Artificer
Base Class: Artificer

The era of battalions, phalanxes, and formations is over. What you and this new battlefield share in common is a singular need – a need for speed.

Tools of the Trade

When you take this subclass at 3rd level, you gain proficiency in smith’s tools and land vehicles. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Rider Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Rider 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 Spells
3rd jump, longstrider
5th blur, misty step
9th fly, haste
13th fabricate, freedom of movement
17th mislead, teleportation circle

Personal Ride

As a bonus action, you can summon your Personal Ride, a vehicle specialized for your use. This vehicle might appear as a motorcycle, a pair of boots with wings, or even an animal; work with your DM to determine an appropriate appearance for your Personal Ride. Regardless, your Personal Ride acts as part of yourself, and while your Personal Ride is summoned, your movement speed increases by 10 feet. This additional movement further increases to 15 feet at 5th level, 20 feet at 11th level, and 25 feet at 17th level.

In addition, when you summon your Personal Ride and as a bonus action afterwards, you can take the Dash action. When you do so, you can make a melee spell attack against a creature that you move within 5 feet of, dealing 1d6 force damage on a hit.

Momentum

Your Personal Ride’s dash attack deals 2d6 force damage instead of 1d6. In addition, when you attack a creature with your Personal Ride, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Shift Gear

You ignore difficult terrain while mounted on your Personal Ride. In addition, while mounted on your Personal Ride, you can move up, down, and across vertical surfaces and upside down along ceilings. However, if you end your turn on such a surface, you fall.

Ride or Die!

When you would be within the area of an effect that requires you to make a saving throw, you can use your reaction to move up to half your movement speed. If this movement causes you to leave the effect’s area, you automatically succeed on the saving throw.

Once you use this feature, you cannot use it again until you finish a long rest.

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