Artificer
Base Class: Artificer

An artificer that chooses to practice as a Mechanic has chosen a life of machinery and mobility. This talent is naturally valued by militaries and merchants, but independent enthusiasts find every way to optimize their own vehicles for personal use. Because these machines are fueled by their creator's magic, their widespread distribution has been less than lucrative. 

Tool Proficiency

3rd-level Mechanic feature

You gain proficiency with vehicles (both land and water). You also 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.

Mechanic Spells

3rd-level Mechanic feature

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

Mechanic Spells

Artificer Level Spell

3rd

fog cloud, shield

5th

find steed, locate object

9th

slow, erupting earth

13th

freedom of movement, fire shield

17th

passwall, teleportation circle

Custom-Built Vehicle

3rd-level Mechanic feature

You've fashioned some scrapped machinery into your own Custom-Built Vehicle. By spending 1 hour, or a Short Rest, and working with smith's tools, you can magically assemble this vehicle in an unoccupied space on a horizontal surface within 5 feet of you. The Vehicle can hold up to 5 medium sized creatures comfortably. When you assemble the vehicle, you determine its appearance and whether it uses legs, treads, wheels, sails, or other mechanisms for its locomotion. Once the vehicle has been assembled, you can summon it to your location as an action a number of times equal to your proficiency bonus, and do not have to reassemble it again, unless it has been destroyed or you choose to reconfigure its appearance.

You can only have one custom-built vehicle at a time. Attempting to assemble a second vehicle while the first one is present causes the first to reappear in the chosen space.

The vehicle remains in an unpowered state until you use an action to touch it and expend a spell slot of 1st level or higher. Once you do, the vehicle gains enough arcane energy to stay powered for a number of hours equal to twice the level of the expended spell slot. The vehicle can only hold enough arcane energy to stay powered for 8 continuous hours. If you expend a spell slot that would provide more hours of arcane energy than the vehicle can hold, the extra energy is lost.

The vehicle counts as a magical object while it is powered. It has an AC of 17 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If the mending spell is cast on it, it regains 2d6 hit points. It completely disassembles and disappears if it is reduced to 0 hit points, but you can always assemble it again later if this occurs. You can also disassemble it as an action if the vehicle is within 5 ft. of you.

 

 Once during your move, you can hop onto and begin operating the vehicle (if it is within 5 feet of you) or hop off. You do so by spending movement equal to half your speed. Only you can properly operate your custom-built vehicle, and you gain the following benefits while doing so if it is powered:

  • The vehicle provides you with a base speed of 90 feet, a climbing speed of 50 feet, and/or a swimming speed of 50 feet. You can use any of them in place of your own speeds.
  • You can use your bonus action to take the Dash action.
  • If your movement provokes an attack of opportunity, you can force the attack to target your vehicle instead of you.
  • When a spell or effect teleports you to another location, you can choose to bring the vehicle with you as long as there is enough space for it at the new location.

Vehicle Modifications

3rd-level Mechanic feature

You can add specialized modifications to your custom-built vehicle. When you do, you choose one of the following vehicle configurations: Combat, Support, or Transport.

You can change the vehicle's configuration whenever you finish a long rest, provided you have smith's tools in hand. Each configuration counts as a separate item for the purposes of your Infuse Items feature. Infusions don't vanish when the vehicle's configuration is changed, but they can't be used if they are not infused into the current configuration.

 

Combat. You sacrifice space to increase the amount of utility that the vehicle brings to violent situations. It has the following features:

Sonic Cannons. In this state, there is only enough room in your Custom-Built Vehicle to fit you and one other creature. The vehicle has a pair of special weapons known as "Sonic Cannons", that can be used while someone else "pilots" your custom-built vehicle. The "pilot" must be a creature you see as an ally, and can only be one size smaller or larger than you to operate your Custom-Built Vehicle. The "pilot" can only take the move action on its turn while in control of the vehicle, and can only move at half the vehicles normal speed. The cannons counts as a simple ranged weapon, range 30/90, has a +5 to hit, and deals 2d10 force damage on a hit. If an ally creature is operating the cannon instead, and you are driving, the damage is 2d8 on a hit, but movement is normal speed. When you make an attack with this weapon, you can add your Intelligence modifier, instead of Dexterity, to the damage rolls. A creature hit by the cannon must make a constitution saving throw against your Spell Save DC, or be stunned until the end of it's next turn. If your ally creature needs to leave the vehicle, it must do so on it's turn, or be forced out by another ally creature, but cannot be removed by you while you operate one of the two functions.

 

Medical. You outfit the vehicle with arcane apparatus that assist you in numerous ways. It has the following features.

EMS. You and your allies in the vehicle gain advantage on all saving throws, including death saves. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside the vehicle, each creature of your choice in the vehicle also regains hit points equal to your artificer level.

 

Transport. You alter the vehicle for long hauls and road trips. It has the following features:

Cargo Space. The vehicle becomes slightly larger than a Keelboat, allowing it to seat up to 7 Medium or Small crew members, and 4 Medium or Small passengers, in addition to you, the operator. It also gains nets, pouches, and a holding rack that allow it to carry up to 1.5 tons of additional cargo.

Extra Attack

5th-level Mechanic feature

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

This changes nothing about your Custom-Built Vehicle

Aerial Modification

9th-level Mechanic feature

Your Custom-Built Vehicle gains an additional benefit of being able to be an aircraft. You gain proficiency in Vehicles(space) for the purpose of air travel.

Your Custom-Built Vehicle also has a new fourth Modification, as listed below:

Flight. You create a method to turn 3 dimensional combat on its head, utilizing your vehicle for personal use. It has the following features:

Jetpack Pilot. The vehicle is now considered Tiny, and only fits on one Medium or smaller creature. While wearing the Custom-Built Vehicle, you can add your Intelligence Modifier to your Initiative roll. Additionally, you gain a fly speed equal to your move speed, and can take the Dash or Disengage as a bonus action. When you use your movement to fly in this manner, you must end your turn on a solid surface, or fall the full distance until you are on a solid surface. 

Additionally, You can change the vehicle's configuration whenever you finish a short rest now, provided you have smith's tools in hand.

Dual Fabrication

15th-level Mechanic feature

You've perfected the design of your Custom-Built Vehicle, and have the knowledge to never waste usable parts. From now on, whenever you summon your Custom-Built Vehicle, Choose whether you summon a single vehicle, or if you summon two vehicles simultaneously. You cannot, however, summon two of the exact same type of vehicle.

 

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