Base Class: Artificer
Speed is key, after all, and Mechanics understand that more than anyone else. Build vehicles that you can make bigger as you level up, allowing you to add more enhancements.
Tool Proficiency
3rd-level Mechanic feature
You gain proficiency with tinker’s tools and land vehicles. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Mechanic Spells
3rd-level Mechanic feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Mechanic 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 |
Enhanced Reflexes
3rd-level Mechanic feature
Your obsession with speed has manifested in your combat in a very useful way:
- Equal to your Intelligence modifier per short rest, you may Dodge as a bonus action.
Vehicle - Bicycle
3rd-level Mechanic feature.
Your tinkering has borne you a brand new creation, a vehicle. This vehicle is not pulled by a beast of burden, or the elements themselves, but rather by your own magic. See this vehicle’s game statistics in the vehicle stat block, which uses your proficiency bonus (PB) in several places. It can presently be described as a "Bicycle", but the more your knowledge grows so to will it. At 5th level, it becomes a motorcycle. At 9th level, it becomes a car. At 13th level, it becomes a truck. At 17th level you hone what you have learned, and may choose between a superior version of your motorcycle, car, or truck.
Infusions may be applied to your vehicle, but only if they meet that infusinon's criteria (i.e The "Bicycle" and "Motorcycle" have no weapons so infusions like "Enhanced Weapon" do not apply): 2 at 3rd level, 3 at 5th level, 4 at 5th level, 5 at 9th level, 6 at 13th level, 7 at 17th level. Even if the infusions typically require attunement, while on a vehicle they do not.
In combat, the vehicle cannot act on its own. You or another player must mount it with half movement (unless an ability or feat states otherwise) and turn the vehicle on with a bonus action. The vehicle only counts as an arcane focus for its creator, and uses two hands to steer, so any other casters driving the vehicle are unable to use somatic or material components of spells and must use a bonus action to turn the vehicle off if the spell they wish to cast uses these components.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The vehicle returns after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new vehicle if you have your tinker’s tools with you. If you already have a vehicle from this feature, the first one immediately perishes. The vehicle does not perish if you die.
Bicycle
Medium vehicle - 1 seat
Armor Class 12 (natural armor)
Hit Points 2 + your Intelligence modifier + five times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)
Speed Your movement + three times your Intelligence modifier
Infusion Slots 2
Saving Throws Dex +1 plus PB, Con +1 plus PB
Skills Athletics +0 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself.
Extra Attack
5th-level Battle Smith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Vehicle - Motorcycle
5th-level Mechanic feature.
Your tinkering grows, and so does your vehicle. As a pair of Warforged Bards would say: Better, Faster, Harder, Stronger.
Infusions may be applied to your vehicle, but only if they meet that infusinon's criteria (i.e The "Bicycle" and "Motorcycle" have no weapons so infusions like "Enhanced Weapon" do not apply): 2 at 3rd level, 3 at 5th level, 4 at 5th level, 5 at 9th level, 6 at 13th level, 7 at 17th level. Even if the infusions typically require attunement, while on a vehicle they do not.
In combat, the vehicle cannot act on its own. You or another player must mount it with half movement (unless an ability or feat states otherwise) and turn the vehicle on with a bonus action. The vehicle only counts as an arcane focus for its creator, and uses two hands to steer, so any other casters driving the vehicle are unable to use somatic or material components of spells and must use a bonus action to turn the vehicle off if the spell they wish to cast uses these components.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The vehicle returns after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new vehicle if you have your tinker’s tools with you. If you already have a vehicle from this feature, the first one immediately perishes. The vehicle does not perish if you die.
MOTORCYCLE
Large vehicle - 1 seat
Armor Class 15 (natural armor)
Hit Points 6 + your Intelligence modifier + five times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)
Speed Your movement + five times your Intelligence modifier
Infusion Slots 3
Saving Throws Dex +3 plus PB, Con +2 plus PB
Skills Athletics +1 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Repair (3/Day). The magical mechanisms inside the vehicle restore 2d8 + PB hit points to itself.
Vehicle - Car
9th-level Mechanic feature.
Your tinkering grows, and so does your vehicle.
Infusions may be applied to your vehicle, but only if they meet that infusinon's criteria (i.e The "Bicycle" and "Motorcycle" have no weapons so infusions like "Enhanced Weapon" do not apply): 2 at 3rd level, 3 at 5th level, 4 at 5th level, 5 at 9th level, 6 at 13th level, 7 at 17th level. Even if the infusions typically require attunement, while on a vehicle they do not.
In combat, the vehicle cannot act on its own. You or another player must mount it with half movement (unless an ability or feat states otherwise) and turn the vehicle on with a bonus action. The vehicle only counts as an arcane focus for its creator, and uses two hands to steer, so any other casters driving the vehicle are unable to use somatic or material components of spells and must use a bonus action to turn the vehicle off if the spell they wish to cast uses these components.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The vehicle returns after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new vehicle if you have your tinker’s tools with you. If you already have a vehicle from this feature, the first one immediately perishes. The vehicle does not perish if you die.
CAR
Large vehicle - 4 seats
Armor Class 18 (natural armor)
Hit Points 10 + your Intelligence modifier + five times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)
Speed Your movement + seven times your Intelligence modifier
Infusion Slots 5
Weapon - Your car has a ram with a turret on it's front. The turret is how your "Riding Fury" is channeled.
Saving Throws Dex +3 plus PB, Con +3 plus PB
Skills Athletics +2 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Ram As an attack, and if the vehicle gets at least 10 ft on movement, the driver can ram into an opponent, forcing a Dexterity Saving throw with a DC equal to the driver's spell save DC. If the driver does not have a spell save DC, the DC is 10 + plus Proficiency Bonus, if the driver is proficient with Vehicles (Land).
Repair (3/Day). The magical mechanisms inside the vehicle restore 2d8 + PB hit points to itself.
Riding Fury
9th-level Mechanic feature
You've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a spell attack while mounted or your vehicle hits a target, you can channel magical energy through the strike to create one of the following effects:
- The target takes an extra 2d6 force damage.
- Healing energy flows into the both the rider and vehicle, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Superior Vehicle
15th-level Mechanic feature.
Your tinkering grows, and so does your vehicle.
Infusions may be applied to your vehicle, but only if they meet that infusinon's criteria (i.e The "Bicycle" and "Motorcycle" have no weapons so infusions like "Enhanced Weapon" do not apply): 2 at 3rd level, 3 at 5th level, 4 at 5th level, 5 at 9th level, 6 at 13th level, 7 at 17th level. Even if the infusions typically require attunement, while on a vehicle they do not.
In combat, the vehicle cannot act on its own. You or another player must mount it with half movement (unless an ability or feat states otherwise) and turn the vehicle on with a bonus action. The vehicle only counts as an arcane focus for its creator, and uses two hands to steer, so any other casters driving the vehicle are unable to use somatic or material components of spells and must use a bonus action to turn the vehicle off if the spell they wish to cast uses these components.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The vehicle returns after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new vehicle if you have your tinker’s tools with you. If you already have a vehicle from this feature, the first one immediately perishes. The vehicle does not perish if you die.
SUPERIOR MOTORCYCLE
Huge vehicle - 2 seats (Protected) 1 seat (Unprotected)
Armor Class 18 (natural armor)
Hit Points 14 + your Intelligence modifier + five times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)
Speed Your movement + ten times your Intelligence modifier
Infusion Slots 7
Weapon - Your motorcycle has a ram with a turret on it's front. The turret is how your "Riding Fury" is channeled.
Saving Throws Dex +7 plus PB, Con +4 plus PB
Skills Athletics +3 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
You're Too Slow When driving past a creature, if that creature takes an opprotunity attack, they do so at disadvantage, even if they would normally have advantage.
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Ram As an attack, and if the vehicle gets at least 10 ft on movement, the driver can ram into an opponent, forcing a Dexterity Saving throw with a DC equal to the driver's spell save DC. If the driver does not have a spell save DC, the DC is 10 + plus Proficiency Bonus, if the driver is proficient with Vehicles (Land).
Repair (3/Day). The magical mechanisms inside the vehicle restore 2d8 + PB hit points to itself.
SUPERIOR CAR
Huge vehicle - 4 seats (Protected)
Armor Class 20 (natural armor)
Hit Points 15 + your Intelligence modifier + five times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)
Speed Your movement + seven times your Intelligence modifier
Infusion Slots 7
Weapon - Your car has a ram with a turret on it's front. The turret is how your "Riding Fury" is channeled.
Saving Throws Dex +5 plus PB, Con +6 plus PB
Skills Athletics +5 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Ram As an attack, and if the vehicle gets at least 10 ft on movement, the driver can ram into an opponent, forcing a Dexterity Saving throw with a DC equal to the driver's spell save DC. If the driver does not have a spell save DC, the DC is 10 + plus Proficiency Bonus, if the driver is proficient with Vehicles (Land).
Repair (3/Day). The magical mechanisms inside the vehicle restore 2d8 + PB hit points to itself.
Sweet Skills The creator of the car is "One With The Machine". If the creator of the car is driving, driving is now a one handed skill, and they may perform a melee weapon attack with a one handed weapon or a one armed unarmed strike. If the attack is proceeded by at least 10 ft of movement, add 1d10 force damage for every 10 ft moved.
SUPERIOR TRUCK
Huge vehicle - 6 seats (Protected)
Armor Class 24 (natural armor)
Hit Points 18 + your Intelligence modifier + five times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)
Speed Your movement + three times your Intelligence modifier
Infusion Slots 7
Weapon - Your truck has a ram with a turret on it's front. The turret is how your "Riding Fury" is channeled.
Saving Throws Dex +2 plus PB, Con +5 plus PB
Skills Athletics +6 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Special Treads Your truck is not affected by Difficult Terrain or Spells that effect movement (i.e. Grease)
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Ram As an attack, and if the vehicle gets at least 10 ft on movement, the driver can ram into an opponent, forcing a Dexterity Saving throw with a DC equal to the driver's spell save DC. If the driver does not have a spell save DC, the DC is 10 + plus Proficiency Bonus, if the driver is proficient with Vehicles (Land).
Repair (3/Day). The magical mechanisms inside the vehicle restore 2d8 + PB hit points to itself.
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Posted Nov 16, 2021Cool
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Posted Nov 16, 2021nice stuff 👌