Base Class: Artificer
Motorists use their mechanical knowledge to create motored vehicles improve their capabilities. Those who prefer the grip of a wheel compared to the hilt of a sword and the smell of oil and burnt rubber over the pleasantries of baked goods and flowers are likely to be motorists. There’s nothing a motorist prefers more than the freedom of being one with their vehicle going as fast as they can as the wind hits their face and the scenery leaves their vision as quickly as it enters.
Motorist’s Vehicle
When you choose this subclass at 3rd level, you create a special, magical vehicle. The vehicle can take one of three forms detailed below and each has its own benefits and drawbacks. You can change the vehicle type over a long rest. Getting into or out of your vehicle requires an amount of movement equal to half your speed. Before your vehicle can use its movement, you must start its engine, and, once started, if it doesn’t use its movement for a minute or is knocked prone, the engine stops running. If the vehicle is knocked prone, all creatures inside can use their reaction to safely land on the ground within 5 feet of the prone vehicle. Otherwise, they will take 1d8 bludgeoning damage and fall prone in a space within 5 feet of the prone vehicle. If the vehicle provokes an opportunity attack, the attacker can target either the vehicle or a creature within it.
While your vehicle is at or below 0 hit points, the engine stops running and won’t start back up again, but it is not destroyed. Any creature can move a vehicle in this state at a rate of 2 feet of movement for every 1 foot the vehicle is moved. If the vehicle takes double its maximum hit points in damage, it explodes forcing each creature within 15 feet to make a Dexterity saving throw and take 5d8 bludgeoning damage on a failed save or half as much on a successful one. If your vehicle is destroyed or lost, you can create an exact copy over a long rest by spending 50 gp. Only one version of your vehicle can exist at a time, so if you create a new version of your vehicle while one already exists, the previous version stops working and will never start back up. The vehicle can’t regain hit points through magical means or rest, but you can use an action to expend an artificer hit die to restore a number of hit points equal to a roll of the vehicle’s hit die + your Intelligence modifier. If you lack any hit dice, you can spend a spell slot to regain a number of artificer hit dice equal to the spell slot used.
Due to the complex way you constructed it, you are the only one who knows how to drive your vehicle, and while driving it you control every aspect by yourself. Controlling the vehicle requires the use of a hand. While controlling it, the vehicle acts as a spellcasting focus and spells with lingering effects you cast on yourself such as blur, invisibility, or haste also affect your vehicle while you’re driving it.
You also gain proficiency with all vehicles and navigator’s tools.
First Upgrade
At 3rd level, you can choose one of the following upgrades to give your vehicle. Over a short rest, you can replace the upgrade you chose from this feature and replace it with a different upgrade option offered by this feature.
Headlights. You install a pair of lights on the front and back of the vehicle. As a bonus action, you can turn them on or off. While on, they provide bright light in a 30-foot radius and dim light for an additional 30 feet around your vehicle.
Telekinetic link. Through your advanced mechanics, you connect the controls of your vehicle to your own mind. Because of this, you don’t need hands to control the vehicle; the vehicle can upright itself on its own if knocked prone (no action required); and if you are not in your vehicle, you can control its movement from a distance of up to 1 mile away.
Ejection Pad. You introduce a spring-loaded contraption under the driver’s seat. At any point you choose, you can use a reaction to activate the spring and launch yourself out of your vehicle to a spot of your choosing exactly 30 feet away from the vehicle where you land on your feet and take no damage. If you use this reaction to avoid an attack, your vehicle is hit instead if it can be.
Juke. With a few tweaks here and there, you improve the vehicle’s maneuverability. If you are driving the vehicle, you can use your reaction to grant the vehicle advantage on a Dexterity saving throw.
Nitro. You improve the magical fuel you use to power your vehicle. Because of this your vehicle’s speed increases by 5 feet. You can take this upgrade at each upgrade feature provided by this subclass.
Motorist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Motorist 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 |
Spell |
|
3rd |
fog cloud, magic missle |
|
5th |
blindness/deafness, spike growth |
|
9th |
erupting earth, fireball |
|
13th |
dimension door, wall of fire |
|
17th |
cloudkill, wall of force |
Extra Attack
Beginning at 5th level, you can attack twice with your vehicle, instead of once, whenever you take the Attack action on your turn.
All-Terrain Vehicle
Starting at 5th level, your vehicle ignores all difficult terrain. Additionally, your vehicle’s speed increases by 10 feet.
Second Upgrade
At 5th level, you can choose one of the following upgrades to give your vehicle. Over a short rest, you can replace the upgrade you chose from this feature and replace it with a different upgrade option offered by this feature. You can only replace one upgrade per short rest.
Spike Coat. You install a layer of spikes or sharp wire around your vehicle. Whenever a creature besides you or one of your companions enters or starts their turn within 5 feet of the vehicle, they take 1d6 piercing damage.
Armored Plating. By reinforcing the exterior of your vehicle with thick, durable metals, you grant it resistance to bludgeoning, piercing, and slashing damage.
All-Weather. Using specific materials, you make it easier for your vehicle to keep out hot or cold air granting it resistance to fire and cold damage.
Lead Paint. Using a thin layer of lead, you provide your vehicle with some magical protection. Whenever you make an Intelligence, Wisdom, or Charisma saving throw for your vehicle, you can add your Intelligence modifier to the roll.
Aquatic/Mountainous Adaption
Starting at 9th level, your vehicle gains a swimming and climbing speed and any creatures inside the vehicle are able to breathe. Additionally, your vehicle’s speed increases by 10 feet.
Third Upgrade
At 9th level, you can choose one of the following upgrades to give your vehicle. Over a short rest, you can replace the upgrade you chose from this feature and replace it with a different upgrade option offered by this feature. You can only replace one upgrade per short rest.
Aimlock. You improve the system you use to control the charge beam. Because of this improvement, you can add your Intelligence modifier to the damage of your charge beam, and the range of the weapon increases to 180 feet. Attacks from your charge beam also ignore half and three-quarters cover.
Crushing Wheeles. By enforcing the toughness of your vehicle and improving its maneuverability, you can add your Intelligence modifier to ram damage, and whenever you move 20 in a straight line towards a creature and make a ram attack against them, they must make a Strength saving throw or either be knocked prone or be forced backward 10 feet.
Hook. You install some sort of hook on your vehicle. As an action, you can swing or launch your hook at a creature within 30 feet of the vehicle that must make a Dexterity saving throw or take 1d8 piercing damage and become grappled by the hook. A grappled creature is forcefully moved when you move and they take 1d6 bludgeoning damage if the vehicle uses its movement or takes the dash action as they’re dragged across the ground. A creature can escape the hook by making a Strength (Athletics) or Dexterity (Acrobatics) check against your Spell Save DC.
Horn. As an attack, you can honk your horn and force all creatures within 10 feet of the vehicle to make a Constitution saving throw. On a failed save any creatures except for you in range take 1d6 thunder damage and become deafened until the end of their next turn. On a successful save, they take half damage and aren’t deafened.
Roadable Aircraft
When you reach 15th level, your vehicle gains a flying speed. Additionally, your vehicle’s speed increases by 10 feet.
Final Upgrade
At 15th level, you can choose any one upgrades that your vehicle is not already benefiting from to give your vehicle. Over a short rest, you can replace an upgrade with a different upgrade option offered by the feature of the upgrade you’re replacing. You can now replace an upgrade from each upgrade feature during short rest.
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