Base Class: Artificer
Every adventuring party needs a safe place to rest. A Caravaneer is a master of hospitality who maintains and provides a smoking magical vehicle to act as a home away from home for any diligent traveler.
Free PDF available on the PosTavern5e itch.io
Tool Proficiency
When you adopt this Artificer specialization at 3rd level, you gain proficiency with mason’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Caravaneer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Caravaneer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Caravaneer spells |
---|---|
3rd | Fire Bolt, Fog Cloud, Healing Word |
5th | Cordon of Arrows, Prayer of Healing |
9th | Clairvoyance, Stinking Cloud |
13th | Guardian of Faith, Private Sanctum |
17th | Hallow, Teleportation Circle |
Arcane Caravan
By 3rd level, you have constructed a mobile home known as an arcane caravan. See its game statistics in the Arcane Caravan stat block along with your 9th and 15th level features. You determine the arcane caravan’s appearance and you can use an action to control it with a console inside.
Inside the arcane caravan is an extradimensional dwelling. It is warm and dry, regardless of conditions outside. You can create any floor plan you like with the space indicated in the stat block. The place is furnished and decorated as you choose, but it must include a fireplace that leads to the chimney outside, a console, and at least one door and window. Any equipment or furnishings conjured within the arcane caravan dissipate into smoke if removed from it. You can use an action with mason’s tools to transform the layout when no creatures are inside it except yourself.
Once per round, if fire damage is dealt to the fireplace, the arcane caravan regains 2d4+2 hit points. If its hit points are reduced to zero, all creatures and objects within the extradimensional dwelling are expelled through the chimney and fall prone into the nearest open spaces, taking 2d6 bludgeoning damage plus any excess damage the arcane caravan took. No creatures can enter or recall the arcane caravan until it is revived. You can spend 1 hour working with mason’s tools and expend a spell slot of 1st level or higher to revive it with all of its hit points restored.
Using mason's tools, you can spend 8 hours to construct a new arcane caravan. If you already have an arcane caravan from this feature, the first one immediately perishes.
Zone of Hospitality
At 5th level, you can generate zones which act as small magical sanctuaries for your allies. When a creature restores hit points within 5 feet of an object with a property from your Magical Tinkering feature, it gains temporary hit points equal to your Intelligence modifier plus double your proficiency bonus.
9th Level Arcane Caravan Upgrades
See the Arcane Caravan stat block.
15th Level Arcane Caravan Upgrade
See the Arcane Caravan stat block.
I mean, this even works with the fantasy setting, kinda like Howl's Moving Castle 😁
One note - the Caravanner Spells are showing as options for spell choice rather than the listed " you always have certain spells prepared". You may need to edit that part.
This is perfect for a Western/Americana campaign/story I'm planning!