Base Class: Artificer
Every adventuring party needs a safe place to rest. A Caravaneer is a master of hospitality who maintains and provides a customizable magical vehicle to act as a home away from home for any diligent traveler.
This homebrew is to be taken as an compilation and modification of both PosTavern's & WobblyFett's Caravaneer subclasses.
Tool Proficiency
When you adopt this Artificer specialization at 3rd level, you gain proficiency with mason’s or carpenter's tools, along with (Land) Vehicles proficiency. If you already have these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.
Caravaneer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Caravaneer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. You also learn the Firebolt or Mending cantrip.
| ARTIFICER LEVEL | CARAVANEER SPELLS |
|---|---|
| 3rd | Fog Cloud, Healing Word |
| 5th | Arcane Lock, Prayer of Healing |
| 9th | Clairvoyance, Stinking Cloud |
| 13th | Secret Chest, Private Sanctum |
| 17th | Creation, Hallow |
Arcane Caravan
By 3rd level, you have constructed a mobile home known as an arcane caravan. See its game statistics in the Arcane Caravan stat block along with your 9th and 15th level features. You determine the arcane caravan’s appearance and you can use an action to control it with a console inside.
Inside the arcane caravan is an extradimensional dwelling. It is warm and dry, regardless of conditions outside. You can create any floor plan you like with the space indicated in the stat block. The place is furnished and decorated as you choose, but it must include a fireplace that leads to the chimney outside, a console, and at least one door and window. Any equipment or furnishings conjured within the arcane caravan dissipate into smoke if removed from it. You can use an action with mason’s tools to transform the layout when no creatures are inside it except yourself.
You can use the Arcane Caravan as a spellcasting focus for your artificer spells.
If you are within the arcane caravan, you can use your bonus action to begin piloting the caravan. In combat, the caravan shares your initiative count. It can move on its own, but it cannot take an action on its own. You continue to pilot the Arcane Caravan until you leave it's premises.
Once per round, if fire damage is dealt to the fireplace or the mending spell is cast on the caravan, the arcane caravan regains 2d4+ your Intelligence modifier hit points. If its hit points are reduced to zero, all creatures and objects within the extradimensional dwelling are expelled through the chimney and fall prone into the nearest open spaces, taking 2d6 bludgeoning damage plus any excess damage the arcane caravan took. No creatures can enter or recall the arcane caravan until it is revived. You can spend 1 hour working with mason’s or carpenter's tools and expend a spell slot of 1st level or higher to revive it with all of its hit points restored.
Using mason's or carpenter's tools, you can construct a new arcane caravan at the end of a Long Rest. If you already have an arcane caravan from this feature, the first one immediately perishes. (The extradimensional space inside the caravan is one and the same despite creating a new caravan.)
Zone of Hospitality
At 5th level, you can generate zones which act as small magical sanctuaries for your allies. When a creature restores hit points within 5 feet of an object with a property from your Magical Tinkering feature, it gains temporary hit points equal to your Intelligence modifier plus double your PB. A creature may only be affected by this effect a number of times equal to your PB every Short Rest.
9th Level Arcane Caravan Upgrades
At 9th level, your zone of hospitality improves. In adition to it's previous effect, when a creature restores hit points within 5 feet of an object with a property from your Magical Tinkering feature, it now also gains 15ft movement speed for 1 turn.
15th Level Arcane Caravan Upgrade
See the Arcane Caravan stat block.
Pocket Home
At 5th level, if there are no creatures within the Arcane Caravan, you can spend 1 minute hitting switches and cranking levers to turn the Arcane Caravan into a Tiny object that weighs 5 pounds and can be held in one hand. The caravan remains in this form until you use an action to throw the caravan into an adjacent space, where the caravan returns to its normal size and weight if there is enough space.
Arcane Renovations
Much like any artificer's infusions, the Arcane Caravan itself can be infused with certain modifications that alter it's workings.
An Arcane Caravan can only be affected by 1 Component of each type at the same time, and extra types of Components are unlocked as the Artificer gains levels in this class.
A) Weapon Components
3rd-level Caravanner feature
You equip your caravan with the battle potential to protect itself and its passengers. At the end of a Long Rest, the Arcane Caravan gains a Weapon Component of your choice if you have your carpenter's tools with you. If the Arcane Caravan already has a Weapon Component from this feature, you can replace it with a different Weapon Component from this feature.
- Weapon: Ballista
The Arcane Caravan gains a Ballista, which shoots bolts in a 120ft range. The hit bonus for this attack equals your spellcasting modifier and deals 1d8 + your Intelligence modifier piercing damage on hit. The damage of the Ballista increases by 1d8 at levels 5, 9 and 15. The Ballista deals double damage to structures and other vehicles.
- Weapon: Force Ram
The Arcane Caravan gains a Force Ram. The Force Ram gains a bonus to its attack rolls equal to your spell attack modifier and deals 1d12 + your Intelligence modifier force damage on a hit. If the Arcane Caravan moved at least 15 feet straight towards the target before the hit, the target must succeed on a Strength Saving Throw of DC equal to your spellcasting DC, or be pushed 10ft and knocked prone. The damage of the Force Ram increases by 1d12 at levels 5, 9 and 15. The Force Ram deals double damage to structures and other vehicles.
- Weapon: Tesla Coil
The Arcane Caravan gains a Tesla Coil. The Tesla Coil shoots a bolt of lightning to a point 10ft in radius anywhere 60ft from the Arcane Caravan. Each creature in that area must make a Dexterity saving throw against your Spell Save DC, taking 1d10 Lightning damage on a failed save or half as much damage on a successful one. The damage of the Tesla Coil increases by 1d10 at levels 5, 9 and 15. While the Arcane Caravan has a Tesla Coil it is resistant to Lightning damage.
B) Dwelling Components
5th-level Caravanner feature
The Arcane Caravan is now a better living space, allowing the Artificer to turn one of it's rooms into a specialized working environment that provides bonuses to skills related to the room's theme.
- Dwelling: Study
The Arcane Caravan gains a Study room, in the shape of a 20ft cube (added to the total of cubes that compose your arcane caravan interior layout); friendly creatures that spend an hour in this room gain advantage on their next Arcana, History, Investigation or Religion check. A creature may only benefit from this once a day.
- Dwelling: Conservatory
The Arcane Caravan gains a Conservatory room, in the shape of a 20ft cube (added to the total of cubes that compose your arcane caravan interior layout); friendly creatures that spend an hour in this room gain advantage on their next Deception, Intimidation, Performance or Persuasion check. A creature may only benefit from this once a day.
- Dwelling: Greenhouse
The Arcane Caravan gains a Greenhouse room, in the shape of a 20ft cube (added to the total of cubes that compose your arcane caravan interior layout); friendly creatures that spend an hour in this room gain advantage on their next Animal Handling, Medicine, Nature or Survival check. A creature may only benefit from this once a day.
C) Enhanced Components
15th-level Caravanner feature
Your Arcane Caravan becomes a true marvel of magic and technology. At the end of a Long Rest, the Arcane Caravan gains a Component of your choice from the following options if you have your mason's or carpenter's tools with you. If the Arcane Caravan already has a Component from this feature, you can replace it with a different Component from this feature.
- Movement: Space
The Arcane Caravan teleports up to 100 feet to an unoccupied space within range. The Artificer can use this feature a number of times equal to their Intelligence modifier (minimum of 1). The Arcane Caravan regains all expended uses when you finish a long rest.
- Upgrade: Vitality
While the Arcane Caravan is being piloted, friendly creatures that start their turn within 30 feet of the caravan have advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. Once a creature has taken advantage of this feature a number of times equal to your Intelligence modifier (minimum of 1), it cannot do so again until it has finished a long rest.
- Weapon: Multiattack
Choose one of the Weapon Components granted by this feature at level 3. The Arcane Caravan uses that Weapon Component twice.
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