The Chariot
The Chariot — The Encounter
Triumphant rider of the seventh card, war made motion · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is The Chariot
Seventh of the great arcana, the Chariot is victory caught mid-stride. The card shows no rest, no parley, no throne won and held; it shows the instant of charge, when the rider has already chosen and the steeds answer with their whole strength. Older grimoires name the two horses Resolve and Doubt, harnessed to one yoke, for the triumph the card promises is the mastery of opposed wills bent to a single road. Where it appears, an enemy's lines break by sheer forward pressure. The driver wears no crown, only a soldier's wrap and the long veils of speed; the conquest belongs to motion itself. To meet the Chariot in the flesh is to feel the ground tremble before you see it, to understand that some forces cannot be reasoned with, only outrun, and that the card has already decided you will not.
Run The Chariot in Sixty Seconds
- Open with a charge. Move 20+ feet in a straight line at your softest target first — that imposes disadvantage on their save against the follow-up spear, which knocks them prone.
- Kill-priority: mobility and squishies. Spear-and-prone the skirmisher or caster the party needs moving; a prone, debuffed target is the whole point of the kit.
- When bloodied, lean into Veer. Use the reaction every round to grind anyone who closes and keep Trampling Charge cycling through clusters instead of trading single blows.
- Three ways to run it: lance, line-breaker, or pair. As a lone lance harass and reposition; as a line-breaker drive Twin-Steed Bond straight through clumped PCs; or pair it with a controller boss and let it punish anyone the boss pins.
- It cannot be feared or tripped. Don't waste your turn on frighten or prone effects against it while the chariot stands — break the steeds first to strip its 60-foot speed.
The Chariot
Medium humanoid (charioteer), lawful neutral
CR 6 · 2,300 XP · GUIDELINEUnstoppable Advance. The Chariot's resolve cannot be checked. It is immune to the frightened condition and cannot be knocked prone while its chariot is intact. The first time on each of its turns that it moves at least 20 feet straight toward a creature, that creature has disadvantage on the saving throw against the Chariot's next attack this turn.
Twin-Steed Bond. The Chariot fights as one with its two harnessed steeds. While at least one steed lives, the Chariot's speed is 60 feet and it can move through a creature's space; the first creature it passes through this way takes 7 (2d6) bludgeoning damage (DC 14 Dexterity save for half) as it is run down.
Actions
Multiattack. The Chariot makes two spear attacks. If it moved at least 20 feet this turn, it can replace one spear attack with a Trampling Charge.
War Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength save or be pushed 10 feet and knocked prone.
Trampling Charge (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target the Chariot moved past this turn. Hit: 21 (4d8 + 4) bludgeoning damage, and the target falls prone.
Bonus Actions & Reactions
Veer (Reaction). When a creature the Chariot can see ends its move within 10 feet of it, the Chariot can move up to half its speed without provoking opportunity attacks, dragging the wheels across the foe: that creature takes 9 (2d6 + 2) slashing damage unless it succeeds on a DC 14 Dexterity save.
A robed driver leans into the gale, twin wild-maned steeds tearing free of a rune-carved monolith, battle-veils streaming like comet-tails behind the wheels. Stone, will, and momentum fused into a single arrow loosed at the enemy line.
The Chariot, Bound
Companion · acts on your initiative
Bound · GUIDELINEMatched Stride (signature). While The Chariot is within 10 feet of an ally driving it, that ally's speed increases by 30 feet and they cannot be knocked prone.
Actions
Stamping Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Reactions
Bolt Forward. When its rider is hit by an attack, The Chariot can move up to 20 feet; if it passes through an enemy's space, that enemy makes a DC 13 Dexterity save or takes 7 (2d6) bludgeoning damage.
A wild-maned warhorse that runs through fear without flinching, eyes forward on a road only it can see.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open by charging the straightest line into your softest target so the advance debuff lands, then spear-and-prone them. If the party clusters in a corridor, use Twin-Steed Bond to run down two at once. Pair it with archers or a caster who profits from prone, sprawled foes.
Always move 20+ feet straight at someone before attacking so they save at disadvantage, then Multiattack with War Spear to knock them prone. Kill-priority is whoever the party needs mobile (their mounted PC, their skirmisher); chain Trampling Charge through clumps. This is an add-on bruiser, not a solo boss, so pair it with a commanding caster or set it loose with its steeds as the lair's hammer while the real threat controls the field.
Run it as a heavy lancer alongside a bigger threat or its full team of steeds and outriders, never alone. Open with a full-speed straight charge through the front line, Veer on the reaction to grind anyone who closes, and keep Trampling Charge online to punish formations. Kill-priority is the enemy's own mobility piece; pair it with a controller boss that pins targets in its lane.
Put The Chariot on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is The Chariot?
Native CR 6 (Tier 2, ~2,300 XP) as a charging martial bruiser. Scale it down to roughly CR 2 for Tier 1 parties or up to about CR 11 for Tier 3 by swapping to that row's AC, HP, to-hit, and save DC — the traits and actions never change.
Can The Chariot be a companion or ally?
Yes. Its harnessed steed Resolve is built as a player-side companion (AC 13, 74 HP) whose Matched Stride buffs a rider's speed and Bolt Forward defends them. A defected Chariot makes a thunderous mounted ally that breaks enemy lines for a martial party.
Is The Chariot a solo boss?
No. It has no legendary actions and only one reaction, so a four-PC party out-acts it on action economy. Run it as an add-on hammer beside a real flagship boss or amid its own steeds and outriders, never as the lone centerpiece.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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