During the Last War, operators were assigned missions on many terrains related to surveillance, reconnaissance, espionage, subterfuge, troop deployment, and other similar operations with the aid of their personally crafted vehicles, the Iron Clunkers. While not as well-known as their more active counterparts the Artillerist and the Battle Smith, top grade Operators were key figures due to their tactical potential.
On the other hand, a band of rogue goblins from the Izzet League have been terrorizing the populace as they try out their wicked, high-speed motorbikes across the streets of Ravnica. Their crimes range from shredding market stalls, drilling through buildings and brushing past active legionnaires while firing paint pellets at each other in some bizarre game.
Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
Proficiencies. You gain proficiency with carpenter’s tools and smith’s tools, assuming you don’t already have them. You also gain carpenter’s tools and smith’s tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization. Crafting. If you craft an item in the vehicle category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Vehicular Steering You gain proficiency at handling vehicles of all kinds and have advantage when rolling a skill check to maintain control of any vehicle you are piloting.
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 Artificer Level Spell 3rd Armor of Agathys, Shield 5th Pass without Trace, Invisibility 9th Haste, Nondetection 13th Fire Shield, Greater Invisibility 17th Teleportation Circle, Mislead
Iron Clunker By 3rd level, the tinkering in your free time has allowed you to craft your own personalized vehicle, the Iron Clunker. This metallic vehicle may have any shape, form or design of your choice. See this vehicle’s game statistics in the iron clunker stat block.
The Iron Clunker is a vehicle, as such it requires a pilot’s actions in order to function. On the mounted pilot’s turn, the pilot can use his action to take control of the Iron Clunker and have it move. Additionally, the pilot as well as any other passengers within the vehicle’s cockpit, can use their bonus action or reaction to pull any of the levers within the Iron Clunker. The Iron Clunker does not take any other actions unless otherwise specified.
The pilot may use the Iron Clunker as a spellcasting focus, furthermore should the pilot cast a spell with a range of self or touch, he may cast it on the iron clunker instead. In such case, all creatures within the iron clunker also come under the same spell until they exit the iron clunker.
While within an active iron clunker, creatures within do not take any damage from sources outside it. However, if its hit points are reduced to zero any leftover damage is shared by all creatures within it.
If the mending spell is cast on it, it regains 2d6 hit points. If it has been destroyed, at the end of a long rest, you can repair a damaged Iron Clunker or create a new Iron Clunker if you have your Smith’s Tools with you. If you already have an Iron Clunker from this feature, the first one will be dismantled to create the new one.
Iron Clunker (Car) Large Vehicle (15 ft. by 25 ft.) Creature Capacity 1 crew, 8 passengers Cargo Capacity 5 tons Travel Pace 60 miles per hour, (1440 miles per day) STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 15 (+2) 0 (+0) 0 (+0) 0 (+0) Damage Immunities Poison, Psychic Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, Unconscious Armor Class 18 (natural armor) Hit Points equal to five times your level in this class + your Intelligence modifier Attachment Limit Proficiency Bonus minus 1 ACTIONS On the pilot’s turn, the pilot can use his bonus action in order to have the Iron Clunker take 2 actions of its own. Move. The iron clunker moves up to its speed in any direction. (Base Speed 30 ft.) Open/Close. The doors of the iron clunker open or close.
Developed Attachments When you gain this feature, pick three attachments to develop, choosing from the “Iron Clunker Attachments” section at the end of the subclass’s description. You develop additional attachments of your choice when you reach 6th (5) and 14th (7) levels. Whenever you gain a level in this class, you can scrap one of your developed attachments and replace it with a new one.
At the end of a long rest, you can add attachments onto an iron clunker up to its current attachment limit which is equal to the Proficiency Bonus of the Iron Clunker’s creator minus one.
Specialized Design At 6th level, your experiments have borne fruit and you can now create Iron Clunkers of Medium or Huge size. See the vehicles’ game statistics in the iron clunker stat block.
Iron Clunker (Motorcycle) Medium Vehicle (5 ft. by 10 ft.) Creature Capacity 1 crew, 1 passenger Cargo Capacity 500 pounds Travel Pace 75 miles per hour, (1800 miles per day) STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 14 (+2) 0 (+0) 0 (+0) 0 (+0) Damage Immunities Poison, Psychic Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, Unconscious Armor Class 14 (natural armor) Hit Points equal to five times your level in this class + your Intelligence modifier Attachment Limit Proficiency Bonus minus 1 ACTIONS On the pilot’s turn, the pilot can use his bonus action in order to have the Iron Clunker take 2 actions of its own. Move. The iron clunker moves up to its speed in any direction. (Base Speed 60 ft.) Open/Close. The doors of the iron clunker open or close.
Iron Clunker (Tank, Truck) Huge Vehicle (25 ft. by 50 ft.) Creature Capacity 3 crew, 38 passengers Cargo Capacity 30 tons Travel Pace 45 miles per hour, (1080 miles per day) STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 18 (+4) 0 (+0) 0 (+0) 0 (+0) Damage Immunities Poison, Psychic Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, Unconscious Armor Class 22 (natural armor) Hit Points equal to five times your level in this class + your Intelligence modifier Attachment Limit Proficiency Bonus minus 1 ACTIONS On the pilot’s turn, the pilot can use his bonus action in order to have the Iron Clunker take 2 actions of its own. Should additional crew be within the vehicle, they can also use their bonus action to have the Iron Clunker take 1 action on each of their turns. Move. The iron clunker moves up to its speed in any direction. (Base Speed 15 ft.) Open/Close. The doors of the iron clunker open or close.
Remote Control At 14th level, your efforts in adapting to all situations have culminated in a rudimentary remote which you can use to manipulate your Iron Clunker. • As long as the Iron Clunker remains within the same reality as you and you are holding the controller, you can use your concentration to link your mind with the vehicle. While in this state, your senses will simulate the interior of the vehicle and allow you to control it as if you were within it. If you lose concentration, the link is severed and you must take a short rest before using this feature again. • If you are holding the remote, you can still use your vehicle as a spellcasting focus, but only to cast self or touch spells targeting the vehicle itself.
Attachments:
3rd Level Attachment List
Metal Plating: the equipped iron clunker gains resistance to bludgeoning, slashing and piercing damage. Barrier: the equipped iron clunker gains 2 temporary hit points whenever it takes an action. Spotlight: as an action, illuminate an area of 20-foot radius within 120 feet of the iron clunker in bright light and an additional 20-foot radius in dim light. Creatures within the illuminated area gain disadvantage on stealth checks and cannot use the hide action while under the spotlight. Creatures hiding within the area of the spotlight at the time the light illuminates the area are immediately revealed. Alarm: as an action, trigger an alarm that spreads a sonorous loud noise that can be heard up to 300 feet away. Camouflage: other creatures have disadvantage on perception checks made to see or perceive the iron clunker, unless they know the vehicle’s general location.
6th Level Attachment List
Amphibious Augment: the equipped iron clunker gains a swimming speed equal to its walking speed. Furthermore, the vehicle a limited supply of oxygen which lasts for one hour underwater. Hiking Augment: the equipped iron clunker gains a climbing speed equal to its walking speed and can ignore non-magical difficult terrain. Burrowing Augment: the equipped iron clunker gains a burrowing speed equal to its walking speed and can take the following action. • Drill. Immediately after taking the move action, the vehicle can use an action to make a weapon attack with the drill. If you hit, you deal 3d4 piercing damage. Bladed Wheels: the equipped iron clunker gains the following feature: • Bladed Dash. Immediately after moving within 5ft of a creature, they must make a Dexterity Saving Throw (14). If failed, they take 2d4 Slashing damage. If successful, they take none. Regardless, the creature willingly moves 5 ft. away from the vehicle. This movement does not provoke an attack of opportunity. This is considered part of the move action and can be used once per creature while moving. Precision Pincers: the equipped iron clunker can pick up objects and creatures with its pincers. If attempting to pick an unwilling creature, you may take the Grapple Action using the vehicle’s statistics to determine the result. Additionally, the vehicle may take the following action. • Crush. While holding an object or creature, you may take this action to deal 4d6 bludgeoning damage to the creature. Objects take twice as much damage.
14th Level Attachment List
High-Tuned Sensors: the equipped iron clunker can detect creatures in the vicinity using its specialized sensors and relay their locations within a map within. The map does not show what each creature is, but does show the general location of invisible or hidden creatures. Environmental Control: creatures within the iron clunker are immune to damage or conditions applied by heat, cold, poison, liquids or gases outside the vehicle. Aerial Augment: the equipped iron clunker gains a flying speed relative to their size: medium 20 ft. large 10 ft. huge 5 ft. Nightvision: creatures within the iron clunker can see in dim light within 120 feet of the vehicle as if it were bright light, and in darkness as if it were dim light. Everything seems colored in a green film while this attachment is equipped. Overclocked Engine: the equipped iron clunker can move twice the normal distance with each use of the Move action. Compact Module: as an action requiring 1 minute of concentration, the operator may compact the equipped iron clunker into a tiny box. During this process, all items and creatures within the vehicle will be thrown out of the vehicle. While compacted, the iron clunker weighs 10 pounds. The operator may use an action to place the box on the floor and have it expand into the iron clunker, so long as there is enough space for it to do so.
AUTHOR NOTES:
Due to the size of Huge Iron Clunkers being 25 x 50 in order to accommodate a small army within, it is highly recommended to use theatre of the mind when handling this specific vehicle. As reference of the actual size of the vehicles if placed beside a character the following images are provided as examples. Please discuss with your DM if you wish to alter the shape of the vehicle, though it must be able to at minimum hold the specified number of crew and passengers.
TO DO LIST:
• MUST: Find a better name for the vehicle. (Alloy, Iron) | (Jalopy, Wreck, Clunker, Wheeler, Streamer) • Consider options to replace the Haste spell from the Operator spell list. • Add additional attachment and/or revise current attachments. • Consider adding addional actions that the vehicle can take without the use of attachments. • Consider attachments limited to specific size of vehicles. • Implement some use for spell slots for the vehicle, other than fuel. • Experiment with the multiple crew seats of the huge vehicle to determine if this feature should be nerfed/buffed. Currently allows a huge vehicle up to four actions per round if all seats are taken. No effect on large or medium vehicles. • Doubt: Simplify archetype rather than complicate it further…? • Doubt: While archetype provides mobility and utility to the party as a whole, it does little to improve the Artificer itself.
CHANGELOG: V. 0.03 • Added Vehicular Steering feature. • Changed the Cargo Capacity of the medium sized Iron Clunker to pounds. • Added Rejected Ideas section. • Added an introduction of the subclass into the Ravnica campaign. • Added size restriction to Aerial Augment to make it more useful to smaller vehicles and less for larger ones. • Added Compact Module attachment. V. 0.02 • Replaced spells from the Operator Spell List: Stone Skin with Greater Invisibility, Far Step with Teleportation Circle. • Reworked and added missing details from the vehicle stat block. Changed some values such as the number of passengers. • Added new attachments and reworked some of the previous ones to be a bit more balanced. Determined level requirements for each attachment and organized in said order. • Renamed movement-type enhancements as augments. • Changed format to better suit paste into DnD Beyond forums. (did not work) • Added Author’s Notes, To do List & Changelog.
V. 0.01 • Created the basic frame for the archetype: • Tools: Carpenter’s Tools & Smith’s Tools • Determined base features of the archetype. • Spell List: emphasis on spells that can be used on the vehicle as per feature. • Created preliminary stat block for the vehicle and its two size variants using the information provided in the Unearthed Arcana: Of Ships and the Sea and the Infernal Vehicles presented in the talks about the storyline The Descent as inspiration. • Wrote some prototype attachments to be modified at a later date. • Posted on DnD Forums.
V. 0.00 • Decided to create an archetype based on Vehicles for the Artificer. • Chose the name Operator for the archetype. • Ultimately chose Iron Clunker as the placeholder name of the vehicle. • Wrote how the archetype might be related to a D&D world, particularly Eberron.
Rejected Ideas: Carrier / Cargo Hold: attachment that increases inventory space of the vehicle, allowing to carry more tons of items. Usually useless since vehicles already have a very large storage capacity. Talking vehicle / Artificial Intelligence: feature in which the vehicle would become able to talk through its speakers and take actions on its own. Dips into the archetype of the Archivist with the use of artificial intelligence. Communication attachment: attachment to allow to communicate with other com. devices and/or bases. Dips into the Archivist’s skills due to it allowing its infused items to be used in the same manner. Cannon attachments: allows crew to use their action within the vehicle to attack using side cannons. Dips into the Artillerist’s gimmick through the use of long range attacks. Heat and Cold adaptation attachments: reduce difficulty in surviving hot and cold environments. Replaceable with Fire Shield spell and replaced with the general purpose Environmental Control Attachment. Fuel by spell slots: activate the vehicle using spell slots which give enough energy to operate the vehicle for a limited time in accord to the level of the spell slot consumed. Would eat through the very limited supply of spell slots of the Artificer as well as over complicate an otherwise simple feature. Better suppose the player purchases fuel or is otherwise capable of igniting the engine simply with his bonus action.
Far step is from Xanathar's Guide to Everything; when homebrewing subclass spell lists, try to keep your spell selections within the Basic Rules and Player's Handbook, otherwise anyone wanting to use your homebrew has one more book to get in order to use it.
Invisibility, haste, and stoneskin are already baseline artificer spells. At least replace stoneskin with greater invisibility; I don't have any replacement suggestions for invisibility and haste yet.
Far step is from Xanathar's Guide to Everything; when homebrewing subclass spell lists, try to keep your spell selections within the Basic Rules and Player's Handbook, otherwise anyone wanting to use your homebrew has one more book to get in order to use it.
Invisibility, haste, and stoneskin are already baseline artificer spells. At least replace stoneskin with greater invisibility; I don't have any replacement suggestions for invisibility and haste yet.
Overall, this looks like a fun concept.
True that about far step. However the only other thematic 5th grade spell is Tree Stride which while being from the Basic Rules is a bit too natural, no? Or would it fit to have a say motorcycle dash into a tree and appear in a different tree going in the opposite direction? Actually... that's not half bad.
I didn't want to double down on invisibility and having the first one at all times is just so keen to the theme I picked it without checking the spell list. Might have to include both if no alternative is found.
Haste is a must, as it's key to getting the player to actually feel he does many things in his turn. After all, the player CAN use it on the vehicle itself.
Must say though, I was originally going to make hot and cold environment attachments when I happened upon the Fire Shield spell. Didn't even know it existed. Might still add some Environmental Control attachment since the spell only lasts 10 minutes...
Far step is from Xanathar's Guide to Everything; when homebrewing subclass spell lists, try to keep your spell selections within the Basic Rules and Player's Handbook, otherwise anyone wanting to use your homebrew has one more book to get in order to use it.
Invisibility, haste, and stoneskin are already baseline artificer spells. At least replace stoneskin with greater invisibility; I don't have any replacement suggestions for invisibility and haste yet.
Overall, this looks like a fun concept.
True that about far step. However the only other thematic 5th grade spell is Tree Stride which while being from the Basic Rules is a bit too natural, no? Or would it fit to have a say motorcycle dash into a tree and appear in a different tree going in the opposite direction? Actually... that's not half bad.
I didn't want to double down on invisibility and having the first one at all times is just so keen to the theme I picked it without checking the spell list. Might have to include both if no alternative is found.
Haste is a must, as it's key to getting the player to actually feel he does many things in his turn. After all, the player CAN use it on the vehicle itself.
Must say though, I was originally going to make hot and cold environment attachments when I happened upon the Fire Shield spell. Didn't even know it existed. Might still add some Environmental Control attachment since the spell only lasts 10 minutes...
Any opinions/ideas regarding the vehicle itself?
Teleportation circle perhaps? Though the spell itself says the circle must be drawn on the ground, it seems thematically appropriate to allow it to be drawn on a flat vertical surface, say the wall of a garage or storage bunker, and just drive thru it.
If invisibility and haste really are thematically appropriate for the lore of the class, go ahead and leave them in. But still keep an eye out for other spells to replace them with that aren't baseline artificer spells already. Also, don't feel awkward about doubling down on invisibility and greater invisibility, it makes sense that as you gain experience you would figure out a better way to be invisible.
I don't feel confident enough in my knowledge of how mounts work in D&D to offer any suggestions. Although...do you think the car could eventually learn to speak? Like the car in "Knight Rider"? There, some food for thought ;)
Far step is from Xanathar's Guide to Everything; when homebrewing subclass spell lists, try to keep your spell selections within the Basic Rules and Player's Handbook, otherwise anyone wanting to use your homebrew has one more book to get in order to use it.
Invisibility, haste, and stoneskin are already baseline artificer spells. At least replace stoneskin with greater invisibility; I don't have any replacement suggestions for invisibility and haste yet.
Overall, this looks like a fun concept.
True that about far step. However the only other thematic 5th grade spell is Tree Stride which while being from the Basic Rules is a bit too natural, no? Or would it fit to have a say motorcycle dash into a tree and appear in a different tree going in the opposite direction? Actually... that's not half bad.
I didn't want to double down on invisibility and having the first one at all times is just so keen to the theme I picked it without checking the spell list. Might have to include both if no alternative is found.
Haste is a must, as it's key to getting the player to actually feel he does many things in his turn. After all, the player CAN use it on the vehicle itself.
Must say though, I was originally going to make hot and cold environment attachments when I happened upon the Fire Shield spell. Didn't even know it existed. Might still add some Environmental Control attachment since the spell only lasts 10 minutes...
Any opinions/ideas regarding the vehicle itself?
Teleportation circle perhaps? Though the spell itself says the circle must be drawn on the ground, it seems thematically appropriate to allow it to be drawn on a flat vertical surface, say the wall of a garage or storage bunker, and just drive thru it.
If invisibility and haste really are thematically appropriate for the lore of the class, go ahead and leave them in. But still keep an eye out for other spells to replace them with that aren't baseline artificer spells already. Also, don't feel awkward about doubling down on invisibility and greater invisibility, it makes sense that as you gain experience you would figure out a better way to be invisible.
I don't feel confident enough in my knowledge of how mounts work in D&D to offer any suggestions. Although...do you think the car could eventually learn to speak? Like the car in "Knight Rider"? There, some food for thought ;)
I considered it, but ultimately thought it would infringe in the Artificial Intelligence theme of the Archivist. Hence the Remote Control feature.
Split between Tree Stride and Teleportation Circle... may have to choose the later for thematic purposes. (Military Bunker quick escape)
Ps- there was a UA on december about vehicles (ships specifically) which I based the vehicle on. You can see said ships in the same tab as you see creatures on your character.
The main differences are that those are all Gargantuan, they are all ships, they have 3 actions per turn, and their Hit points and ac are a nightmare in actual combat to keep track of because each part of the ship has it's own stat block...
Alternatively, the new devil book they keep talking about has some devil cars with similar mechanics.
I would love to play this, although i feel that this would be an oddly specialized subclass. unlike the artillerist, the operator has a limit on what it can fit in some spaces, the artillerist has two very maneuverable cannons. the operator is also very item focused and not very class focused, which might be what you're going for and that is kind of the flavor of the artificer but it's nice
Operator V. 0.03
During the Last War, operators were assigned missions on many terrains related to surveillance, reconnaissance, espionage, subterfuge, troop deployment, and other similar operations with the aid of their personally crafted vehicles, the Iron Clunkers. While not as well-known as their more active counterparts the Artillerist and the Battle Smith, top grade Operators were key figures due to their tactical potential.
On the other hand, a band of rogue goblins from the Izzet League have been terrorizing the populace as they try out their wicked, high-speed motorbikes across the streets of Ravnica. Their crimes range from shredding market stalls, drilling through buildings and brushing past active legionnaires while firing paint pellets at each other in some bizarre game.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
Proficiencies. You gain proficiency with carpenter’s tools and smith’s tools, assuming you don’t already have them. You also gain carpenter’s tools and smith’s tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
Crafting. If you craft an item in the vehicle category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Vehicular Steering
You gain proficiency at handling vehicles of all kinds and have advantage when rolling a skill check to maintain control of any vehicle you are piloting.
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
Artificer Level Spell
3rd Armor of Agathys, Shield
5th Pass without Trace, Invisibility
9th Haste, Nondetection
13th Fire Shield, Greater Invisibility
17th Teleportation Circle, Mislead
Iron Clunker
By 3rd level, the tinkering in your free time has allowed you to craft your own personalized vehicle, the Iron Clunker. This metallic vehicle may have any shape, form or design of your choice. See this vehicle’s game statistics in the iron clunker stat block.
The Iron Clunker is a vehicle, as such it requires a pilot’s actions in order to function. On the mounted pilot’s turn, the pilot can use his action to take control of the Iron Clunker and have it move. Additionally, the pilot as well as any other passengers within the vehicle’s cockpit, can use their bonus action or reaction to pull any of the levers within the Iron Clunker. The Iron Clunker does not take any other actions unless otherwise specified.
The pilot may use the Iron Clunker as a spellcasting focus, furthermore should the pilot cast a spell with a range of self or touch, he may cast it on the iron clunker instead. In such case, all creatures within the iron clunker also come under the same spell until they exit the iron clunker.
While within an active iron clunker, creatures within do not take any damage from sources outside it. However, if its hit points are reduced to zero any leftover damage is shared by all creatures within it.
If the mending spell is cast on it, it regains 2d6 hit points. If it has been destroyed, at the end of a long rest, you can repair a damaged Iron Clunker or create a new Iron Clunker if you have your Smith’s Tools with you. If you already have an Iron Clunker from this feature, the first one will be dismantled to create the new one.
Iron Clunker (Car)
Large Vehicle (15 ft. by 25 ft.)
Creature Capacity 1 crew, 8 passengers
Cargo Capacity 5 tons
Travel Pace 60 miles per hour, (1440 miles per day)
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 0 (+0) 0 (+0) 0 (+0)
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Armor Class 18 (natural armor)
Hit Points equal to five times your level in this class + your Intelligence modifier
Attachment Limit Proficiency Bonus minus 1
ACTIONS
On the pilot’s turn, the pilot can use his bonus action in order to have the Iron Clunker take 2 actions of its own.
Move. The iron clunker moves up to its speed in any direction. (Base Speed 30 ft.)
Open/Close. The doors of the iron clunker open or close.
Developed Attachments
When you gain this feature, pick three attachments to develop, choosing from the “Iron Clunker Attachments” section at the end of the subclass’s description. You develop additional attachments of your choice when you reach 6th (5) and 14th (7) levels. Whenever you gain a level in this class, you can scrap one of your developed attachments and replace it with a new one.
At the end of a long rest, you can add attachments onto an iron clunker up to its current attachment limit which is equal to the Proficiency Bonus of the Iron Clunker’s creator minus one.
Specialized Design
At 6th level, your experiments have borne fruit and you can now create Iron Clunkers of Medium or Huge size. See the vehicles’ game statistics in the iron clunker stat block.
Iron Clunker (Motorcycle)
Medium Vehicle (5 ft. by 10 ft.)
Creature Capacity 1 crew, 1 passenger
Cargo Capacity 500 pounds
Travel Pace 75 miles per hour, (1800 miles per day)
STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 14 (+2) 0 (+0) 0 (+0) 0 (+0)
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Armor Class 14 (natural armor)
Hit Points equal to five times your level in this class + your Intelligence modifier
Attachment Limit Proficiency Bonus minus 1
ACTIONS
On the pilot’s turn, the pilot can use his bonus action in order to have the Iron Clunker take 2 actions of its own.
Move. The iron clunker moves up to its speed in any direction. (Base Speed 60 ft.)
Open/Close. The doors of the iron clunker open or close.
Iron Clunker (Tank, Truck)
Huge Vehicle (25 ft. by 50 ft.)
Creature Capacity 3 crew, 38 passengers
Cargo Capacity 30 tons
Travel Pace 45 miles per hour, (1080 miles per day)
STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 18 (+4) 0 (+0) 0 (+0) 0 (+0)
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Armor Class 22 (natural armor)
Hit Points equal to five times your level in this class + your Intelligence modifier
Attachment Limit Proficiency Bonus minus 1
ACTIONS
On the pilot’s turn, the pilot can use his bonus action in order to have the Iron Clunker take 2 actions of its own. Should additional crew be within the vehicle, they can also use their bonus action to have the Iron Clunker take 1 action on each of their turns.
Move. The iron clunker moves up to its speed in any direction. (Base Speed 15 ft.)
Open/Close. The doors of the iron clunker open or close.
Remote Control
At 14th level, your efforts in adapting to all situations have culminated in a rudimentary remote which you can use to manipulate your Iron Clunker.
• As long as the Iron Clunker remains within the same reality as you and you are holding the controller, you can use your concentration to link your mind with the vehicle. While in this state, your senses will simulate the interior of the vehicle and allow you to control it as if you were within it. If you lose concentration, the link is severed and you must take a short rest before using this feature again.
• If you are holding the remote, you can still use your vehicle as a spellcasting focus, but only to cast self or touch spells targeting the vehicle itself.
Attachments:
3rd Level Attachment List
Metal Plating: the equipped iron clunker gains resistance to bludgeoning, slashing and piercing damage.
Barrier: the equipped iron clunker gains 2 temporary hit points whenever it takes an action.
Spotlight: as an action, illuminate an area of 20-foot radius within 120 feet of the iron clunker in bright light and an additional 20-foot radius in dim light. Creatures within the illuminated area gain disadvantage on stealth checks and cannot use the hide action while under the spotlight. Creatures hiding within the area of the spotlight at the time the light illuminates the area are immediately revealed.
Alarm: as an action, trigger an alarm that spreads a sonorous loud noise that can be heard up to 300 feet away.
Camouflage: other creatures have disadvantage on perception checks made to see or perceive the iron clunker, unless they know the vehicle’s general location.
6th Level Attachment List
Amphibious Augment: the equipped iron clunker gains a swimming speed equal to its walking speed. Furthermore, the vehicle a limited supply of oxygen which lasts for one hour underwater.
Hiking Augment: the equipped iron clunker gains a climbing speed equal to its walking speed and can ignore non-magical difficult terrain.
Burrowing Augment: the equipped iron clunker gains a burrowing speed equal to its walking speed and can take the following action.
• Drill. Immediately after taking the move action, the vehicle can use an action to make a weapon attack with the drill. If you hit, you deal 3d4 piercing damage.
Bladed Wheels: the equipped iron clunker gains the following feature:
• Bladed Dash. Immediately after moving within 5ft of a creature, they must make a Dexterity Saving Throw (14). If failed, they take 2d4 Slashing damage. If successful, they take none. Regardless, the creature willingly moves 5 ft. away from the vehicle. This movement does not provoke an attack of opportunity. This is considered part of the move action and can be used once per creature while moving.
Precision Pincers: the equipped iron clunker can pick up objects and creatures with its pincers. If attempting to pick an unwilling creature, you may take the Grapple Action using the vehicle’s statistics to determine the result. Additionally, the vehicle may take the following action.
• Crush. While holding an object or creature, you may take this action to deal 4d6 bludgeoning damage to the creature. Objects take twice as much damage.
14th Level Attachment List
High-Tuned Sensors: the equipped iron clunker can detect creatures in the vicinity using its specialized sensors and relay their locations within a map within. The map does not show what each creature is, but does show the general location of invisible or hidden creatures.
Environmental Control: creatures within the iron clunker are immune to damage or conditions applied by heat, cold, poison, liquids or gases outside the vehicle.
Aerial Augment: the equipped iron clunker gains a flying speed relative to their size: medium 20 ft. large 10 ft. huge 5 ft.
Nightvision: creatures within the iron clunker can see in dim light within 120 feet of the vehicle as if it were bright light, and in darkness as if it were dim light. Everything seems colored in a green film while this attachment is equipped.
Overclocked Engine: the equipped iron clunker can move twice the normal distance with each use of the Move action.
Compact Module: as an action requiring 1 minute of concentration, the operator may compact the equipped iron clunker into a tiny box. During this process, all items and creatures within the vehicle will be thrown out of the vehicle. While compacted, the iron clunker weighs 10 pounds. The operator may use an action to place the box on the floor and have it expand into the iron clunker, so long as there is enough space for it to do so.
AUTHOR NOTES:
Due to the size of Huge Iron Clunkers being 25 x 50 in order to accommodate a small army within, it is highly recommended to use theatre of the mind when handling this specific vehicle. As reference of the actual size of the vehicles if placed beside a character the following images are provided as examples. Please discuss with your DM if you wish to alter the shape of the vehicle, though it must be able to at minimum hold the specified number of crew and passengers.
TO DO LIST:
• MUST: Find a better name for the vehicle.
(Alloy, Iron) | (Jalopy, Wreck, Clunker, Wheeler, Streamer)
• Consider options to replace the Haste spell from the Operator spell list.
• Add additional attachment and/or revise current attachments.
• Consider adding addional actions that the vehicle can take without the use of attachments.
• Consider attachments limited to specific size of vehicles.
• Implement some use for spell slots for the vehicle, other than fuel.
• Experiment with the multiple crew seats of the huge vehicle to determine if this feature should be nerfed/buffed. Currently allows a huge vehicle up to four actions per round if all seats are taken. No effect on large or medium vehicles.
• Doubt: Simplify archetype rather than complicate it further…?
• Doubt: While archetype provides mobility and utility to the party as a whole, it does little to improve the Artificer itself.
CHANGELOG:
V. 0.03
• Added Vehicular Steering feature.
• Changed the Cargo Capacity of the medium sized Iron Clunker to pounds.
• Added Rejected Ideas section.
• Added an introduction of the subclass into the Ravnica campaign.
• Added size restriction to Aerial Augment to make it more useful to smaller vehicles and less for larger ones.
• Added Compact Module attachment.
V. 0.02
• Replaced spells from the Operator Spell List: Stone Skin with Greater Invisibility, Far Step with Teleportation Circle.
• Reworked and added missing details from the vehicle stat block. Changed some values such as the number of passengers.
• Added new attachments and reworked some of the previous ones to be a bit more balanced. Determined level requirements for each attachment and organized in said order.
• Renamed movement-type enhancements as augments.
• Changed format to better suit paste into DnD Beyond forums. (did not work)
• Added Author’s Notes, To do List & Changelog.
V. 0.01
• Created the basic frame for the archetype:
• Tools: Carpenter’s Tools & Smith’s Tools
• Determined base features of the archetype.
• Spell List: emphasis on spells that can be used on the vehicle as per feature.
• Created preliminary stat block for the vehicle and its two size variants using the information provided in the Unearthed Arcana: Of Ships and the Sea and the Infernal Vehicles presented in the talks about the storyline The Descent as inspiration.
• Wrote some prototype attachments to be modified at a later date.
• Posted on DnD Forums.
V. 0.00
• Decided to create an archetype based on Vehicles for the Artificer.
• Chose the name Operator for the archetype.
• Ultimately chose Iron Clunker as the placeholder name of the vehicle.
• Wrote how the archetype might be related to a D&D world, particularly Eberron.
Rejected Ideas:
Carrier / Cargo Hold: attachment that increases inventory space of the vehicle, allowing to carry more tons of items. Usually useless since vehicles already have a very large storage capacity.
Talking vehicle / Artificial Intelligence: feature in which the vehicle would become able to talk through its speakers and take actions on its own. Dips into the archetype of the Archivist with the use of artificial intelligence.
Communication attachment: attachment to allow to communicate with other com. devices and/or bases. Dips into the Archivist’s skills due to it allowing its infused items to be used in the same manner.
Cannon attachments: allows crew to use their action within the vehicle to attack using side cannons. Dips into the Artillerist’s gimmick through the use of long range attacks.
Heat and Cold adaptation attachments: reduce difficulty in surviving hot and cold environments. Replaceable with Fire Shield spell and replaced with the general purpose Environmental Control Attachment.
Fuel by spell slots: activate the vehicle using spell slots which give enough energy to operate the vehicle for a limited time in accord to the level of the spell slot consumed. Would eat through the very limited supply of spell slots of the Artificer as well as over complicate an otherwise simple feature. Better suppose the player purchases fuel or is otherwise capable of igniting the engine simply with his bonus action.
Far step is from Xanathar's Guide to Everything; when homebrewing subclass spell lists, try to keep your spell selections within the Basic Rules and Player's Handbook, otherwise anyone wanting to use your homebrew has one more book to get in order to use it.
Invisibility, haste, and stoneskin are already baseline artificer spells. At least replace stoneskin with greater invisibility; I don't have any replacement suggestions for invisibility and haste yet.
Overall, this looks like a fun concept.
True that about far step. However the only other thematic 5th grade spell is Tree Stride which while being from the Basic Rules is a bit too natural, no? Or would it fit to have a say motorcycle dash into a tree and appear in a different tree going in the opposite direction? Actually... that's not half bad.
I didn't want to double down on invisibility and having the first one at all times is just so keen to the theme I picked it without checking the spell list. Might have to include both if no alternative is found.
Haste is a must, as it's key to getting the player to actually feel he does many things in his turn. After all, the player CAN use it on the vehicle itself.
Must say though, I was originally going to make hot and cold environment attachments when I happened upon the Fire Shield spell. Didn't even know it existed. Might still add some Environmental Control attachment since the spell only lasts 10 minutes...
Any opinions/ideas regarding the vehicle itself?
Teleportation circle perhaps? Though the spell itself says the circle must be drawn on the ground, it seems thematically appropriate to allow it to be drawn on a flat vertical surface, say the wall of a garage or storage bunker, and just drive thru it.
If invisibility and haste really are thematically appropriate for the lore of the class, go ahead and leave them in. But still keep an eye out for other spells to replace them with that aren't baseline artificer spells already. Also, don't feel awkward about doubling down on invisibility and greater invisibility, it makes sense that as you gain experience you would figure out a better way to be invisible.
I don't feel confident enough in my knowledge of how mounts work in D&D to offer any suggestions. Although...do you think the car could eventually learn to speak? Like the car in "Knight Rider"? There, some food for thought ;)
I considered it, but ultimately thought it would infringe in the Artificial Intelligence theme of the Archivist. Hence the Remote Control feature.
Split between Tree Stride and Teleportation Circle... may have to choose the later for thematic purposes. (Military Bunker quick escape)
Ps- there was a UA on december about vehicles (ships specifically) which I based the vehicle on. You can see said ships in the same tab as you see creatures on your character.
The main differences are that those are all Gargantuan, they are all ships, they have 3 actions per turn, and their Hit points and ac are a nightmare in actual combat to keep track of because each part of the ship has it's own stat block...
Alternatively, the new devil book they keep talking about has some devil cars with similar mechanics.
Several additions to the subclass and rebalancing. Details within the changelog.
Additional light changes.
I would love to play this, although i feel that this would be an oddly specialized subclass. unlike the artillerist, the operator has a limit on what it can fit in some spaces, the artillerist has two very maneuverable cannons. the operator is also very item focused and not very class focused, which might be what you're going for and that is kind of the flavor of the artificer but it's nice
Looks nice, but should be put on the homebrew channel (you can wait for the moderators to move it, or make a new post to homebrew and delete this)
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds