Base Class: Artificer
In the wastelands, there are savants of artifice only known as Drivers. People who use their knowledge on technology and magic to create marvels of engineering. Drivers specialize their machines for the purpose that best suits them, often forging a bond to the metal that they put together. Every piece is one that's remembered and given great care.
"Hearts and minds are precious things. They never heal when you truly shatter them. Each one delicate, which is why... my blade is better than both. Tell me how your blade tastes suckah." ~ Pabloroblem Dikikem
Pedal to the Metal
3rd-level Driver feature
You gain proficiency with land vehicles, sea vehicles, and space vehicles.
Driver Spells
3rd-level Driver feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Driver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Driver 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 |
Dedicated Ride
3rd-level Driver feature
Your knack for engineering have led to you making vehicles a conduit for your magic. As an action, you can call forth your Dedicated Vehicle and roar it to life. Your Dedicated Vehicle has a number of maximum hit points equal to (10 + your Artificer level) times your proficiency bonus. This vehicle is a large sized vehicle with a base Armor Class of (8 + your proficiency bonus + your Intelligence modifier). To properly utilize and mount this vehicle you must attune to it as if it were a magical item. If your Dedicated Vehicle would make a saving throw it uses your statistics.
You gain the following benefits while mounted on your Dedicated Vehicle:
- You gain resistance to nonmagical bludgeoning and slashing damage.
- You can use your vehicle as a spellcasting focus for your artificer spells.
- Any temporary hit points you gain are shared with your vehicle.
- You can mount and dismount the vehicle as a bonus action.
When your Dedicated Vehicle would reach 0 hit points it explodes and falls apart. Creatures within 30 ft. of your Dedicated Vehicle, including yourself must make a Dexterity saving throw against your Artificer spell save DC or take your proficiency bonus in d6s fire damage. Taking half as much on a success. If you are mounted on your vehicle when it would be reduced to 0 hit points you automatically fail this saving throw. When your Dedicated Vehicle is destroyed, you must spend 24 hours finding the parts to repair it.
Driver Body
3rd-level Driver feature
You can customize your Dedicated Vehicle. When you do so, choose one of the following Driver Bodies: Land, Space, or Water. The Driver Body you choose affects the movement speed, armor class, and modifications the vehicle has available to it.
Each Driver Body includes a special modification slot, further changing the function of your Dedicated Vehicle.
Once you choose a Driver Body it becomes your Dedicated Vehicle permanently. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can change your Driver Body option.
Land Vehicle
This Dedicated Vehicle is a land vehicle, gaining effectiveness in speed and pursuit. It has the following features:
Speedy Build. The land vehicle has a movement speed of 60 ft. and gains a +2 bonus to its armor class.
Hot Pursuit. As a reaction when you would take an attack of opportunity, you may also dash.
Drift. At the end of a creature's turn, you can use your reaction to perform a drift. Moving up to half of your movement speed without provoking attacks of opportunity.
Sea Vehicle
You customize your Dedicated Vehicle to be more adept at submersion and long form travel. It has the following features:
Built for Pressure. The sea vehicle has a swimming speed of 60 ft. and gains temporary hit points equal to half your Artificer level at the start of your turn.
Harpoon. As an action you may make an attack with your sea vehicle's Harpoon, this attack is a ranged attack with a maximum range of 30 ft. that can use your Intelligence modifier to hit. On hit the Harpoon deals your Artificer level in piercing damage and latches onto the target. Only one target may be latched onto in this manner. While latched on any touch range spells can be used on the target from your current position and you may use your action to reel in the target, forcing it to make a Strength saving throw against your Artificer save DC or be pulled towards the sea vehicle 10 ft. A creature of a size medium or smaller counts as if they were in difficult terrain while latched on and must make a Strength saving throw against your Artificer save DC to move away from the range of your Harpoon, removing the harpoon on a success. On a failure the target cannot move away from you. Creatures of size large or bigger may move freely and instead drag your sea vehicle with them. Creatures latched onto by the Harpoon may all make a contested Strength check to remove the harpoon at the end of their turns.
Anchor. At the end of your turn you may choose to drop your Anchor, setting your speed to 0. While your Anchor is down you have advantage against Strength saving throws and cannot be moved more than 5 ft. per turn from your original position. The Anchor may be raised at the start of your turn, removing its effects in the process.
Space Vehicle
This Dedicated Vehicle is a space vehicle, gaining effectiveness in close quarters and utility.
Mechanized Chasis. The space vehicle has a movement speed of 20 ft., a flight speed of 20 ft., and grants you half cover while mounted. The flying speed of this vehicle can only be used up to 40 flying speed before it falls to the ground, descending at a rate of 30 feet per round until you land. When you have expended the flying speed of this vehicle you must remain on the ground to recharge the flight. Recharging at a rate of 10 ft. per round.
Mobile Armory. Up to four weapons and items can be fitted to your space vehicles for use. Allowing you to use your Intelligence modifier when making an attack with a mounted weapon. Items mounted on the space vehicle that would require an action to use can instead be used as a bonus action one time. Once this ability has been used it cannot be used again until a long rest is completed.
Spirit Warrior. While mounted on the space vehicle, you can speak telepathically to willing creatures within 20 ft. of you. You are bonded to your vehicle more profoundly. Any time you would fail a saving throw against an effect that targets only you while mounted on your space vehicle, you can instead use your reaction to shift the effects of the failed save to only affect your space vehicle. You can use this ability a number of times equal to a fifth of your Artificer level rounded down (minimum 1). You regain uses of this ability when you complete a long rest.
Tier One Modifications
5th-level Driver feature
Your time spent with your Dedicated Vehicle gave you more time to focus on your mastery over its modifications. You find the schematics to create a modification that changes the functions of your vehicle in a way that best suits your needs. Select one of the following to add to your Dedicated Vehicle as a permanent modification:
Dustbowl Salvo. You can load up a Salvo as a 1 hour project, choosing an action or spell on the Artificer spell list to load into your Salvo chamber. A spell loaded into the Salvo Chamber this way still uses the spell slot necessary to cast it. Once during combat while you are mounted on your Dedicated Vehicle, when you would take an action you can also spend your reaction to activate your Salvo. When you do this you perform your action alongside your loaded Salvo action. After which your Salvo chamber begins to enter a cool-down state. At the start of your turns you roll a 1d6, on a 1 your Dedicated Vehicle takes your proficiency bonus d6s in fire damage that cannot be reduced in any way. On a 6 your Salvo recharges, allowing you to use it once more. You can expend a use of Flash of Genius as a bonus action to reroll the 1d6 recharge of this ability.
Sodom Machia Magica. While you are mounted on your Dedicated Vehicle, your Artificer cantrips add your Intelligence modifier to their damage rolls. When you cast an Artificer cantrip, as a reaction you may expend one use of your Flash of Genius to cause that cantrip to explode in a surge of magic. The explosion is a sphere of a radius equal to (your proficiency bonus) times five. Creatures within this sphere take half of the rolled damage the initial target took.
Gehenna Chambered Engine. While you are mounted on your Dedicated Vehicle, you can use your action to turn on the Gehenna Chambered Engine for 1 minute. At the start of your turn, you roll a 1d6, your Gehenna Chambered Engine stores that many Smoke points up to a maximum of 6. If you have 6 Smoke points and you would roll to store more, you instead take the rolled amount in d6s psychic damage. You can expend Smoke points on the following:
- When you roll for damage, as a reaction you can expend any number of Smoke points to choose 1 damage die for each Smoke point expended. Those damage die are instead rolled at maximum damage.
- When you take movement, you can expend any number of Smoke points to boost forward in a line a number of feet equal to 10 times the number of Smoke points expended. Creatures caught in this line must make a Dexterity saving throw against your Artificer save DC or take 1d6 fire damage for each 10 ft. traveled. Taking half as much on a success.
You can expend a use of Flash of Genius to reduce or increase the number of Smoke points you have by your Intelligence modifier.
Tier Two Modifications
9th-level Driver feature
Your time spent with your Dedicated Vehicle further lends you the knowledge to make further modifications to your vehicles. Able to create the schematics for technology that is difficult to find elsewhere. Select one of the following to add to your Dedicated Vehicle as a permanent modification:
Mania Motor System. Your Dedicated Vehicle gains a hit point reduction equal to half of its maximum hit points. However, this motor system increases the potency of your vehicle. It gains a +2 bonus to armor class and the Dedicated Vehicle's movement speed is doubled. You also gain a lever that allows you to pull it as a bonus action and increase the speed of the vehicle by further doubling it until the end of your next turn. You also have a guided missile system installed, using these missiles requires you to deal damage or for a creature to fail a saving throw within 60 ft. of you. As a reaction when one of these two occurs, you can fire out a barrage of missiles by expending a spell slot. Expending a 1st level spell slot fires off three missiles that make a ranged attack using your spell attack modifier against the target. On hit each missile does 1d6 magical piercing, then they each explode in a small 15 ft. sphere dealing 1d6 fire damage to creatures within. Expending a slot higher than 1st level adds 1 additional missile. Each time you use any of the Mania Motor System features you must roll a 1d6. On a 1 the motor sputters and explodes in a 20 ft. radius sphere, forcing creatures within to make a Dexterity saving throw against your Artificer DC or take 7d6 fire damage. On a success taking half as much. Your Dedicated Vehicle automatically fails this saving throw.
Sheol Chemtank. Your Dedicated Vehicle is fitted with a vat of chemicals that power the rest of its functions. This vat of chemicals can store an amount of Chemcharges equal to your Artificer level. Each time at the start of your turn, you can make an Intelligence check to either lower or increase the amount of Chemcharges your Sheol Chemtank is holding. The Dedicated Vehicle gains benefits based on the table below:
| Chemcharges | Effect |
|---|---|
| 1-5 | You gain access to a new attack. While you have 1-5 Chemcharges, you can use your bonus action to aim up a vial of chemicals at a point within 60 ft. of you. After which it cracks and releases a 10 ft. radius sphere of gases that explodes in a sudden chain reaction of flame. Creatures within the sphere must make a Dexterity saving throw against your Artificer DC or catch on fire, taking 1d6 fire damage at the start of their turns. A creature that is on fire can use their action to douse the flames. Using this attack costs 5 Chemcharges. |
| 6-10 | Your Sheol Chemtank begins to exude a smog. While you have 6-10 Chemcharges your Dedicated Vehicle begins to emit a toxic smog that hinders enemies and invigorates allies. This smog moves with you and reaches out to a 20 ft. radius sphere centered on your Dedicated Vehicle. Hostile creatures within this smog have their movement speed reduced by 5 ft. and have a -1 penalty to saving throws. Friendly creatures within the smog have their movement speed increased by 5 ft. and have a +1 bonus to attack and damage rolls. You can use your action to increase the range of this smog to a 40 ft. radius sphere and increase the potency of the effects. Hostile creatures inside the smog are now considered to be moving through difficult terrain and have a -5 penalty to the first saving throw they make on that round. Friendly creatures have their movement speed doubled and have a +5 bonus to attack and damage rolls on the first attack they make that round. This effect lasts until the start of your next turn and costs 10 Chemcharges to use. |
| 11-15 | Your Sheol Chemtank begins to bubble, an invigorating toxin starts to course through it and into you. While you have 11-15 Chemcharges, you gain advantage on the first saving throw you would make during a round and can move up to half of your Dedicated Vehicle's movement when you pass a saving throw. When you pass a saving throw you can use your reaction to take your entire Dedicated Vehicle's movement and make an attack against a creature within range as if taking an attack of opportunity. This costs 15 Chemcharges to use. |
| 16-20 | Your Sheol Chemtank starts to reach its maximum capacity, releasing an eerie purple glow. While you have 16-20 Chemcharges you and your Dedicated Vehicle gain 1d10 temporary hit points at the start of your turn. You can use your action to overcharge both you and your Dedicated Vehicle, letting out a 60 ft. cone of pure toxicity. Creatures caught within the cone must make a Constitution saving throw against your Artificer DC, taking 6d12 poison damage and gaining the poisoned condition. While poisoned in this way, the creature loses all weapon and skill proficiencies, it can't cast spells, it can't understand language, and it has disadvantage on Intelligence saving throws. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage and isn't poisoned. This ability costs 20 Chemcharges to use. |
If at any moment the amount of Chemcharges you have exceeds the amount you can store, the Sheol Chemtank releases a violent burst of gases. Creatures within a 30 ft. radius sphere must make a Constitution saving throw against your Artificer DC or take 7d6 poison damage and be poisoned until the end of your next turn. While poisoned in this way, the creature is unable to see beyond 10 ft. from itself and takes 1d6 poison damage for each 5 ft. of movement they take. You automatically fail this saving throw and cannot reduce the damage taken by any means and cannot be immune to the poisoned condition.
Gomorrah Fitted Armor Plating. Your Dedicated Vehicle now gains resistance to all damage except psychic damage. The speed of your vehicle is reduced by half and cannot be increased by any means. Additionally, your Dedicated Vehicle is now fitted with a cannon you can use once per turn. Using this cannon requires your action to first aim it, the target being a point within 5 ft. of you initially and can be moved up to 30 ft. in any direction. This cannon has a maximum range of 120 ft. After you have aimed, you can then set off the fuse of the cannon with your bonus action and roll a 1d20 + your Intelligence modifier. The attack goes off on an initiative count equal to the 1d20 roll. On the initiative count, you make a ranged attack using your spell attack modifier. On hit you deal 6d12 magical piercing damage and the shell explodes in a 30 ft. cone of fire. Creatures caught in the path of this cone must make a Dexterity saving throw against your Artificer DC or take 2d12 fire damage and be knocked prone. At the start of the initiative count when this attack would go off, you can use your reaction to re-aim and reroll the initiative count. After this attack is used, it goes into a recharge state. At the start of your turns you must make a 1d6 roll, on a 6 you can use this attack again.
Carrier Drop
15th-level Driver feature
Your mastery over the craft of vehicle modifications grants you all the resources to be able to use your spare parts. You can have an additional Dedicated Vehicle, this one is made from the ground up and does not require attunement to use. This Dedicated Vehicle must be stored within a safe space and to be able to use it you must own a Spelljammer with a Pilot that can drop off the Container. At any time you can use your action to call in your Spelljammer to drop off your secondary Dedicated Vehicle within 120 ft. of you. When this container drops, any creature within a 30 ft. cube centered on the Dedicated Vehicle must make a Strength saving throw against your Artificer DC or take 10d10 bludgeoning damage and be shoved out of the space within 5 ft. of it. On a successful save taking half as much damage. Once you use this ability you cannot use it again until the next dawn and you must load your Dedicated Vehicle back onto your Spelljammer.
Previous Versions
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1/6/2025 9:43:19 AM
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1/6/2025 9:47:24 AM
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7
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Coming Soon
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