Base Class: Artificer
An old faded manual found by chance has borne you the schematics for a powerful motor that runs forever. Perhaps it took everything you had to create it, perhaps you had no trouble making it. Regardless, you now have access to a powerful Motor Core to put into your creations, and it makes them fast. Wheels, treads, the reliable hoof, whatever shape your creation takes, Motor Mechanists have but one desire, and it is to ride their machination at high speeds.
Tool Proficiency
3rd-level Motor Mechanist feature
You 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.
Motor Mechanist Spells
3rd-level Motor Mechanist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Motor Mechanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Motor Mechanist Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Battle Mechanic
3rd-level Motor Mechanist feature
Your combat training and your experiments with magic have paid off in two ways:
- You gain the ability to add your Intelligence modifier to your initiative checks.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Motor Mount
3rd-level Motor Mechanist feature
Your experimenting with the Motor Core has borne you a new ride, a Motor Mount. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Motor Mount stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four, hooves, treads or wheels; your choice has no effect on its game statistics, though it can use horseshoes regardless of it's appearance. However, if you give it hands or arms, it is unable to hold or manipulate anything.
In combat, the mount shares your initiative count and takes its turn at the same time as you. It can move in a straight line and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the mount can take any action of its choice, not just Dodge. It cannot turn on it's own without using an action to give it instructions, or until level 15 where it gains an upgrade.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Motor Mount returns to life after 2 turns with all its hit points restored.
At the end of a long rest, you can create a new Motor Mount if you have smith’s tools with you along with the Motor Core. You must dismantle your Motor Mount to get the Core, which can be done in the same long rest you create your new mount. The mount also perishes if you die.
MOTOR MOUNT
Medium construct
Armor Class 15 (natural armor)
Hit Points 2 + your Intelligence modifier + five times your artificer level (the mount has a number of Hit Dice [d8s] equal to your artificer level)
Speed 60 ft.
Saving Throws Dex +3 plus PB x 2, Con +2 plus PB
Skills Acrobatics +2 plus PB x 2, Perception +0 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The mount can’t be surprised.
Built for Battle. Your Motor Mount is considered one size larger for mounting and carry/pull/push/lift purposes. Additionally, the mount's riders can't be dismounted against their will.
Speed Tactics. Whenever the mount is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if is fails.
Autobarding. The mount can automatically integrate armor or a shield (choose one) into it's chassis. It has proficiency with light, medium, and heavy armor. If the armor normally has a Strength requirement, the integrated armor lacks this requirement for the mount.
Actions
Repair (PB/Day). The magical mechanisms inside the mount restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Escape Maneuver. You can command the Motor Mount to automatically escape a grapple at the cost of half it's speed.
Reaction
Afterburners. If an enemy ends it's turn within 5ft of your mount, it can use it's reaction to move up to half it's movespeed without provoking opportunity attacks.
Subspace Shift
5th-level Motor Mechanist feature
- As an action, you can temporarily dismiss the mount to a pocket dimension.
- As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the mount disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
Extra Attack
5th-level Motor Mechanist feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Efficiency is Key
9th-level Motor Mechanist feature
You've learned new ways to improve your Motor Mount's efficiency, allowing it to utilize the Motor Core to greater effect. Your Motor Mount gains the following abilities:
- An additional 40ft of movement.
- Enemies take Opportunity Attacks at disadvantage.
- You may summon and mount your Motor Mount as part of rolling initiative.
- Spells with a range of self now also affect your motor mount, and it comes with you when teleportation spells are used.
Motorized Masterpiece
15th-level Motor Mechanist feature
You fully harness the power of the Motor Core, making your Motor Mount more powerful:
- Your motor mount is now capable of turning without your command, allowing it full freedom of movement.
- Your motor mount gains a +2 bonus to Armor Class.
- Your motor mount gains a swim and fly [hover] speed equal to it's walk speed, and ignores difficult terrain.
- During a short or long rest with Smith's Tools in hand, you may change the size of your Motor Mount to Large, or return it to Medium.
- When your mount moves on its turn in combat, it can double it's speed until the end of the turn. Once it uses this trait, it can’t use it again until it moves 0 feet on one of it's turns.
Previous Versions
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8/20/2024 12:01:38 AM
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Posted Aug 22, 2024Vroom