Base Class: Artificer
In the crumbling ruins of forgotten cities and harsh desert wastes, walking means certain death. Whether it be wandering raiders ready to strip your flesh and gear, or hungry predators lurking beneath the sand or forgotten alleys, few live long enough to build a place for themselves. It is in these places that motormancers not just survive, but thrive. Conjuring complex vehicles and mounts for themselves and others to carry them into and out of battle, every motormancer is different. Whether it be massive carriages with jagged metal plates where horses should be, or spider-like beasts that crawl along walls and electrifying those that would dare touch them, a motormancer can be a valuable asset or a terrifying enemy.
Captain and Chauffeur
Beginning at 3rd level, you gain proficiency with vehicles (land) and vehicles (water).
Motormancer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Motormancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Motormancer Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Battle Wagon
At 3rd level, you can conjure a construct of wood and steel, taking the form of a personal vehicle. As an action you can summon your vehicle. Its appearance is chosen by you, but its statistics remain the same. You can summon it within a large empty space within 5 feet of you, or with you in the driver's seat. Mounting or dismounting your vehicle takes half your movement. Other creatures can control your vehicle, but only if you allow them to. Creatures driving your vehicle gain half-cover from attacks and effects outside of it. When a creature is controlling your vehicle, they must use their bonus action for the vehicle to use its action, but they can use the vehicle's movement in place of their own. The vehicle cannot take the Dash, Hide, Help, Search or [Tooltip Not Found] actions. If the Mending spell is cast on it, it regains 2d6 hit points.
Your vehicle lasts for 12 hours, and cannot be summoned again until you complete a long rest. The statblock can be found below.
Large Construct
Armor Class 13 + your Intelligence modifier
Hit Points 20 + five times your artificer level (the Battle Wagon has a number of Hit Dice [d8s] equal to your artificer level)
Speed 50 ft.
Saving Throws Str +4 plus PB, Dex +3 plus PB, Con +3 plus PB
Skills Athletics +4 plus PB x 2, Intimidation +0 plus PB
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Poisoned, Charmed, Frightened, Unconscious, Exhaustion
Senses -
Languages -
Challenge — Proficiency Bonus (PB) equals your bonus
Siege Weapon. the Battle Wagon deals double damage to objects and structures.
Hefty. Creatures have disadvantage on checks attempting to move the Battle Wagon.
Stable. Whenever an effect would knock the Battle Wagon Prone, it can make a DC 15 Constitution saving throw to avoid being knocked Prone. A Prone Battle Wagon is upside down or on its side. To get back on its wheels or feet, it must succeed on a DC 13 Dexterity check on its turn and then use all its movement for that turn.
Threatening Aura. Enemies within 20 feet of the Battle Wagon have disadvantage on opportunity attacks against creatures other than the Battle Wagon, including the driver.
Mindless. While there is no driver, the Battle Wagon cannot move or take any action, but its automatic effects remain active, such as Threatening Aura.
Roadkill. If the Battle Wagon moves at least 20 feet and hits a creature with a Ram attack, that creature must make a Constitution saving throw (DC = your Spell Save DC) or take an additional 2d6 force damage and be pushed back 10 feet.
Actions
Ram. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: 2d8 + PB bludgeoning damage, and the creature must make a Strength saving throw (DC = your Spell Save DC) or be knocked Prone.
Repair (3/Day). The magical mechanisms inside the Battle Wagon restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
King of the Road
At 5th level, your vehicle is more capable in combat, equipped with unique upgrades able to navigate the battlefield, devastate the enemy or protect your allies. You may choose two upgrades for your Battle Wagon from the list below. When you reach 8th level, 10th level, 12th level, 14th level, 16th, and finally at 18th level, you may add another. You will gain additional, more powerful options as you gain levels in this class. Should an upgrade force a creature to make a saving throw, the DC is the same as your spell save DC.
Burning Rubber
{At least 11th level) Your vehicle can now take the Dash action.
Drow Catcher
(At least 8th level) When your vehicle hits a creature with its Roadkill ability, it also hits creatures within 5 feet of the original target.
Ejector Seats
(At least 8th level) When your vehicle is damaged or destroyed, any creature within your vehicle can use their reaction to be launched from their seat, landing anywhere within 60 feet of the vehicle. This movement does not provoke opportunity attacks.
Electrified Exterior
(At least 8th level) When a creature hits your vehicle or the driver with a melee attack, the driver can use their reaction to force them to make a Constitution saving throw. If they fail, they take 3d6 lightning damage and are Paralyzed until the start of their next turn. If they succeed, they only take half the damage and are not Paralyzed.
This ability can be used an amount of times equal to your proficiency bonus per long rest.
Elemental Engine
(At least 14th level) Your vehicle becomes immune to two of the following damage types of your choice: acid, cold, fire, lightning or thunder. Creatures driving the vehicle gain resistance to these damage types.
Floatation Devices
(At least 5th level) Your vehicle gains a swimming speed equal to its movement speed.
Force Field
(At least 11th level) Your vehicle can use its action to generate a shimmering shield of force. Friendly creatures within a 10-foot sphere of your vehicle (including the vehicle itself) gain the benefits of the Shield spell until the end of the vehicle's next turn.
Once you use this ability, you cannot do so again until you complete a long rest.
Headlights
(At least 5th level) Your vehicle can use its action to produce a 30-foot cone of bright light, disorienting your opponents. When a creature within the light makes an attack roll, the driver can use their reaction to remove an amount equal to your Intelligence modifier (minimum of 1) from the roll, potentially turning a hit into a miss. This light remains for 1 minute, and after it runs out you must wait 1 hour before it can be used again.
Mounted Ballista
(At least 11th level) Your vehicle gains a mounted ballista that can be used instead of its Ram attack. This attack cannot target a creature within 30 feet of the vehicle.
Ballista Bolt. Ranged Weapon Attack: +3 plus PB to hit, range 100/300 ft, one target. Hit: 2d8 + PB piercing damage.
Nitro Boost
(At least 14th level) Your vehicle can use its action to gain the benefits of the Haste spell for 2d4 turns, without requiring concentration. After the spell runs out, every 10 feet it moves inflicts 1d8 force damage on the vehicle for 1 minute.
Once you use this ability, you cannot do so again until you complete a long rest.
Off Roadster
(At least 5th level) Your vehicle becomes immune to nonmagical difficult terrain.
Suspension Springs
(At least 5th level) Creatures within your vehicle do not take fall damage if the vehicle falls from any significant height.
Troop Transport
(At least 5th level) Your vehicle grows in size, from Large to Huge, and is able to carry multiple allies at once. It can carry up to 1 Large creature, 4 Medium creatures, 8 Small creatures or 16 Tiny creatures. The driver does not count towards this total. Creatures riding your vehicle gain half-cover from attacks and effects outside of it.
Unparalleled Parking
(At least 16th level) Your vehicle can use its action to gain the benefits of the Fly spell for 1 hour, without requiring concentration.
Once you use this ability, you cannot do so again until you complete a long rest.
Wall Crawler
(At least 16th level) Your vehicle gains the ability to move up, down, and across vertical surfaces and upside down along ceilings. Your vehicle also gains a climbing speed equal to its walking speed.
Scourge of the Highway
At 11th level, your vehicle is a terror for those that would face it head-on. Your vehicle can now make two attacks per action. When you cast a movement or teleportation spell on yourself, your vehicle and any passengers can also come with you, as long as you are driving it. For example, if you cast Dimension Door and travel through it, your vehicle can come with you, bypassing the weight and size restriction.
In addition, the bludgeoning, piercing or slashing damage dealt by your vehicle is also considered magical.
Death Machine
At 15th level, you and your vehicle are inseparable, a bond between creator and creation. You and your vehicle gain the following benefits:
- You can now control your vehicle telepathically, as long as you can see it within 500 feet of you. You must still use your bonus action for your vehicle to use its action. Your vehicle acts and moves on your turn, unless another creature is controlling it. Only one creature can control the vehicle at a time. You can take control of the vehicle from another remotely as an action.
- Your vehicle becomes immune to bludgeoning, piercing, and slashing from nonmagical attacks.
- You gain resistance to poison, necrotic and psychic damage.
- You also gain resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
- Creatures driving your vehicle gain three-quarters-cover from attacks and effects outside of it.
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