Artificer
Base Class: Artificer

Riding until the brink of dawn, with a variety of vehicles close by, especially for plenty to ride on and partake.

Ride On!

3rd-Level Dull Rider Feature
Starting at 3rd level, you have proficiency in all vehicles. In addition, you know, prepared and can ritually cast Find Steed, Find Greater Steed (When you are able to cast it.) and Find Vehicle (If your DM allows it.).

Dull Rider Spells

3rd-Level Dull Rider Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Dull Rider Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Dull Rider Specialist Spells

ARTIFICER

LEVEL

SPELLS

3rd

Longstrider, Jump

5th

Gentle Repose, Lesser Restoration

9th

Mass Healing Word, Remove Curse

13th

Death Ward, Locate Creature

17th

Circle of Power, Mass Cure Wounds

A Rider's Choice

3rd-Level Dull Rider Feature
Starting at 3rd level, it is time to get the hot rides out. You are given 4 vehicles, given a 5th one at 15th level that is able to handle anything and any time. You can summon any of the vehicles during a short or long rest. Despawning any of these vehicles is a Bonus Action. If any of the vehicles destroyed, you can summon the destroyed vehicle on a long rest to repair it with a DC 20 Tinker's Tools checks and a first level spell slot. When you use the Mending cantrip on it, you can restore any of the vehicle's hit points equal to your Intelligence Modifier plus a number of d6s equal to your proficiency bonus.

Bully Bicycle

Armor Class 11 plus your proficiency bonus (natural armor)

Hit Points 1 + your Intelligence modifier + two times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)

Cargo Capacity 150 times your proficiency bonus lbs.

Creature Capacity 1 Pilot, 1 Passenger

Speed 15 times your proficiency bonus in the Artificer class in ft.

Travel Pace 12 mph (19 km/h), 300 miles per day (483 kilometers per day)

STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)

Saving Throws Str +0 plus PB, Con +1 plus PB

Skills Athletics +0 plus PB

Damage Immunities poison, psychic

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

Challenge — 0 (10 XP) 

Body Addition. If the bicycle has you (or your co-driver) piloting, it adds the driver's movement speed into its own movement speed.

Personnel Transport. The bicycle is able to carry anybody with its capacity with no issues as being a vehicle. As long it is three times less than its carrying weight capacity; if it exceed twice its carrying capacity, its speed is halved.

Wayfinder (Accessible at Artificer 9th Level). You can control your bicycle from a distance. You can send the engine to travel alone to a destination within 1 mile of you if you speak the Command word (which you choose at this level), name the location, and are familiar with that place. If there is a clear path between its current location and its destination, the bicycle will arrive at the destination unerringly, and if the bicycle is unmounted, its movement will not provoke attacks of opportunity. The bicycle returns to you when you speak another Command word (which you also choose at this level), provided that the bicycle is still within 1 mile of you. You may change one or more of the bicycle’s Command words whenever you take another level in this class.

Actions

Force-Empowered Front. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage. If you used Speed Up on the same turn, the damage is doubled and they must make a Strength Saving throw, contested by your Spell Save DC or be knocked prone.

Repair (3 + your Intelligence modifier/Day). The magical mechanisms inside the bicycle restore 2d4 + PB hit points to itself.

Speed Up. Your bicycle doubles it's movement speed until the start of your next turn.

 

Van Climber

Armor Class 13 plus your proficiency bonus (natural armor)

Hit Points 10 + your Intelligence modifier + five times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)

Cargo Capacity 350 times your proficiency bonus lbs.

Creature Capacity 1 Pilot, 1 Passenger

Speed 20 times your proficiency bonus in the Artificer class in ft., 10 times your proficiency bonus in the Artificer class in ft. Climb

Travel Pace 60 mph (97 km/h), 1,440 miles per day (2,317 kilometers per day)

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)

Saving Throws Str +2 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB

Damage Immunities poison, psychic

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

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

Challenge — Proficiency Bonus (PB) equals your bonus

Body Addition. If the van has you (or your co-driver) piloting, it adds the driver's movement speed into its own movement speed.

Cover. Creatures inside the vehicle's have half-cover.

Personnel Transport. The van counts as one size larger when determining its carrying capacity and the weight it can push and drag. In addition, any climb that requires hands and feet is especially difficult for it because of its design. When it makes such a climb, each foot of movement costs it 9 extra feet, instead of the normal 1 extra foot.

Wayfinder (Accessible at Artificer 9th Level). You can control your van from a distance. You can send the van to travel alone to a destination within 1 mile of you if you speak the Command word (which you choose at this level), name the location, and are familiar with that place. If there is a clear path between its current location and its destination, the van will arrive at the destination unerringly, and if the van is unmounted, its movement will not provoke attacks of opportunity. The van returns to you when you speak another Command word (which you also choose at this level), provided that the van is still within 1 mile of you. You may change one or more of the van’s Command words whenever you take another level in this class.

Actions

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

Force-Empowered Front. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage.

Repair (3 + your Intelligence modifier/Day). The magical mechanisms inside the engine restore 2d6 + PB hit points to itself or to one construct or object within 10 feet of it.

Reaction

Evasive Maneuvers. When a creature mounted on the van is targeted by an attack, the engine can use its reaction to impose disadvantage on the attack roll. It may use this feature a number of times equal to its proficiency bonus. It regains all expended uses after completing a long rest.

 

Dull Hull Truck

Armor Class 14 plus your proficiency bonus (natural armor)

Hit Points 25 + your Intelligence modifier + five times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)

Cargo Capacity 2,500 times your proficiency bonus lbs.

Creature Capacity 1 Pilot, 4 Passengers, room for up to 60 passengers in the truck's trailer

Speed 15 times your proficiency bonus in the Artificer class in ft.

Travel Pace 60 mph (97 km/h), 1,440 miles per day (2,317 kilometers per day)

STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)

Saving Throws Str +4 plus PB, Con +3 plus PB

Skills Athletics +4 plus PB

Damage Immunities poison, psychic

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

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Body Addition. If the engine has you (or your co-driver) piloting, it adds the driver's movement speed into its own movement speed.

Cover. Creatures inside the vehicle's cab have three- quarters cover. Creatures leaning out of the windows only have half cover. Creatures in the truck's trailer have full cover while its doors are closed.

Gentle Care. As long as the travel for more than hour is stable, flat terrain with no difficulty, yourself (or your co-driver) can take a short rest during the travel as you drive.

Personnel Transport. The engine counts as one size larger when determining its carrying capacity and the weight it can push and drag. In addition, any climb that requires hands and feet is especially difficult for it because of its design. When it makes such a climb, each foot of movement costs it 9 extra feet, instead of the normal 1 extra foot.

Trailer/Cart/Wagon Puller. The truck can have a trailer, cart or wagon attached to it, allowing more carry and extra. It's specialized trailer is something that can be summoned, and can be summoned and despawned as a Bonus Action; any mundane items that are placed in it are safe for a number of days equal to your proficiency bonus before it is summoned into your space the exact second the timer is up. Any magic items would be dropped off into your space. It can't be summoned while it has a cart or wagon attached to it.

Vigilant. The truck can’t be surprised.

Wayfinder (Accessible at Artificer 9th Level). You can control your truck from a distance. You can send the engine to travel alone to a destination within 1 mile of you if you speak the Command word (which you choose at this level), name the location, and are familiar with that place. If there is a clear path between its current location and its destination, the truck will arrive at the destination unerringly, and if the truck is unmounted, its movement will not provoke attacks of opportunity. The truck returns to you when you speak another Command word (which you also choose at this level), provided that the truck is still within 1 mile of you. You may change one or more of the truck’s Command words whenever you take another level in this class.

Actions

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

Force-Empowered Front. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d12 + PB force damage.

Repair (3 + your Intelligence modifier/Day). The magical mechanisms inside the engine restore 2d8 + PB hit points to itself or to one construct or object within 10 feet of it.

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.

Reaction

Evasive Maneuvers. When a creature mounted on the truck is targeted by an attack, the truck can use its reaction to impose disadvantage on the attack roll. It may use this feature a number of times equal to its proficiency bonus. It regains all expended uses after completing a long rest.

 

Fire Boat

Armor Class 12 plus your proficiency bonus (natural armor)

Hit Points 10 + your Intelligence modifier + two times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)

Cargo Capacity 400 times your proficiency bonus lbs.

Creature Capacity 1 Pilot, 4 Passengers, room for up to 40 passengers 

Speed 5 times your proficiency bonus in the Artificer class in ft., 20 times your proficiency bonus in the Artificer class in ft. Swim

Travel Pace 5 mph (8 km/h), 120 miles per day (193 kilometers per day)

STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)

Saving Throws Str +2 plus PB, Con +2 plus PB

Skills Acrobatics +2 plus PB, Athletics +2 plus PB

Damage Immunities poison, psychic

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

Senses blindsight 150 ft. (blind beyond this radius), passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Body Addition. If the engine has you (or your co-driver) piloting, it adds the driver's movement speed into its own movement speed.

Personnel Transport. The engine counts as one size larger when determining its carrying capacity and the weight it can push and drag. In addition, any climb that requires hands and feet is especially difficult for it because of its design. When it makes such a climb, each foot of movement costs it 9 extra feet, instead of the normal 1 extra foot.

Quite the Mass. You can apply a mass and sail onto it, requiring a short or long rest to put it on and to take it off. This allows the Dash option to be utilized as a Bonus Action while it uses its swim speed.

Wayfinder (Accessible at Artificer 9th Level). You can control your skiff from a distance. You can send the engine to travel alone to a destination within 1 mile of you if you speak the Command word (which you choose at this level), name the location, and are familiar with that place. If there is a clear path between its current location and its destination, the skiff will arrive at the destination unerringly, and if the skiff is unmounted, its movement will not provoke attacks of opportunity. The skiff returns to you when you speak another Command word (which you also choose at this level), provided that the skiff is still within 1 mile of you. You may change one or more of the skiff’s Command words whenever you take another level in this class.

Weapon Slots (Accessible at Artificer 16th Level). You can put in two ranged weapons into this vehicle. It takes a long rest and 5,000 GP each, even to swap it out. If do so, the weapon's base di(c)e deals an additional die of damage and you can use your Intelligence modifier for attack and damage rolls of it while it is attached to the aircraft.

Actions

Ballista. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage.

Force-Empowered Front. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage.

Repair (3 + your Intelligence modifier/Day). The magical mechanisms inside the engine restore 2d8 + PB hit points to itself or to one construct or object within 10 feet of it.

 

Dull Flyboy (15th level accessible)

Armor Class 14 plus your Intelligence modifier (natural armor)

Hit Points 10 + your Intelligence modifier + two times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)

Cargo Capacity 200 times your proficiency bonus lbs.

Creature Capacity 1 Pilot, 3 Passengers 

 

Speed 15 times your proficiency bonus in the Artificer class in ft., 30 times your proficiency bonus in the Artificer class in ft. Fly

Travel Pace 68 miles ( km/h), 97 miles ( km/h)(top speed)

STR
8 (-1)
DEX
18 (+4)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)

Saving Throws Str -1 plus PB, Dex Con +4 plus PB, Con +2 plus PB

Skills Acrobatics +4 plus PB

Damage Immunities poison, psychic

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

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Body Addition. If the engine has you (or your co-driver) piloting, it adds the driver's movement speed into its own movement speed.

Personnel Transport. The aircraft counts as one size larger when determining its carrying capacity and the weight it can push and drag. In addition, any climb that requires hands and feet is especially difficult for it because of its design. When it makes such a climb, each foot of movement costs it 9 extra feet, instead of the normal 1 extra foot.

Vigilant. The aircraft can’t be surprised.

Wayfinder (Accessible at Artificer 9th Level). You can control your aircraft from a distance. You can send the aircraft to travel alone to a destination within 1 mile of you if you speak the Command word (which you choose at this level), name the location, and are familiar with that place. If there is a clear path between its current location and its destination, the aircraft will arrive at the destination unerringly, and if the aircraft is unmounted, its movement will not provoke attacks of opportunity. The aircraft returns to you when you speak another Command word (which you also choose at this level), provided that the aircraft is still within 1 mile of you. You may change one or more of the aircraft’s Command words whenever you take another level in this class.

Weapon Slots (Accessible at Artificer 16th Level). You can put in two ranged weapons into this vehicle. It takes a long rest and 5,000 GP each, even to swap it out. If do so, the weapon's base di(c)e deals an additional die of damage and you can use your Intelligence modifier for attack and damage rolls of it while it is attached to the aircraft.

Actions

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

Force-Empowered Front. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB force damage.

Propeller. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 2d4 + PB force or slashing damage.

Repair (3 + your Intelligence modifier/Day). The magical mechanisms inside the engine restore 2d4 + PB hit points to itself or to one construct or object within 10 feet of it.

Reaction

Evasive Maneuvers. When a creature mounted on the MediEngine is targeted by an attack, the engine can use its reaction to impose disadvantage on the attack roll. It may use this feature a number of times equal to its proficiency bonus. It regains all expended uses after completing a long rest.

Minimum Speed

5th-Level Dull Rider Feature
Hitting 5th level, you are able to add your Intelligence modifier to cantrips, spells and damage rolls with your mounts and vehicles. In addition, you can use your Spell Attack Roll and Spell DC for attack rolls, abilities and spells involving your mounts and vehicles.

Hot Metal Upgrades

9th-Level Dull Rider Feature
Reaching 9th level, choose one weapon to go with the Electric Burst, two accessories and two power-ups for all of your mounts and vehicles. These upgrades stay regardless if you lose or destroyed the mount and/or vehicle.

Air-Freshener (Accessory)

While on the vehicle, you, allies and friendly targets have advantage on checks and saving throws against attacks, abilities and spells that deal Poison damage and the Poisoned condition.

Alarm (Power Up)

A security feature, as per the Alarm spell but the audible alarm can be heard from 30 feet to 500 feet away with the sound of blaring trumpets go off.

Antigravity Engine (Power Up)

You can replaces wheels or legs as an Action and regain them as a Bonus Action. This customization allows the vehicle to hover 3 to 5 feet above the ground (its speed is unaffected).

Cannon (Weapon)

A 90 ft. long by 5 ft. wide line. Requiring a Strength or Dexterity Saving Throw. Dealing 2d4 plus your Intelligence Modifier in Acid, Bludgeoning, Fire or Thunder Damage, upon failure or half upon success; regardless, it knocks them 10 feet back from you. Dealing double dice onto objects.

Comms Array (Power Up)

As a bonus action, toggle the vehicle's walkie to speak to another ally on a Sending Stone, Earring of Message, communicator or network up to 10 Miles away.

Electric Burst (Weapon)

A specialized AoE Weapon Attack that utilizes your Spell Attack Roll and deals 1d8 plus your Intelligence Modifier in Lightning Damage. The AoE radius is equal to your 5 times your proficiency bonus in feet. With the attack, you can make an attack roll for each creature of your choice in the burst.

AoE Attack: Spell Attack Roll, Range: 5 * Your Proficiency Bonus ft. Hit: 1d8 + Your Intelligence Modifier [Lightning].

Eversmoking Engine (Power Up)

As an action, you rev your engine creating the effects of an Eversmoking Bottle.

Fake ID and Documents (Accessory)

While on the vehicle, you, allies and friendly targets have advantage on Charisma checks.

Flamethrower (Weapon)

A 60 ft. cone. Requiring a Dexterity or Constitution Saving Throw. Dealing 3d4 plus your Intelligence Modifier Fire Damage upon failure, half upon success. Forcing a Constitution Saving Throw if failed, making them burn (Intelligence Modifier) for one minute unless they use a Bonus Action or Reaction to put the fire out.

Glossy Topcoat (Power Up)

The vehicle has resistance to Bludgeoning, Piercing and Slashing damage.

GPS (Accessory)

You are able to get a map of your current location. It let's you know where you are at and let's you know of the area within 300 feet of you. It doesn't notify you of what is hostile, dangerous or not, only let you know what looks around you.

There can be additional features on it but must be a discussion with your DM and it does have a voice so don't be shy on what the voice of GPS might have and how it may speak.

Grisly Trophies (Power Up)

You decorate your ride in the skulls of your enemies, improving your Charisma score by +2 and doubling your proficiency bonus in Intimidation while driving (or riding) the vehicle.

Gunlance (Weapon)

A weapon attack that utilizes your Spell Attack Roll. Dealing Piercing damage that varies from the range.

Melee or Ranged (60/150 ft.) Attack: Spell Attack Roll Hit: 1d12 plus your Intelligence Modifier for Ranged, 2d6 plus your Intelligence Modifier for Melee, Piercing for both. When hit with Melee and you are moving, you knock the target 10 feet away from you.

Heroic Strength (Power Up)

The vehicle gets much stronger, gaining a +2 to its Strength Score, Expertise in Athletics and have advantage on checks that require shoving, pushing and dragging. In addition, it is considered two sizes larger for its carrying capacity (multiply by its people amount by 4 and its weigh capacity by 20) , push, drag and lift.

Peashooter (Weapon)

A specialized weapon that can attack in Range that utilizes your Spell Attack Roll, dealing 2d4 plus your Intelligence Modifier in Piercing Damage. You can use any ammunition in it and it is able to attack twice. If you have the Magic Stone cantrip, you can attack with all stones at once but have a -2 Penalty to the attack roll.

However, if you get a Natural 1 on your d20 with this weapon, it jams. Requiring a Bonus Action and DC 20 Tinker's Tools Check to fix it. Nat 1s with the Tinker's Tools Check count as failure.

Ranged (80/240 ft.) Attack: Spell Attack Roll Hit: 2d4 plus your Intelligence Modifier Piercing. Can use any ammunition and able to attack twice. If you have the Magic Stone cantrip, you can attack with all stones at once but have a -2 Penalty to the attack roll. If you get a Natural 1 on your d20 with this weapon, it jams. Requiring a Bonus Action and DC 20 Tinker's Tools Check to fix it. Nat 1s with the Tinker's Tools Check count as failure.

Plated Undercarriage (Power Up)

The vehicle takes half damage from Traps and Explosives.

Safety Chute (Power Up)

The vehicle or mount is always under the effects of Feather Fall and is resistant to Fall Damage.

Second in Command (Power Up)

When you take a Short or Long rest, you can choose one target to gain proficiency in your vehicles only and able to drive it.

Secret Compartment (Accessory)

An extradimensional space that can hold up to a hundred times your proficiency bonus weight that is in a secret spot of your vehicle and in easy access for you. For others to find the compartment, it requires an Investigation Check against your Intelligence Score plus 5 in order to find it.

It won't be destroyed if you put any extradimensional space item in there, like a Bag of Holding, but it will spit it out.

Self-Destruct Sequence (Power Up)

If you are reduced to 0 Hit Points or once per day as a reaction, you may cast Fireball centered on the vehicle at your highest available spell slot with additional damage added on equal to your Artificer Level. The vehicle is reduced to 0 Hit Points and is Totaled.

Taser (Weapon)

A specialized weapon that utilizes your Spell Attack Roll, dealing 2d4 plus your Intelligence Modifier in Lightning Damage. Upon hit, the target must make a Constitution Saving Throw against your Spell DC or be Stunned/Paralyzed (your choice upon attacking) until the end of their next turn.

Melee or Range (30/90 ft.) Attack: Spell Attack Roll Hit: 2d4 plus your Intelligence Modifier Lightning. Requires a Constitution Saving Throw after the hit against your Spell DC, then be Stunned/Paralyzed, your choice upon attacking until the end of their next turn.

The Dullahan Scythe (Weapon)

A specialized weapon that utilizes your Spell Attack Roll, dealing 2d4 plus your Intelligence Modifier in Necrotic or Slashing damage. But you are able to take the weapon off the vehicle and put it back onto the vehicle as a Bonus Action. When decide to utilize the weapon off the vehicle, it is a Simple, Melee weapon with the Reach, Versatile property that utilizes still your Spell Attack Roll and deals 2d6 plus your Intelligence Modifier in Fire, Necrotic, Psychic or Slashing damage. It's Versatile property is special for it doesn't increase the die but allows you to wield the weapon with two hands if wish.

Melee Attack: Spell Attack Roll Hit: 2d4 plus your Intelligence Modifier Necrotic or Slashing. You can take the weapon off and use it as an actual weapon, having the reach property and dealing 2d6 plus your Intelligence Modifier in Fire, Necrotic, Psychic or Slashing upon hit.

A Dull Day

15th-Level Dull Rider Feature
For your enemies of course. Finally at 15th level, you gain the following benefits:

  • You can change the damage type of all of your weapons, vehicles and mounts into Fire damage. If do so, you apply a 1d4 bonus to attack rolls.
  • You, your vehicles and mounts have a Darkvision that can see in nonmagical and magical darkness of 60 ft. If already have Darkvision, then increase it by an additional 30 ft.
  • You, your vehicles and mounts are immune to any form of speed reduction including from Grapples and Restrained conditions, and able to traverse any terrain.
  • You are able to Dash as an Action or Bonus Action. When you are on a vehicle or mount and you Dash, you move at triple speed.

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