Base Class: Artificer
Often from the sea-fairing peoples of the western oceans, the best shipwrights, sailors and navigators all aim to become one of the few chosen to become astral navigators. These people sail the largest ocean stretches, feeling one with the sky and the sea, manipulating their craft like extensions of their bodies. Those same skills are taken on land impressing the varied peoples of the nations which interact with these people.
The original astral navigators were the reason for the wide-spread nature of the sea nomads today. Back in the Age of Heroes when humanity first started to experiment with the powers of the Magisphere, it was them who took the costal slave towns of the southern coasts and gave them freedom across the waves. Their powers intertwining with those of Thedasis allowing them to propel their gargantuan catamarans across the waters never before navigated. Some in legend gained even the power to control the elements themselves.
Tool Proficiency
3rd-level Astral Navigator feature
You gain proficiency with navigator's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Navigator Spells
3rd-level Astral Navigator feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Navigator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Navigator Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Astral Outrigger
3rd-level Astral Navigator feature
You've learned how to create an astral outrigger. Using woodcarver’s tools and the components listed on the selected outrigger you can take 8 hours to magically create a Large or Huge astral outrigger canoe in an unoccupied space on a horizontal surface, preferable on water, within 20 feet of you. A Large or Huge astral outrigger canoe occupies its space.
Once you create an outrigger, you can’t do so again until you finish a long rest. You can have only one outrigger at a time and can’t create one while your outrigger is present.
The outrigger is a magical construct. Regardless of size, the canoe has an Armor Class of 13 + its Dexterity modifier. It is immune to poison damage and psychic damage.
An astral outrigger has the six ability scores and corresponding modifiers. Its size and weight determines its Strength. Dexterity represents its handling and manoeuvrability. A vehicle’s Constitution reflects its durability and quality of construction. Astral outriggers usually have a score of 0 in Intelligence, Wisdom, and Charisma.
If an astral outrigger has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.
When you create the astral outrigger, you determine its appearance. You also decide which type it is, choosing from the options on the Astral Outriggers table. To utilise the canoe you must assume command at the helm, dependant on the type of vehicle selected there may also be other actions stations where action may be taken by other crew mates.
Astral Outriggers
The following vehicles follow the rules infernal war machine rules adapted to maritime operation.
Crest Skimmer
Large Vehicle (250 lb.)
Creature Capacity 2 Medium creatures
Cargo Capacity 150 lb.
Armor Class 18
Hit Points 45
Speed swim 100 ft.
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Prone Deficiency. If the Crest Skimmer falls prone, it can't right itself and is incapacitated until pulled upright.
Action Stations
Rudder (Requires 1 Crew). Drive and steer the Crest Skimmer.
Sail Rigger (Requires 1 Crew). Can use an action to perform a jibe on a DC 10 Dexterity check the Crest Skimmer will increase swim speed by 20ft, on failure movement will be halved until the start of the next turn.
Reactions
Tack. If the Crest Skimmer is able to move, the driver can use its reaction to grant the Crest Skimmer advantage on a Dexterity saving throw.
FarReacher Scout
Huge Vehicle (400 lb.)
Creature Capacity 3 Medium creatures
Cargo Capacity 250 lb.
Armor Class 16
Hit Points 65
Speed swim 80 ft.
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Prone Deficiency. If the Farreacher Scout falls prone, it can't right itself and is incapacitated until pulled upright.
Action Stations
Rudder (Requires 1 Crew). Drive and steer the Farreacher Scout.
Sail Rigger (Requires 1 Crew). Can use an action to perform a jibe on a DC 10 Dexterity check the Crest Skimmer will increase swim speed by 20ft, on failure movement will be halved until the start of the next turn.
Harpoon Gun (Requires 1 Crew). Ammunition: 10 harpoons. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 8 (1d8+5) piercing damage.
Reactions
Tack. If the Farreacher Scout is able to move, the driver can use its reaction to grant the Farreacher Scout advantage on a Dexterity saving throw.
Greathull Canoe
Huge Vehicle (500 lb.)
Creature Capacity 5 Medium creatures
Cargo Capacity 300 lb.
Armor Class 15
Hit Points 90
Speed swim 60 ft.
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Prone Deficiency. If the Greathull Canoe falls prone, it can't right itself and is incapacitated until pulled upright.
Action Stations
Rudder (Requires 1 Crew). Drive and steer the Greathull Canoe.
Sail Rigger (Requires 1 Crew). Can use an action to perform a jibe on a DC 10 Dexterity check the Crest Skimmer will increase swim speed by 20ft, on failure movement will be halved until the start of the next turn.
2 Harpoon Guns (Each Station Requires 1 Crew). Ammunition: 10 harpoons. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 8 (1d8+5) piercing damage.
Reactions
Tack. If the Greathull Canoe is able to move, the driver can use its reaction to grant the Greathull Canoe advantage on a Dexterity saving throw.
Voice of the Sky
5th-level Astral Navigator feature
You read the sky, winds and seas, now you have the power to channel some of their energy. You have a set of charges equal to your Intelligence modifier (a minimum of once), you can expend as an action to use:
- Voice of Thunder. Expend a charge to gain advantage in CHA intimidation checks for 10 minutes.
- Voice of Lightning. You can expend a charge to cast Moonbeam with the damage switched to lightning without using a spell slot.
- Voice of Tides. Expend a charge to cast Calm Emotions to settle down those around you without expending a spell slot.
Celestial Catamaran
9th-level Astral Navigator feature
You can select to build vehicles from a larger list. These new catamarans have:
- A fly speed allowing you to traverse the ocean faster. They can only fly while moving at a minimum speed per round and only while within a defined ground effect distance of water.
- While flying in stormy conditions you can chose to take advantage of the wind to travel faster if you pass a DC 15 Dexterity saving throw with the dexterity of the celestial catamaran. On a successful save you double movement speed, on failure the vehicle crashes into the water taking fall damage.
- An increased base AC of 14 + Dexterity modifier.
Celestial Catamarans
The following vehicles follow the rules infernal war machine rules adapted to maritime operation.
Hōkūleʻa Wayfinder
Huge Vehicle (600 lb.)
Creature Capacity 6 Medium creatures
Cargo Capacity 450 lb.
Armor Class 16
Hit Points 45
Ground Effect 20 ft.
Speed fly 140 ft. swim 60 ft.
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Prone Deficiency. If the Hōkūleʻa Wayfinder falls prone, it can't right itself and is incapacitated until pulled upright.
Take Off. If the Hōkūleʻa Wayfinder moves at least 30 ft in a single turn and the Rudder and Sail Rigger are fully crewed, a Sail Rigger can take an action on their turn to take off and begin to fly. The Hōkūleʻa Wayfinder must maintain a minimum movement of 30ft each turn to keep flying, else the Hōkūleʻa Wayfinder will fall prone.
Land. If the Hōkūleʻa Wayfinder moves at least 40 ft in a single turn and the Rudder and Sail Rigger are fully crewed, a Sail Rigger can take an action on their turn to land the Hōkūleʻa Wayfinder.
Action Stations
Rudder (Requires 1 Crew). Drive and steer the Hōkūleʻa Wayfinder.
Sail Rigger (Requires 2 Crew). Can use an action to perform a jibe on a DC 10 Dexterity check the Hōkūleʻa Wayfinder will increase swim speed by 20ft, on failure movement will be halved until the start of the next turn.
Harpoon Gun (Requires 1 Crew). Ammunition: 10 harpoons. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 8 (1d8+5) piercing damage.
Elemental Compass (Requires 1 Crew). Expend a Level 1 spell slot to cast Absorb Elements as a reaction. The added damage can be added either to ramming with the Hōkūleʻa Wayfinder or to the Harpoon Gun.
Reactions
Tack. If the Hōkūleʻa Wayfinder is able to move, the driver can use its reaction to grant the Hōkūleʻa Wayfinder advantage on a Dexterity saving throw.
Ride the Storm. If the Hōkūleʻa Wayfinder is able to move, the driver can use its reaction ride the storm on a successful DC 15 Dexterity check using the Hōkūleʻa Wayfinder's Dexterity, on a success the movement speed of the Hōkūleʻa Wayfinder doubles for the next turn, else the Hōkūleʻa Wayfinder falls prone.
Starlead Wanderer
Gargantuan Vehicle (1200 lb.)
Creature Capacity 10 Medium creatures
Cargo Capacity 600 lb.
Armor Class 16
Hit Points 65
Ground Effect 30 ft.
Speed fly 120 ft. swim 55 ft.
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Prone Deficiency. If the Starlead Wanderer falls prone, it can't right itself and is incapacitated until pulled upright.
Take Off. If the Starlead Wanderer moves at least 40 ft in a single turn and the Rudder and Sail Rigger are fully crewed, a Sail Rigger can take an action on their turn to take off and begin to fly. The Starlead Wanderer must maintain a minimum movement of 30ft each turn to keep flying, else the Starlead Wanderer will fall prone.
Land. If the Starlead Wanderer moves at least 50 ft in a single turn and the Rudder and Sail Rigger are fully crewed, a Sail Rigger can take an action on their turn to land the Starlead Wanderer.
Action Stations
Rudder (Requires 1 Crew). Drive and steer the Starlead Wanderer.
Sail Rigger (Requires 2 Crew). Can use an action to perform a jibe on a DC 10 Dexterity check the Starlead Wanderer will increase swim speed by 20ft, on failure movement will be halved until the start of the next turn.
Harpoon Gun (Requires 2 Crew). Ammunition: 10 harpoons. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 8 (1d8+5) piercing damage.
Elemental Compass (Requires 1 Crew). Expend a Level 1 spell slot to cast Absorb Elements as a reaction. The added damage can be added either to ramming with the Starlead Wanderer or to the Harpoon Gun. Expend a Level 3 spell slot to cast Call Lightning as an action. If a concentration spell is used it will fade if the elemental compass is used for another action but can be controlled by the caster.
Reactions
Tack. If the Starlead Wanderer is able to move, the driver can use its reaction to grant the Starlead Wanderer advantage on a Dexterity saving throw.
Ride the Storm. If the Starlead Wanderer is able to move, the driver can use its reaction ride the storm on a successful DC 15 Dexterity check using the Starlead Wanderer's Dexterity, on a success the movement speed of the Starlead Wanderer doubles for the next turn, else the Starlead Wanderer falls prone.
Claw of Thedasis
Gargantuan Vehicle (2000 lb.)
Creature Capacity 15 Medium creatures
Cargo Capacity 1000 lb.
Armor Class 15
Hit Points 90
Ground Effect 40 ft.
Speed fly 100 ft. swim 50 ft.
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Prone Deficiency. If the Claw of Thedasis falls prone, it can't right itself and is incapacitated until pulled upright.
Take Off. If the Claw of Thedasis moves at least 50 ft in a single turn and the Rudder and Sail Rigger are fully crewed, a Sail Rigger can take an action on their turn to take off and begin to fly. The Claw of Thedasis must maintain a minimum movement of 30ft each turn to keep flying, else the Claw of Thedasis will fall prone.
Land. If the Claw of Thedasis moves at least 60 ft in a single turn and the Rudder and Sail Rigger are fully crewed, a Sail Rigger can take an action on their turn to land the Claw of Thedasis.
Action Stations
Rudder (Requires 1 Crew). Drive and steer the Claw of Thedasis.
Sail Rigger (Requires 2 Crew). Can use an action to perform a jibe on a DC 10 Dexterity check the Claw of Thedasis will increase swim speed by 20ft, on failure movement will be halved until the start of the next turn.
2 Harpoon Guns (Each Station Requires 1 Crew). Ammunition: 10 harpoons. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 8 (1d8+5) piercing damage.
Elemental Compass (Requires 1 Crew). Expend a Level 1 spell slot to cast Absorb Elements as a reaction. The added damage can be added either to ramming with the Claw of Thedasis or to the Harpoon Gun. Expend a Level 3 spell slot to cast Call Lightning as an action. Expend a Level 4 spell slot to cast Storm Sphere as an action. If a concentration spell is used it will fade if the elemental compass is used for another action but can be controlled by the caster.
Sky Chart (Requires 1 Crew). Expend a Level 5 spell slot to cast Commune with Nature with an increased radius of 10 miles.
Reactions
Tack. If the Claw of Thedasis is able to move, the driver can use its reaction to grant the Claw of Thedasis advantage on a Dexterity saving throw.
Ride the Storm. If the Claw of Thedasis is able to move, the driver can use its reaction ride the storm on a successful DC 15 Dexterity check using the Claw of Thedasis' Dexterity, on a success the movement speed of the Claw of Thedasis doubles for the next turn, else the Claw of Thedasis falls prone.
Wind Charmer
15th-level Astral Navigator feature
You’re a master at listening to the sea winds and understanding their whispers:
- Ranged attack roles against you and your allies are rolled at disadvantage while on your vehicle, if the vehicle is in motion. The winds seems to keep all but the most expertly aimed projectile from striking true.
- Once, each day, you are able to speak to the winds and cast Control Weather.
Previous Versions
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9/12/2021 9:55:21 PM
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9/14/2021 10:15:43 PM
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9/14/2021 10:17:23 PM
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9/14/2021 10:18:30 PM
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