Artificer
Base Class: Artificer

This artificer pushes the boundaries on vehicles aim to make journeys safe and fun.

 

Artificial Mount

When you take this subclass at 1st level you gain proficiency in land vehicles.
Your tinkering with metal and magic has allowed you to create a Artificial Mount. This mount obeys your commands and is one size larger than you. It appearance can be determined by you, or you could roll on the below table.

D6 mount type
1: A mechanical Horse
2: A clockwork Spider
3: A Walking Mecha Suit
4: A Go-Cart
5: A Tank
6: A skateboard

While mounted on this Artificial Mount. you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Mounting or dismounting the mount costs you only 5 feet of movement, rather than half your speed. Only you can mount this Creation.

In combat, the Artificial Mount shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If you require a spell attack bonus or spell save dc for the the spells cast by your mount, you use your spell attack and spell save.

When you create this mount you can choose 1 movement upgrade from the below table and 1 armament upgrade.

 

Mount Movement Upgrade

Your artificial mount gains one of the following abilities at 3rd level.

Upgrade Name

Description

Extra legs/Tracks/

Your mount is not affected by difficult terrain

Hover function

Hovers only 1 inch off the ground, not affected by difficult terrain. Speed + 5, strength checks made with your mount are at disadvantage

Improved engine

+10ft all speeds.

Seacraft

Your mount gains a swim speed equal to its walking speed. Also while mounted you can breathe underwater.

Tunneler

Your mount gains a burrowing speed equal to half its walking speed.

Glider/parachute

When falling the Mount's rate of descent slows to 50 feet per round until the mount lands. it takes no falling damage and can land on its feet/wheels etc. while falling it can direct its movement by 20ft in a direction

Flight mode

Lv9 option. You gain a fly speed equal to 50ft.

Teleporter

Lv 9 option. You mount can cast [dimension door]. Once per long rest.

 

Extra legs/Tracks/Offroading wheels

Your mount is not affected by difficult terrain.

Flight Mode

Lv9 option. You gain a fly speed equal to 50ft.

 

Glider/parachute

When falling, the Mount's rate of descent slows to 50 feet per round until the mount lands. it takes no falling damage and can land on its feet/wheels etc. while falling it can direct its movement by 20ft in a direction.

Hover function

Your mount now hovers only 1 inch off the ground, not affected by difficult terrain. Walking Speed + 5ft , strength checks made with your mount are at disadvantage. 

Improved Engine

+10ft all speeds.

Seacraft

Your mount gains a swim speed equal to its walking speed. Also while mounted you can breathe underwater.

Teleporter

Lv 9 option. Your mount can cast [dimension door]. Once per long rest.

 

Tunneler

Your mount gains a burrowing speed equal to half its walking speed.

Armament Upgrade

Armament upgrade

Upgrade Name

Description

Heavy Armour

+2 Ac to the mount and rider while mounted.

Missiles

The Mount can cast [Magic missile] at level 2. once per long rest

Electric defense

The mount can use its reaction to cast [shocking grasp] it does not affect you. (uses your level in this class for damage)

Flamethrower

The mount can cast [burning hands] at level 2 once per long rest.

Acid Spray

The mount can cast [acid arrow] at level 2 once per long rest

Cloak

The mount can cast [invisibility] at level 2 once per long rest.

Side Blades

Your slam attack now does slashing damage. Choose 2 lines 30ft in length either side of a line of your movement all targets must make a Dex saving throw or take 2d6 slashing damage.

Spiked Ram

If the mount moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a Str saving throw or be knocked prone. If the target is prone, the mount can make another attack with its reaction to do 2d6 piercing damage

Toxic shot

The mount can cast [ray of sickness] at level 2 once per long rest.

Force field

The Mount can cast [Shield] once per long rest.

 

 

Acid Spray

Your mount can cast [Acid Arrow] at level 2. Once per long rest.

Cloak

The mount can cast [invisibility], once per long rest. While mounted the rider is also invisible.

Electric Defense

The mount can use its reaction to cast [shocking grasp] it does not affect you. (uses your level in this class for damage)

Flamethrower

Your mount can cast [burning hands] at level 2. once per long rest.

Forcefield

The Mount can cast [Shield] once per long rest. When cast the AC increase applied to the Mount and the rider while mounted.

 

Heavy Armour

The Mount gains +2 to its AC. while mounted you also gain a +2 to your AC.

Missiles

The Mount can cast [Magic missile] at level 2. once per long rest.

Shot

As its action The Mount can fire a projectile as a ranged attack, its range is 60/120 and its hit bonus and damage is equal to its Slam Attack.

 

Side Blades

Your slam attack now does slashing damage.

Once per turn instead of a slam attack. Choose 2 lines 30ft in length either side of a line of your movement all targets within those lines must make a Dex saving throw or take 2d6 slashing damage.

Spiked Ram

If the mount moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the mount can make another attack with its reaction to do 2d6 piercing damage.

Toxic Shot

The mount can cast [ray of sickness] at level 2 once per long rest.

Mount of Utility

At 5th level your mounts attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Also you can now cast your spells through your mount and your mount counts as a spellcasting focus for you. Your mounts armament spells are now cast at 3rd level. You can also choose 1 utility upgrade from the below table.

Utility upgrade

Upgrade Name

Description

Clambering claws/suction cups/ glue feet

Your mount gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, you do not fall off. The mount also gains a climbing speed equal to its walking speed.

Grappling hook

Your mount is able to fire a 60ft rope and grappling hook. The Mount can take an action to reel in the rope. Trying to pull a creature requires a grapple check.

Flare

You can create a source of light (60 bright+ 60dim) up to 120ft away. You can use this 5 times per long rest

Mini

Your mount shrinks to 2 inches in size and can be placed in a pocket. It is an action to unshrink it. While shrunk you can use the mount like a familiar. @1

Storage

Your mount can now store goods in an extra dimensional storage @2

Double saddle/sidecar/extra seat

Someone else can now mount your mount along with you. They cant control the mount however.

Afterburner

Lv9 option: flight mode required. Your flight speed increases to 100ft.

Loud Speakers

Lv 9 option You mount can cast [silence] at level 2. Once per long rest. The spell is centered on itself.

Scanners

You and your mount have blindsight to 60ft, while your mount is within 60ft of you. Any invisible creatures around you are visible to you and your mount.

@1 While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

@2 its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The Storage can hold up to 1000 pounds, not exceeding a volume of 100 cubic feet. Retrieving an item from the bag requires an action. Placing a bag of holding or similar item inside the extra-dimensional space created by the storage instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

 

 

Afterburner

Lv9 option: flight mode required. Your flight speed increases to 100ft.

 

Clambering claws/suction cups/ glue feet

Your mount gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, you do not fall off. The mount also gains a climbing speed equal to its walking speed.

Double saddle/sidecar/extra seat

Someone else can now mount your mount along with you. They cant control the mount however.

Flare

You can create a source of light (60 bright+ 60 dim) up to 120ft away. You can use this 5 times per long rest.

Grappling hook

Your mount is able to fire a 60ft rope and grappling hook. The Mount can take an action to reel in the rope. Trying to pull a creature requires a grapple check.

Loud Speakers

Lv 9 option Your mount can cast [silence] at level 2. Once per long rest. The spell is centered on itself.

Mini

Your mount shrinks to 2 inches in size and can be placed in a pocket. It is an action to unshrink it. While shrunk you can use the mount like a familiar.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

Scanners

You and your mount have blindsight to 60ft, while your mount is within 60ft of you. Any invisible creatures around you are visible to you and your mount.

Storage

Your mount can now store goods in an extra dimensional storage.

its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The Storage can hold up to 1000 pounds, not exceeding a volume of 100 cubic feet. Retrieving an item from the bag requires an action. Placing a bag of holding or similar item inside the extra-dimensional space created by the storage instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

New Upgrades

You can choose 1 additional upgrade from the movement, armament and utility tables. Your armament upgrade spells are now 4th level.

The cloak ability is now [greater invisibility].

Overdrive

As an action you can activate your mounts Overdrive function which gives you the following abilities.

  • Your mount's speed doubles for all types of movement but you can no longer take the dash action.
  • You now have access to all options in the armament upgrade table, they are now cast as level 5 spells. If you had expended your uses of the spells you gain them back, and casting the options does not expend a use.
  • You now have access to all options in the movement upgrade table.
  • You gain one option from the Release upgrade table. You can use this ability once per Overdrive mode.

At the End of your turn while in Overdrive mode roll 1d20 the success DC is 2. On a success the DC for next turn increase by 1, on the turn you activate your Release upgrade increase the DC by 2. On a failure your mount becomes Burned-out. While burned-out your mount is Paralyzed until the end of your next turn.

 Release Upgrade

Upgrade Name

Description

Lightning blast

Your mount can cast [lightning bolt] at level 5. Once per Overdrive

Cannon

You mount can cast [Fireball] at level 5. Once per Overdrive.

Poison Gas

You mount can cast [Cloud kill] at level 5. Once per Overdrive.

Ice Blast

You mount can cast [Cone of cold] at level 5. Once per Overdrive.

Explosive charge

You mount can cast [Erupting Earth] at level 5. Once per Overdrive.

Draining Force

You mount can cast [Blight] at level 5. Once per Overdrive.

Needle rain

You mount can cast [Conjure Volley] at level 5. Once per Overdrive.

Beam Saber

Your mount creates a sword of energy that cuts through the enemy. 

Your Mount can create a energy blade which extends in a 15ft line. All creatures within this line must make a Dexterity saving throw. On a fail they take 8d6 Radiant damage and half on a success. You can use this once per Overdrive.

 

Cannon

You mount can cast [Fireball] at level 5. Once per Overdrive.

Draining Force

Your mount can cast [Blight] at level 5. Once per Overdrive.

 

Explosive Charge

Your mount can cast [Erupting Earth] at level 5. Once per Overdrive.

Ice Blast

Your mount can cast [Cone of cold] at level 5. Once per Overdrive.

 

Lightning Blast

Your mount can cast [lightning bolt] at level 5. Once per Overdrive.

Needle Rain

Your mount can cast [Conjure Volley] at level 5. Once per Overdrive.

 

Poison Gas

Your mount can cast [Cloud kill] at level 5. Once per Overdrive.

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