Wheelchair (tool). If your character can not use their legs as part of their background, they get this proficiency for free. Other characters may get this tool proficiency as normal.
Adventurer's wheelchairs are incorporated as part of armor and is included in purchase price. As part of donning the armor, 2 small gems are placed into the lower part of the back, magically diverting your energy that is normally used control your leg into moving the chair instead. It also prevents any benefit from magical boots, but the chair itself have it's own enchantment in addition to the armor.
DM Note: As the magic chair effectively take the boot slot, any magical boots enchantments can generally be directly applied to magical chairs as well, adjusting their appearance to fit.
Spider chair:
The spider chair has 6 or 8 legs and can be used along with any armor. It's functions the same as anyone with 2 legs would.
(Uncommon): The spider chair gains climb speed equal to half your walking speed.
(Rare): Once per day as a bonus action, the chair can shoot out a web, replicating the effects of the web spell. The DC is 13 and does not take your concentration. It can also walk on the web without getting stuck.
(very rare):
(legendary): it can use the web once per short rest. The DC is increased to 16.
Race chair (light armor):
Consisting of little more than 2 large and thin wheels, the user is tucked low into the chair, allowing for quick and unimpeded movement.
- can't climb or high jump.
- going up stairs counts as difficult terrain.
- takes no penalty for squeezing.
- When you take the dash action, increase your speed by 5' until the end of the turn.
- When you are subject to forced movement, you can increase the distance by 5' in the same direction. (Reminder that forced movement ignores difficult terrain).
- You can add your wheelchair proficiency bonus to stealth checks, as you produce no footsteps.
(uncommon): Once per day you can cast Zephyr Strike on yourself.
(rare): Once per day you can cast freedom of movement on yourself.
(very rare): Once per short rest you can cast Zephyr Strike on yourself.
(legendary): Mithril wheels let you slip out of any bond. You are always conceded under the effects of freedom of movement.
Floating chair (medium):
Having 4 large inflated wheels, this chair softly bounces over the terrain.
- can't climb or high jump.
- advantage against being knocked prone.
- floats in water, allowing you to move at half your normal speed in calm waters.
(uncommon): The chair hovers a few feet off the ground, water, and lava.
(rare): you can cast levitate on yourself at-will.
(uncommon): same as winged boots.
(legendary): fly speed equal to your walking speed
Treaded Chair: (heavy, str 15, Disadvantage on sheath checks)
Consisting of heavy treads, this chair gives has extreme traction and it's low center of gravity keeps it upright. Allowing the chair easily rolling over anything in it's way. It also makes the chair bottom heavy, flipping upright as.
- can't climb or jump.
- sinks in water, falling 20' per round, and softly landing at the bottom.
- immune to forced movement and being prone.
- resistance to damage from ground based attacks, such as caltrops.
- if you move into a space of a prone creature, they make a DC 13 strength (athletics) or dexterity (acrobatics) check. On a failed check, they are restrained. This effect ends if you no longer occupy the same space. A creature can only be subject save once per turn and can take an action on it's turn to make the check again.
(uncommon): increase the DC to 15
(rare): increase the DC to 17
(very rare): increase the DC to 19
(legendary): adamantine treads make you immune to ground based damage, increase the DC to 21