Base Class: Artificer
A roamer is an artificer specialized on travel at great speeds, as they tinker and ride in a multipurpose arcane vehicle of their own creation, the drifter. This wonder of artifice is more than a simple mount, it is their companion, these artificers are wayward travellers and trailblazers, they live their life on the road, always on the move and constantly on a journey towards a better place and improvement of their inventions.
Roamer Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Roamer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
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Artificer Level |
Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Traveler's Tools
When you adopt this specialization at 3rd level you gain proficiency with land vehicles and cartographer’s tools.
Additionally, you learn the Mending cantrip if you don’t know it already. It counts as an artificer spell, but it doesn't count against your number of cantrips known.
Drifter
Also, at 3rd level, your studies have led you to creating a vehicle called the drifter, a motorbike-like mechanical arcane vehicle that you can utilize in and out of combat.
The vehicle can magically compress into a small rod, which you can carry on your person. As a bonus action on your turn, you can touch the rod to have it expand into the cycle under you, provided there is enough space to do so. You can also use your bonus action to turn the cycle back into the rod if you are riding it. The Drifter is a Large construct, and while playing on a 5 ft. grid, the cycle takes up a 2 x 1 area.
The drifter has an AC equal to your Intelligence Score and a number of hit points equal to four times your artificer level. Only you can ride the cycle, and while riding it, your movement each turn is 60 feet, but when you move, you cannot rotate more than 90 degrees each turn. It is immune to poison and psychic damage, as well as all conditions. If it is forced to make an ability check or saving throw, treat all of its ability scores as equal to your Intelligence score. It compresses back into a small rod when it is reduced to 0 hit points and can't turn back into its cycle form until it regains at least 1 hit point. When the mending spell is cast on it in either form, it regains 2d6 hit points and, while it has zero hit points, you may spend 10 minutes and a spell slot to fully reconstruct and fix it.
At the start of each of your turns, you can choose a different direction for the drifter, turning it on the spot before you begin moving. Any increase to your speed applies to the cycle while you ride it, including if you take the Dash action. While you ride it, creatures have disadvantage on opportunity attacks against you and your cycle you can use it as a spellcasting focus for your Artificer spells, and you can force any attack targeted at you to target it, or vice versa. Finally, If you move the cycle for at least three turns in a single direction, it can move at its max speed of 700 feet.
Riding Savant
Beginning at 5th level, whenever you cast a spell using your Drifter or cartographer’s tools as your spellcasting focus, you gain a bonus to one damage roll of the spell equal to your Intelligence modifier.
Drifting Maneuvers
At 9th level, you can tap into the arcane engine that powers your drifter and use a bonus action to perform different maneuvers. You can do so as a bonus action, a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
- Flame Trail. The next time the drifter moves this turn, it leaves behind a 1-foot wide, 5-foot high trail of fire until it stops moving. The trail disappears after 1 minute. Creatures can see, move, and make ranged attacks through the trail, but whenever a creature passes through it or ends its turn within the trail, it must succeed on a Dexterity saving throw or take 3d8 fire damage, taking half as much on successful one.
- Roadkill. The next time the drifter moves at least 20 feet straight towards a creature of your choice, it rams and hits it. It must succeed on a Strength saving throw against your spell save DC or take 3d12 bludgeoning damage and be knocked prone. Either way, the drifter stops moving.
- Turbo. Until end of turn, the drifter gains an additional 40 feet of movement and gains a flying speed equal to its speed.
Perfected Drifter
By the time you’ve reached 15th level, your vehicle has become a vessel for arcane perfection. Creatures mounted on the drifter have three quarters cover, and when you move on it, there is no limit to how much you can rotate each turn.
Additionally, when you or it are subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Furthermore, while you are riding the drifter, at the beginning of your turn, you may choose one of the following:
- You and the drifter gain temporary hit points equal to half your level + your Intelligence modifier.
- All damage dealt by your spells is increased by an amount equal to your proficiency bonus.
Previous Versions
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11/23/2022 6:59:45 PM
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