Artificer
Base Class: Artificer

An adventurer's greatest fear can sometimes be a scenario where they are stranded and separated from their treasured magical items.  Inspired by the infernal machines in Avernus, artificers of this ilk seek to overcome this situation by focusing their magic on spontaneity and adaptation.  They utilize whatever is at their disposal to magically imbue makeshift weaponry and deck out their own personalized assault vehicle. 

Tool Proficiency

Whenever you choose 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.

Infernal Mechanic Spells

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

Infernal Mechanic Spells

Resilient Survivor

At 3rd level, you gain proficiency in the Survival skill.

Additionally, you gain proficiency with improvised weapons.  You can apply an Artificer Infusions that are weapon-based to your improvised weapons.  At 6th level, your improvised weapon damage increases to 1d6.  At 11th level, the damage increases to 1d8.  At 17th level, the damage increases to 1d10.

Infernal Ride

At 3rd level, your tinkering has yielded you an infernal vehicle that you can control.  You can utilize its movement in place of your own on your turn.

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 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 infernal ride returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new infernal ride if you have your smith’s tools with you. If you already have a infernal ride from this feature, the first one immediately perishes. The infernal ride also perishes if you die.

On your turn, you can utilize your bonus action to perform a specialized stunt from the list below:


Burnout.  You can utilize 10 feet of the infernal ride's movement to spin around in its own space and conjure up a cloud of smoke to cover your actions.  You create a fog cloud that stretches out 10 feet from your location in every direction and lasts until the beginning of your next turn.  This cloud heavily obscures the area.  It can be dispersed with a wind of moderate or greater speed (at least 10 miles per hour).

Wheelie.  You can utilize 10 feet of the infernal ride's movement to rear up on the back tires of the vehicle to make yourself more difficult to hit and avoid being slowed down by rough ground.  For the duration of the rest of your infernal ride's movement, melee attacks against you have disadvantage and you are not slowed by difficult terrain.

Rocket Boost.  You can utilize the Dash action.  Whenever you move at least 30 feet in a straight line, you can also jump 60 feet horizontally.  Each foot you clear on the jump costs you a foot of movement.


Infernal Ride

Armor Class 19 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the ride has a number of Hit Dice [d8s] equal to your artificer level)

Speed 50 ft.

STR
14 (+2)
DEX
18 (+1)
CON
14 (+1)
INT
0
WIS
0
CHA
0

Damage Immunities fire, poison, psychic

Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrifiedpoisoned, stunned, unconscious

Reaction

Juke. If the Devil's Ride is able to move, the driver can use its
reaction to grant the Devil's Ride advantage on a Dexterity saving throw.

 

 

Extra Attack

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Upgraded Stunts

At 9th level, you modify you infernal ride to make your stunts more dangerous from foes that would venture too close.


Afterburn.  Creatures that enter into the cloud for the first time or those within the radius of your Burnout ability take must succeed on a Dexterity saving throw or take (3d6) fire damage.  The creature takes only half damage on a successful save.

Crushing Wheels.  Whenever you utilize your Wheelie ability, you can choose to move through the space of a Medium or smaller creature.  Whenever you do, the creature must succeed on a Dexterity saving throw or take (1d10) bludgeoning damage and be knocked prone.  If the creature is already knocked prone, it takes an extra 1d10 damage.  This ability can't be used against a particular creature more than once each turn.  The creature only takes half damage and is not knocked prone on a successful save.

Raking Blades.  Whenever you utilize your Rocket Boost ability, you deploy blades on the side of your vehicle that carve up those you pass by.  Creatures within 5 feet of your travel path must succeed on a Dexterity saving throw or take (2d10+4) slashing damage.  The creature only takes half damage on a successful save.

Devil's Ride

Whenever you reach 15th level, you have further upgraded your infernal ride to improved functionality and offensive capabilities.  The speed of your infernal ride doubles.  Additionally, you can choose to retrofit your vehicle with a specialized armament with deadly capabilities.  Whenever you take the Attack action, you can switch out one of your regular attacks the weapon that you choose below.  Whenever you take a long rest, you can change out the weapon for a different one.


Acid Bile Sprayer.  Acidic bile sprays from a nozzle in a 30-foot cone.  Each creature in the cone must succeed on a Dexterity saving throw or take (4d8) acid damage.  A creature reduced to 0 hit points this way is dissolved, leaving behind any objects it was carrying or wearing.  The creature only takes half damage on a successful save.

Flamethrower.  Fire shoots out of the weapon's nozzle in a 60-foot line that is 5-feet wide.  Each creature in a line must succeed on a Dexterity saving throw or take (4d8) fire damage.  The fire ignites any flammable objects in the area that aren't being carried or worn.  The creature only takes half damage on a successful save.

Infernal Screamer.  The screamer shoots out a mind-numbing blast at a creature within 120 feet.  The target must succeed on a Wisdom saving throw or take (4d12) psychic damage.  The creature only takes half damage on a successful save.

Deadly Stunts

At 15th level, you modify you infernal ride to make your stunts even more dangerous from foes that would venture too close.


Oilslick.  The ground inside of the fog cloud is considered difficult terrain as it is doused in a slippery goo.  Additionally, creatures that attempt to move through the space must succeed on a Dexterity saving throw or be knocked prone.

Spiked Treads.  Whenever you utilize your Wheelie ability, you have advantage on checks to maintain balance on the bike and to ensure that the bike stays upright.  Additionally, whenever you utilize your Crushing Wheels ability, the creature takes 5 additional piercing damage.

Glider Flaps.  Whenever you perform a jump while utilizing your Rocket Boost ability, distance you can travel is increased to 120 feet.  If you leap to a lower area while jumping this way, you do not take fall damage due to descending much slower with the attachments.  The limit for this damage nullification is 60 feet.  After that distance, you take fall damage as normal.

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