Base Class: Artificer
Those of the Blackfinger have chosen a path of the most devastating War Machines known to the realm, using Magic and whatever they can scavenge they scrap together their Beast of the top! Using magic to turn what would look to most like Scrap Metal, into devastating machines of an unknown future. Some exist outside of massive cities of Magic, existing as Raider Bands and pillagers, their Wicked Machines ruling the area local to them. Though most follow a path of 'holiness' derived from their Machines, seeing them as a symbol of power and the one true power, knowing one to be 'The Saint', a 'Holy' driver known to devastate the lands around them, though these are just legends, right?
Enhanced Machine
You've learned the path of the Blackfinger, and you can now properly modify this wonderous War Machine, when you do so you can spend either 500gp, or 1ww to upgrade it further. At any time you can change this in your free time, though the 500gp or 1ww is still required.
You can choose from one of the following upgrades, each comes with it's own special attack, and further improves your machine.
Enhanced Rammers!
With this wonderous upgrade, your Ramming feature changed from 2d6, to 2d8, though your Machines movement speed is reduced to only 50ft due to the extra weight. On top of this, the extra damage, is applied to your Machine, still taking half the damage from your roll.
Even Bigger!
You've enhanced your machine even more! With those holy hands of a Blackfinger, you've enlarged the skin of this holy machine! You can now fit up to 10 Medium Creatures, 15 Small Creatures, and 5 Large Creatures! At the cost of the removal of your Ramming Bar, and decrease in Movement Speed to 55 due to the immense weight.
Steady Suspension!
With even more vigorous of upgrades, you've learned how to balance your Machine out even better! You, and any other creature riding this Machine no long have Disadvantage from firing while moving, along with this you gain an extra 5ft of movement, due to the removal of weight to accompany your new companions!
Skin of Steel!
With this upgrade to your Machine, you're even more protected! Moving the AC of your Machine from 15, to 17, along with this Difficult Terrain no long deals Damage to the machine, if applicable.
Perfected Machine!
With this upgrade, your Holy Machine is almost to perfection! Your Machine increases it's Movement Speed by 15ft, and you now ignore all Difficult Terrain, along with this you can choose to reselect the features from Enhanced Machine, at the same cost specified. Along with this, your AC improves from 17, to 18 from your Enhanced Steel!
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain proficiency with all vehicles.
Blackfinger Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Blackfinger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Armorer Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
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3rd |
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5th |
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9th |
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13th |
confusion, [spell]staggering smite/spell] |
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17th |
War Machine
By now you know this road, and now have the ability to construct a magical vehicle from resources around you. This is a non-sentient magical machine of war, that only you can drive. You must spend 4 Workweeks preparing the vehicle, and no less than 1,000gp, or 2 extra Workweeks and 500gp instead to scavenge from the local environment. At any time you can summon your vehicle to you via a 1 minute casting ritual, once per short rest as long as you have your Tinkers Tools in hand.
Your Iron Chariot has a AC of 15, due to it's metallic and magical nature. and has HP equal to your intelligence modifier times your level in this class. It fails all dexterity saving throws and is immune to Psychic damage, should your Machines HP drop to zero, you are knock prone in an adjacent space to the Machine. If it has been at least 1 hour, you can spend a spell slot of 1st level or higher and 1 minute to bring your Chariot up to full HP, and able to run again. Alternatively if you cast Mending, on the Machine, it regains 2d6 HP and after a Long rest it regains all HP.
You gain the following benefits while Piloting your Machine:
- Your speed becomes that of your Machine
- You can use your Machine as a Spellcasting Focus for your Artificer Spells
- you have advantage on Dexterity checks to be knock from your Machine (see rules for Mounted Combat)
- You, and anybody riding in your Machine had Disadvantage with all Ranged, and close combat weapons, making no acceptations to Class Features, and conditions that give Advantage.
Your Machine ceases to function when you are incapacitated, or die.
Machines Model
Your machine is ready! But what of it's looks?
Design. The machine can have the looks of your choice, however it must not exceed Large in all dimensions.
Capacity. The machine can hold up to 5 medium creatures, including you, and has 50lbs of Trunk space. Up to 2 Large Creatures (including you), and anybody bigger than Large cannot fit.
Ram. You can use your Bonus Action to take the Dash Action on your turn, when you do so and hit a creature, the creature takes 2d6+your intelligence modifier bludgeoning damage, and your Machine takes half that amount of damage.
Previous Versions
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1/21/2022 4:24:01 AM
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Coming Soon
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