Artificer
Base Class: Artificer

Some artificers are tinkerers, some craftsman, and some like the feel of wind in their hair as they scream down an unbeaten trail in a modified vehicle of their own creation. Leadfoot Specialists aren't your average "car people," adding clockwork mechanisms to their ride that can make it a deadly weapon. Whether by land, sky, sea, or a mixture of all three, the versatility of the Leadfoot's ride makes them adept in any setting.

Leadfoot Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spells
3rd burning handsjump
5th heat metalshatter
9th hastewater walk
13th dimension doorfire shield
17th cloudkillanimate objects 

Vehicle Expertise

You are an adept behind the wheel of any mobile machine. Starting at third level, you gain proficiency in Land, Water, and Air Vehicles, and may add double your proficiency bonus to checks made to operate these vehicles.

Arcane Apparatus

At 3rd level, you gain insight into the workings of motors, pistons, and wheels, crafting yourself an Arcane Apparatus, a size large clockwork mount that may take whatever form you choose and seat two medium or smaller sized creatures. When you ride and operate your Arcane Apparatus, you are immune to the prone condition, you may make the Apparatus move its movement speed in place of your movement, even if your movement has been reduced to 0, and any spells from your Leadfoot spell list may be cast on your Arcane Apparatus, as if it were a creature. Additionally, when you are subjected to an effect that causes you to teleport, you may choose to have your Arcane Apparatus teleport with you.

In combat, you may use your action, bonus action, or reaction to operate your Arcane Apparatus, causing it to take an action, bonus action, or reaction, respectively. If you do not use your action or bonus action to operate your Arcane Apparatus, it does not take any action. The Arcane Apparatus cannot make ability checks, except for Strength (Athletics) checks, or saving throws, but if it is subject to a damaging spell that does damage in an area of effect, it is unaffected.

If the mending spell is cast on your Arcane Apparatus, it regains 2d6 hit points. If it has been reduced to 0 hit points within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Arcane Apparatus returns to functioning order after 1 minute with all its hit points restored. At the end of a long rest, you can create a new Arcane Apparatus if you have smith's tools with you. If you already have an Apparatus from this feature, the first one immediately breaks down. The Apparatus also breaks down if you die.

See the game statistics of your Arcane Apparatus, which uses your proficiency bonus (PB) in several places.

Arcane Apparatus

Armor Class 14 + PB (natural armor)

Hit Points 50 + five times your Artificer level

Speed 60 ft.

STR
16 (+3)
DEX
-
CON
-
INT
-
WIS
-
CHA
-

Damage Immunities Psychic

Condition Immunities Stunned, Blinded, Frightened, Deafened, Poisoned, Charmed, Paralyzed, Exhaustion

Actions

Dash. The Arcane Apparatus moves its speed.

Dash Turret. The Arcane Apparatus uses its Dash Turret.

Bonus Actions

Ride Roughshod. The Arcane Apparatus may move up to half its speed and make an attack. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 2d6 + PB force damageThe target must succeed on a Strength saving throw against your spell DC or be knocked prone.

Arcane Aerobatics. Using their bonus action, the operator of the Arcane Apparatus may cast the Jump spell, targeting the Apparatus, which may immediately move up to half its speed. Until the end of the operator's next turn, when the Arcane Apparatus falls upon another creature, the target must make a Dexterity saving throw against your spell DC. On a failure, the target takes 4d6 bludgeoning damage, taking half damage on a successful saving throw. After the end of the operator's next turn, the spell ends.

Reactions

Chasedown: When a hostile creature that you can see takes the disengage or dash action, or moves out of your reach, the Arcane Apparatus may take the Ride Roughshod or Dash action.

 

Dash Turret

You have outfitted your Arcane Apparatus with a weapon, affixed to the side, top, dashboard, or anywhere of your choosing. You may use your action to operate your Arcane Apparatus and fire this turret, choosing the mechanism of offense from the options below:

Oil Slick:  You may cast the spell Grease, expending a spell slot as usual. When you do so, the area of grease is 40 square feet, rather than 10.

Combustion Cannon: A cone of fire spew from your Apparatus. All creatures in a 30 ft. cone originating from your Arcane Apparatus must make a Dexterity saving throw against your spell DC. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried.

Projectile Blaster: Ranged Weapon Attack: your spell modifier to hit, range 60 ft., one target you can see. Hit: 1d10 + your Intelligence modifier force damage.

Extra Attack

At 5th level, when you use your action to operate your Arcane Apparatus and fire your Dash Turret, you may fire twice instead of once. When you use your action to fire your Dash Turret, you may not fire the same option twice on the same turn.

Boost the Ride

At 9th level, you have grown more in tune with with fine workings of your Apparatus, outfitting it with impressive modifications. You may choose two options from the following list of vehicle upgrades. At 13th level, you may choose a total of 3 vehicle upgrades and, at 17th level, you may choose a total of 4. Additionally, when you reach 13th and 17th level, you may swap out one vehicle upgrade for another. A level prerequisite refers to your level in this class.

Caltrop Mortar

You have affixed a mortar to the back of your Apparatus for throwing spikes down at the feet of your enemies. You the spell Spike Growth and may cast it as an Artificer spell. When you use your action to fire your Dash Turret, you gain the option to fire a Caltrop Mortar.

Caltrop Mortar: you cast Spike Growth, expending a spell slot as usual. When you do so, the spikes are visible, rather than invisible.

Disintegration Ray

Prerequisite: 17th level

You can divert all offensive power into a single blast from your Dash Turret. While operating your Arcane Apparatus, you may use your action to cast the spell Disintegrate.

You may use this feature twice, and regain both uses after a long rest.

Environmental Versatility

Your Arcane Apparatus can adapt to the skies and seas as you race between modes of travel. Your Arcane Apparatus gains a flying speed of 60 feet, a swimming speed of 60 feet and, while you ride and operate your Arcane Apparatus, you are always under the effect of the spell Water Breathing.

Heavy Plating

Your Arcane Apparatus gains resistance to slashing, piercing, and bludgeoning damage and, while you ride and operate your Arcane Apparatus, you gain a +2 bonus to Dexterity saving throws and when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail, hunkering down behind the plating of your Apparatus.

Hog-Tying Contraption

You affix a dastardly, net-firing contraption to your Apparatus with the ability to hinder your enemies. When you use your action to fire your Dash Turret you gain the option to fire a Hog-Tying Contraption.

Hog-Tying Contraption: Ranged Weapon Attack: your spell modifier to hit, 60 ft., one creature you can see. Hit: the target is must make a Strength saving throw. On a failure, the target is restrained, and any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. The target may repeat the Strength saving throw at the end of each of its turns, ending the effect on itself as a success.

Monster-mobile

Prerequisite: 17th level

Your expertise in machines in motors knows no bounds. When you choose this option, you may modify your Arcane Apparatus to be size Huge or size Gargantuan (your choice). You may also change the size or your apparatus at the end of each long rest you take.

Additionally, when you deal damage using your Ride Roughshot or Arcane Aerobatics abilities, you deal additional damage equal to your Artificer level. When you deal damage to a structure or object, you deal double damage.

Stealth Systems

Prerequisite: 13th Level

You have incorporating clandestine technology into the plating of your Arcane Apparatus, allowing you to disappear completely for a short time. While operating your Arcane Apparatus, you may use your action to cast Greater Invisibility, targeting yourself, your passenger, and your Arcane Apparatus.

You may use this ability twice, and you regain all uses on a long rest.

Warp Drive

Prerequisite: 13th Level

You have modified the motor of your Apparatus to teleport itself and you. While operating your Arcane Apparatus, you may replace your movement with teleportation, teleporting both you and your Apparatus a number of feet up to your move speed. You may use this ability once per turn, and you may use this ability in conjunction with other actions taken by your Arcane Apparatus, such as Ride Roughshod or Chasedown.

In addition, you affix a space-bending laser cannon to your Arcane Apparatus. When you use your action to fire your Dash Turret you gain the option to fire a Warp Beam.

Warp Beam: Ranged Weapon Attack: your spell modifier to hit, range 60 ft., one target you can see. Hit: 1d8 + your Intelligence modifier fire damage. The target must make a Constitution saving throw. On a failure, they are teleported to a location of your choice within 30 feet. On a success, they are not teleported.

Automotive Impeccability

At 15th level, the vehicles you create exude dual excellence in mechanical and magical performance. You gain the following features:

  • While operating your Arcane Apparatus, you may use your action cast the spell Passwall and immediately move your Apparatus up to half its speed through the opening created by the spell. You may use this feature 3 times, regaining all uses on a long rest
  • The damage dealt by your Dash Turret features that deal damage increases by 2d6.
  • When you use your Ride Roughshod ability, you may target any number of creatures in a 30ft. line, rather than a single target.
  • While operating your Arcane Apparatus, you gain immunity to the spells Grease and Spike Growth, and you ignore difficult terrain.

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