT WIS CHA Save DC) or be subjected to the disease described in
13 (+1) 14 (+2) 12 (+1) 5 (-3) 12 (+1) 10 (+0) the Death Burst ability.

Skills Perception +3, Stealth +5 At 13th level, your Bonded gas spore's stats are
— affected as follows:
Keen Hearing and Smell. The blink dog has
Death Burst. When the gasp spore drops to 0 hit
advantage on any Wisdom (Perception) checks that
points, it explodes before returning to its pocket
rely on hearing or smell.
dimension to recover. Each creature within 20ft of the
Scent Track. The blink dog has advantage gas spore must make a Constitution saving throw (DC
on any Wisdom (Survival) checks to trach a equal to your Spell Save DC) or take 2d6 poison damage
creature by smell. and become infected with a rotting disease. Creatures
immune to the poisoned condition remain unaffected.
Natural Abilities (require your Action) The spores that blast outwards infect a creature’s
Bite. Melee Weapon Attack: + your Spell Attack immune system, leaving them poisoned for 1d12 + the
bonus to hit, reach 5ft., one target. Hit: (your Spell target creature’s Constitution modifier hours or until
Attack bonus) piercing damage. the condition can be removed. If the creature is unable
to remove the disease after the time has passed, it dies
Teleport (3/Day). The blink dog magically teleports, as a result.
along with any items it is carrying or wearing, up to
40ft away to an unoccupied space either it can see or Gazer
you direct it to. Before or after taking this action, it
Tiny aberration (bonded one), shares your alignment
can immediately make one bite attack.

At 13th level, your Bonded blink dog's stats are Armour Class 10 + your Intelligence modifer
affected as follows: Hit Points 10 + half your maximum hit points
Teleport. The number of times the blink dog can Speed 0ft., fy 30ft. (hover)
teleport increases to 5 times per day. —
STR DEX CON INT WIS CHA
Speed. The blink dog's base movement speed 3 (-4) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 7 (-2)
increases to 40ft. —
Skills Perception +4, Stealth +5
Gas Spore Condition Immunities prone
Senses darkvision 60ft.
Large plant (bonded one), shares your alignment

— Mimicry. The gazer can mimic simple sounds and
Armour Class 10 + your Intelligence modifer speech patterns it has heard regardless of language.
Hit Points 10 + half your maximum hit points A creature that hears these sounds must make
Speed 0ft., fy 30ft. (hover) a Wisdom saving throw (DC equal to your Spell
— Save DC) to discern that they are imitations or be
STR DEX CON INT WIS CHA fooled by them.
10 (+0) 12 (+1) 12 (+1) 5 (-3) 5 (+3) 8 (-1)

Damage Immunities poison Natural Abilities (require your Action)
Condition Immunities blinded, deafened, poisoned, Bite. Melee Weapon Attack: + your Spell Attack
prone bonus to hit, reach 5 ft., one target. Hit: (your Spell
Senses blindsight 60ft. (blind beyond this range) Attack bonus) piercing damage.

Death Burst. When the gas spore drops to 0 hit Eye Rays. The gazer shoots one of the following eye
points, it explodes outwards before returning to its rays at random (1d4), choosing one target it can see
pocket dimension to recover. Each creature within within 60ft of it.
20ft of the gas spore must make a Constitution Dazing Ray. The target must make a
saving throw (DC equal to your Spell Save DC) or Wisdom save (DC equal to your Spell Save DC)
take 1d6 poison damage and become infected with a or be charmed until the start of your next turn.
rotting disease. Creatures immune to the poisoned Whilst charmed, the target's speed is halved and it
condition remain unafected. has disadvantage on any attack rolls against you or
The spores that blast out infect a creature's the gazer.
immune system with an insidious rot, leaving Fear Ray. The target must make a Wisdom
them poisoned for 1d12 + the target creature's saving throw (DC equal to your Spell Save DC) or
Constitution modifer hours or until the condition be frightened until the start of your next turn. The
can be removed. creature is frightened of both you and your gazer.
Frost Ray. The must make a Dexterity saving
Natural Abilities (require your Action) throw (DC equal to your Spell Save DC) or take
Touch. Melee Weapon Attack: + your Spell Attack (your Spell Attack bonus) cold damage.
bonus to hit, reach 5ft., one target. Hit: (your Spell Telekinetic Ray. If the target is of a Medium
Attack bonus) poison damage. The target must then size or smaller, it must make a Strength saving throw
make a Constitution save (DC equal to your Spell (DC equal to your Spell Save DC) or be moved up to

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


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30ft away from the gazer. Acidic Burn. The cube uses up to its speed to
If the target is an object that weighs 10lbs or enter Medium or smaller creatures’ spaces. Upon
less and isn’t being worn or carried, the gazer can entering a creature’s space, the creature must make
move it 30ft in any direction – even levitating it to a Dexterity save(DC equal to your Spell Save DC).
you if you ask. The gazer can also exert fne control On a success, the creature can choose to be
with this ray on objects such as tools or chests and shoved 5ft away from or to the side of the cube. Any
other containers. creature that refuses to take this option sufers the
efects of a failed save.
At 13th level, your Bonded gazer's stats are On a failure, the cube enters the space,
affected as follows: pressing the creature against its body, dealing 1d6 +
Eye Rays. The gazer shoots one or two of the your Spell Attack bonus acid damage.
following eye rays, choosing one target it can see Beginning at 13th level, this Natural Ability is
within 60ft of it. The gazer can either choose these rays replaced by the Engulf ability described below.
randomly (1d4) or you can deliberately choose one
or two from the following list and instruct the gazer At 13th level, your Bonded gelatinous cube's stats are
to cast them. affected as follows:
Dazing Ray. The target must make a Wisdom saving Growth. Doubling in size, the cube is now
throw (DC equal to your Spell Save DC) or be charmed a Large Ooze.
until the start of your next turn. While the target is Engulf. (Replaces Acidic Burn). The cube uses up
charmed, its speed is halved and it has disadvantage on to its speed to enter Large or smaller creature's space.
any attack rolls made against you or the gazer. Upon entering a creature’s space, the creature must make
Fear Ray. The target must make a Wisdom saving a Dexterity saving throw (DC equal to your Spell Save
throw (DC equal to your Spell Save DC) or be frightened DC) or be subjected to one of the following effects.
until the start of your next turn. The creature is frightened On a success, the creature can choose to be shoved
of both you and your gazer. 5ft away from or to the side of the cube. Any creature
Frost Ray. The target must make a Dexterity saving that refuses to take this option suffers the effects of a
throw (DC equal to your Spell Save DC) or take (2d6 + failed save.
your Spell Attack bonus) cold damage. On a failure, the cube enters the space, engulfing the
Telekinetic Ray. If the target is of a Medium size or creature within its body, dealing 1d6 + your Spell Attack
smaller, it must make a Strength saving throw (DC equal bonus acid damage. The cube can only engulf and hold
to your Spell Save DC) or be moved up to 30ft away a single creature at any given time. When engulfed,
from the gazer. the creature can’t breathe, is restrained, and takes 2d6
If the target is an object that weighs 10lbs or less and + your Spell Attack bonus acid damage at the end of
isn’t being worn or carried, the gazer can move it 30ft in each of your turns. When the cube moves, the creature
any direction – even levitating it to you if you ask. The trapped inside moves with it. An engulfed creature can
gazer can also exert fine control with this ray on objects attempt to escape at the beginning of each of its own
such as tools or chests and other containers. turns, requiring a DC12 Strength check to succeed. On
a success, the creature escapes and enters a space of its
Gelatinous Cube own choosing within 5ft of the cube.
Medium ooze (bonded one), shares your alignment

Guard Drake
Armour Class 10 + your Intelligence modifer Medium dragon (bonded one), shares your alignment
Hit Points 10 + half your maximum hit points —
Speed 30ft. Armour Class 10 + your Intelligence modifer
— Hit Points 10 + half your maximum hit points
STR DEX CON INT WIS CHA Speed 30ft.
14 (+2) 6 (-2) 17 (+3) 3 (-4) 6 (-2) 3 (-4)
— —
Condition Immunities blinded, charmed, deafened, STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 4 (-3) 10 (+0) 6 (-2)
exhaustion, frightened, prone —
Senses blindsight 60ft. (blind beyond this range) Skills Perception +2
— Damage Resistances lightning
Transparent. Even when the cube is in plain sight, its Senses darkvision 60ft.
transparency lends it a natural camoufage. It takes —
a Wisdom check (DC equal to your Spell Save DC) Intimidating Aura. Your guard drake regardless of
to spot the cube so long as it has neither moved or its temperament is an imposing creature to many
attacked. Any creature that moves into the cube’s others that see it. When you command it to (without
space whilst unaware of it is surprised. using your action), it draws itself up and hisses and
growls threateningly, baring its large teeth. Every
Natural Abilities (require your Action) creature within 15ft of it must make a Wisdom saving
Pseudopod. Melee Weapon Attack: + your Spell throw (DC equal to your Spell Save DC) or become
Attack bonus to hit, reach 5 ft., one target. Hit: (your frightened until the end of their next turn.
Spell Attack bonus) acid damage.

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Natural Abilities (require your Action) Mimic
Bite. Melee Weapon Attack: + your Spell Attack Medium monstrosity (bonded one), shares your alignment
bonus to hit, reach 5ft., one target. Hit: (your Spell
Attack bonus) piercing damage. —
Armour Class 10 + your Intelligence modifer
Hit Points 10 + half your maximum hit points
Tail. Melee Weapon Attack: + your Spell Attack bonus
Speed 30ft.
to hit, reach 5ft., one target. Hit: (your Spell Attack
bonus) bludgeoning damage. —
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 5 (-3) 13 (+1) 6 (-2)
At 13th level, your Bonded guard drake's stats are —
affected as follows: Skills Stealth +5
Intimidating Aura. Your guard drake regardless of Damage Immunities acid
its temperament is an imposing creature to many others Condition Immunities prone
that see it. When you command it to (without using Senses darkvision 60ft.
your action), it draws itself up and hisses and growls —
threateningly, baring its large teeth. Every creature within Adhesive (Object Form only). The mimic sticks
25ft of it must make a Wisdom saving throw (DC equal to anything that touches it. A Medium or smaller
to your Spell Save DC) or become frightened until the creature adhered to the mimic is grappled by it,
end of your next turn. making a Strength/Dexterity check to escape (DC
Multiattack. The guard drake attacks twice, once with equal to your Spell Save DC).
its bite and then once with its tail.
False Appearance (Object Form only). Whilst it
remains motionless, the mimic is indistinguishable
Hellhound from an ordinary object
Medium fend (bonded one), shares your alignment
— Natural Abilities (require your Action)
Armour Class 10 + your Intelligence modifer Pseudopod. Melee Weapon Attack: + your Spell
Hit Points 10 + half your maximum hit points Attack bonus to hit, reach 5 ft., one target. Hit: (your
Speed 30ft. Spell Attack bonus) bludgeoning damage.

STR DEX CON INT WIS CHA Shapechanger. You command the mimic to
16 (+3) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2) polymorph into an object or its true form. Its
— stats are the same. Anything it wears or carries
Skills Perception +5
Damage Immunities fre isn't tranformed. At 0 hit points, it reverts to its
Senses darkvision 60ft. true form.
— At 13th level, your Bonded mimic’s stats are
Keen Hearing and Smell. The hellhound has
affected as follows:
advantage on any Wisdom (Perception) checks that
Grappler. The mimic now has advantage on attack
rely on hearing or smell.
rolls made against any creature grappled by it.
Pack Tactics. The hellhound has advantage on an Additionally, whenever a creature is affected by the
attack roll against a creature if you are within 5ft. of mimic's Adhesive trait, any ability checks it makes to
the target and aren't incapacitated. escape the grapple have disadvantage.

Natural Abilities (require your Action) Shadow Mastiff


Bite. Melee Weapon Attack: + your Spell Attack Medium monstrosity (bonded one), shares your alignment
bonus to hit, reach 5ft., one target. Hit: (your Spell
Attack bonus) piercing damage plus 1d4 fre damage. —
Armour Class 10 + your Intelligence modifer
Hit Points 10 + half your maximum hit points
Fire Breath (3/Day). The hellhound exhales a
Speed 30ft.
blazing torrent of fre in a 15ft cone. Each creature
in the area must make a Dexterity saving throw —
STR DEX CON INT WIS CHA
(DC equal to your Spell Save DC), or take 1d6 fre 16 (+3) 12 (+1) 13 (+1) 5 (-3) 13 (+1) 5 (-3)
damage, half as much on a success. —
Skills Perception +3, Stealth +5
At 13th level, your Bonded hellhound's stats are Damage Resistances bludgeoning, piercing, and
affected as follows: slashing damage from nonmagical attacks whilst in
Faster. The hellhound's movement speed dim light or darkness.
increases to 60ft. Senses darkvision 60ft.
Fire Breath. The number of times the hellhound can —
use this ability increases to 5 times per day, dealing 3d6 Ethereal Awareness. The shadow mastif can see
fire damage instead, half as much on a successful save. any ethereal creatures and objects. You also can view
them when using your Shared Senses ability.

COMBAT WHEELCHAIR V3.0 | SUBCLASSES


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Keen Hearing and Smell. The shadow mastif has At 13th level, your Bonded tressym's stats are
advantage on any Wisdom (Perception) checks that affected as follows:
rely on hearing or smell. Poisonous Spines. Melee Weapon Attack: + your
Spell Attack bonus to hit, reach 5ft., one target. Hit:
Natural Abilities (require your Action) (your Spell Attack bonus) piercing damage plus 2d6
Bite. Melee Weapon Attack: + your Spell Attack poison damage. On a hit, the target creature must make
bonus to hit, reach 5ft., one target. Hit: (your Spell a Constitution saving throw (DC equal to Spell Save
Attack bonus) piercing damage. If the target is a DC) or become poisoned and continue taking (your Spell
creature, it must make a Strength saving throw (DC Attack bonus) poison damage at the end of each of its
equal to your Spell Save DC) or be knocked prone. turns until it is cured.

Shadow Blend. When in dim light or darkness,


you can command your shadow mastif to become
Will-'o'-Wisp
invisible, along with anything it is wearing or carrying. Tiny undead (bonded one), shares your alignment
This invisibility lasts until the mastif attacks, is in —
bright light, is incapacitated, or is instructed by you Armour Class 10 + your Intelligence modifer
to end it. Hit Points 10 + half your maximum hit points
Speed 0ft., fy 30ft. (hover)
At 13th level, your Bonded shadow mastiff's stats are —
affected as follows: STR DEX CON INT WIS CHA
1 (-5) 20 (+5) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
Alpha. Your shadow mastiff increases in stature,

becoming an Alpha Shadow Mastiff. This doesn't Damage Resistances acid, cold, fre, necrotic,
affect the base stats as described above, but it does thunder; Bludgeoning, piercing, and slashing
grant the mastiff the 'Terrifying Howl' ability to its damage from nonmagical attacks
Natural Abilities. Damage Immunities lightning, poison
Terrifying Howl. The The shadow mastiff lets out a Condition Immunities exhaustion, grappled,
skin-crawling howl. Any beast or humanoid within 300ft paralyzed, poisoned, prone, restrained
of the mastiff and able to hear it must make a Wisdom Senses darkvision 60ft.
saving throw (DC equal to your Spell Save DC) or —
become frightened for 1 minute. The frightened target Ephemeral. The will-'o'-wisp cannot wear or
can repeat the save at the end of each of its turns, the carry anything.
effect ending on a success.
Once the effect is ended or run its course, the target Incorporeal Movement. The wisp can move
creature(s) become immune to any shadow mastiff's through other creatures and objects as though they
Terrifying Howl for the next 24 hours. are difcult terrain. If it ends its movement inside a
creature or object, it takes (your Spell Attack bonus)
Tressym force damage.

Tiny beast (bonded one), shares your alignment Variable Illumination. The wisp sheds bright light
— in a 5 to 20ft radius and dim light for an additional
Armour Class 10 + your Intelligence modifer number of feet equal to the radius depending on how
Hit Points 10 + half your maximum hit points you command it (doesn't require your action).
Speed 30ft., climb 20ft., fy 30ft.
— Natural Abilities (require your Action)
STR DEX CON INT WIS CHA Shock. Melee Spell Attack: + your Spell Attack bonus
3 (-4) 15 (+2) 10 (+0) 11 (+0) 12 (+1) 12 (+1)
to hit, reach 5ft., one target. Hit: (your Spell Attack

Skills Perception +5, Stealth +4 bonus) lightning damage.
Damage Immunities poison
Condition Immunities poisoned Invisibility. The wisp and its light magically become
Senses darkvision 60ft. invisible at your command until it either attacks, is
commanded to use its Consume Life ability, or until
— you command it to end.
Detect Invisibility. Within 60ft of the tressym,
any magical invisibility fails to conceal anything
At 13th level, your Bonded will-'o'-wisp stats are
from its view.
affected as follows:
Keen Smell. The tressym has advantage on any Consume Life. You command the wisp to target one
Wisdom (Perception) checks that rely on smell. creature it can see within 5ft of it that has 0 hit points
and is still alive. The target must succeed a Constitution
Poison Sense. The tressym can detect whether a save (DC equal to your Spell Save DC) against this
substance is poisonous by taste, touch, or smell. magic or die.
If the target dies the wisp regains 3d6 hit points – it can
Natural Abilities (require your Action) either heal itself or, if it is already at full health, can give
Claws. Melee Weapon Attack: + your Spell Attack these hit points to you or another injured party member
bonus to hit, reach 5ft., one target. Hit: (your Spell within 10ft of it. If the resulting HP exceeds the wisp’s
Attack bonus) slashing damage. or you or the injured party member’s max hit points, they
aren’t taken as temporary hit points.
COMBAT WHEELCHAIR V3.0 | SUBCLASSES
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58
Content Warning
This story contains depictions of internalised ableism,
ableism, depression, and strong language.

AN OFFER

T
A TALIN URAN SHORT STORY
alin Uran had never been much of a fan of the Yawning Portal. It was too loud,
claustrophobic, and the air always hot from the press of bodies; mixed with the stale odour of sweat and
spilled beer. But its busy nature offered some benefit. Here, he could blend into the background, make
himself as small as possible and pretend that the bard onstage with his gods-awful bagpipes wasn't giving
him the beginnings of a migraine. He was just another face in the crowd. Unremarkable - not worth a
second pass.
His legs could remain firmly covered by the table he sat at, where no-one could see and turn their piteous looks on
him. They wouldn't stare at how they listed to one side, how they were thinner compared to his upper half. The twitching
spasms that shuddered through his tail wouldn't draw people with their simpering expressions and words that spoke
down to him, as though he were a child. The wheels he used to maneuvre himself were obscured and he was careful
never to put his hand to rest on the push rims because once folks noticed, the prying questions would begin.
What happened?
Did they ever consider that he didn't want to talk about it? That, maybe, it was too painful to think back on collapsed
stone, the thick dust that clogged his lungs - the agonising weight that crushed his legs to the ground? Talin loathed
talking about it. It was private. Deeply so. A twinge of pain throbbed in his tail as he pulled his tankard closer in hand,
staring down at the piss-coloured beer blankly in the hopes that the buzz would kick in soon.
"Tell me, friend, are you interested in some work?"
Talin's head snapped up, brows drawn in a scowl, defensive. The chair across whined as it was pulled out and a figure
dropped in. A drow smiled across from him, teeth bright white against the dark purple-grey hue of his skin and the lines
about one pale lavender eye were drawn in mirth.
"I don't do work anymore," Talin said, voice so low it may as well been a whisper swallowed by the din of the tavern's
patrons. But the drow seemed unfazed, his pointed and notched ears flicking slightly in response.
The stranger was well-dressed, for sure. Dark black leathers trimmed with gold and purple silks, a wide-brimmed hat
cocked on his head with a brilliant white plume of a feather tucked into its fold. Jewelry adorned his ears and fingers,
simple metal bands and hoops that added a regal quality to him despite the lack of precious stones, and across his right
eye, held in place by leather straps and a clasp, clung a black leather eyepatch. Immediately, Talin was wary. He had
seen this kind of man before - a roguish charm that always hid a dark and unpleasant character. The drow had barely
spoken ten words, but it was enough to hear the cut of his voice; a soothing cadence that no doubt concealed a tongue as
deadly sharp as the blade that hung from his hip.
"Talin Uran, yes?" The stranger asked, but it was clear he already knew the answer.
Talin's mouth felt dry as he glanced down, noting the pistol strapped to the drow's thigh. He had made plenty of
enemies in his time with the Grambar's Blades, but this man was unfamiliar - an assassin, perhaps? He swallowed,
attempting to wet his bottom lip with his tongue. When he looked back up, he saw the stranger's smile widen. An
owlbear cornering a child - predatory and dangerous.
"Depends. Who's asking?" Talin's voice certainly sounded more confident than he felt.
"A business opportunity," The drow said, shunting his seat back and kicking his feet up on the table with a thud and
jangle of silver spurs. Confidence and certainty exuded from every inch of him and Talin suddenly felt woefully inferior,
shifting in his own chair, stiff and awkward.
The drow's eye missed nothing, sharply regarding each and every move, catching the slight hiss as an ache suddenly
twisted into a sharp pain up Talin's spine. But he didn't remark on it and, for that, Talin was grateful.
"I'm enlisting some new crew members," The stranger continued, "A mutual acquaintance of ours spoke
highly of you."
Talin narrowed his eyes, "'Mutual acquaintance?'"
"Hm. Solunn Xibrindas."
"Solunn?" Frustration bled through Talin's voice, mouth twisting. His horns itched, "That bastard... he knows I
can't- ...Sorry, but thanks for the offer anyway. Have a good one." He turned away, raising his drink and downing it for
something to do, gaze seeking out the clearly-drunk bard fumbling with his bagpipes up on stage to avoid any further
conversation.
"He told me about what happened. I'm fully aware, my friend."
Talin turned back suddenly, almost swallowing his beer the wrong way and cleared his throat roughly, sneering, "Well.
Then you know I'm a waste of your time. You'll find someone else. There's plenty of other deadbeats here to go round."
That one eye pierced through him again, assessing everything, like he was a specimen under a magnified lens. It
irritated him, made his horns itch and the skin of his arms crawl. There was no pity in that lavender gaze, nothing like
Talin was used to. Instead, it was almost... understanding, and something about it set his teeth on edge. He snapped,
riled up by the pain in his tail and the patient look on the drow's handsome face, "What do you want from me?"

COMBAT WHEELCHAIR V3.0 | SHORT STORY: AN OFFER


59
"Your expertise and experience, naturally," The drow said, answer at the ready and voice smooth. Talin set the tankard
down harder than he'd intended.
"I already told you, your interest is wasted."
"On the contrary, I'd say my interest is well spent. Solunn did say you had a temper."
"Oh, then be sure to tell him I owe him a punch in the mouth," Talin muttered, sighing heavily as the drow, now
lounging over the chair and table, merely smirked knowingly.
"I'm sure he'll be delighted to hear it. I'm aware you've worked for the Blades - that you're a decent infiltrator and a
solid duellist. I could use someone like you on the Eyecatcher, my ship. Or the Heartbreaker, if you'd rather. They're
both mine after all."
Talin blinked, "The Eyecatcher? Isn't that a Bregan D'Aerthe ship?"
"Indeed. Your previous affiliation with the Grambar's Blades is no issue - I bear them no ill will."
Talin's heart sank to his stomach, chest tightening as he stared in disbelief at the drow, "You're a Baenre."
A flash of teeth, the leather of glove-covered fingers tilted the wide brim of his hat back slightly, "Please, call
me Jarlaxle."
Jarlaxle Baenre was a name Talin had known for years, and now he had a face to go with it. Whispers of a master
swashbuckler; a thief and rogue as devious as he was charming. He had caused Talin’s old boss immeasurable amounts
of frustration – disruption of plans, missing resources, and shipments that always just happened to be ‘intercepted’ - and
now here he was, a few feet away.
If Talin were being honest, the rumors had some truth to them. Jarlaxle was a man that bled cocksure arrogance in
every movement, every deliberate placement of his long limbs and tilt of his head. This was a man that rarely heard ‘no’
to any request or demand and Talin knew that Jarlaxle wouldn’t take the refusal to his offer at face value.
Damn you, Solunn.
How did his friend even know Jarlaxle Baenre? If he managed to get out of this conversation, he was going to throttle
Solunn with his bare hands. Talin swallowed, “This changes nothing, Baenre.”
Lips quirking, Jarlaxle’s smile faltered briefly, “I wouldn’t be here if I thought you a waste of my time. Trust me, I’m
careful with how I spend it.”
“So, what now? Have you come to drag me into your shit regardless of what I say? Was all this just formality?”
Jarlaxle laughed outright at that, a bark of a sound that made Talin all the warier, “Certainly not. You sell yourself
rather short, Talin Uran. Solunn never mentioned that.”
“Bullshit. If you’re apparently so aware of my situation then you know why I’m turning this down,” Talin said
snappily, “Don’t play stupid with me.”
"Trust me, I don’t wish to play games with you – not now. Your situation is not an unusual one, I can assure you will
be accommodated for and paid fairly. As I said, I’m in need of a man with your skills,” Jarlaxle said, calm and airy, and
Talin only found himself getting more riled up with each passing word. Why was this drow behaving like this? What
did he want?
It was surely all somehow a trap; a ruse designed to bait and reel him in before he could realise it was too late.
“...And if – if – I say yes?” It was a risk, but he could play with hypotheticals. Something had to give this drow away.
Every man had a tell, and Talin knew what to look for. He’d bait him for now and play along – Jarlaxle would slip up
eventually and then Talin would have him cornered.
Impassive as ever, Jarlaxle cocked an eyebrow, “Then we would be in agreement. Your contract would be arranged
and we would leave here – tonight.”
Up on the stage, the bard fell into clumsy bows as the patrons cheered and clapped, too drunk to process that every
song had been about as pleasant as nails down a chalkboard. Jarlaxle Baenre seemed unfazed, eye focused only on the
tiefling before him, “I’m not going to indulge in ‘what ifs’ and ‘maybes’, my friend. I haven’t the time or the patience
for such games. I want your answer now – are you in, or are you intent on wasting yourself here with the drunks and the
forgotten? I shall offer you this one last time: are you with me?”
Talin found himself caught, held by Jarlaxle’s gaze as the drow slipped his feet off the table and leaned forward
intently. Each word was clear, sure, tinged with the lilt of an accent Talin could not place, that was foreign even to
Waterdeep. Again, there was no trace of what he sought – no pity, no resignation; no inclination that this was somehow
an engagement set to appease Solunn. If anything, the drow was adamant, earnest.
He was being genuine.
Talin swallowed around the knot in his throat and stared down at the dregs in his tankard if only to avoid direct contact
with that one lavender eye.
“Okay,” He said, voice catching slightly, “Okay. I’m in.”
“Magnifique!” Jarlaxle’s smile was warm, a bright flash of pearly white teeth, “The night grows late – my ships are
anchored at the Dock Ward. Come.”
He rose from his seat in one fluid movement, spurs and bangles jangling, and gestured with a hand to follow. Talin
drew back from the table and rolled after him, grateful that most of the patrons on the floor had dwindled, slipping
upstairs to rented rooms or simply asleep at tables – it made navigating the path to the door much easier. Jarlaxle had
propped it open, holding it wide with one hand and adjusting his hat with the other as Talin slipped past to make use of
the ramp down to the street.
“Thanks... boss,” Talin winced.
It was going to take a hell of a long time to get used to saying that again.

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Jarlaxle nodded, lip curling up in a slight smile as the door to The Yawning Portal shut, “Of course.”

Traces of salt clung to the light breeze, carrying the creak of the small fishing vessels secured to the docks as they
were jilted by gentle waves. Few people were out this late – some fishermen loading gear and provisions, a clerk locking
up after a late shift. A small group, laughing and drinking, drew Talin’s eyes briefly to a bath house with its golden
lamplight spilling out of an open front door, mingling with the bitter stench of pipe weed smoke. One of the workers, a
human man in light silks, winked and smiled before turning back to his acquaintances. It had been some time since Talin
felt confident enough to visit the place – he doubted he ever would again.
Jarlaxle was easy to keep pace with, long legs making wandering strides as he turned about, taking in the mundane
backdrop of the Dock Ward as though it were a wondrous delight rather than a dingy seafront plagued by a mixture of
pungent odours. At times he walked backwards, confident in his surroundings enough to not need to check where he was
going, almost instinctively stepping over each crack and pothole with a sharp clack of his soles on the cobblestones. He
said little, but Talin found he didn’t necessarily mind – anxious enough from having accepted the sudden offer of work
that his brain had little patience for idle conversation.
The gas lamps along the sea wall bathed everything in a sickly rosy hue, already beginning to cloud up with the mist
slowly rolling its way off the waters. His skin, usually a strikingly deep crimson appeared a strange, washed-out coral in
the hazy glow, and Jarlaxle seemed more lavender than the purple-grey he’d been in the Portal. Talin looked out across
the harbour, past fishing vessels to try and make out the ships he knew lay beyond.
His years in the Grambar’s Blades had brought him to this Ward more often than not, overseeing the deporting and
management of various illicit goods – slipping a dragon or two to the guards to make sure their eyes were turned the
other way – and he knew well that the real ships always anchored out further from shore. Galleons of each and every
shape, unique in their homeland’s favoured designs, would stay behind where currents were more favourable and the
tide less severe. He would watch for hours, enamoured by brilliant colours and fanciful sails and, every now and then,
imagine what it would be like to work under a company that wasn’t landlocked like the Blades.
To his disappointment, the fog was too thick, obscuring any possible view. But he knew they were out there – that the
Eyecatcher was out there – and, if he squinted hard enough, he could pretend there were vague shapes swallowed in mist
and shadow. He rolled along at a leisurely pace, gaze fixed on the harbour as Jarlaxle turned about and ran his fingers
along the white peaked feather of his hat. The drow appeared more fixed now, clearly with a goal in mind as he moved
over the stone markers indicating dock numbers, muttering something under his breath that Talin didn’t quite catch. He
then stopped and gestured down a narrow wooden pier, only wide enough for one person to traverse it at a time.
“After me,” He said, the crispness of his voice grabbing Talin’s attention.
The ramp leading down to the wooden structure groaned under their weight, but Jarlaxle was unconcerned, continuing
over the warped timber boards with Talin following – albeit hesitantly – after. On either side of the ramshackle pier,
boats were moored tightly by ropes and rungs, all of them unmanned except for one which Jarlaxle paused at.
“Xarin! You’d best not be asleep again,” Jarlaxle called by way of greeting. Talin leaned onto the armrest of his chair,
peering around the tall drow to get a look at who he was speaking to.
Xarin – another drow as it turned out – was getting to his feet, violently rocking the small rowboat as he did so, black
eyes widening in surprise, “Captain?! I mean, er, no, ‘course not, captain!”
Jarlaxle hummed and stepped down, seating himself at one of the wooden benches with a look of distaste when the
vessel wobbled in response. Xarin turned to Talin, disheveled and tired-looking, but with a friendly smile on his face.
One of his canines were missing and his top and bottom lip were bisected by a deep vertical scar almost reaching
the side of his nose. His pale grey skin was littered with intricate tattoos of all shapes and colours and his white hair
gathered in a loose top knot.
"Here," Reaching under the bench opposite Jarlaxle, Xarin picked up a wide wooden board. Grasping onto the
pier with one hand, he propped the makeshift ramp up in front of Talin’s wheels, keeping his free hand on one side
for support.
Talin blinked for a moment. It had struck him that he had no idea how he was expected to get down into a boat, had
anticipated awkwardness, the sudden realisation that Jarlaxle hadn’t thought to make it accessible for him. He had
been confronted with it before, knew it all too well, and hated how he was often the one to give stumbling apologies
– as though he were the one at fault for using a wheelchair, that he was being a burden for something completely out
of his own control. To be met with something as simple as a ramp, even if it wasn’t a perfect attempt at accessibility,
was jarring and beyond anything he had anticipated – and wasn’t that a saddening thought? From across the rowboat,
Jarlaxle was frowning, an unreadable expression on his face before he stood up and moved to the other side of the ramp,
holding it and the pier the same as Xarin.
Getting down was slow going, Talin having to adjust every now and then to accommodate for the fairly steep incline
and remain in control of the speed of his wheels, but it was easier than he’d thought it would be. Once settled and
gripping the push rims and tyres in his hands to keep still, Jarlaxle settled back onto the forward bench and Xarin
plopped down onto the centre thwart, slotting the oars into the rowlocks and shunting the board back under his feet.
"Thanks," Talin said, voice so soft he surprised himself.
Xarin smiled as he coiled the rope up from where he’d untethered the boat, “No problem.”
“I’m Talin, by the way.”
“Xarin,” He flashed a warm smile and started to row.

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The minutes passed in a lull of lapping waves and the sound of oars cutting water. Jarlaxle and Xarin talked quietly
in what Talin assumed was Undercommon – he recognised some Elvish roots but very little else – and was content
to just listen to their voices, the hard vowels and sibilant quality of consonants rather pleasing to his ears. Though
Talin could speak Elven, Common, and was fluent in Common Sign Language, he didn’t consider himself much of a
polyglot. Waterdeep, though varied in its people, was a hive of trade and commerce that centred on the Common tongue.
Though trade of the more illicit kind relied on a secretive code of symbols and markings, Common was still used most
in securing deals and contracts – despite his previous employments, Talin had had little need to learn anything else. He
hoped that working with the Bregan D’Aerthe would at least expand his linguistic skills somewhat.
Talin felt the evening beginning to catch up with him, a heaviness settling around his eyes, and more than once he
caught himself dozing. The quiet was only exacerbating his lethargy, but Jarlaxle swiftly snapped him out of his reverie.
“There she is.”
He followed the drow’s gloved hand to where it pointed out into the mist, and found himself thrown by a sudden
spectacle of light. The aft of a great galleon rose out of the water, a formidable structure of black varnished wood and
golden filigree; a buoyant palace of lavish excess and beauty. An expanse of coloured glass sprawled across the top of
the stern where the captain’s quarters no doubt sat. The glow of lamps inside threw out a wide spray of colours that
danced and whirled on the surface of the water below, shifting and mixing like oil paints on an artist’s palette. It was
hypnotic, rising and falling with each wave in a gentle, soothing pace. Talin was in awe, enamoured with the structure of
art stretching up above him.
As Xarin turned their rowboat about, the great stretch of the hull came into view, masts sprouting up from the decks
like redwood trees, looming up into the mist that smothered the night sky above. The sails were drawn up tight and, this
close, Talin could make out the slips of shadows as a few of the crew on the night shift made themselves known, drawn
by the sound of Xarin pulling the oars.
“Echk!” Jarlaxle was standing now, gripping onto the side of the boat with one hand and raising his other to touch just
by his ear, bending his wrist to direct the gesture outwards into a sort of relaxed salute. The crew mimicked back, some
of them also repeating the phrase in kind, pleased to see their leader’s return as they leaned over the railings or clung
lazily to strips of rigging. Without Jarlaxle having to say anything, they moved as one, a neat organised unit that belied
years of training to lower thick cords of hemp rope over the side.
Xarin pulled their boat up close and got to his feet, moving to grab one rope as Jarlaxle took the other. Talin watched
in silent appraisal as they appeared to work in tandem, hands quick and certain to tighten the lines to rungs at the stern
thwart and breasthook. Once secured they tugged, signaling to the crew above and feeling the lurch as they were all
hauled upwards. A deep voice above barked in Undercommon, keeping each pull in time to keep the vessel steady. Their
efficiency had them pulled level to the main deck in but a few minutes and upon seeing the sprawl of polished
wood and the shadow of the mast on the quarter deck above, Talin felt the realisation sink in.
He had joined the Bregan D’Aerthe.
A year had passed since the accident. He had sworn to himself he would never do this again – that he could never do
this again. Talin had resigned himself to spending his days alone, no longer part of a group, his skills gone, drinking
himself into a stupor every night at the Portal to try and numb the pain – both physical and emotional.
His scars ran deep. His life was over. That's what the medic had told him the moment he had woken up, delirious on
painkillers and anesthetics. There must have been some mistake. Surely this was all some cruel, if elaborate, joke. He
couldn’t be wanted- couldn't be needed. Jarlaxle could have hired anyone. Why Talin?
It was all going to fall apart; it was just a matter of time. A tension set in his shoulders, tightening his throat, preparing
for someone, anyone, to finally step forward and laugh.
Someone had to be laughing him.
"Talin."
Not a question, a statement. A demand for attention. Talin blinked.
Xarin had propped up another ramp for him, this one better crafted as it hooked onto the rowboat’s side and trailed
down, creating two inclines – one for him to ascend out of the boat, and the other to descend onto the Eyecatcher.
Jarlaxle was already stood on the deck of his flagship, beckoning him with a gesture. He shoved the dread to the back of
his mind and obliged, wheeling down and stopping beside him.
The crew that had hauled them up were milling about, some returning to their positions elsewhere, others disappearing
below deck, but a handful remained hanging about, focused on their boss. Unsurprisingly, most were drow – Talin knew
enough about the Bregan D’Aerthe to glean that they were a predominantly drowish organisation – but there were a few
humans, elves, and even a couple of dwarves in the small group that had gathered.
Jarlaxle stood tall amongst them, confident and proud, “Llorath.”
“Aye, captain?”
A human man stepped forward, slipping through a gap between an elf and another human. He was dressed well, much
like Jarlaxle, though his black leathers were cut through with white silk and a regal-looking crimson coat was pulled
over his shoulders, clasped at the hollow of his throat. His hair was cropped short and tousled effortlessly and his eyes
held a curious glint.
Jarlaxle shook his head, “He’s one of us now, Llorath – do away with it.”
Talin frowned at the odd command but his answer came shortly after. With a nod, a shimmering haze fell over
Llorath’s form, dissipating in the chill night air and leaving behind his true form. The glamour dismissed, Llorath was

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not a human at all, instead he was a drow with long black hair and pale pink eyes. His violet skin was marked by dark
moles and a scattering of freckles across his high cheeks and nose like a cluster of stars. A blackened scar ran across the
inside of his right wrist, visible only when he held his hand out for Talin to take. His grasp was strong and warm, palm
and fingers calloused from years of working on a ship. His accent was thick, similar to Jarlaxle’s but heavier.
“Llorath Pharn, at your service.”
"Talin Uran," Talin said, wondering now if the entire ship were drow merely disguised as humans, elves, and dwarves,
or if Llorath was just some sort of spellcaster. This time he got no answer, Jarlaxle continuing onward.
“Llorath is acting captain of the Eyecatcher. He gives you your orders, you do as he says – unless I tell you
otherwise,” Jarlaxle inclined his head at Llorath, “Give him the rundown. We leave at dawn.”
“Aye, captain.”
“A pleasure doing business with you, Talin Uran,” Jarlaxle said, a sly smile playing on his lips, “Your contract shall be
drafted, I expect you to sign it tomorrow. I should hate to drop you off in the middle of the sea if you don’t.”
Talin swallowed, unsure what to make of the very thinly veiled threat, stumbling over his words “I- yes, yes, boss.”
“Good,” Jarlaxle turned on his heel and abruptly left, slipping through a door to the rear of the galleon. Talin could
only stare after him.
Llorath picked up smoothly, clearly used to the aloofness, “You wake at dawn, your meals are in the mess and you will
be expected to carry out your given duties each day – no freeloading, no idleness. You’re on swabbing duty which you’ll
do first thing in the morning, last thing at night. Not happy? I don’t care. Got an issue with it? Speak to Baenre and he’ll
show you the door. Alright?”
Talin nodded, thrown slightly by the sudden influx of information, “Yes, captain.”
“You’ve got your own room – he said you’d need some extra space. We converted one of the broom closets,” Llorath
began walking, Talin keeping pace alongside, leading him to a side door by the stairs leading up to the quarter deck. The
acting captain turned the handle and pulled the door outward, holding it open with a booted foot as he gestured for Talin
to go inside.
The room was no bigger than a standard cheap flop at the Yawning Portal, but it was certainly more space than Talin
had expected. A simple made bed stood raised up from the ground at a level where he could slide out of his chair and
onto the mattress with relative ease. A small trunk had been provided, sat close to the bed so he wouldn’t have to move
far to reach inside, and hanging from a short chain bolted to the wall above the headboard was a plain but bright oil lamp
that could be adjusted.
“It should be big enough for you,” Llorath said.
It was more than Talin ever thought he would have. More than he ever thought he could have.
“Get settled in. We sail at dawn.”
Talin pushed himself toward the bed, a hand reaching out to touch the mattress, the pillow, the blankets – like they
would crumble away under his fingers. There was a tightness in his throat as the realisation set in once again.
He had joined the Bregan D’Aerthe.
"Thank you."
If his voice was choked, cracking slightly against the lump in the back of his mouth, Llorath didn’t mention it. He
closed the door behind him with a brisk, “Goodnight.”
Finally, he was alone, and the quiet stretched endlessly, filled only by his frenzied thoughts and the distant sound of
water against the hull.
He had a job. He had a job. For the first time since the accident, Talin was employed. It hadn’t all fallen apart.
Why hadn’t it all fallen apart?
Where was the punchline? Why hadn’t it landed? Why?
Wet heat burning on his cheeks. Talin raised his hand from the bed and rubbed at his face, skin prickling and the
unshaved scruff on his jaw oddly tacky. His fingers came away slick with tears. He was crying.
Talin’s chest heaved, his tail – tucked down by his legs – spasmed in pain. His throat burned, aggravated by gasping
breaths and sniffles as he pushed his face into his hands, leaning forward in his wheelchair, elbows on the bed before
him. He sobbed, until his tears ran dry and his eyes were rubbed raw, skin sore and painful. His tail throbbed, his horns
itched, and a terrible feeling of vulnerability chafed at him.
Eventually, he pulled himself together enough to shift out of his wheelchair and onto the bed, lifting his legs and tail
after. Slowly and with fumbling fingers, he stripped down to his smalls and reached into the small pack attached to the
back of his chair. Everything he owned was stored in that one bag made of cheap cotton and frayed leather – his life
summed up by an assortment of random objects from a life before and after. He slipped into his night shift, stained and
patched together with terrible stitches, but the warmth and familiar smell provided a comfort that soothed something
deep within his chest.
He then reached back inside, lifting out a fragment of metal – one of many that lay shattered in the bottom of the
bag, shoved far enough down to not think about it, but never disposed of out of fear he would lose some final part of
himself from his life before that still remained. It was a piece of a broken blade, fractured by some devastating blow, the
metalwork warped and distorted from heat and a great weight.
The warehouse that burned to the ground. Gunpowder that was stored improperly. Ringing in his ears. Dust in his
lungs. Smoke in the air. His legs. He can’t feel his legs.
He can’t-
He threw it back into the bag, tossed it to the bottom and shoved his stripped clothes in on top of it – smothering it,
burying it. Out of sight, out of mind. Talin busied his hands, turning the chair around so the seat faced the bed; it would
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be easier to get into come morning. He placed his boots on top of the bedside trunk, keeping them at arm level. Reaching
an arm up, he pawed at the oil lamp above his head until he grasped at the dial, dimming it to a faint, smouldering glow
that was easier on his tired, sore eyes.
Lying down, head finally resting on the pillow, he took his tail into hand. Pressing into it, his fingers palpated the
appendage, working from tip to as far up as he could reach, unable to twist and comfortably reach the base. The pain
eased slightly, nerves soothing and no longer buzzing angrily, and the twitching ceased. He sighed, tension in his lower
back finally letting up; the muscles no longer bunched up from constant sharp pains. Gently, he set his tail down, laying
it flat against the mattress and closed his eyes, listening to the faint slap of water below.
It wasn’t until he was on the very edge of slumber that he realised he had no idea where they were to be sailing to. But
he found, in that moment, he didn’t care.
He had joined the Bregan D'Aerthe.
And nothing had fallen apart.

To be continued...

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NON-PLAYER CHARACTERS aid transforms into a wicked-looking whip-chain with a

W
curved talon-like hook at the end of it.
(NPCS) Though semi-retired, Varenna is still a highly
formidable warrior, unflinching in the face of danger
hen your players are and ready to dole out harsh punishment on anyone who
adventuring and exploring your threatens her students. As an ally, she is fiercely loyal and
world(s), they will often meet kind, but as an enemy she is ruthless in her pursuit and
many people from all walks of severe in her judgement.
life. These characters may not be
as important as, say, the 'big bad'
of your campaign or oneshot, but they add variety and a
sense of realness to your setting - allowing the party and VARENNA MARCEN
the people roleplaying them to connect with the stage Medium humanoid (human), neutral good, She/Her
you are presenting them with. —
Armor Class 17 (+1 studded leather armour)
Oftentimes, disability is left out in regards to
Hit Points 68 (8d10 + 8)
representation, due to a lack of knowing how to address Speed 30 ft. (when using cane), 25ft. (when not using cane)
and handle the subject sensitively or an underlying

notion that disabled people can't make for interesting STR DEX CON INT WIS CHA
characters or strong adventurers (something that is often 14 (+2) 18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0)
seen in many TTRPG communities). —
Saving Throws Dexterity +7, Intelligence +5
What follows here is a selection of 3 disabled NPCs Skills Acrobatics +7, Arcana +5, History +5, Stealth +7
for Dungeon Masters to drop into their campaigns. Senses passive Perception 13
Varenna Marcen. A human blood hunter with a Languages Abyssal, Common, Elven
chain-whip and strong sense of pride. The players would Challenge 4 (1,100 XP)
Profciency Bonus +3
be wise to heed her words.
Merrydew Harbuckle. A halfling paladin with a love —
Mobility Equipment. Varenna uses a magical walking cane
for polearms and a taste for adventure. The players will that turns into a whip-chain using her bonus action. Her
find a strong and loyal ally in them. crimson rite and empathic weapon also apply whenever this
Talin Uran. A tiefling rogue with ties to the Bregan weapon is activated.
D'Aerthe and the Grambar's Blades. The players shall
Blood Curses. Varenna knows the following blood curses:
find this mischievous young man a person to keep Curse of Binding, Curse of the Fallen Puppet (Explorer's Guide
their eye on. to Wildemount). She can use this feature twice per short rest.

Varenna Marcen
Crimson Rites. Varenna knows the following crimson rites:
Rite of the Flame, Rite of the Frozen (Explorer's Guide to
Wildemount).
"Tell me hunter, are you familiar with these lands? No?
Then I suggest you leave. A man as ill-prepared as you will High Threshold. When Varenna activates a rite for the frst
perish quickly out here." time, she regains 2 HP.

- Varenna Marcen Empathic Weapon. When one of Varenna's rites is active,


she gains resistance to piercing damage and adds 1d6 psychic
Varenna Marcen is a human blood hunter whom has damage to her damage rolls.
dedicated the majority of her life to travelling the
realm, looking for work. In recent years, however, she Actions
is semi-retired and spends her time training up the next Multiattack. Varenna makes 2 attacks per turn, once with her
generation of blood hunters she has enlisted as well as shortsword and once with her chain whip, or twice with her
documenting her experiences to pass on to them. Initially light crossbow.
coming across as stern and cold, Varenna is no-nonsense Chain-Whip. Melee Weapon Attack: +8 to hit, reach 15ft., one
but has a warm interior beneath her hard outer shell. target. Hit: 7 (1d6+4) slashing damage.
Over fifteen years ago, Varenna took a grisly injury
from a young white dragon which required her left leg Light Crossbow. Ranged Weapon Attack: +8 to hit, reach
320ft., one target. Hit: 8 (1d8+4) piercing damage.
needing reconstructive surgery. Though the treatment
was a success, she walks with a pronounced limp and Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one
deals daily with severe chronic pain. Her left knee to her target. Hit: 7 (1d6+4) piercing damage.
ankle is strapped up with a supportive but flexible leather
Exerted Barrier (3/Day). When Varenna next takes damage,
brace and in her right hand, she uses a walking cane for
she can use her reaction to throw up a psionic barrier to
additional support. She is often seen carrying a heat- reduce the damage by 6 (1d12).
retaining flask with her in which she stores a medicinal
tea that acts as a pain relief.
Her cane is crafted from black-stained wood and
metallic bands, an arcane transmutation symbol carved MORE THAN A DISABILITY
into the foot of it. Whenever Varenna deliberately Disability is a significant part of a person's life, but it
strikes the foot of the cane hard against a surface, the isn't what defines them as a person. Varenna should have
interests and a personality the same as any other fleshed

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65
character in your game - disabled people are people and
should be presented as such. MERRYDEW HARBUCKLE
You can provide Varenna with traits that suit your Small humanoid (halfing), chaotic good, They/Them
own game, or you can use the following suggestions —
below instead. Armor Class 19 (+1 plate armour)
Interests. Varenna enjoys hunting, dark romance Hit Points 77 (8d10 + 6)
Speed 30 ft. (combat wheelchair), 25ft. (walking, ambulatory
novels, teaching, and chess. She also has quite the user)
collection of oddities, from preserved organs in jars,
to a taxidermy dragon head on her wall, and is rather —
STR DEX CON INT WIS CHA
knowledgeable on the subject of monster biology. 20 (+5) 12 (+1) 16 (+3) 10 (+0) 12 (+1) 16 (+3)

Saving Throws Charisma +6, Wisdom +7
Merrydew Harbuckle Skills Athletics +8, Intimidation +6, Medicine +4, Persuasion +6
Senses passive Perception 13
"I am Merrydew Harbuckle, Paladin of Virtues, and Knight Languages Common, Dwarven, Halfing
of the Lady of the Lake. In her name, I asked that you cease. Condition Resistances Frightened
You did not. So in her name, I demand that you die." Condition Immunities Disease
Challenge 5 (1,500 XP)
Profciency Bonus +3
- Merrydew Harbuckle

Merrydew Harbuckle is a halfling paladin of the Oath of Mobility Equipment. Merrydew uses a combat wheelchair
the Virtues who is eager to please and always looking for which is their mount in combat.
adventure. They often take up contractual work from the Great Weapon Fighting. If Merrydew rolls a 1 or 2 on a
locals and adventuring guilds with little consideration damage die with their polearm, they can reroll and take
over the amount of pay offered to them. Instead, they the new roll.
consider helping others to be reward enough (though
Trample. If Merrydew and the chair move at least 10ft in a
they certainly won't turn the coin down).
straight line before attacking using a tyre strike or ram, the
Merrydew has chronic pain syndrome and uses a target must succeed a DC 14 STR save or be knocked prone.
combat wheelchair to spend less time on their feet - the If the creature fails, Merrydew can use their bonus action to
pain mostly being in their legs. They can walk, being an make an additional attack with advantage against the creature
ambulatory wheelchair user, and when they aren't using using their glaive.
their combat wheelchair, they use their glaive, which has
Spellcasting. Merrydew is a 7th level spellcaster. Their
been modified slightly, as a walking cane as well as a spellcasting ability is Charisma (spell save DC 12, +6 spell
weapon. Merrydew also carries a pouch on their person attack). They know the following paladin and oath spells.
at all times that contains a dried medicinal herb - sweet 1st level (4 slots): bless, catapult, cure wounds, detect magic,
flag - which is a painkiller that they either chew on or divine favour, earth tremor
create poultices out of to put on affected joints during a 2nd level (3 slots): agnazzar's scorcher, branding smite, calm
emotions, lesser restoration
pain flare up.
Their glaive is a polearm weapon (two-handed) Lay On Hands. Merrydew can use their action to heal one
which folds down using Merrydew's bonus action into creature. They have a pool of 25 hit points to use.
a walking cane. It takes another bonus action to again
unfold the cane back into a glaive. Actions
When using their glaive, they are still able to move and Multiattack. Varenna makes 2 attacks per turn, twice with
maneuver their combat wheelchair by using the Self- their glaive.
Propulsion Variant of the chair (refer to the Combat
Glaive. Melee Weapon Attack: +8 to hit, reach 10ft., one
Wheelchair rules at the beginning of this supplement). target. Hit: 9 (1d10+5) slashing damage.

More Than a Disability Tyre Strike. Melee Weapon Attack (wheelchair): +8 to hit,
reach 5ft., one target. Hit: 8 (1d6+5) bludgeoning damage.
Merrydew should have interests and a personality
Ram. Melee Weapon Attack (wheelchair): +8 to hit, reach
the same as any other fleshed out character in your
10ft., one target. Hit: 7 (1d6+5) bludgeoning damage.
game - disabled people are people and should be
presented as such.
You can provide Merrydew with traits that suit your
own game, or you can use the following suggestions
below instead.
TALIN URAN
Interests. Merrydew enjoys discovering and tasting "Word is on the street that you fellas are looking for
different ciders from across the realms, cooking recipes information. I'd be more than happy to help you out...
passed down by their mother's side of the family, and 'course, if you've got the coin for it. Haha! What's that
tinkering with their combat wheelchair. They also look for? You think I'm just giving away intel for free? My
have an extreme fondness for cats and, whilst carrying fee is the cheapest one in these parts, so good luck finding
anyone else."
out work and adventuring, have found, rehabilitated,
and rehomed many a stray feline, typically finding
- Talin Uran
them homes with farmers and innkeeps looking for
good mousers.

COMBAT WHEELCHAIR V3.0 | NPCS


66
Talin Uran is a character best used in games set in the
Dungeons & Dragons' setting 'The Forgotten Realms', TALIN URAN
Medium humanoid (tiefing), chaotic neutral, He/Him
particularly in adventures or campaigns that revolve
around Waterdeep (Waterdeep Dragon Heist) or Baldur's —
Armor Class 18 (+1 studded leather armour)
Gate (Baldur's Gate: Descent into Avernus). Hit Points 63 (8d8 + 6)
As a result of this more established place for him, Talin Speed 30 ft. (combat wheelchair), climbing 30ft. (climbing
comes with a more extensive backstory that is rigid gear), 0ft. (not using combat wheelchair)
compared to the other NPCs in this section. You can —
also learn more about Talin from the short story 'An STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 14 (+2) 13 (+1) 18 (+4)
Offer' in this PDF or by unlocking him as a character
in 'Idle Champions of the Forgotten Realms'. Artworks —
Saving Throws Dexterity +8, Intelligence +5
in this PDF also feature Talin - the front cover, double Skills Acrobatics +8, Deception +10, Performance +7, Stealth
page spread before section 'Subclasses' and illustrations +11
Senses darkvision 60ft., passive Perception 14
for the Daredevil rogue and short story 'An Offer' all Languages Common, Common Signs, Infernal, Thieves' Cant,
showcase Talin Uran at different points in his life. Undercommon
Damage Resistances fre
Challenge 5 (1,500 XP)
Talin is a tiefling rogue from the streets of Waterdeep. Profciency Bonus +3
Originally, he worked for the Grambar's Blades as a

handler and guard of goods at one of their discreet Mobility Equipment. Talin uses a combat wheelchair called
warehouses in the Dock Ward. A workplace incident 'Edge' which has several upgrades afxed to it, Talin's sneak
involving the mishandling of barrels of gunpowder attacks also apply to the chair's attacks.
caused a devastating building collapse, killing a large Misdirection (1/Day). Talin uses his action to perform a
number of workers. series of intricate tricks with his wheelchair at one creature
Talin was pinned beneath a fallen beam and pile of within 5ft. This creature makes a DC 15 WIS save or become
blasted stone, resulting in a significant spinal injury that distracted. On a failure, the creature has disadvantage on all
instantly caused paralysis from the waist down. Shortly attacks made against Talin until the end of their next turn.
Outside of combat, Talin instead makes a
after, Talin left the Blades due to the inaccessibility of Performance check contested against the creature's WIS
the workplace and Talin's own lack of confidence as the saving throw. On a success, Talin draws the creature's
result of his injury and disability, attention enough that it becomes oblivious to its surroundings
Despondent and finding difficulty in accepting his for 1 minute. During that time, any Sleight of Hand or Stealth
new circumstances, Talin was listless for a while, checks made against this creature by Talin and his allies
have advantage.
drifting from place to place in Waterdeep, spending
most of his days drinking in the Yawning Portal. Then Trickster. Talin has 2 small but efective trap upgrades afxed
came an opportunity in the form of Jarlaxle Baenre to his wheelchair: Grease Trap and Scatter Tacks (refer to
(Waterdeep Dragon Heist), offering a full-time job with Combat Upgrades catalogue).
the Bregan D'Aerthe.
Initially hesitant, Talin cautiously agreed, but swiftly Actions
flourished into his own - in no small part thanks to Multiattack. Talin makes 2 attacks, twice with his rapier or
Jarlaxle commissioning a combat wheelchair from an twice with his chakram.
artificer in Luskan; affectionally given the name Edge Razor Edged Chakram. Ranged Weapon Attack: +8 to
by Jarlaxle. hit, reach 60ft., one target. Hit: 7 (1d6+4) slashing damage.
It's no small secret that Talin cares deeply for Jarlaxle, This weapon returns to Talin's hand after making the attack
in a way that goes beyond mere thanks for a job offer. regardless of whether or not Talin successfully hits.
There are no lengths Talin wouldn't go to for Jarlaxle
+1 Rapier. Melee Weapon Attack: +9 to hit, reach 5ft., one
Baenre and, rumor is, that Jarlaxle feels much the same target. Hit: 9 (1d8+5) piercing damage.
about Talin.
Suave, charming, and quick-witted, Talin has the Tyre Strike. Melee Weapon Attack (wheelchair): +8 to hit,
makings of a rogue through-and-through - after all, he reach 5ft., one target. Hit: 7 (1d6+4) bludgeoning damage.
learned from one of the best of them.
Ram. Melee Weapon Attack (wheelchair): +8 to hit, reach
10ft., one target. Hit: 7 (1d6+4) bludgeoning damage.
More Than a Disability
Crush. Melee Weapon Attack (wheelchair): +8 to hit, reach
Talin should have interests and a personality the same as 5ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
any other fleshed out character in your game - disabled
people are people and should be presented as such.
Talin's interests are as follows.
Interests. Talin enjoys reading murder-mystery
novels, admiring artwork despite having no artistic
inclinations himself, and climbing with his specialised
gear for practice. He also enjoys spending time with his
two drowish friends from the Bregan D'Aerthe: Solunn
Xibrindas (Waterdeep Dragon Heist) and Xarin Zenix.

COMBAT WHEELCHAIR V3.0 | NPCS


67
your content. You must then also clearly credit again at
USING THE COMBAT WHEELCHAIR

T
the end of your content.
IN YOUR OWN CONTENT If you are streaming, you must also have a chat bot
active that credits at intervals and provides links to Sara's
his is a question I get asked frequently
Twitter and the Combat Wheelchair v3.0 document.
and have decided to dedicate a section to
If you are uploading to a site like YouTube, you must
lay out to any potential artists, authors,
also credit correctly and provide links to Sara's Twitter
and creatives exactly how to credit and
and the Combat Wheelchair v3.0 document in the video's
refer to the Combat Wheelchair within
bio or as a pinned comment.
their own works.
If you are uncertain about any of the guidelines
presented here and wish to ask further questions, please D&D Beyond
send an email to: saradisabilityrepinttrpgs@[Link] Permission is not granted to add the Combat Wheelchair
and any of its related content here and in previous
Crediting editions to D&D Beyond as a public ruleset. You can,
however, add it as a privately locked ruleset for use in
If your project includes or makes mention of the Combat
your own home games. Livestreamed games cannot use
Wheelchair in any way, you must credit clearly using
the ruleset on D&D Beyond if any screen-sharing occurs
the following.
on the stream that displays its rules and layout. You can
The Combat Wheelchair, its upgrades, subclasses,
use the rulesets on your streams if you aren’t going to
and related content including NPCs and short story
display the ruleset to your audience via screen share.
enclosed within this PDF and previous versions
Refer to above section ‘Streaming’ for additional advice
is property and copyright of Sara Thompson
on crediting this and previous rulesets of the Combat
('mustangsart').
Wheelchair and its related content.
Links to this document, Sara Thompson's name, and
If you are interested in an online version of the Combat
Twitter must also be clearly on display in the credits:
Wheelchair that has been approved officially by the
[Link]/mustangsart
creator, Shard Tabletop are working in collaboration
with Sara to create an online, interactive ruleset (plus
Profit subclasses) on their website.
The Combat Wheelchair is not to be used in order to gain
profit. If you are making a supplement, NPC, subclass,
or homebrewed content to directly go with one of the
Combat Wheelchair subclasses, upgrades, or base ruleset,
you do not have permission to make any profit off it
in any way.
However, if you are selling with the intention of all
profits made going to charity, then it is permitted as long
as proof of this is provided.

Mentioning the Chair in Your


Work
You cannot directly lift any of the text or rules as laid out
in this document.
If you are creating an NPC who uses the Combat
Wheelchair, a subclass, or an upgrade dictated in this
document, you must describe it as such:
This NPC uses a Combat Wheelchair and/or a
subclass and/or a Combat Upgrade. For the relevant
rulings, please refer to 'The Combat Wheelchair v3.0'
PDF written by Sara Thompson.
If you wish to make note that your adventure, subclass,
etc. is Combat Wheelchair accessible, you may include
a sidebar or footnote on the relevant sections that links
back to this PDF ruleset and credits Sara Thompson as
shown in the 'Crediting' section.

Streaming
If you are using the Combat Wheelchair and/or a
subclass, and/or an NPC, and/or a Combat Upgrade as
dictated in this ruleset on your livestreamed game, show,
or podcast, you must clearly credit Sara Thompson as
shown in the 'Crediting' section at the beginning of
COMBAT WHEELCHAIR V3.0 | CREDITING ADVICE
68

 
THE COMBAT WHEELCHAIR
VERSION 3.0.1
SARA THOMPSON
THE COMBAT WHEELCHAIR 
VERSION 3.0.1 
SARA THOMPSON
  
2 
COMBAT WHEELCHAIR V3.0 | INTRODUCTION
W
elcome to the newest iteration of 
the Combat Wheelchair to celebrate its 
1-year-annivers
THE COMBAT WHEELCHAIR
THE COMBAT WHEELCHAIR
M
ade with the adventurer in 
mind, the Combat Wheelchair is 
supporti
5 
COMBAT WHEELCHAIR V3.0 | CORE RULESET 
The Self-Propulsion Variant 
The basic chair (without upgrades) requires
Spells before it must be repaired using either Tinker's 
Tools or Smith's Tools. Y
Push Handles 
Though not strictly a part of the Combat Wheelchair's base 
anatomy, you can still have push handl
Combat Upgrades
Using the brakes is a bonus action and slows the chair 
down by 15ft per round. 
Actions 
The Co
been added to ensure you don’t exceed your maximum 
carrying capacity when you aren’t using the
Cost: 350gp 
Weight: None 
Defy Difficulty (Engraving) 
A Dwarven rune of strong abjuratio

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