Artificer
Base Class: Artificer

Riding a horse augmented with a techno-magical saddle, bit, and bridle, a human woman streaks across the plains at unbelievable speeds. Driving a war wagon riddled with spikes and steel, a goblin laughs wickedly as he careens toward his enemies. Mounted on a bike with wheels that just inflated to float on water, a Dwarf takes off at high speed over the lakes. These artificers are all Ridesmiths, capable of modifying vehicles in amazing new ways. While their other means of artifice are still amazingly capable, these specialists can innovate new technologies of transportation, or alter existing ones in fantastic ways. Whether reinforcing mount beasts with magical technologies or devising new machines to carry them forth in the world, the Ridesmiths are the undisputed masters of transportation.

In Avalestra, the Gnomes of the city of Wondervel innovated this specialization (among others) before anyone else on record. This explains why the innovative Deepening Train was created, and also the amazing Carry-Cars that roll through the streets of the city itself. However, the goblins of Span have habitually stolen technology and devices from Wondervel, and the Dwarves of Moldorn have legitimately traded technologies and innovations with the Gnomes of Wondervel as often as they can, so this specialization has spread through the world in the ages since its inception on the merits of these factors, alone.

Bonus Proficiences
3rd-level Ridesmith feature

At 3rd level when you choose this specialization, you gain proficiency with Land Vehicles and Water Vehicles.

Ridesmith Spells

3rd-level Ridesmith feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. In certain places on the spell list, two options are available, and your choice of Beast Mounts or Machine Mounts for your Ride Talent feature determines which spells you have access to in those cases.

Ridesmith Spells
Artificer Level Spell

3rd

Catapult, Longstrider

5th

Find Steed/Spider Climb, Misty Step

9th

Fly, Haste

13th

Find Greater Steed/Dimension Door, Freedom of Movement

17th

Passwall, Telekinesis

Ride Talent

3rd-level Ridesmith feature

At 3rd level, when you choose this specialization, you select which of the types of transport you most favor, which details what advantages you receive when you're handling your vehicles. Choose Beast Mounts or Machine Mounts and you gain benefits based on that choice as listed below:
Beast Mounts: You specialize in beasts and creatures who are capable of transporting you, and your innovations focus on devices like saddles, bit and bridle sets, armor barding, and mounted weaponry. You gain the Mounted Combatant feat and you gain proficiency in Animal Handling. When you have the option for spells listed on the Ridesmith Spell List, you will gain Find Steed and Find Greater Steed, and the other listed options are not on your Ridesmith Spell List for you.
Machine Mounts: You specialize in machines that are designed as means of conveyance, like motorcycle-like devices, car-like devices, boats, and airships. You gain proficiency in Cartographer's Tools and Navigator's Tools, and you double your proficiency bonus with all tool use checks made to build or repair vehicles. When you have the options for spells listed on the Ridesmith Spell List, you will gain Spider Climb and Dimension Door, and the other listed options are not on the Ridesmith Spell List for you.

Additionally, you can use your Tinkerer's Tools to add armor and weapons to a vehicle you occupy, whether by customizing the barding or saddle of your mount creature, or by adding armor plating and weapon mount devices to a machine. This is a 1-hour process involving a Tinkerer's Tools use check at a DC of 12, and if successful, you can add armor or weapons to a vehicle. For each occupant the vehicle could carry, you may add an armor configuration the equivalent in size and cost of a breastplate armor, which adds +1 to the vehicle's armor class. Alternately, for each occupant the vehicle could carry, you may add a one-handed (or a versatile weapon treated as if wielded in one hand) melee weapon or a ranged weapon, which the occupant of the vehicle may utilize by making an attack roll when the vehicle is within reach or range of the weapons. Magical armors and weapons can confer their benefits to the occupant in their occupant position. Ridesmiths are treated as proficient with all vehicle-mounted weapons in a vehicle they are piloting.

Beast Mounts

You specialize in beasts and creatures who are capable of transporting you, and your innovations focus on devices like saddles, bit and bridle sets, armor barding, and mounted weaponry. You gain the Mounted Combatant feat and you gain proficiency in Animal Handling. When you have the option for spells listed on the Ridesmith Spell List, you will gain Find Steed and Find Greater Steed, and the other listed options are not on your Ridesmith Spell List for you.

Machine Mounts

You specialize in machines that are designed as means of conveyance, like motorcycle-like devices, car-like devices, boats, and airships. You gain proficiency in Cartographer's Tools and Navigator's Tools, and you double your proficiency bonus with all tool use checks made to build or repair vehicles. When you have the options for spells listed on the Ridesmith Spell List, you will gain Spider Climb and Dimension Door, and the other listed options are not on the Ridesmith Spell List for you.

Improved Vehicle Command

5th-level Ridesmith feature

At 5th level in this class, you gain the knowledge needed to improve your chosen forms of conveyance in various ways. You gain benefits based on which choice you made for your Ride Talent feature as listed below:
Beast Mounts- you learn to heal your mount, improve its speed, and empower its attacks. You gain a number of Ride Dice equal to your Artificer class level, which are d6's. As a bonus action, you can spend a number of these dice up to a maximum of your Proficiency Bonus, and you may choose one of the following options: roll the spent number of dice and heal your mount by that total of hit points, add a number of 5x5 squares to your next mounted movement action equal to the dice spent, or add a +1 to your next mounted combat attack or damage roll equal to the dice spent.
Machine Mounts: you learn to rapidly repair your vehicle, improve its speed, and bestow additional armor and mobility to your vehicle construct. You gain a number of Ride Dice equal to your Artificer class level, which are d6's. As a bonus action, you can spend a number of these dice up to a maximum of your Proficiency Bonus and you may choose one of the following options: roll the spent number of dice and repair your vehicle by that total of hit points, add a number of 5 x 5 squares to your next vehicle movement action equal to the dice spent, or add a +1 bonus to your vehicle's armor class for each die spent until the beginning of your next turn. These Ride Dice replenish to their maximum value at the end of a long rest, and they improve to d8's at 9th level, and d10's at 15th level.

Additionally, whether through special training you engage in with your beast mount or reinforced structure you install on your machine mount, you are able to undergo a 1-hour process in contact with your vehicle costing 100 gold in supplies which will improve your mount's hit point maximum by a number equal to twice your Artificer level. When you gain levels in this class, you must perform a new version of this process to add additional hit points to that total.

Beast Mounts

You learn to heal your mount, improve its speed, and empower its attacks. You gain a number of Ride Dice equal to your Artificer class level, which are d6's. As a bonus action, you can spend a number of these dice up to a maximum of your Proficiency Bonus, and you may choose one of the following options: roll the spent number of dice and heal your mount by that total of hit points, add a number of 5 x 5 squares to your next mounted movement action equal to the dice spent, or add a +1 to your next mounted combat attack or damage roll equal to the dice spent.

Machine Mounts

You learn to rapidly repair your vehicle, improve its speed, and bestow additional armor and mobility to your vehicle construct. You gain a number of Ride Dice equal to your Artificer class level, which are d6's. As a bonus action, you can spend a number of these dice up to a maximum of your Proficiency Bonus and you may choose one of the following options: roll the spent number of dice and repair your vehicle by that total of hit points, add a number of 5 x 5 squares to your next vehicle movement action equal to the dice spent, or add a +1 bonus to your vehicle's armor class for each die spent until the beginning of your next turn. These Ride Dice replenish to their maximum value at the end of a long rest, and they improve to d8's at 9th level, and d10's at 15th level.

Matter of Course

9th-level Ridesmith feature

At 9th level in this class, you have learned to innovate new and amazing technologies which make your vehicles truly excel, such as adding a new movement mode and making your vehicle subject to your infusions. You may become attuned to your vehicle by performing a special 2-hour process costing 400 gold in components and supplies, during which you must be in contact with your vehicle. Once you have done so, you gain multiple benefits. First, choose a movement mode from burrowing, flying, running, or swimming, and your vehicle gains that movement mode at a speed equal to you vehicle's speed for flying, running, or swimming, or half your vehicle's speed if you choose burrowing. As long as your vehicle has hit points remaining, the occupants of the vehicle are always conveyed safely with regards to the environment as it travels this way, and need not worry about environmental factors or having air to breathe, as the vehicle is made to have methods to cover these forms of conveyance for safe travel. Secondly, once you have attuned to a vehicle in this way, you may imbue it with up to two of your Artificer Infusions simultaneously, as long as those infusions can infuse a suit of armor, a shield, a pair of boots, a simple or martial weapon (if your vehicle has attack actions or is equipped with weapons), or a ring. If this item infusion requires attunement, you do not need to attune an additional item for the infusion to affect your vehicle for as long as your vehicle remains attuned to you.

Additionally, your Ride Dice improve to d8 dice.

Vehicular Mastery

15th-level Ridesmith feature

At 15th level, you have learned the most astonishing secrets of upgrading your mounts and vehicles for travel. Whenever you would add a magic item to your vehicle, you may now add once additional magic item for each occupant slot the vehicle possesses. If you add melee weapons to your vehicle, you may now add two-handed melee weapons to it, and if you add ranged weapons to your vehicle, all such weapons can now ignore the loading property.

Additionally, as an action, you can grant your vehicle a number of temporary hit points equal to your Artificer level, which remain for a number of minutes equal to your Intelligence bonus. You may use this feature a number of times per day equal to your Proficiency Bonus before you must finish a long rest to use it again.

Also, you now have advantage on all vehicle use checks.

Lastly, your Ride Dice improve to d10 dice.

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