Gadget is my gnome artificer, she built herself a bitchin magic wheelchair and also a huge magic gun
I made her before they nerfed artificer to make it legal in adventurer’s league games so her gun is extremely busted but imo it’s much more fun to play an op character with appropriately scaled encounters than to play an underpowered character with weak encounters
If anyone is interested in using them, here’s my homebrewed rules for playing a d&d character with a wheelchair in 5e!
~player has a base speed of 20 ft
~it takes either an assist from a party member or your full action to clear difficult terrain, or to get up from prone
~you have disadvantage on dexterity saves to dodge
~you have advantage on saves against being knocked prone, and if you lose consciousness you do not have to get up from prone unless your chair is knocked over
~if you take a two handed action, you lose movement for one turn
~counts as a mount for extra abilities like the Charger feat
~your chair has an AC and hit points, so if an enemy is being a real asshole they can choose to target it. At a base level, the AC is 16 and the HP is 25, but this can be raised by repairing the chair with more durable materials like mithril or adamantine. If your chair reaches 10 HP your movement is halved, and if it reaches 0 you cannot move. The Mending cantrip or a successful check with tinker’s tools can repair it
~optional: make the chair a magic item with limited daily uses of an effect such as a turbo boost or a spell like levitate or spider climb. The chair counts as an attuned magic item if you do this
Art from June 2020