Base Class: Artificer
Though the secret to creating spelljamming helms has been lost to the ages, there are still those that seek to recreate them. As a Spellwalker Technician, you’ve discovered how to craft spellwalking helms; individualized magical vehicles useful in and out of battle.
Spellwalker Technician
You always have certain spells prepared after you reach particular levels in this class, as shown in the Spellwalker Technician Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
SpellWalker Warrior
When you use your action to use your spell walker’s Assault, you can use a bonus action to cast a cantrip or use your walker’s Magicannon.
Spellwalking Helm
As a bonus action, summon spellwalking helm which can be used as a spellcasting focus. You are inside the helm. Once summoned can't do so again until yuou finish a long rest or expend a spell slot to summon it.
It is a magical vehicle of your own design You can direct the walker to use its movement on your turn and you can use your action to control it causing it to take one of the actions in it's block or another action. You can only use the weapons innate to it.
Your walker counts as equipment you are wearing for the purpose of spells that affect you such as invisibility, but counts as a creature for the purpose of other spells and effects, like haste. You can cast spells with a range of self onto it.
If the mending spell is cast on the walker it regains 2d6 HP. It reverts to it's helm form if you or it is reduce to 0 HP. You can also revert it early as an action.
At the end of a long rest, you can create a new spellwalking helm if you have your smith's tools. If you already have a helm, then the first one disappears. It also disappearsif you die.
Armor Class - 18 Size - Large Weight 500 lbs.
Base Armor Class 18 (natural armor)
Carrying Capacity
30 x Intelligence modifier
Condition Immunities
Immune to the following conditions blinded, charmed, deafened, exhaustion, frightened, incapacitated, Paralyzed, petrified, poisoned, stunned, unconscious
Damage Immunities: Poison, Psychic
Spellwalker Immune to Poison and Psychic damage.
Hit Points and Speed: 40
- Hit points (3+Int modifier + 5 times artificer level)
- Speed: 40
Mechanized Marvel
Unlike other vehicles, the Spellwalker has Strength, Dexterity and constitution equal to your Intelligence score. If you are proficient with a skill or tool that uses those scores, the walker adds your proficiency bonus to checks it makes with it, or twice your proficiency bonus if you have expertise.
Shared Control
If the walker is forced to make an Int, Wis, or Cha saving throw, you become the target of that effect instead. Otherwise you cannot be targetted by effects while piloting the spellwalker. For example, a Fireball can only target the walker. A creature can attempt to target you, but has a -5 to their roll. If a walker would take damage that isn't psychic, it takes half damage and you take the other half. Psychic damage is all the driver.
Custom Chassis
You learn how to modify your spellwalker. When you gain this feature and you make a helm thereafter, you can choose from the following effects:
Spellcrawler: Your Walker's speed increases by 10 feet and it gains the ability to walk up, down and across vertical surfaces and upside down along ceilings. It also gains a climbing speed equal to its' walking speed.
SpellTank: When you use your walker's Magicannon, you can create a swarm of arcane missiles instead of casting a cantrip. The number of missiles in the swarm equals 3+proficiency bonus. Each missile hits a creature or object of your choice that you can see within 120 feet of you and deals 1d4+1 force damage to the target. The missiles all strike simultaneously and you can direct them to strict one creature or several.
SpellTower: Your walker has a fortification Large enough to hold one Medium or smaller creature. An ally can use a bonus action to enter the fortification while within 5 feet of the walker. While inside, it has half cover and moves with the walker.
Spellconduit: You can inbue the walker with one of your artificer infusions, which doesn't count against the number of items you can infuse at once. Teh walker can count as a melee weapon (Assault Action), armor, boots, helmet, or shield for the purposes of your Infuse Items feature
Arcane Titan
When you summon your spellwalker you can make it assume Titanic form. This forms lasts for 10 minutes or until Spellwalker dissappears. While in this form it has the following benefits:
- Huge
- You decide the damage split between you and the vehicle for non-psychic damage
- Resistance to bludgeoning, Piercing, and Slashing damage
- Add 2d8 to Assault or Magiccannon Actions. If using the Spelltank's missiles, add 3 missiles.
Can only be used once per long rest unless a spell slot of 5th or higher is expended.
Comments