Artificer
Base Class: Artificer

Sometimes armies require swift action at key points to turn a defeat into victory. As light cavalry and a partial caster a Chasseur is an excellent scout as well as an expert at harassing the enemy using hit-and-run tactics and can skillfully hold their own in the fray. To accomplish skilled maneuvers a Chasseur rides upon a mechanical mount, a magical means of fast movement of their own creation. Many soldiers could tell stories of battles nearly being lost before Chasseurs charged the enemy flank and routed their front lines.

This homebrew combines aspects from the Artillerist and Battle Smith subclasses to create a synergistic light cavalry class with specialized charging attacks that can cause massive damage in the right situation and who can also act as a partial caster.

 

Tool Proficiency

3rd-level Chasseur 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.

Chasseur Spells

3rd-level Chasseur feature

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

Chasseur Spells

ARTIFICER LEVEL SPELL

3rd

shield, heroism

5th

scorching ray, warding bond

9th

fireball, aura of vitality

13th

ice storm, fire shield

17th

banishing smite, wall of force

Mechanical Mount

3rd-level Chasseur feature

Using woodcarver's tools or smith’s tools, you can take an action to magically create a Medium or Large Mechanical Mount in an unoccupied space within 5 feet of you and mount it as part of the same action. A Medium Mechanical Mount occupies its space, and a Large one occupies 10 by 10 ft.

Once you create a mount, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one mount at a time and can’t create one while your mount is present. 

The mount is a magical object. If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. The mount also perishes if you die.

When you create the mount, you determine its appearance and the means by which it travels on the ground. On each of your turns, you can take a bonus action to command the mount to take an action if you are within 60 feet of it. 

In combat, the mount shares your initiative count, but it takes its action immediately after your turn. It can move on your turn and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use your bonus action on your turn to command it to take another action. That action can be one in its stat block or any other action available to all creatures such as  Dash or Disengage. If you are incapacitated, the mount can take any action of its choice, not just Dodge.

 MECHANICAL MOUNT
Medium/Large construct


Armor Class 15 (natural armor)
Hit Points five times your artificer level + your Intelligence modifier
Speed 50 ft. (Medium); 60 ft. (Large)


STR        DEX         CON          INT        WIS         CHA
14 (+2)   12 (+1)   14 (+2)     4 (-3)     10 (+0)    6 (-2)


Vigilant The mount can’t be surprised.
Challenge — Proficiency Bonus (PB) equals your bonus
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus PB, Perception +0 plus PB × 2
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak.


 Actions
Force-Empowered Rend. Melee Weapon Attack: your spell attack
modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB force damage.

Force-Empowered Charge. If the mount moves at least 20 feet in a straight line and then hits a creature with a Rend attack on the same turn, that target must succeed on
a DC 14 Strength saving throw or be knocked prone. If the target is prone, the mount can make
another Rend attack against it as a bonus action.


Reaction
Momentum repulsion. The mount imposes disadvantage on the attack roll of one creature it can see
that is within 5 feet of it, provided the attack roll is against a creature other than the mount.

Smart Targeting

3rd-level Chasseur feature

Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Extra Attack

5th-level Battle Smith feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Lance

9th-level Chasseur feature

You've learned new ways to channel momentum into magical force creating an arcane lance that grows in power the further you move. While mounted on your mechanical mount if you move 20 ft. in a straight line you can make a melee spell attack using your action if the target is within 10 ft. of you after having traveled the 20 ft. line. On a hit the target takes 8d6 force damage and is knocked prone. For every 10 ft. (in addition to the minimum 20 ft. required to produce this effect) you travel in a continuous straight line before the attack roll add another d6 or d8 depending on your level.

You can use this ability a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

 

Improved mount

15th-level Chasseur feature

Your Arcane Lance and mechanical mount become more powerful:

  • The extra damage of your Arcane Lance increases to 8d8.
  • When you create your mechanical mount you can choose whether it has a flying speed or not. If you choose the flight ability the mount gains a flight speed equal to the walking speed based on its size however this mount only lasts for ten minutes. After the initial use of this ability you must use a spell slot of 2nd or higher in order to create another flying mount.
  • Your mechanical mount gains a +2 bonus to Armor Class regardless of whether it has a flying speed or not.

Previous Versions

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10/8/2022 12:28:26 AM
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