Artificer
Base Class: Artificer

Every adventuring party needs a safe place to rest. A Vehicle Engineer is a master of hospitality who maintains and provides a smoking magical vehicle to act as a home away from home for any diligent traveler however whenever their patrons are under threat they have plenty enough firepower to take down any threat.

Tool Proficiency

When you adopt this Artificer specialization at 3rd level, you gain proficiency with mason’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Vehicle Engineer Spells

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

Vehicle Engineer spells
Artificer Level Vehicle Engineer spells
3rd Fire Bolt, Fog Cloud, Goodberry
5th Find Vehicle (UA), Prayer of Healing
9th Clairvoyance, Fireball
13th Guardian of Faith, Private Sanctum
17th Hallow, Teleportation Circle

 

Arcane Mobile Home

By 3rd level, you have constructed a mobile home known as an arcane mobile home. See its game statistics in the Arcane Mobile Home stat block. You determine the arcane mobile home’s appearance and you can use an action to control it with a console inside.

Inside the arcane mobile home is an extradimensional dwelling. It is warm and dry, regardless of conditions outside. You can create any floor plan you like with the space indicated in the stat block. The place is furnished and decorated as you choose, but it must include a fireplace that leads to the chimney outside, a console, and at least one door and window. Any equipment or furnishings conjured within the arcane mobile home dissipate into smoke if removed from it. You can use an action with mason’s tools to transform the layout when no creatures are inside it except yourself.

Arcane Mobile Home

Armor Class 18 (natural armor)

Hit Points (5 + your Intelligence modifier) x 5 times your level

Speed 60 ft., climb 60 ft. (increases to 120 ft. at 9th level)

STR
22 (+6)
DEX
8 (-1)
CON
20 (+5)

Traits

Chimney Focus. If a spell that affects an area is cast within 5 feet of the fireplace, such as Burning Hands or Fog Cloud, the caster can choose to have it originate or center on the caravan’s chimney, affecting the area outside. This effect does not damage the Home itself.

Extradimensional Dwelling. The dwelling inside the Home can be up to 10 cubes, each cube being 10 feet on each side. At 9th level, the maximum space increases to 100 cubes.

Recall Link. You can use an action to recall the Home, making it travel to your location from up to 5 miles away. At 9th level, you can recall the Home from any plane of existence.

Universal Mobility (9th level). You can spend 1 hour working with mason’s tools to swap in a burrowing or swimming speed to the Home equal to its base speed. At 15th level, you can grant it a flying speed.

Console Actions

Activate/Deactivate Headlight. A piece of the Home casts or snuffs a bright light in a 30-foot radius and dim light for an additional 30 feet.

Set Course. The controller chooses a destination it can see or has seen and a rough route. The Home automatically follows the route to the destination.

Use Periscope (Bonus action). You can see outside as if you were in the Home’s space.

Wayfinding Teleport (15th level). The Home teleports to a destination it has been on the same plane of existence in the past 7 days. Once this is used, it can’t be used again until the next dawn.


If fire damage is dealt to the fireplace, the arcane mobile home regains 2d4 + Intelligence Modifier hit points. If its hit points are reduced to zero, all creatures and objects not native to the extradimensional dwelling are expelled through the chimney under the effect of feather fall and fall prone into the nearest open spaces. No creatures can enter or recall the arcane mobile home until it is revived. You can spend 1 hour working with mason’s tools and expend a spell slot of 1st level or higher to revive it with all of its hit points restored.

Using mason’s tools, you can spend 8 hours to construct a new arcane mobile home. If you already have an arcane mobile home from this feature, the first one immediately perishes.

Battle Mode

Additionally at 3rd level, You can mentally command your Home to transform it into a combat suit within 5ft of you.  You can convert and enter your Battle Mech as a reaction.

While operating your Battle Mech all of its statistics are replaced with your statistics aside from armor class unless your AC is higher, it uses your Hit Points, and you gain the following benefits:

- Your size is medium or large (you decide when you summon your mech) and your reach increases by 5ft if you are large.
- You gain a bonus to your AC equal to half of your Intelligence modifier rounded up.
- Your mech gains the benefit of any magic Item you are wearing when transformed.
- You may choose to wield a melee weapon of your choice or a heavy crossbow in one hand and a shield in the other hand.
- When you make a unarmed melee attack or use your beam weapon attack (range 600), the attack deals 2d8 force damage plus your intelligence modifier. This die increases to 3d8, 4d8, and 5d8 at 5th, 9th, and 15th level respectively.
- When you attack with a weapon, unarmed attack, or beam attack, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Your Battle Mech as well as its weapons and equipment it wields can benefit from your Artificer infusions even if they are magic items.

You can also exit and return your Battle Mech to it's Home form on your turn as a bonus action.

For all other intents and purposes it continues to function as your Arcane mobile home.

Zone of Hospitality

At 5th level, you can generate zones which act as small magical sanctuaries for your allies. When a creature restores hit points within 5 feet of an object with a property from your Magical Tinkering feature, it gains temporary hit points equal to your Intelligence modifier plus double your proficiency bonus.

Graviton Propulsion

Also at 5th level, You have worked out the kinks in your first propulsion device, which attaches to your armor suit. You gain a flying speed of 60 feet while wearing this propulsion device. You take the Dash action as a Bonus action and while flying, you may cast your artificer cantrips that have a cast time of one action as a bonus action.

Optimized Systems

Starting at 9th level, Your Flash of Genius feature has its range increased to 60 feet and you may use the feature to increase attack rolls as well as saving throws and ability checks.

Additionally, you may choose to overcharge your spells before rolling their damage dice causing them replace all of the spell damage dice with an equal number of d20s. For example if you were to cast Fireball rather than rolling 8d6 you would roll 8d20.

After using this feature twice, you may not use it again until you have finished a long rest.

Guardian Angel Protocol

Starting at 15th level, you gain the ability to mark creatures with a protective sigil. You can mark a number of creatures equal to your Intelligence modifier. When a marked creature falls to 0 hit points or is disintegrated, they are instantly transported to your Arcane Mobile Home and stabilized.

While in the Arcane Mobile Home, a creature regains consciousness after two turns within their new body with 3 levels of exhaustion and gains hit points equal to 5 + your proficiency bonus multiplied by your Intelligence modifier.

Once a creature benefits from this feature, it cannot do so again for 3 days.

Optional Feature: Sentient Host

Some magical homes are inhabited by a sentient spiritual host, such as Calcifer from Howl's Moving Castle and Idris from the Doctor's TARDIS.

When you create a new arcane home, you can give it a sentient host using the Sentient Magic Item rules found in the Dungeon Master's Guide, modifying the terms when appropriate to suit a vehicle. They can exist as a tangible spirit kept within the extradimensional dwelling or as the arcane home itself.

You can design your sentient host with help from the following tables.

d12 Creature Type (appearance only)
1 Aberration
2 Celestial
3 Construct
4 Dragon
5 Elemental
6 Fey
7 Fiend
8 Monstrosity
9 Ooze
10 Plant
11 Undead
12 Combine two
d6 Manifestation
1 The arcane home itself
2 Within the extradimensional dwelling's walls
3 Part of the console
4 The fireplace
5 A decoration
6 A floating entity
d6 Origin
1 Former living being
2 Warlock patron
3 Artificial Intelligence
4 Extension of the Vehicle Engineer's soul
5 Awakened object
6 Proxy for a deity
d6 Power within extradimensional dwelling
1 None
2 Moves furniture and decorations at will
3 Writes on anything without the use of a pen
4 Locks or unlocks doors
5 Replicates one non-violent cantrip
6 Makes all your bacon burn
Vehicle Engineer Image

Comments

Posts Quoted:
Reply
Clear All Quotes