Pump Cart (5e Equipment)
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Pump CartMedium object 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. |
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