Artificer
Base Class: Artificer

When people want to travel, most are satisfied with horses, wagons, maybe teleportation. The Rider, however, desires speed. Riders have put their mechanical prowess to work designing an Auto Ride to move fast and far both on the road and on the battlefield. Some ride to get to allies or enemies faster while others are just in it for the thrill. Whether they're mounted on a bike, a board, or even roller skates, Riders will zip through the world at a great pace.

Tool Proficiency

3rd-level Rider feature

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.

Rider Spells

3rd-level Rider feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Rider Spells

Artificer Level Spell

3rd

grease, expeditious retreat

5th

hold person, mirror image

9th

haste, slow

13th

freedom of movement, dimension door

17th

hold monster, wall of force

Road Warrior

3rd-level Rider feature

Your riding experience has made you accustomed to high-speed combat:

  • You gain proficiency with martial weapons.
  • If you use your action to make a weapon attack, you may make another weapon attack against a different target as part of the same action.

Auto Ride

 3rd-level Rider feature

You have reached an epiphany in your work, leading you to develop your signature auto ride. When you create it, choose whether your ride is size small or medium. Your ride is an object and does not roll initiative, but you can mount it. While mounted on it, you use the auto ride's speed instead of your own on your turn. You are the only one who can pilot your auto ride, no other creatures may be mounted with you, and while you are not mounted on it the ride is completely inactive. 

While mounted on your ride, you can make any spell you cast that targets only you also target your ride.

Your auto ride has its own hp pool and ac. If your auto ride is reduced to 0 hp, it is destroyed. If the mending spell is cast on it, it regains 2d6 hit points. It cannot regain hit points any other way unless you take a long rest to repair it, which restores it to full hp. If it was destroyed within the last hour, you can use your smith’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 auto ride returns to function after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new auto ride if you have your smith’s tools with you. If you already have an auto ride from this feature, the first one is immediately destroyed.


 

Auto Ride 

Armor Class: 10 + Proficiency Bonus + Int Modifier

Hit Points: 3 times your Artificer level 

Speed: 30 + (PB × 5)

As a bonus action, you can fire your ride's mounted turret. 

Mounted Turret. Ranged Weapon Attack: your spell attack modifier to hit, reach 30/120 ft., one target you can see. Hit: 1d6 + PB force damage. Can be infused. 


 

There are several maneuvers you can perform with your auto ride. You can perform a number of maneuvers equal to your Artificer level per long rest. 

 

Control

Prerequisite: you must NOT be mounted on your auto ride.

If your ride is within 50ft of you and you can see it, you can use a bonus action to have it move up to its full movement. If the ride leaves this effect’s range, it becomes inactive. Any large or smaller creature in its way must make a Dexterity save against your spell save DC or be knocked prone. If a creature succeeds the save, the ride's movement becomes 0 and is stopped in place in front of that creature. If you are not mounted on it after the Control maneuver is finished, the ride becomes inactive again.

 

Boost

Prerequisite: you must be mounted on your auto ride.

Use a bonus action to dash. If you use this boost to move only in a straight line towards a creature then make a melee weapon attack against them, you may add 1d4 damage to the attack for every 20 feet traveled during the boost before reaching the target. This damage increases to 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 18th level.

 

Evade

Prerequisite: you must be mounted on your auto ride.

If you are hit by an attack, you may use your reaction to increase your AC and Dexterity save by 3 and move up to half your movement without triggering opportunity attacks.

Flight Capable

5th-level Rider feature

You've upgraded your Auto Ride to take to the skies. While you are mounted on your Auto Ride, you and your ride do not take falling damage.

You also gain access to the Flight maneuver with your Auto Ride.

Flight

Prerequisite: Artificer Lv.5. You must be mounted on your auto ride.

As a bonus action, gain a flight speed equal to your Auto Ride's speed for 10 minutes, as well as the ability to hover. If you dismount your Auto Ride or are incapacitated while flying, it will harmlessly descend directly downward until it hits the ground, avoiding all falling damage.

 

High-Torque

9th-level Rider feature

Your Auto Ride was quick before, but now it has serious power to back it up, granting it the following effects:

  • While mounted on your ride, you have advantage on Strength saves made against being moved involuntarily.  
  • An attack made after using the Boost maneuver now adds a damage die for every 15ft traveled during the boost instead of every 20ft. 
  • You gain access to the Tow Haul maneuver with your Auto Ride.

Tow Haul

Prerequisite: Artificer Lv.9

As an action, your ride attempts to carry off a creature. Choose one creature within 5 feet of you and/or your ride. That creature is subjected to a strength saving throw against your spell save dc, which it can choose to willingly fail. Upon a failure, the ride's remaining movement on the current turn is reduced by half and the creature will be forcibly moved along with the ride, including in the air. They are not considered mounted on the ride. At the end of the current turn or as a free action from the player, the towed creature is released.

Premium Model

15th-level Rider feature

Your hours of toil have produced the ultimate auto ride, granting it the following features.

  • You cannot be involuntarily dismounted from your ride.
  • Now if you use your action to make a weapon attack, you may make 2 additional weapon attacks against different targets as part of the same action.
  • Your ride's mounted turret now deals 2d6 + PB force damage on hit.

Previous Versions

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