Pump Cart (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Pump Cart

Medium object
Armor Class: 15
Hit Points: 20
Damage immunities: poison, psychic
Cost: 1000 gp
Comprised of a wooden barrel on wheels with a hand pump on one side and a hose on the other, this kind of cart isn't uncommon among more technologically advanced societies, most commonly being used to fight fires in large city areas. It is capable of holding up to 40 gallons of any liquid.

Creatures within 5 ft. can operate the cart, temporarily changing their initiatives to that of the latest creature and granting it a movement speed equal to half of the movement speeds of all creatures operating it added together. A creature on one end of it can pump 2 gallons out of it into the hose as an action. A creature on the other end may use their action to aim this liquid via hose in either a 30 ft. cone or a 45 ft. line. If the hose operator uses any other action, it releases in a 15 ft. cone. All creatures in this area must attempt a DC 15 Dexterity saving throw. On a failure, they take 6 (1d12) bludgeoning damage, are knocked prone, and are moved 10 ft. away from the source. On a success, they take half as much damage, are moved 5 ft. away from the source, and are not knocked prone.

If the container is filled with oil, all creatures in this area must attempt a DC 15 Dexterity saving throw. On a failure, they take 6 (1d12) bludgeoning damage and are covered in oil as per oil flask, are knocked prone, and are moved 10 ft. away from the source. On a success, they take half as much damage, and are covered in oil as per oil flask, are moved 5 ft. away from the source, and are not knocked prone.

If the container is filled with oil and the hose operator is holding a torch in front of the nozzle, all creatures in this area must attempt a DC 15 Dexterity saving throw. On a failure, they take 6 (1d12) bludgeoning damage and take 5 fire damage once per turn for 2 rounds, are knocked prone, and are moved 10 ft. away from the source. On a success, they take half as much damage bludgeoning and fire damage, are moved 5 ft. away from the source, and are not knocked prone.

If the container is filled with acid, all creatures in this area must attempt a DC 15 Dexterity saving throw. On a failure, they take 6 (1d12) bludgeoning damage and 7 (2d6) acid damage, are knocked prone, and are moved 10 ft. away from the source. On a success, they take half as much damage, are moved 5 ft. away from the source, and are not knocked prone.

If the container is filled with a poison or potion that causes effects on contact, all creatures in this area must attempt a DC 15 Dexterity saving throw. On a failure, they take 6 (1d12) bludgeoning damage, are subject to the effects of the potion or poison, are knocked prone, and are moved 10 ft. away from the source. On a success, they take half as much damage, have advantage on any saving throws related to the potion or poison, are moved 5 ft. away from the source, and are not knocked prone.

Bakiraka_Flamethrower.png
[Source]

Back to Main Page5e HomebrewEquipmentSiege Equipment

Home of user-generated,
homebrew pages!


Advertisements: