Base Class: Ranger
Finding their roots within the modernized urban terrain rather than the traditional forestry, these rangers have found a love for machines rather than fauna. As a Vehicle mount user you use a metal vehicle mount similar to modern car instead of an animal mount. Not all vehicle mount drivers are born of skill but must spend years training to use these complex vehicles. These users often have a love for speed and adrenaline, living for the rush of a race or speeding down the dirt path as fast as they can.
Drifting Gift
You gain the following benefits:
- Horn- Following the Thaumaturgy through the installation of a magic gem drive, you can modify the volume and sound of your horn at will. This is only given your vehicle is turned on.
- Lights- Following the Thaumaturgy, through the installation of a magic gem drive, you can turn your vehicles lights on and off at will. This is done via a audible command (Ie. a snap of your fingers or a clap) and can be done no matter if you are in the car or not.
Metal Mount
At 3rd level, as an action, you can summon your vehicle to any location within 30 ft. of you. This summoning is done via a key fob installed in your keys and takes 1-3 rounds of combat decided at the discretion of the DM based on distance of the vehicle from the summoner.
- In combat the vehicle shares your initiative count and it takes a bonus action to move or an action to command. (Ie. shooting, ramming, honking, etc.).
- If the vehicle reaches 0 hit points then it is stalled and unable to move from that spot unless pushed or towed. The vehicle will be undrivable until repaired at a shop.
- Once summoned, it can not be summoned again until it has been charged via a magic pumping station (Ie. In game gas stations)
Vehicle Companion
Race: Construct
Armor Class: 14 + YOUR constitution modifier
Hit Points: 10 + five times your ranger level
Speed: 60 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 0 (−5) 0(-5) 10 (+0)
Saving Throws: Dex +3, Con +4
Damage resistances: Acid and psychic
Senses: Darkvision 60 ft (Can shine high beams that provide the driver and any party members with given stat)
Actions:
- Scrapper Guns. Ranged Weapon Attack: +3 to hit, reach 30-120 ft., one target. Hit: 1d6 piercing damage.
- Overheat. Once per day. The vehicles old engine can be used to the drivers advantage. Overheating the engine and causing the vehicle to become hot to the touch, the vehicle charges in a straight line for 30 ft. Anyone who is hit by this must make a dexterity saving throw and takes 2d8 burn damage, or half as much on a successful saving throw. Due to the strain this takes on the vehicle however it takes the half of the damage to itself.
Bond of Blood and Iron
The overall speed of your vehicle has increased granting an additional 30ft. of movement, totaling to 90ft. of movement.
While summoned you also gain the following abilities:
- Nitrous- Once per long rest, you can cause a magical overload in the vehicles engine causing it to quickly speed up. For 2 turns of combat your speed is doubled but due to the rapid increase in speed you take disadvantage on any vehicle and driving checks.
- Ramming- By having a ram installed to the front of your car you now deal an additional 1d8 force damage when using your overheat ability. Additionally, if you ram someone with your car without using the overheat ability you still deal 1d8 force damage.
- Better Guns- After tinkering with your guns, they can now be loaded with different types of scrap ammunition, making them able to change damage type once per short rest. Additionally, they deal another 1d6 damage.
The Gift of Gliding
Through the use of a bonus action a pair of sheet metal wings can spring out from the sides of your vehicle granting it a gliding speed equal to that of its movement speed. It takes another bonus action to close the wings. (This doesn’t give it the ability to fly but instead slows decent and with momentum can fly off of a lifted point and then slowly glide along)
Perfected Bond
While your vehicle is summoned you gain the following effects:
- Real Power- After finalizing the scrap guns on your vehicle, they now do an additional 1d6 damage (to a complete 2d6 bonus overall). Additionally, the ammunition type can be changed through a bonus action instead of once per short rest.
- Turning Point- The final piece of your vehicle is complete, the addition of a spoiler to the back of your vehicle. Having mastered the art of driving and with the help of your spoiler, you now gain advantage on all driving and vehicle checks.
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