Base Class: Artificer
When defences are strong and an army cannot break the fortress wall they call in an operator. A master of mechanics and transportation the operator controls a vehicle specially crafted to suit the operator's needs and style.
Operator Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Operator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Operator Spells
| Spell Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
License
You have proficiency in driving vehicles and making complex manoeuvres with them such as moving through difficult terrain. Your DM will decide what constitutes a complex manoeuvre and the DC. You use your intelligence to drive.
Hull Module
Starting at 3rd level, you get to build your own vehicle. The vehicle can only be controlled when you're inside it and driving otherwise it will blindly follow you or stay in one place. Your vehicle is bound to you and you can magically summon it from anywhere where it's been parked. as long as it has the proper way of arriving at your location (a vehicle that can't fly cannot come to you while you're in the air), however, it will immediately be summoned to your location if you leave the plane of existence you're on. You cannot cast spells while operating it, and while inside, if the vehicle's AC is higher than yours you use the vehicle's AC instead. The parameters of this vehicle will be chosen from the options below and as you increase in level. The first choice is the hull or body this will decide the size, speed and health of your vehicle. Select one of the three choices. You may alter one feature of your vehicle per long rest.
Large Hull
AC 19, Speed 20ft, HP: 1d20 + intelligence modifier per level, Carrying Capicity: 50 x intelligence score or 15 people.
Medium Hull
AC: 15, Speed: 60ft, HP: 1d12 + intelligence modifier per level, Carrying Capacity: 20 x intelligence score or 6 people.
Small Hull
AC: 9, Speed: 90 ft, HP: 1d6 + intelligence modifier per level, Carrying Capacity: 10 x intelligence score or two people.
Transportation Module
Here you can select one of the three options below to decide how your vehicle moves around.
Legs
You can choose the number, size and shape(spider-like, dog-like, human-like) of the legs on your vehicle. You gain a jump or climbing speed of 20 feet.
Treads
Tank-like treads give your vehicle the ability to ignore difficult terrain.
Wheels
Wheels give your vehicle a +10 ft movement speed buff.
Weapon Module
No vehicle would be complete without some weapons to aid on the battlefield. While operating your vehicle you can use your action to activate a weapon module and can only use 1 weapon module per action. You can choose 1 weapon module from the list at 3rd level, 9th level and 13th level. If a weapon module has a prerequisite you must meet that prerequisite before taking that module.
Boom Barrel Dispenser
Places an explosive barrel on the ground within 5ft of your vehicle that is visible to everyone. The barrel has an explosive range of 5 ft and deals 6d6 fire damage to those that fail a dexterity saving throw(DC 15). On a success, only half of the damage is taken. The barrel can be triggered remotely by using your reaction or be triggered by a successful attack against it(AC 2). You can place an amount of barrels equal to twice your Intelligence modifier. All used barrels are refilled at the end of a long rest.
Falconet
Make a ranged spell attack, a large projectile is fired at a target dealing 2d8 bludgeoning damage within a range of 150ft.
Flame Thrower
A large 15ft-cone of fire spews forth from your machine dealing 2d8 fire damage to those that fail a dexterity save of your spell save DC and half as much on a successful one.
Gatling Gun
Make a ranged attack with your intelligence modifier with advantage. On a hit within an effective range of 180ft, the target takes 2d4 piercing damage. At higher levels, you can make another attack with this weapon at 5th and 13th levels.
Harpoon
Make a ranged spell attack against a target within a range of 100ft. On a successful hit, the target takes 4d6 piercing damage and the target must make a Strength saving throw against your spell save DC. On a failure, the target cannot move farther than the length of the harpoon from your vehicle when it was fired. If the target moves closer they cannot move past the new length of the harpoon. The target can use its action to try and break the harpoon and is stuck until it successfully breaks free. You cannot use this weapon until the harpoon is broken or you intentionally release the target. At 13th level you have two harpoons at your disposal if fired into the same target the creature has disadvantage.
Missile Barrage
Prerequisite 5th Level
Your vehicle unleashes a barrage of magic missiles that strikes every creature in a 30 ft radius around your vehicle. Every creature must make a dexterity saving throw or take 3d8 bludgeoning damage or half as much on a success.
Shield Projector
Upon activating this module all allies including yourself within 5 ft of the vehicle gain a +5 bonus to their AC until the start of your next turn.
Shredder
Prerequisite Small Hull
A mixed contraption of knives, blades and slicing devices that act within melee range. Make a ranged spell attack, on a hit the target takes 2d12 slashing damage.
Spell Focus
Prerequisite 5th level
This module allows you to cast spells while on your vehicle.
Yamato Cannon
Prerequisite 5th level and large hull
A large powerful magical cannon that draws power directly from your vehicle's power core. Firing this cannon recoils and shakes the entire vehicle and ground around it. It fires a large concentrated ball of magical energy. It has an effective range of 300ft and forces every creature within a 40ft radius must make a dexterity saving throw. On a failed save, the creature takes 10d6 force damage or half as much on a successful one. This attack has the siege property. You can only fire twice and all expended uses of this ability are regained upon a long rest.
Enhanced Hull Module
At 5th level, your vehicle gains thicker armour and better protective technology. While driving, when an enemy successfully lands an attack on you it damages your vehicle instead. Once your vehicle reaches half of its total health, this protection is gone and you will be damaged by attacks as normal.
Enhanced Movement Module
At 9th level, you can upgrade your vehicle with one of the advanced movement options. You can change your option by using up your long rest to alter your vehicle instead of resting and regain health and spell slots.
Blimp
You gain a flying speed equal to half of your movement speed.
Drill
You gain a burrowing speed equal to your movement speed.
Nitro Boosters
Increase your movement by 10ft. You gain an ability to increase your movement by another 20ft for 1 minute once per long rest.
S.C.U.B.A
Your vehicle gains a swimming speed equal to its land movement as well as being able to go underwater for an amount of time proportional to your hull size. Small - 2 hours, Medium - 4 hours, Large - 8 hours.
Enhanced Weapons Module
At 15th level, you can fire two weapon modules using one action. Also, all weapon damage now counts as magical for the purposes of overcoming resistances.
Comments