Summary

  • Hardy vehicles are invaluable for a low-level party in Dungeons & Dragons on land or water adventures.
  • Investing in a vehicle like a rowboat can provide safety, mobility, and some useful buffer protection.
  • Infernal war machines like the Devil's Ride are costly but offer speed, power, and a distinct edge in combat.

Travel is a core part of 168澳洲幸运5开奖网:Dungeons & Dragons as adventurers often take up quests that have them visiting forlorn locales, different civilizations, and, sometimes, other planes of existence. While travel might be hand-waved by🍎 the Dungeon Master in certain circumstances, low-level play in particular is typically rife with encounters while traveling.

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One of the best assets a party can have for such encounters is a hardy and trustworthy vehicle. Thanks to the supplements Ghosts of Saltmarsh and Baldur's Gate: Descent Into Avernus, there are a handful of sweet rides with full statistic blocks to choose from. Just know that operating such vehicles can be costly: in more ways than one.

10 Rowboat

Adventurers on the open sea fleeing a kraken
Ghosts of Saltmarsh by Greg Rutkowski

AC (Armor Class):

11

HP (Hit Points):

50

Speed (water):

15 ft.

Capacity:

2 crew, 2 passengers

Actions: 1

  • The rowboat can move up to its speed with up to one 90-degree turn

Cost:

50gp (gold pieces)

The rowboat is the first vehicle that an adventuring party is likely to encounter and a first-level party can even purchase one for themselves thanks to its extremely low cost. Rowboats are be🦋st for traversing relatively small areas of water such as a lake or shore, and they are also useful f🌃or moving between ships in a nautically-themed campaign.

The rowboat doesn't offer anything in the way of offense, but it does allow your party to mostly avoid the rules for 168澳洲幸运5开奖网:underwater combat. Furthermore, its hull is a buffer of hit points between you and whatever might be lurking in the water; for those reasons, it can be a worthwhile investment especially if you expect t🔴o encounter water often.

9 Devil's Ride

devil motorcycle sketch
Devil's Ride from Baldur's Gate: Descent Into Avernus

AC:

23 (19 while motionless)

HP:

30 (damage threshold 5, mishap threshold 10)

Speed:

120 ft.

Capacity:

1 medium creature

Actions:

  • Drive and steer the Devil's Ride up to its speed
  • If the Devil's Ride has already moved 30 feet, jump a distance of up to 60 feet
  • In exchange for 10 feet of movement, make a DC 10 Dexterity check using the Bike's Dexterity (+4)
    • On a 1, the stunt fails and the bike falls prone
    • On a failure, the stunt fails and the driver can't perform another stunt until their next turn
    • On a success, the stunt occurs

Cost:

15 soul coins (homebrew)

The Devil's Ride as well as the other Descent into Avernus vehicles, also known as infernal war machines, mentioned on this list would only regularly be available to characters who can travel to Avernus: the first layer of the Nine Hells. It's also worth noting that these vehicles are powered by soul coins which are magical items that are used as currency in the Nine Hells.

Fueling an infernal war machine destroys the soul trapped inside of the coin forever, and not even gods can bring back souls lost this way. Using an infernal war machine will likely damn your character's soul to an evil afterlife, but despite this drawback, infernal war machines are incredibly cool and by far the best land vehicles available in the game! The Devil's Ride is an extremely quick motorcycle perfect for showing off and clearing large gaps in the land such as rivers, canyons, fields of fire, and more.

8 Keelboat

A Sailboat Against A Giant Monster Turtle
Tomb Of Annihilation By Jedd Chevrier

AC:

15

HP:

100 (damage threshold 10)

Speed (water):

35 ft.

Capacity:

3 crew, 4 passengers

Actions: 2

  • The keelboat can move up to its speed with one 90-degree turn
  • Ballista: A ranged weapon attack with a +6 to hit / 120 ft. range / 3d10 piercing damage on hit

Cost:

3000gp

A keelboat is a small ship with a cabin that's capable of being operated by only a single person; this is the perfect-sized ship for an adventuring party, and it's relatively affordable for even a low-level party if they save their coppers and pool their gold together. Most keelboats don't come with a ballista already attached, but it's easy enough to purchase and attach one, and any melee characters who can't get into the fray of sea-based battles on the first couple of turns will appreciate a powerful ranged attack option.

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Speaking of attachments, you can also upgrade any sea vessel with a variety of ingenious devices, which include improvements to a ship's hull, weapons, movement, and more. Just to give you a taste of the options, dragon sails, scything oars, and a magical guardian figurehead are all great choices.

7 Tormentor

devil vehicle with sharp wheels and harpoon sketch
Tormentor from Baldur's Gate: Descent Into Avernus

AC:

21 (19 while motionless)

HP:

60 (damage threshold 10, mishap threshold 20)

Speed:

100 ft.

Capacity:

4 medium creatures

Actions:

  • Drive and steer the Tormentor up to its speed
    • Driving the Tormentor through a Medium or smaller creature's space forces them to make a DC 13 Dexterity save. On a failure, they are knocked prone and take 2d10 bludgeoning damage. A creature already prone takes an additional 2d10 bludgeoning
    • Driving the Tormentor within 5 feet of another creature or vehicle that isn't prone requires them to make a DC 13 Dexterity saving throw. On a failure, they take 2d10 + 2 slashing damage from the Tormentor's raking scythes
  • Harpoon Flinger: A ranged weapon attack with a +7 to hit / 120 ft. range / 2d8 + 2 piercing damage on hit

Cost:

30 soul coins (homebrew)

The Tormentor is your run-of-the-mill devil-made vehicle. It's quick, durable, and capable of dishing out a fair amount of damage simply by driving it over or nearby groups of enemies. It's also equipped with a harpoon flinger which is especially helpful against 168澳洲幸运5开奖网:flying enemies.

Various upgrades are available to attach to infernal war machines including the acidic bile sprayer, flamethrower, gilded death armor, and more. These will cost you even more soul coins, but who doesn't like tricking out their ride?

6 Scavenger

devil vehicle with crane arm and spiked armor
Scavenger from Baldur's Gate: Descent Into Avernus

AC:

20 (19 while motionless)

HP:

150 (damage threshold 10, mishap threshold 20)

Speed:

100 ft.

Capacity:

8 medium creatures

Actions:

  • Drive and steer the Scavenger up to its speed
    • Driving the Scavenger through a Large or smaller creature's space forces them to make a DC 12 Dexterity save. On a failure, they are knocked prone and take 3d10 bludgeoning damage. A creature already prone takes an additional 3d10 bludgeoning
  • Two Harpoon Flingers: A ranged weapon attack with a +7 to hit / 120 ft. range / 2d8 + 2 piercing damage on hit
  • Grappling Claw: A melee weapon attack with a +10 to hit / 15 ft. reach / On a hit, the target is grappled and restrained (escape DC 12)

Cost:

75 soul coins (homebrew)

The scavenger is a hardier tormentor with twice as much space for creatures, double the harpoon flingers, and a grappling cᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚlaw perfect for picking up creatures a꧂nd tossing them off their rides.

Alternative💛ly, the grappling claw might be used to hold other objects sucꩵh as barrels of grease or a bomb for dropping on opponents as a friendly surprise.

5 ও Demon Grinder

devil vehicle with crushing wheels, harpoons, and front grinder sketch
Demon Grinder from Baldur's Gate: Descent Into Avernus

AC:

19

HP:

200 (damage threshold 10, mishap threshold 20)

Speed:

100 ft.

Capacity:

8 medium creatures

Actions:

  • Drive and steer the Demon Grinder up to its speed
    • Driving the Demon Grinder through a Large or smaller creature's space forces them to make a DC 11 Dexterity save. On a failure, they are knocked prone and take 4d10 bludgeoning damage. A creature already prone takes an additional 4d10 bludgeoning
  • Two Harpoon Flingers: A ranged weapon attack with a +7 to hit / 120 ft. range / 2d8 + 2 piercing damage on hit
  • Chomper: A melee weapon attack with a +9 to hit / 5 ft. reach / 6d6 + 4 piercing damage that instantly kills a creature reduced to 0 hit points by grinding them into bits
  • Wrecking Ball: A melee weapon attack with a +9 to hit / 15 ft. reach / 8d8 + 4 bludgeoning damage that deals double damage to objects and structures

Cost:

100 soul coins (homebrew)

The aptly named demon grinder is the u♐ltimate infernal war machine. A massive hit point pool allows the demon grinder to survive even the worst beatings and alternative weapon stations provide answers for creatures on foot or in other vehicles.

The chomper chews up anyone unlucky enough to end up in the demon grinder's path; if the chomper doesn't finish off a creature, the demon grinder's crushing wheels can easily clean up what's left. The wrecking ball attachment is a great answer to any vehicle that might challenge your road superiority as double damage to objects and structures also applies to opposing vehicles!

4 Longship

Northlander Longship being pulled onto shore from Dungeons & Dragons Storm King's Thunder By Jedd Chevrier
Northlander Longship By Jedd Chevrier

AC:

15

HP:

300 (damage threshold 15)

Speed (water):

60 ft.

Capacity:

40 crew, 100 passengers

Actions: 1

  • The longship can move up to its speed with one 90-degree turn

Cost:

10,000gp

The longship is much more costly than its keelboat contemporary and doesn't even come up with a ranged weapon attack option. However, it can transport twenty times more people. These ships are best for carrying infantry overseas and are difficult to attack due to the longship's high hit points.

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Other sea vessels seeking to board a longship would be making a mistake as the sheer number of individuals aboard one will overwhelm the boarding force that any other ship can muster. An adventuring party would likely never have use for one of these ships themselves, but they might need a few for their allies if they ever 168澳洲幸运5开奖网:go to war or take part in a massive battle.

3 🍎 Sailing Ship 🌞

Haunted shipwreck floating across the ocean
Salvage Operation from Ghosts of Saltmarsh

AC:

15

HP:

300 (damage threshold 15)

Speed (water):

60 ft.

Capacity:

30 crew, 20 passengers

Actions: 3

  • The keelboat can move up to its speed with one 90-degree turn
  • Ballista: A ranged weapon attack with a +6 to hit / 120 ft. range / 3d10 piercing damage on hit
  • Mangonel: A ranged weapon attack with a +6 to hit / 200 ft. range / 5d10 bludgeoning damage on hit

Cost:

10,000gp

Designed specifically for speed, the sailing ship is the first sea vehicle a party can purchase that will allow them to truly do battle aboard their own deck. That being said, it's quite a bit outclassed by the ships to follow.

Using a sailing ship to try and take on larger vessels is a gambit at best and a suicide mission at worst; thankfully, the sailing ship's superior speed means that you can avoid such battles if you turn away from them early enough. Better to stay thirsty and alive than become another of the greedy drowned sailors at the bottom of the depths.

2 Galley

Ship Flying In Space
Dungeons & Dragons Spelljammer Illustration by Nik Hagialas

AC:

15

HP:

500 (damage threshold 20)

Speed (water):

50 ft.

Capacity:

80 crew, 40 passengers

Actions: 3

  • The galley can move up to its speed with one 90-degree turn
  • Four Ballistas: Four ranged weapon attacks with a +6 to hit / 120 ft. range / 3d10 piercing damage on hit
  • Two Mangonels: Two ranged weapon attacks with a +6 to hit / 200 ft. range / 5d10 bludgeoning damage on hit
  • Naval Ram: The galley makes saves related to crashing into a creature or object with advantage

Cost:

30,000gp

The galley enjoys the benefits of all of the previous sea vessels combined while having access to an impressive suite of siege weapons. Two spare cargo holds allow this ship to carry a fair amount of supplies and the ship's lengthy body can house tons of troops.

Unfortunately, the galley is a bi൲t susceptible to an area of effect damage as it relies on a sizable crew to be properly operated. This means that any well-protected galley is sure to feature a handful of mages who have already set counterspell glyphs for exactly this kind of attack.

1 Warship

A spelljammer ship sailing away from an explosion
Bombard Ship Art Via Wizards Of The Coast

AC:

15

HP:

500 (damage threshold 20)

Speed (water):

50 ft.

Capacity:

40 crew, 60 passengers

Actions: 3

  • The warship can move up to its speed with one 90-degree turn
  • Two Ballistas: Four ranged weapon attacks with a +6 to hit / 120 ft. range / 3d10 piercing damage on hit
  • Two Mangonels: Two ranged weapon attacks with a +6 to hit / 200 ft. range / 5d10 bludgeoning damage on hit
  • Naval Ram: The galley makes saves related to crashing into a creature or object with advantage

Cost:

25,000gp

Undisputed masters of the sea, the warship doesn't offer as much space for crew and passengers as the galley, but that works to its benefit. The galley's elongated body is awkwardly shaped for naval combat, making it a juicy target for pirates and other sea devils.

In contrast, the warship can be operated by half as many crew members and is specifically designed for fighting at sea. Additional decks also allow the warship's occupants to more easily avoid area-of-effect attacks, making it the ultimate vehicle for any adventuring party interested in sailing beyond the horizon.

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