Artificer
Base Class: Artificer

Even the greatest of innovations & creations need to be guided by a firm & clever hand.

Pilot Spells

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

Pilot Spells

Level 3: Transport

You create an arcane vehicle (Medium Construct), which you control with your action. The vehicle is immune to the [conditions]Poisoned[/conditions] & [conditions]Frightened[/conditions], an AC = 11 + your CON MOD, has Hit Points = your INT MOD x your PILOT Artificer level (Artificer level - 2), Movement = 5 ft x PB & can carry 2 creatures who are no larger then Medium size. As a bonus action, you can cast Eldritch Blast from the transport. If the mending spell is cast on it, it regains 2d6 Hit Points & increases by 2d6 when you reach levels 5 (4d6), 11 (6d6), and 17 (8d6). You can use your smith’s tools to preform a [action]Magic[action] action to repair it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher, recovering 1/5 its total Hit Points per spell slot level.

As an action, you can mount your transport, until you are dismounted (use an action or be forced off by another creature) you no longer need an action to control your vehicle. While you are mounted, you and your vehicle combine movement. Any checks you are proficient with are made at advantage while you are mounted. If you are under the effects of spells with the Movement &/or Warding Tags while mounted, your vehicle shares the effects.

You can chose can choose 2 out of 4 "Customizations" to enhance your transport. You gain 2 new options & 1 new Customization at Artificer levels 5 & 15. You can switch out a Customization by expending spell slots, switching out 1 Customization per spell level. When using spell slots in repairing your vehicle, you can substitute any restored 1/5 Hit Points for switching out an Customization. You can activate an unused Customization by using 1 of your Replicated Magic Item.

  • Armor Customization: The transport's AC increases by 2 & any creature riding it has Half Cover.
  • Accelerator Customization: Your transport's movement increases by 5 ft x INT MOD & while  you are mounted on it, you can Dash as a Bonus Action.
  • Cargo Customization: The transport becomes Large & can carry 4 creatures who are no larger then Medium size or 2 creatures who are no larger then Large size.
  • Frame Customization: The transport's Hit Points increases by 2 x your PILOT Artificer level & has resistance against 1 type of damage besides Bludgeoning, Piercing & Slashing

Level 5: New Package

You choose 1 of the following new customizations.

Level 9: Upgrades

Choose 1 Customization, it gets upgraded (replace with upgrade).

  • Armor Upgrade: The transport's AC increases by 4 & any creature riding it has Three-Quarters Cover.
  • Accelerator Upgrade: Your transport's movement increases by 10 ft x INT MOD & while  you are mounted on it, you can Dash as a Bonus Action.
  • Cargo Upgrade: The transport becomes Huge & can carry 8 creatures who are no larger then Medium size or 2 creatures who are no larger then Huge size.
  • Frame Upgrade: The transport's Hit Points increases by 4 x your PILOT Artificer level & has resistance against 2 type of damage besides Bludgeoning, Piercing & Slashing
  • Arm Upgrade: You have Proficiency in Athletics & your transport gains mechanical arm. The arm has Advantage in Unarmed Strikes. You Add your INT MOD to both.
  • Suspension Upgrade: You have Proficiency in Acrobatics & your transport is unaffected by non-magical Difficult Terrain You Add your INT MOD to both.

Level 15: Final Package

Choose one of your skill Proficiency with which you lack Expertise. You gain Expertise in that skill.

You also choose 1 of the following new customizations.

  • Exploration Customization: Your transport gains a swim speed equal to your Movement speed & creatures riding it can't suffocate.
  • Med Bay Customization: You can use your Bonus Action to restore a 1D12 + INT MOD Hit Points to one creature riding your transport.

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