Base Class: Artificer
The world is so much easier to explore when you don’t have to walk to that cool mountain over there. The Rover Mechanic designs, builds, and modifies land vehicles so that they are able to move across all sorts of terrain with ease.
Tool and Vehicle Proficiency
3rd-level Rover Mechanic feature
You gain proficiency with smith’s tools and with land vehicles. If you already have proficiency in smith’s tools, you gain proficiency with one other type of artisan’s tools of your choice.
Rover Mechanic Spells
3rd-level Rover Mechanic feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Rover Mechanic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Rover Mechanic Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
alarm, grease |
|
5th |
arcane lock, locate object |
|
9th |
counterspell, protection from energy |
|
13th |
fabricate, secret chest |
|
17th |
creation, wall of force |
Rover
3rd-level Rover Mechanic feature
You blood, sweat, and tears have borne fruit in the form of a fully custom land vehicle. See this vehicle’s game statistics in the Rover stat block, which uses your proficiency bonus (PB) in several places. You determine the vehicle’s appearance, this choice has no effect on its game statistics.
If the mending spell is cast on it, it regains 2d6 hit points. If it has been destroyed or disabled within the last hour, you can use your smith’s tools for 10 minutes to fix it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The vehicle then functions perfectly with all its hit points restored.
At the end of a long rest you can build another Rover. If you already have a Rover from this feature, the new Rover replaced the old one.
Large vehicle (500-1000 lbs.)
Creature Capacity 4 Medium creatures
Cargo Capacity 200 lbs.
Armor Class 23 (19 while motionless)
Hit Points 30 + your Intelligence modifier + five times your artificer level (the rover has a number of Hit Dice (d10s) equal to your artificer level)
Speed 120 ft.
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Jump. If the Rover moves at least 30 feet in a straight line up an incline, it can clear a distance of up to 60 feet when jumping over a gap. Each foot of distance cleared on the jump counts as one foot of movement.
Prone Resistance and Deficiency. The Rover has advantage on saving throws against the prone. If the Rover falls prone it can’t right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 crew and Grants Half Cover). Drive and steer the Rover.
Reaction
Evade. If the Rover is able to move, the driver can use its reaction to grant the Rover advantage on a Dexterity saving throw.
Vehicle Expertise
5th-level Rover Mechanic feature
Your proficiency bonus for Vehicles(land) checks is doubled. In addition, whenever you are driving a vehicle, you can make one Attack as a bonus action.
Mod Kit
9th-level Rover Mechanic feature
You've learned more ways to add on to your rover without adding any drawbacks. After completing a long rest, you can add one of the following to your rover. (Only 2 of these modifications can be active at one time):
Extra Seats. You can add up to 4 more seats to your Rover. Increases the Rover’s size from Large to Huge.
Auto-Defense Turret. Add a self-targeting ranged weapon to your Rover. Your spell attack modifier to hit, range 120/300 ft., one target, hit: 2d10 + PB radiant damage.
25mm Mini-gun Turret. Add a manned ranged weapon to your Rover. Operator’s Dexterity modifier to hit, range 120/300 ft., one target, hit: 4d10 + PB piercing damage.
Afterburners. Doubles the Rover’s speed.
Ablative Armor. Halves the Rover’s movement, but adds 5 to its Armor Class.
Aerodynamic Plating. Doubles the distance the Rover can jump.
Armored Personnel Compartment. The driver and passenger have full cover, but cannot make attacks or cast spells outside the Rover.
Anti-Grav Tires. Allows the Rover to hover, negating difficult terrain.
Vertical Take-Off Boosters. Allows the Rover to jump 30 feet straight up.
Reflective Plating. Gives the Rover advantage on Dexterity(stealth) checks.
Improved Rover Chassis
15th-level Rover Mechanic feature
Your Rover becomes more powerful:
- You can add up to 4 mods from the Mod Kit feature
- Your Rover gains a +2 bonus to Armor Class and Dexterity saving throws.
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