Artificer
Base Class: Artificer

Wrights focus on the planning and build of all manner of conveyances and modes of transportation. Their fascination with all things mobile leads them to grander and grander plans for bigger and better ways of getting from one place to another - no matter which direction you're traveling. From carriage and coaches, ships and sailboats, to airships and subterranean drilling vessels. Wrights always have a grandiose plan for improving efficiency, and can't help but tinker with any sort of vehicle they encounter. Some even push the boundaries of planer travel. 

 

Their understanding of how motion works and vehicles operate allows them to travel at a higher rate than others. When traveling in a vehicle the pace is increased by 1/3.

 

 

Tool Proficiency

3rd-level Wright feature

You gain proficiency with land veficles. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Wright Spells

3rd-level Wright feature

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

Wright Spells
Artificer Level Spell

3rd

mage handmending

5th

levitate,[spell]arcane lock[/spell]

9th

catnapfly

13th

control water, private sanctum

17th

control winds, telekinesis

Arcane Conveyance

3rd-level Wright feature

Your study of all things mobile has lead you to create a personal conveyance that channels your magic into arcane propulsion . As an action, you can activate the arcane conveyance as long as you have tinker’s tools in hand.

You gain the following benefits while riding this conveyance :

  • Your movement rate is doubled. 
  • You can use the arcane conveyance as a spellcasting focus for your artificer spells.
  • The conveyance functions only for you and can’t be operated against your will. 
  • You can mount or dismount the conveyance as a bonus action.

The conveyance continues to be an Arcane Conveyance until you create another conveyance or you die.

Conveyance Model

3rd-level Wright feature

You can customize your Arcane Conveyance . When you do so, choose one of the following conveyance models: Trek or Patrol. The model you choose gives you special benefits while you ride it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the conveyance's model whenever you finish a short or long rest, provided you have tinker’s tools in hand.

Patrol

You design your conveyance to be in the front line of defense. It has the following features:

Kinetic Force.  Your armor’s propulsion can be used as a simple ranged weapon while you are in motion, and it deals 1d8 force damage when used as such (Dex save vs your spell DC) . A failed saving throw the target takes full damage and is knocked prone. On a save the target takes half damage and is not knocked prone. 

Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you dismount the conveyance. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Trek

You customize your conveyance for long distance travel. It has the following features:

Arcane Force Corridor. A gemlike node appears on a forward facing portion of your conveyance (your choice). When activated the gem emits a charged field of arcane energy enveloping you and your conveyance. The field is 5 feet wide and 20 feet long, and lasts for one round. The field acts similarly to the Dimension Door spell - you are propelled forward at incredible speeds traveling up to 300 feet in one general direction making limited course corrections. The arcane field creates a safe corridor around you protecting you and anything you encounter from harm - allowing you to press between the dimensional seams and arrive unharmed. Creatures are aware of your passing and you do generate an air vortex behind you that is not powerful enough to cause harm. You may take 1 creature of your size or smaller that is carrying up to its maximum carrying capacity. 

Powered Motion. Your traveling speed is increased 50%

Visual Field. Traveling at high speeds does not impose disadvantage or penalties on perception checks. 

Extra Attack

5th-level Wright feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Conveyance Modifications

9th-level Wright feature

You learn how to use your artificer infusions to specially modify your Arcane Conveyance. That conveyance systems now counts as separate items for the purposes of your Infuse Items feature: controls (hand controls), propulsion , seating, and the conveyance's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your conveyance model with the Conveyance Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Conveyance.

Perfected Conveyance

15th-level Wright feature

Your Arcane Conveyance gains additional benefits based on its model, as shown below.

Perfected Conveyance - Patrol

When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Perfected Conveyance - Trek

The agility of your conveyance increases and any creature attempting to attack you while mounted and moving has disadvantage on attack rolls against you. In addition, the distraction of trying to hit a quickly moving target causes the next attack roll against that creature to havee advantage, and if that attack hits, the target takes an extra 1d6 damage.

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