Artificer
Base Class: Artificer

Artificers who specializes as a Siege Engineer command the battlefield from atop a war machine of their own design. Whether a rumbling tank, a mechanical warbeast, or an arcane-empowered siege engine, these artificers craft mobile weapons of destruction to charge through enemy lines, unleash devastating firepower, and turn the tide of battle. 

Some siege engineers were once military inventors, others tinkerers obsessed with war machines, and a rare few simply envisioned a better way to ride into battle. No matter their origins, all who follow this path leave a trail of smoke, steel and shattered enemies in their wake. 

Level 3: Level 3: Tools of the Trade

You gain proficiency in smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. 

In addition, when you craft vehicles (Land), the amount of time required to craft it is halved. 

Level 3: War Machine

Your tinkering has borne you a vehicle, a war machine. The War Machine's game statistics appear below. You determine its appearance, which includes your choice of legs or wheels, your choices dont affect the war machine's games statistics. The War Machine is friendly to you and your allies and obeys you. It vanishes if you die. 

The War Machine in Combat: In combat, the War Machine acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the incapacitated condition, the war Machine acts on its own and isnt limited to the Dodge action. 

Restoring or Replacing the War Machine: Casting Mending on the War Machine restores 2d6 Hit Points to it. If the War Machine has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The War Machine returns to life after 1 minute with all its Hit Points restored. Whenever you finish a long rest, you can create a new War Machine if you have Smith's Tools in hand. If you already have a War Machine from this feature, the first one vanishes. 

Riding the War Machine: You can use the War Machine as a mount if you are medium or smaller. You have Advantage on saving throws against falling off the War Machine. If you do fall off the War Machine, but have not taken damage from falling and do not have the incapacitated condition, you can land on your feet. It takes you only 5 feet of movement to mount or dismount your War Machine. 

Level 5: Level 5: War Machine Upgrades

You can customize your War Machine. When you do so, choose one upgrade from the Upgrades section later in this subclass' description. These upgrades amplify your War Machine stat block. 

You can change your War Machine's upgrade whenever you finish a short or long rest if you have Smith's Tools in hand. 

Level 9: Advanced Warfare Systems

Your War Machine becomes more powerful, granting these benefits. 

Additional upgrade: You can have two active Upgrades on your War Machine. 

Improved Forceful Exhaust: The War Machine's Forceful Exhaust becomes a 30-Foot cone. When a creature fails its saving throw against that forceful exhaust, the creature also takes 2d8 Force Damage.

Level 15: Level 15: The Dreadnought

Your War Machine becomes more powerful granting these benefits. 

Superior Machine: You can have three active upgrades on your War Machine. 

Mobile Fortress: Your War Machine gains +2 bonus to Armor Class. 

 

UPGRADES

Airship: Prerequisite, Artificer level 15. Your War Machine gains a Fly Speed equal to its Speed and can hover. 

Arcane Cannon: You mount a cannon onto your War Machine, gibing your War Machine the Arcane Cannon action.  Arcane Cannon Dex saving throw DC 8 Plus your Prof Bonus and your intelligence Modifier. Each creature in a line of 30feet long and 5 feet wide. Failure 2d8 Force Damage, Success half Damage. 

Bombardment: you mount a bombardment barrel onto your War Machine, giving your War Machine the Bombardment Action - Ranged Attack Roll: Bonus Equals your spell Attack Modifier, Range 120 ft one target Hit 2d8 Fire Damage. 

Colossus Machine: Prereq Artificer Level 9. Your war Machines Ram attack reach increases to 10 feet and if it is smaller than larger, it becomes Large. If there isnt enough froom to increase in size, its size doesnt change. 

Crawler Mode: Your war Machine gains a climb speed equal to its speed. It can move up down and across vertical surfaces and along ceilings. 

Protective Barrier: Prereq Artificer Level 15. You and your allies have half cover while within 10 feet of the War Machine. 

Rushing Advance: Prereq Artificer level 9: Once per turn if you are mounted on your War Machine and move at least 10 feet straight toward a creature immediately before hitting it with a melee attack, the target has a Prone condition. 

Submarine: The War Machine gains a swim speed equal to its speed. The War Machine and its mounted rider can breathe underwater. 
Tactical Retreat: Prereq Artificer Level 9: When you use a Magic action to cast a spell with a spell slot of 1st level or higher, your war Machine can move up to half its speed without provoking attack of opportunity on itself and its mounted Rider.  

 

Level 3 Siege Spells

When you reach an Artificer level specified in the Siege Engineer Spells Table, you thereafter always have the listed spells prepared. 


Level 3 Shield, Thunderwave

Level 5 Knock, Shatter

Level 9 Conjure Barrage, Water walk

Level 13 Fire Shield, Summon Construct

Level 17 Passwall, Wall of Stone

Previous Versions

Name Date Modified Views Adds Version Actions
4/13/2026 1:06:23 PM
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Siege Engineer Image

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