Huge Construct, Unaligned
Armor Class 15 (natural armor)
Hit Points 1 (1d10 + 1)
Speed 30 ft., 60ft movement speed on roads. (7miles per hour) , Climb 30 ft., Swim 30 ft. From 9th level onwards., Fly 30 ft. From 15th level onwards.
STR
18 (+4)
DEX
7 (-2)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Damage Immunities Poison, Psychic
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Stats:

Hit Points: 2 + (Intelligence modifier + 5) times your artificer level
Armor Class: 15 (damage threshold 5)


Chimney Focus.

 If a spell that affects an area is cast within 5 feet of the fireplace, such as Burning Hands or Fog Cloud, the caster can choose to have it originated or centered on the caravan's chimney, affecting the area outside. This effect does not damage the caravan itself.

Extradimensional Dwelling.

 The dwelling inside the caravan can be up to 30 cubes at 3rd level, each cube being 10 feet on each side. The Arcane Caravan gains size as the Artificer gains levels, at a rate of 10 cubes per level, to a maximum space increase of 100 cubes.

Universal Mobility (9th level).

 You can spend 1 hour working with mason's or carpenter's tools to swap in a climbing or swimming speed to the caravan equal to its base speed.
At 15th level, you can grant it a flying speed.

Actions

Activate/Deactivate Headlight.

 A piece of the caravan casts or snuffs lamps around it that emit bright light in a 30-foot radius and dim light for an additional 30 feet.

Set Course.

 The controller chooses a destination it can see or has seen and a rough route. The caravan automatically follows the route to the destination.

Recall Link.

 You can use an action to recall the caravan, making it travel to your location from up to 5 miles away. At 9th level, you can recall the caravan from anywhere on the same plane of existence.

Wayfinding Teleport (15th level).

 The caravan teleports to a destination it has been on the same plane of existence in the past 7 days. Once this is used, it can't be used again for 7 days.

Weapon Components (3rd level).

 The Arcane Caravan uses the weapon it has installed.

 
Weapon: Ballista
The Arcane Caravan gains a Ballista, which shoots bolts in a 120ft range. The hit bonus for this attack equals your spellcasting modifier and deals 1d8 + your Intelligence modifier piercing damage on hit. The damage of the Ballista increases by 1d8 at levels 5, 9 and 15. The Ballista deals double damage to structures and other vehicles.

Weapon: Force Ram
The Arcane Caravan gains a Force Ram. The Force Ram gains a bonus to its attack rolls equal to your spell attack modifier and deals 1d12 + your Intelligence modifier force damage on a hit. If the Arcane Caravan moved at least 15 feet straight towards the target before the hit, the target must succeed on a Strength Saving Throw of DC equal to your spellcasting DC, or be pushed 10ft and knocked prone. The damage of the Force Ram increases by 1d12 at levels 5, 9 and 15. The Force Ram deals double damage to structures and other vehicles.

Weapon: Tesla Coil
The Arcane Caravan gains a Tesla Coil. The Tesla Coil shoots a bolt of lightning to a point 10ft in radius anywhere 60ft from the Arcane Caravan. Each creature in that area must make a Dexterity saving throw against your Spell Save DC, taking 1d10 Lightning damage on a failed save or half as much damage on a successful one. The damage of the Tesla Coil increases by 1d10 at levels 5, 9 and 15. While the Arcane Caravan has a Tesla Coil it is resistant to Lightning damage.

Description


This magical abode will serve as a comfortable home away from home for your party.

RubusThornForestDragon

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