Artificer
Base Class: Artificer

Shift Into Gear and Ride Like a Mad Man

As you grip the wheel to your latest masterpiece, you have finally succeeded in making a fully functioning self Arcane Engine. You can take speed to a whole other level, acting as the ultimate convoy for your allies and equipment. With supreme transport achieved, you can also start investing in modifying your mighty machination of mobility into the perfect vehicle for the right situation.

Level 3: Tools of the Trade

3rd-level Autorider feature

You gain the following benefits.

Tool Proficiency. You gain proficiency with Carpenter Tools and Smith’s Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.

Vehicle Crafting. When you craft a Tack, Harness, Drawn, Airborne, or Waterborne vehicle the amount of time required to craft it is halved.

Level 3: Autorider Spells

When you reach an Artificer level specified in the Autorider Spells table, you thereafter always have the listed spells prepared. These spells count as Artificer spells for you.

Autorider Spells
Artificer Level Prepared Spells
3 Fog Cloud, Magic Missile
5 Mirror Image, Scorching Ray
9 Hypnotic Pattern, Stinking Cloud
13 Freedom of Movement, Wall of Fire
17 Antilife Shell, Passwall

Level 3: Modulate Vehicle

3rd-level Autorider feature

As an accomplished rider, you have experience operating and upgrading vehicles. You gain proficiencies with Vehicles (Land and Water). In addition, you can select two of the options listed below. Whenever you summon your Arcane Engine or spend 1 hour of work with a vehicle, it gains the features from the options you chose. You can replace an option you selected for another whenever you finish a Short or Long Rest. You can select an additional option when you reach levels 5, 9 and 15 in this class.

All-Terrain Tires

The vehicle can move across vertical surfaces or liquid surfaces until the end of the current turn. It also ignores Difficult Terrain.

Celestial Jet Fuel

(15th Level or Higher). You shorten the vehicle's duration to 1 hour, giving it a Fly speed equal to its Speed. If the vehicle takes damage, you must succeed on a Dexterity saving throw. The DC equals 10 or half the damage the vehicle took, whichever number is higher. On a fail, the vehicle immediately descends 60 feet in a direction of your choice.

Dual Wheels

You reduce the vehicle’s size to Medium and its Carrying Capacity is halved to increase its Speed by 30 feet. If the vehicle is your Arcane Engine, it can carry only one additional creature with it. All creatures on it take the full damage from its Crash trait and are dismounted off it, landing 10 feet away from it.

Fey Warp Antenna

As a Bonus Action, the vehicle and all creatures mounting it can teleport with it to an unoccupied space you know within 30 feet of the vehicle. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish Long Rest.

Gear Shift

As a Bonus Action, you can increase the Speed of a vehicle by 10 feet for 10 minutes. You can repeat this Bonus Action a number of times equal to your Intelligence modifier to increase the vehicle’s Speed by another 10 feet. Once you use this feature, you can’t use it again until you finish a [Tooltip Not Found] or Long Rest.

Giant’s Chassis

You halve the vehicle’s Speed to make it Huge and can’t be forcibly pushed or pulled. Its Carrying Capacity is doubled, able to carry 8 additional Medium or smaller or 2 Large creatures. Any creature mounted on the vehicle benefits from Three-Quarters Cover.

Kraken Hull

Your vehicle gains a Swim speed equal to its Speed and floats on water. The vehicle can completely seal itself closed, creating an airtight and watertight interior. The vehicle holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The vehicle can go underwater to a depth of 1000 feet.

Mechanus Ballistics

You can equip a number of ranged weapons onto the vehicle equal to half your Intelligence modifier (round up). As an action, you can make one attack roll for each equipped ranged weapon. Each attack roll has a bonus equal to your Intelligence modifier and each weapon is automatically reloaded. Once you use this feature, you can’t use it again until the end of your next turn.

Missile Launcher

You can use a Bonus Action or another creature mounted on the vehicle can use its action to cast Magic Missile without expending a spell slot a number of times equal to your Intelligence modifier. You regain all expended uses when you finish Long Rest.

Remote Driving

You can command where the vehicle moves without being mounted on it. In addition, you can see and cast spells from its position.

Safety First

The vehicle can cast Bright Light in a 60 foot Cone and Dim Light for an additional 60 feet. Creatures only use 5 feet of movement to mount the vehicle and can’t be forcibly dismounted or fall off it. If the vehicle is your Arcane Engine, creatures mounted on it take no damage from its Crash trait.

Tarrasque Plating

You add your Intelligence modifier to your vehicle’s AC and its Hit Point maximum increases by 30.

Level 3: Arcane Engine

3rd-level Autorider feature

You have your own patented mechanical joyride. Using Carpenter’s Tools or Smithing Tools, as an action you can create a Medium Arcane Engine in an unoccupied space on a horizontal surface within 5 feet of you. The vehicle’s game statistics appear below. It acts on your turn, functioning as a controlled mount while you ride it (as defined in the rules on mounted combat). You determine its appearance, which includes wheel count; your choice has no effect on its game statistics. It disappears if it is reduced to 0 Hit Points or after 8 hours. You can dismiss it early as an action.

Once you create a vehicle, you can’t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one vehicle at a time and can’t create one while your vehicle is present.


Large Object (Land Vehicle)

Armor Class: 18 Hit Points: 10 plus 5 x your Artificer level (casting Mending on the vehicle restores 2d6 Hit Points to it)
Speed: 60 feet (while mounted); +10 ft. at 5th, 9th, and 15th level in class
Carry Capacity: 200 x your Artificer level
Immunities: Poison, Psychic
Damage Threshold: Your PB plus your Artificer level

Traits

Arcane Ignition. This vehicle can be treated as a Spellcasting Focus by you.

Momentum. If an effect reduces the vehicle’s Speed to 0, it moves up to half its Speed in a horizontal direction of your choice.

Crash. If the vehicle moves 20 feet in a straight line and enters an occupied space, the target must succeed on a Dexterity saving throw against your spell save DC. On a fail, the target and the vehicle take 1d6 Bludgeoning damage for every 10 feet the vehicle moved beforehand on the turn. Targets Medium or smaller are pushed to nearest unoccupied space and targets Large or larger reduce the vehicle’s Speed to 0 while creatures mounting the vehicle take half the damage.

Level 5: Revved Magic

5th-level Autorider feature

The dynamic of magic power and the engine is bolstered. You gain the following benefits.

Hyper Jolt. After you cast a spell of level 1 or higher, your Arcane Engine can move an additional number of feet equal to half its Speed before the end of your current turn.

Runic Sparkplugs. While using your Arcane Engine as a spellcasting focus, if you cast a spell that deals damage, you can roll a number of d4’s for every 30 feet it has moved on your turn and add the result to the total damage roll as additional Force damage.

Level 9: Stunt Driver

Your driving skills help provide a getaway. You gain the following benefits.

Wheelman. You gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Wisdom saving throws (your choice).

Driven Evasion. While mounted on a vehicle, if you are forced to make a Dexterity saving throw to take only half damage, you instead take no damage on a successful saving throw, and only half damage if you fail. If there are any creatures mounted on the same vehicle with you that are making the same Dexterity saving throw, they automatically succeed on their saving throw if you succeed, taking no damage as well. You can't use this feature if you have a Incapacitated condition.

Level 15: Overdrive

15th-level Autorider feature

You have a special modification to gain even more speed. While mounted on your Arcane Engine, as a Bonus Action you can cause it to go into Overdrive for 10 minutes, in which it gains the following benefits. Once you use this feature, you can’t use it again until you finish a Long Rest or expend a 3rd-level spell slot.

Mach 1. The vehicle’s Speed is doubled and can make an additional Dash or Disengage action.

After Images. Creatures have Disadvantage on attack rolls and automatically fail any ability check that requires sight against you and creatures mounted on the vehicle.

Roadkill. Creatures have Disadvantage against the Dexterity saving throw from the vehicle’s Crash feature. In addition, if it fails, the creature takes an additional 2d6 Bludgeoning damage, is knocked Prone and is Stunned until the start of its next turn.

 

Autorider Image

Comments

Posts Quoted:
Reply
Clear All Quotes