Artificer
Base Class: Artificer

An artificer who specializes as a Mechanic focuses on speed, mobility, and looking as badass as possible. Overcoming their weaknesses through mastery of movement and their craft mirrors this too. Creating metal horses, carts, and any other kind of vehicle which they push to their absolute limit in the pursuit of the next adrenaline rush. They draw power from their carefree nature and seeing just how far they can push the laws of nature before nature pushes back. 

 Beware the multiclass. This subclass walks a fine line between balanced and broken. Making use of the need to prioritize Int, Dex, and Cha as well as the Artificers innately poor combat spell list. Multiclassing could open a HUGE can of worms so maybe consider not allowing it.

Tools of the Trade

3rd-level Mechanic feature

You gain proficiency with land and sea vehicles. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain proficiency with Martial Weapons.

Mechanic Spells

3rd-level Mechanic feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanic 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

3rd

magic missile, expeditious retreat

5th

pyrotechnics, blur

9th

ashardalon's stride, conjure barrage

13th

freedom of movement, locate creature

17th

steel wind strike, conjure volley

Rev It Up!

3rd-level Mechanic feature

Mechanics are known for prioritizing style over everything else. When fighting you'll often see a mechanic flipping, sliding, and spinning around the battlefield. While most consider these maneuvers just flare they seem to bolster the Mechanics abilities. 

While wearing leather armor you gain the ability to perform tricks. If you move 10 feet in a straight line on your turn you can spend 10 feet of movement to make a DC12 acrobatics check. On a success you perform a trick. Each successful trick increases your style level by 1 and increases the DC of your next trick by 2.  While on your Arcane Vehicle you can also perform tricks however, you must use the vehicles dexterity modifier in place of your own.

TRICKS

  • Flip. You can move through one occupied space without having to make a check. You may must be able to end your movement in an empty space within 5 feet of the creature. 
  • Slide. Enemies within 5 feet of you when you choose to make the slide have disadvantage on opportunity attacks against you for the round.
  • Spin. You can swap places with a creature within 5 feet of you. If the creature is not willing they can make an acrobatics check contesting your own. If they succeed they are still moved 5 feet but get to choose which square they end up in.

You may only use 1 trick per round. If you fail a trick, do not use one, or use the same one twice in a row your style level decreases by 1.

STYLE LEVEL

D. You gain 10 ft of movement

C. When you make an attack with a melee weapon that lacks the two handed and special properties you can treat that weapon as if you were proficient with it so long as you have moved at least 10 ft before making. You may use your dexterity modifier in place of your strength modifier for the attack and damage rolls.

B. When you make a weapon attack on your turn you may cast a cantrip as a bonus action

A. You may cast two spells with a casting time of one action per turn. 

S. While you are concentrating on a spell you can choose to cast another concentration spell without losing concentration. This spells effect ends at the end of your turn.

 

 

 

Arcane Vehicle

3rd-level  Mechanic feature

Your mechanical pursuit of arcane fueled adrenaline have led to you making vehicles a conduit for your magic. You gain access to the Arcane Vehicle infusion. This does count against your infusions however, it doesn't count against the number of attuned magic items you can have. 

This Infusion grants you a magic key. You may spend 1 minute to create an arcane vehicle. When you create an arcane vehicle you choose from the available vehicle options listed below, provided you are at the appropriate level to create it. You choose how the Vehicle looks when you create it. Your vehicle counts as your spell casting focus and you may choose it as the point of origin for spells you cast within 60 feet of it. Your arcane vehicle can be the target of spells however, it does not benefit from healing spells. As a free action you can choose to store your Arcane vehicle within the key. While stored you can spend a bonus action to cause it to appear around you. When you do so you automatically occupy the helm position. 

  • Arcane Horse- Level 5
  • Arcane Cart- Level 5
  • Arcane Tank- Level 15

Any number of creatures you choose may crew an Arcane Vehicle however, only you may take the helm position.

If mending is cast on your arcane vehicle it regains 2d6 hit points. If it has been destroyed within the last hour you can use your smiths tools to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The arcane vehicle returns to life after 1 minute with full hit points.

When an Arcane Vehicle is destroyed all creatures within 30 feet of it must make a DC 12 Dexterity saving throw or be knocked prone. Creatures that fail the save take fire damage based on the vehicles size, Large 2d6, Huge 4d6, Gargantuan 8d6

Arcane horse

Creature Capacity 2 Medium Creatures

Cargo Capacity 100 lbs

Armor Class 8 + (Your Proficiency) + (Your Intelligence Modifier)

Hit Points 30 + (Your Proficiency) + (Your Intelligence Modifier) 

Speed 70 ft.

STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
0
WIS
0
CHA
0

Damage Immunities fire, psychic, poison

Condition Immunities poisonedblindedcharmeddeafenedparalyzedpetrifiedstunnedUnconscious

Jump. If the Arcane Horse moves at least 10 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot is clears on the jump costs a foot of movement.

Prone DeficiencyIf the Arcane Horse falls prone, it can't right itself and is incapacitated until a creature spends its action to pull it upright.

Trick. On its turn, the driver of the Arcane Horse can perform a trick. If the check fails by 5 or more, the Arcane Horse and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop. 

Actions Stations

Helm (Requires 1 Crew and Grants disadvantage to attacks of opportunity that target the driver).  Drive and control the Arcane Horse.

Juke. If the Arcane Horse is able to move, the driver can use their reaction to grant it Advantage on a Dexterity saving throw.

 

Arcane Cart

Creature Capacity 5 Medium Creatures

Cargo Capacity 500 lb.

Armor Class 10 + (Your Proficiency Bonus) + (Your Intelligence Modifier)

Hit Points 60 +(Your Proficiency Bonus) + (Your Intelligence Modifier)

Speed 100 ft.

STR
16 (+5)
DEX
 14(+2)
CON
12 (+1)
INT
0
WIS
0
CHA
0

Damage Immunities fire, psychic, poison

Condition Immunities poisonedblindedcharmeddeafenedparalyzedpetrifiedstunnedUnconscious

Crushing Wheels. The Arcane Cart can move through the space of any medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 2d10 bludgeoning damage and be knocked prone. If the creature was already prone, it takes and extra 2d10 bludgeoning damage. This trait can't be used against a creature more than once per turn

Prone DeficiencyIf the Arcane Horse falls prone, it can't right itself and is incapacitated until a creature spends its turn to flip it upright.

StuntOn its turn, the driver of the Arcane Cart can expend 20 feet of movement to perform a trick. Before the trick can be performed, the Arcane Cart must move at least 20 feet in a straight line. If the check fails by 5 or more, the Arcane Cart and all creatures riding it immediately fall prone as the cart flips over and comes to a dead stop. 

 Poor Mobility. The Arcane Carts size makes it rather unwieldy. The vehicle must have at least 30 feet of open terrain on all sides in order to turn otherwise the vehicle and all creatures inside are considered grappled until they leave the vehicle.

Actions Stations

Helm (Requires 1 Crew and Grants Three Quarters Cover).  Drive and control the Arcane Cart.

Juke. If the Arcane Cart is able to move, the driver can use their reaction to grant it Advantage on a Dexterity saving throw.

 

Arcane Tank

Creature Capacity 8 Medium Creatures

Cargo Capacity 1 Ton

Armor Class 12 + (Your Proficiency) + (Your Intelligence Modifier)

Hit Points 150 + (Your Proficiency) + (Your Intelligence Modifier)

Speed Walk, 40 ft. Fly, 20ft.

STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
0
WIS
0
CHA
0

Damage Immunities fire, psychic, poison

Condition Immunities poisonedblindedcharmeddeafenedparalyzedpetrifiedstunnedUnconscious

Crushing Wheels. The Arcane Tank can move through the space of any large or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 4d10 bludgeoning damage and be knocked prone. If the creature was already prone, it takes and extra 4d10 bludgeoning damage. This trait can't be used against a creature more than once per turn 

Prone DeficiencyIf the Arcane Tank falls prone, it can't right itself and is incapacitated until a creature spends its turn to pull it upright.

Siege Weapon. The Arcane Tank deals double damage to structures

Impossibly Large. The Arcane Tank's size is bordering on insanity. If a space cannot hold a Gargantuan creature than the Arcane Tank instantly detonates when summoned. The creature who summoned the Arcane Tank automatically fails the dexterity save and is treated as though they had vulnerability to fire damage as they pay the price for their actions.

Actions Stations

Helm (Requires 1 Crew and Grants Three Quarters Cover).  Drive and control the Arcane Horse.

Gunnery (Requires 1 Crew and Grants Three Quarters Cover). Ranged Weapon Attack: + Your Spell Attack Modifier to Hit, reach 120/300 ft, one target. Hit: 2d10+1 Piercing Damage

Slam (Requires 1 Crew and Grants Three Quarters Cover). Melee Weapon Attack: + Your Spell Attack Modifier to Hit, Reach 15 ft, one target. Hit: 1d12+5 Bludgeoning Damage

Juke. If the Arcane Tank is able to move, the driver can use their reaction to grant it Advantage on a Dexterity saving throw.

Signature Song

9th-level Mechanic feature

Every great mechanic has their signature track and you're no different. You can choose one song to be your signature song. As a bonus action on your turn you can play your signature song which every creature within 60 feet can hear. While the song is playing you can treat natural 1's on trick rolls as if they were equal to your intelligence modifier. In addition, if you fail a trick roll, you may reroll the die and take the higher result. 

Your signature song lasts for 1 minute. You may use this feature a number of times equal to your charisma modifier. You regain all expended uses when you finish a long rest.

Bonus points if you actually choose a real song and play it at the table for the duration of the ability.

SSS Rank

15th-level Mechanic feature

You've mastered your machines to the point where once you get going it's hard to stop. When you crew an arcane vehicle you count as operating all available positions in the vehicle. If you are the only creature crewing a vehicle you can add half your proficiency bonus, rounded down, to Acrobatics checks until you exit the vehicle.

When you reach style level S and fail a trick roll you may choose to expend a spell slot of any level to succeed on that roll. 

 You may add 4 spells with a casting time of 1 action from the sorcerer spell list to your list of known spells. These count as artificer spells for you.

 

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