Artificer
Base Class: Artificer

Maybe you were a genius merchant who decided the best way to sell merchandise was to attract customers with an ingenious horseless carriage. You invested time, money, and effort to create the perfect way to move goods from one place to the other. Now, you journey the world for profit, selling your wares from the comfort of a mobile home you built with your own hands. Perhaps you were an innocent explorer who accidentally came across a machine made of forgotten magical technology. Through a stroke of luck, you repaired the machine into working condition and now you pilot your newfound partner into lands unknown. Veteran adventurers know that the best performances are always begotten of a good night's sleep. A party of such adventurers heard of your skill with handling vehicles, and hired you to drive a unique vehicle they procured from the laboratory of a mad scientist. As you became familiar with the vehicle, the party eventually accepted you as one of their own and your life as an adventurer began.

A Caravanner is a master of amenities, and is always able to provide refuge for weary wanderers. The owner of a home away from home, interlopers who covet the belongings of those residing inside a Caravanner's caravan should beware. A Caravanner only travels in style because they have the ability to protect both themselves as well as their passengers. Their Arcane Caravan is not only a roving shelter for vagrants and nomads, but is also a machine of destruction capable of blasting its way out of danger.

Traveler's Tools

3rd-level Caravanner feature

You gain proficiency in vehicles (land), vehicles (space), and vehicles (water). You gain proficiency with carpenter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Caravanner Spells

3rd-level Caravanner feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Caravanner Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Caravanner Spells

Artificer Level Spell

3rd

healing word, sanctuary

5th

arcane lockknock

9th

mass healing word, tiny hut

13th

private sanctumsecret chest

17th

creation, hallow

Arcane Caravan

3rd-level Caravanner feature

You combine magic and technology to construct a magical, moving home. See this vehicle's game statistics in the accompanying Arcane Caravan stat block, which uses your proficiency bonus (PB) in several places. The interior of the vehicle is an extradimensional space resembles your caravan's exterior, and can be up to 100-feet long, 100-feet wide, and 20 feet high. The interior is always at a comfortable temperature and the caravan can conjure a number of fully furnished kitchens, bathrooms, bedrooms, and other living spaces that can fit within the space. The caravan can only conjure mundane objects, cannot conjure objects worth more than 25 gold, and conjured objects dissipate into nothing when removed from the caravan. Any door within the caravan can lead to any room, as long as the room is stated before the door is opened. You determine the vehicle's outward and inward appearance, but the caravan must have a cockpit, which is outside of the extradimensional space; your choice has no effect on its game statistics.

You can use the Arcane Caravan as a spellcasting focus for your artificer spells.

If you are within the cockpit, you can use your bonus action to begin piloting the caravan. In combat, the caravan shares your initiative count. It can move on its own, but it cannot take an action on its own unless you take an action on your turn to pilot the vehicle into taking a number of actions. The vehicle can take 2 actions on its turn, choosing from the options in the accompanying Arcane Caravan stat block. The number of actions you can pilot the vehicle into taking increases to 3 when you reach level 13, and again to 4 when you reach level 17. You continue to pilot the Arcane Caravan until you leave the cockpit.

If the mending spell is cast on the caravan, it regains 2d6 hit points. If the hit points of the caravan are reduced to zero, the caravan is destroyed and all creatures and non-conjured objects within the extradimensional space are ejected into the nearest unoccupied space, taking force damage equal to your artificer level + any excess damage. If the caravan has been destroyed within the last hour, you can use your carpenter's tools as an action to rebuild it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Arcane Caravan becomes fully functional after 1 minute with all its hit points restored.

At the end of a Long Rest, you can create a new Arcane Caravan if you have your carpenter's tools with you. If you already have an Arcane Caravan from this feature, the first one is immediately destroyed. The Arcane Caravan is also destroyed if you die.

 

ARCANE CARAVAN

Armor Class 8 + your Intelligence modifier + PB

Hit Points 5 + your Intelligence modifier + five times your artificer level

Speed 0 ft. (0 miles per hour)

STR
18 (+4)
DEX
(-2)
CON
20 (+5)
INT
0
WIS
0
CHA
0

 Damage Immunities poisonpsychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Proficiency Bonus (PB) equals your bonus

Upgrade Components. The Arcane Caravan gains the benefits of any Upgrade Components it has.

Actions

Fire Weapons. The Arcane Caravan can use one of its Weapon Components to attack a creature in range.

Move. The Arcane Caravan can use one of its Movement Components to gain a respective speed until the end of its turn.

Movement: Base

Speed. The Arcane Caravan gains a speed of 45 ft. (5 miles per hour).

Upgrade: Duality

Construct. The Arcane Caravan counts as a construct for the sake of triggering opportunity attacks, being grappled or restrained, taking damage from spells or spell-like effects, and any other reason (DM's discretion). The Arcane Caravan is immune to spells that require a Charisma, Intelligence, or Wisdom saving throw.

 

Weapon Components

3rd-level Caravanner feature

You equip your caravan with the battle potential to protect itself and its passengers. At the end of a Long Rest, the Arcane Caravan gains a Weapon Component of your choice if you have your carpenter's tools with you. If the Arcane Caravan already has a Weapon Component from this feature, you can replace it with a different Weapon Component from this feature.

In addition, if there are no creatures within the Arcane Caravan, you can spend 1 minute hitting switches and cranking levers to turn the Arcane Caravan into a Tiny object that weighs 5 pounds and can be held in one hand. The caravan remains in this form until you use an action to throw the caravan into an adjacent space, where the caravan returns to its normal size and weight if there is enough space.

Weapon: Flamethrower

The Arcane Caravan gains a Flamethrower, which exhales flame in an adjacent 10-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your Spell Save DC, taking 1d10 fire damage on a failed save or half as much damage on a successful one. The fire ignite any flammable objects in the area that aren't being worn or carried.

Weapon: Force Ram

The Arcane Caravan gains a Force Ram, which is a simple melee weapon. The Force Ram gains a bonus to its attack rolls equal to your spell attack modifier and deals 1d12 + your Intelligence modifier force damage on a hit. If the Arcane Caravan moved at least 15 feet straight towards the target before the hit, the target takes an extra 1d12 force damage.

Weapon: Laser

The Arcane Caravan gains a Laser, which is a simple ranged weapon with a range of 100 feet. The Laser gains a bonus to its attack rolls equal to your spell attack modifier and deals 1d8 + your Intelligence modifier radiant damage on a hit.

Movement Components

5th-level Caravanner feature

The Arcane Caravan is now an all-terrain vehicle that can switch modes of transportation by the day. At the end of a Long Rest, the Arcane Caravan gains a Movement Component of your choice if you have your carpenter's tools with you. If the Arcane Caravan already has a Movement Component from this feature, you can replace it with a different Movement Component from this feature.

In addition, you can spend 10 minutes plotting a route to a destination of your choice. After the 10 minutes, the Arcane Caravan will start to automatically follow planned route without needing to be piloted until it reaches its destination or until it cannot follow the course. You can also stop the caravan by beginning to pilot the caravan.

Movement: Land

The Arcane Caravan gains a climbing speed of 45 feet (5 miles per hour).

Movement: Sea

The Arcane Caravan gains a swimming speed of 45 feet (5 miles per hour).

Movement: Sky

The Arcane Caravan gains a flying speed of 45 feet (5 miles per hour).

Upgrade Components

9th-level Caravanner feature

Your innovation reaches new levels as you introduce new quality of life changes to the Arcane Caravan. At the end of a Long Rest, the Arcane Caravan gains an Upgrade Component of your choice if you have your carpenter's tools with you. If the Arcane Caravan already has an Upgrade Component from this feature, you can replace it with a different Upgrade Component from this feature.

In addition, If a creature spends the entirety of a Short Rest within the Arcane Caravan and spends one or more Hit Dice to regain hit points, it regains an additional amount of hit points equal to your Intelligence modifier (minimum of 1) for every Hit Dice the creature spent.

Upgrade: Generosity

While the Arcane Caravan is being piloted, friendly creatures that start their turn within 10 feet of the Arcane Caravan gain an amount of temporary hit points equal to your Proficiency Bonus. Once a creature has gained temporary hit points this way a number of times equal to your Intelligence modifier (minimum of 1), it cannot do so again until it has finished a long rest.

Upgrade: Hospitality

While the Arcane Caravan is being piloted, friendly creatures within 10 feet of the Arcane Caravan have advantage on saving throws to prevent or end the blinded, deafened, poisoned, or paralyzed condition.

Upgrade: Security

While the Arcane Caravan is being piloted, attack rolls against friendly creatures within 10 feet of the Arcane Caravan have disadvantage. Attack rolls against the Arcane Caravan have advantage.

Enhanced Components

15th-level Caravanner feature

Your Arcane Caravan becomes a true marvel of magic and technology. At the end of a Long Rest, the Arcane Caravan gains a Component of your choice from the following options if you have your carpenter's tools with you. If the Arcane Caravan already has a Component from this feature, you can replace it with a different Component from this feature.

Movement: Space

The Arcane Caravan teleports up to 45 feet to an unoccupied space within range. The Arcane Caravan can use this feature a number of times equal to your Intelligence modifier (minimum of 1). The Arcane Caravan regains all expended uses when you finish a long rest.

Upgrade: Vitality

While the Arcane Caravan is being piloted, friendly creatures that start their turn within 10 feet of the caravan missing half or more of their hit points can roll a 1d6 and regain an amount of hit points equal to the roll's total. Once a creature has been healed this way a number of times equal to your Intelligence modifier (minimum of 1), it cannot do so again until it has finished a long rest.

Weapon: Multiattack

Choose a different Weapon Component. The Arcane Caravan uses that Weapon Component twice.

Previous Versions

Name Date Modified Views Adds Version Actions
3/11/2023 10:45:13 PM
84
2
5e
Coming Soon

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