Artificer
Base Class: Artificer

An artificer who specializes as a Hussar constructs a mechanical mount, a marvel of engineering and arcane tinkering, which serves as their valiant steed in-and-out of combat. This motorized automaton bonds with its creator, offering redoubtable defenses, strategic speed, and a powerful rifle energized by its mechanized suit of armor.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Hussar Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Hussar Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Hussar Spells

Artificer Level

Hussar Spells

3rd

command, unseen servant

5th

find steed, locate object

9th

crusader’s mantle, motivational speech

13th

find greater steed, locate creature

17th

awaken, geas

Mechanized Steed

Beginning at 3rd level, your pursuits in invention have led you to constructing a mechanical steed, a faithful mount borne from tinkering and magic. You can cast find steed without expending a spell slot and without preparing the spell, provided you use smith’s tools as the spellcasting focus. Once you cast find steed with this feature, you can't do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

When you cast find steed or find greater steed using this feature or by expending a spell slot, you can choose for the summoned steed to be your Mechanized Steed, provided you have smith’s tools in hand. When you do so, the steed is a construct instead of a celestial, fey, or fiend, and its appearance is robotic and mechanical. Alternatively, you can outfit a live mount, such as a warhorse, with mechanized armor and convert it into your Mechanized Steed over the course of a short rest, provided you have smith’s tools in hand. In either case, your Mechanized Steed continues to be your Mechanized Steed until it dies or you create another, and it gains the following benefits:

  • It doesn’t need to eat, drink, or breathe.
  • It is immune to poison and psychic damage.
  • If the mending spell is cast on it, it regains 2d6 hit points.
  • It gains a bonus to Armor Class equal to your proficiency bonus.
  • Its gains a bonus to hit point maximum equal to your artificer level.

Steed Configuration

Beginning at 3rd level, you can customize your Mechanized Steed and how you interface with it. When you do so, choose one of the following steed configurations: Cuirassier or Carabinier. The configuration you choose gives you special benefits while you are mounted on your steed.

You can change your steed’s configuration whenever you finish a short or long rest, provided you have smith's tools in hand.

Cuirassier. You design your steed to integrate with your armor and provide greater protection in all conditions. It has the following features:

  • Powered Stance. Your steed cannot be knocked prone against your will.
  • Heatproof. Your steed gains resistance to fire damage, and you share this benefit while mounted on your steed.
  • Waterproof. Your steed gains a swimming speed equal to its walking speed, and you can breathe underwater while mounted on your steed.
  • Man-and-Machine. You gain a bonus to Armor Class equal to half your proficiency bonus (rounded down) while mounted on your steed, and you can’t be dismounted from your steed against your will.
  • Ventilator. Your steed has advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons), and you share this benefit while mounted on your steed.

Carabinier. You design your steed to power a devastating weapon and optimize its usage. It has the following features:

  • Tempest Carbine. A two-handed firearm appears stowed on the side of your steed’s armor. This carbine uses the statistics of an automatic rifle (found in the Dungeon Master’s Guide), though it deals cold, fire, force, or lightning damage (your choice) instead of piercing damage. When you attack with this carbine, you can add your Intelligence modifier, instead of Dexterity, to the attack and damage rolls. You can reload this carbine while mounted on your steed by magically producing thirty pieces of ammunition for it. When you reload it, you can change which damage type it deals. This carbine disappears if your steed dies, you create a different Mechanized Steed, or it is moved more than 15 feet from your steed. It will reappear at the end of a short or long rest, or when you create a new Mechanized Steed.
  • Dark Visor. Your steed can see normally in darkness, both magical and nonmagical, to a distance of 60 feet, and you share this benefit while mounted on your steed.
  • Powered Steps. Your steed’s walking speed increases by 10 feet.

Mechanical Fury

Beginning at 5th level, your steed can attack in confluence with your strikes and spells. As a bonus action, you can command your steed to take the Attack action, or it can take the Multiattack action if it has that action. In addition, your steed’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Steed

Beginning at 9th level, your Mechanized Steed can take a special reaction based on its configuration, as shown below. It can use this reaction a number of times equal to your proficiency bonus, and it regains all expended uses of it when you finish a long rest.

Cuirassier. When you or your steed are hit by an attack, your steed can use its reaction to absorb the damage into a defense matrix. Neither you nor your steed take damage from the attack, and your steed gains temporary hit points equal to the damage that would have been dealt.

Carabinier. When you make a ranged attack with your tempest carbine while mounted on your steed, your steed can use its reaction to overload the shot and give you advantage on the attack roll. This uses fifteen pieces of ammunition. If the attack hits, it deals additional damage equal to your artificer level and the target is pushed 5 feet away from you.

Perfected Steed

At 15th level, your Mechanized Steed gains additional benefits based on its configuration, as shown below.

Cuirassier. Your steed gains a bonus to all its saving throws equal to your Intelligence modifier (minimum of 1), and you gain temporary hit points equal to your Intelligence modifier (minimum of 1) at the start of your turn while mounted on your steed.

Carabinier. Your steed can see invisible creatures and objects as if they were visible, and you share this benefit while mounted on your steed. In addition, if a creature you can see targets you or your steed with a ranged attack while you are mounted on your steed, you can use your reaction to make an attack against the attacking creature with your tempest carbine.

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