Artificer
Base Class: Artificer

A Mechanic specializes in using magic to fuel vehicles of transportation, protection, and destruction. A mechanic's versatility in its creations allows them to craft vehicles for many needs, be it war, exploration, or transit. Artificers of this specialization have the lion's share of choices for patronage and work, and many find themselves in the company of grateful wanderers and travelers. 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with carpenter's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Mechanic Spells

Starting at 3rd level, 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

Mechanic Spells

3rd

Jump, Longstrider

5th

Misty Step, Knock

9th

Phantom Steed, Thunder Step

13th

Dimension Door, Fire Shield

17th

Far Step, Tree stride

Arcane Vehicles

Also at 3rd level, you've learned how to create magical vehicles, which can be ridden and controlled by your and your allies. Using a set of artisan's tools, you can take an action to magically create a vehicle of your choice within 5 feet of you. The vehicle occupies its space and can hold a number of medium or smaller creatures on it equal to its capacity. Once you have used an action to create a vehicle, you can not do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to do so. You can only have one arcane vehicle at a time and can't create one while your arcane vehicle is present. 

The vehicle is a magical object immune to poison and psychic damage. If mending is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. 

When you create the vehicle, you determine its form from a list of options. The vehicle does nothing unless it is piloted by you while you are mounted within the vehicle. While piloting, you can use your movement to make the vehicle travel up to its movement speed. If the vehicle has action, bonus action, or reaction options, you may use those abilities while piloting the vehicle, using your action, bonus action, or reaction to do so.

Clockwork Steed

Size: Medium

Speed: 50ft

AC: 10 + PB

HP: 5 times artificer level

Capacity: 1

Bonus Action: Flame Breath

Reaction: None

Action: Thunderous Roar

 

Flame Breath: A 15 foot cone of flame bursts from the Clockwork Steed. Each creature within the area must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save or half as much damage on a successful one. 

Thunderous Roar: You expend a spell slot of 1st level or higher and a 25 foot cone of thunderous sound erupts from the Clockwork Steed. Each creature within the area must make a Constitution saving throw against your spell save DC or take 2d8 thunder damage and be deafened until the start of the pilot's next turn. On a successful save, creatures take half damage and are not deafened. The damage increases by 1d8 for each spell slot level above 1st. 

 

Walking Parapet

Size: Large

Speed: 15ft

AC: 14 + PB

HP: 10 times artificer level

Capacity: 4

Bonus Action: Mini Catapult

Reaction: Shifting Walls

Action: Raise Battlements

 

Mini Catapult: Make a ranged spell attack, originating from the Walking Parapet, at one creature within 60 feet of it. On a hit, the target takes bludgeoning damage equal to 1d4 + your intelligence modifier. This attack deals double damage to structures. 

Shifting Walls: When a creature within the Walking Parapet is hit by an attack, the you may expend a spell slot of 1st level or higher to grant the target a +2 bonus to AC that lasts until the start of the your next turn. The creature loses the bonus AC if the target moves at least 5 feet within the Walking Parapet or dismounts from the parapet. This bonus to AC increases by 1 for each spell slots above 1st to a maximum of 5th level. 

Raise Battlements: Until the start of your next turn, all creatures within the Walking Parapet benefit from half cover. 

Arcane Sloop

Size: Huge

Speed: 0ft, swim 40ft

AC: 12 + PB

HP: 10 + 5 times artificer level

Capacity: 9

Bonus Action: Arcane Cannon

Reaction: None

Action: Tidal Wave

 

Arcane Cannon: Make a ranged spell attack, originating from the Arcane Sloop, at one creature or object within 120 feet of it. On a hit, the target takes force damage equal to 1d10 + your intelligence modifier.

Tidal Wave: Expend a spell slot of 1st level or higher to produce a wave of water that extends from the Arcane Sloop in a line that is 50 feet long and 5 feet wide. Each creature within the area must make a Strength saving throw against your spell save DC, taking 3d6 bludgeoning damage on a failed save or half as much on a successful save. Any large or smaller vessel in the area has a 25% chance of capsizing. The damage increases by 1d6 for each spell slot extended above 1st.

Errant Caravan

Size: Large

Speed: 30ft

AC: 10

HP: 15 

Capacity: 10

Bonus Action: None

Reaction: Alarm

Action: Cover-up

 

Alarm: When the Errant Caravan takes damage, you may use your reaction to awaken everyone within the caravan. If anyone in the caravan was surprised, they no longer are.

Cover-Up: A magical cover appears over top the Errant Caravan, granting it 1 temporary hitpoint. The duration of the vehicle is extended to 8 hours from when it was summoned or until it runs out of temporary hitpoints, and everyone within it has total cover from the outside. The inside of the caravan is dry and of comfortable temperature. If the caravan is traveling on a man-made road or well worn path, it travels automatically without need of a pilot. The caravan comes to a stop if the path ends, there are any obstruction in the path, or if the path splits into multiple, magically alerting you when that happens. When taking this action, you may expend a spell slot to increase the number of temporary hit points granted to the caravan by 5 times the spell slot level expended. 

Repairs and Adjustments

Starting at 5th level, any time you expend a spell slot while piloting an Arcane Vehicle, the vehicle restores 2d6 hit points and deals an extra die of damage on its abilities until the start of your next turn. The hit points restored to the vehicle are increased by 1d6 for each spell slot level expended above first. 

Weapon Upgrades

Starting at 9th level, all Arcane Vehicle abilities that deal damage deal one extra die of damage. 

Additional Vehicles

Also at 9th level, you gain the ability to summon 3 additional types of arcane vehicles. If you expend a spell slot to summon any of these vehicles, it must be a spell slot of 2nd level or higher.

Battle Zeppelin

Size: Large

Speed: 5ft. Fly 30ft.

AC: 10 + PB

HP: 5 times artificer level

Capacity: 2

Bonus Action: Fire Bomb

Reaction: Updraft

Action: Abduction

 

 Fire Bomb: A bomb is dropped directly under the Battle Zeppelin, exploding the moment it hits the ground in a 5 ft radius sphere. Each creature within the area must make a Dexterity saving throw against your spell save DC, taking 2d6 fire damage on a failed save and half as much on a successful one.

Updraft: You may use a reaction to prevent anyone from taking fall damage from jumping or falling out of the Battle Zeppelin. You may also use this reaction when the Zeppelin is reduced to 0 hit points.

Abduction: You may expend a spell slot of 2nd level or higher to attempt to grapple a creature within 30 feet and directly bellow the Battle Zeppelin. The creature must make a Strength saving throw against your spell save DC or be grappled by the Zeppelin. While grappled in this way, the creature maintains its relative position to the ship as long as there are no objects in its way that prevent it from doing so. The grapple ends if the target is every more than 30 feet away from the ship, and you must maintain concentration on this action as if concentrating on a spell. If you expend a spell slot of 4th level or higher, a creature grappled by this ability is also restrained.

Mole Drill



Size: Large

Speed: 30ft. Burrow 20ft

AC: 12 + PB

HP: 15 + 5 times artificer level

Capacity: 1

Bonus Action: Drilling Ram

Reaction: None

Action: Drill

 

Drilling Ram: Make a melee spell attack against a creature within 5 feet of the Mole Drill. A creature takes piercing damage equal to 1d10 + your Intelligence modifier.

Drill: You may expend a spell slot of 1st level or higher to allow the drill to burrow through solid rock as if it were sand or earth until the start of your next turn. When burrowing in this way, the drill leaves behind a 10X10 foot circular path behind it.

Giant Mechanical Crab

Size: Huge

Speed: 20ft. Climb 20ft

AC: 12 + PB

HP: 20 + 5 times artificer level

Capacity: 5

Bonus Action: Prismatic Beam

Reaction: Self Destruct

Action: Anti-Magic Pulse

 

Prismatic Beam: Make ranged spell attacks, originating from the Giant Mechanical Crab against 3 creatures within 30 feet of the crab and within 15 feet of each other. On a hit, each creature takes damage of your choice between fire, acid, lightning, poison, and cold equal to 1d12 + your intelligence modifier. No two targets can take the same type of damage. 

Self Destruct: When the Giant Mechanical Crab takes damage, you may use a reaction to cause it to self destruct. When you do, the Giant Mechanical Crab drops to 0 hit points, and all creatures and objects within 20 feet of where the crab was must make a Constitution saving throw against your spell save DC or take 9d6 thunder damage, or half on a successful save. Creatures within 10 feet of where the crab was take an additional 9d6 force damage. Creatures that were mounted on the crab take an additional 4d6 fire damage and are pulverized into a fine dust if this damage brings them to 0 hit points. Creatures pulverized in this way can not have their life restored except by a true resurrection or wish spell. You may use this reaction even if the triggering damage brings the crab to 0 hit points. 

Anti-Magic Pulse: You may expend a spell slot of 3rd level or higher to cause the Giant Mechanical Crab to emit a pulse from its body that disrupts all magical energy within 10 feet of it. The area within 10 feet of the crab is under the effects of an anti-magic field until the start of your next turn. The field also disrupts the Giant Mechanical Crab, causing it to disappear. If you expend a spell slot of 5th level or higher, the effect lasts for one additional round. 

Additionally, whenever you summon your Errant Caravan, you may choose to increase the size of the caravan to huge. When you do this, the capacity increases to 50.

Pedal to the Metal

Starting at 15th level, when you are piloting an Arcane Vehicle, your vehicle gains any bonuses to speed or movement that you have. Also, any time you cast an Artificer spell that teleports you while you are piloting an Arcane Vehicle, you may take your vehicle with you. Other creatures mounted on the vehicle do not come with you unless they already would be in accordance to the spell. 

Additionally, your Arcane Vehicles will not disappear provided they have more than 0 hit points and you do not use their action, bonus action, or reaction abilities. If you use an action, bonus action, or reaction ability on a, Arcane Vehicle, the Arcane Vehicle will last for 1 hour, starting from when the ability was used.

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