Artificer
Base Class: Artificer

Conductors are guides between worlds, their creations aiding adventurers with safe transportation across long distances.

Level 3: Tools of the Trade

You gain the following benefits.

Terrestrial Transport. You gain proficiency with Land Vehicles.

Tool Proficiency. You gain proficiency with Woodcarver’s Tools or Smith’s Tools. If you already have proficiency with both types of tools, you gain proficiency with one other type of Artisan’s Tools of your choice.

Vehicle Crafting. When you craft a Land Vehicle, the amount of time required to craft it is halved.

Level 3: Conductor Spells

When you reach an Artificer level specified in the Conductor Spells table, you thereafter always have the listed spells prepared.

Conductor Spells
Artificer Level Prepared Spells
3 Fog Cloud, Tenser's Floating Disk
5 Augury, Misty Step, Shatter
9 Gaseous Form, Slow
13 Banishment, Dimension Door
17 Passwall, Teleportation Circle

Level 3: Conductor's Toll

Whenever you finish a Long Rest while holding Smith’s Tools or Woodcarver’s Tools, you can use that tool to create a magical noisemaker. The noisemaker disappears if you create another one. The noisemaker is a tiny object, and beyond that, you determine its appearance, such as a whistle, bell, or some other noisemaker. Regardless of its form, the noisemaker has a string such that it can be worn around your neck.

You can use your Conductor's Toll as a Spellcasting Focus for your Artificer spells. When you cast an Artificer spell that has verbal components through the noisemaker, it emits a sound that can be heard up to 200 feet away. A number of creatures you choose who can hear the toll, up to a maximum number of creatures equal to your Intelligence modifier, gain a number of Temporary Hit Points equal to your Artificer Level.

Interdimensional Caravan

At third level, you become the conductor of an Interdimensional Caravan. The caravan is composed of an Arcane Engine and a number of Dimensional Coaches equal to your Intelligence modifier (minimum 1). As the conductor of this caravan, you gain the following benefits.

Arcane EngineUsing your Conductor's Toll, you can take a Magic action to summon an Arcane Engine in an unoccupied space that is 20 feet long, 5 feet wide, and 10 feet high on a horizontal surface within 5 feet of yourself. The engine's game statistics appear below. You determine its appearance, such as a carriage drawn by a mechanical horse, or a magical steam locomotive. As part of the same Magic Action, you can create a number of Magical Tickets up to a number equal to 1 plus your Intelligence Modifier (minimum 1).

Whenever you cast an Artificer spell on your turn, and are using your Conductor's Toll as a Spellcasting Focus, you can cast it as if you were in a space taken up by the engine, instead of your own.

The engine disappears if it is reduced to 0 Hit Points or after 1 hour, appearing as if it drives through a portal to its home demiplane. If you die, the engine likewise vanishes, but appears to disintegrate. You can dismiss it early as a Magic action. You can expend a spell slot to extend the duration of the engine by a number of hours equal to the spell slot's level. When the engine disappears by any means, any remaining Magical Tickets disappear with it.

Once you summon an engine, you can’t do so again until you finish a Long Rest or expend a spell slot to summon one. You can have only one engine at a time and can’t summon one while you already have one.

Dimensional CoachesA creature that holds a Magical Ticket can perform a ritual over the course of one minute, at the end of which, the ticket disappears, and the creature magically vanishes and enters one of your Dimensional Coaches of its choosing. A Dimensional Coach is an extradimensional space that is 10 feet wide, 10 feet high, and 30 feet long. The interior is fashioned with cushioned chairs, tables, and stays at a comfortable temperature. While inside, a creature can hear the surrounding area as if they were in the cabin of your Arcane Engine, and a creature who looks through a window inside of a Dimensional Coach will likewise see the surrounding area as if they were in the cabin of the engine. A creature inside of a Dimensional Coach can use a bonus action to leave, or to move to another one of your coaches of its choosing.

If your Arcane Engine vanishes while creatures are inside your coaches, they are harmlessly ejected into the unoccupied spaces closest to where the engine previously was. Any object left inside of a coach stays there until it is carried out. If you die, all objects stored in your Dimensional Coaches harmlessly appear in the closest unoccupied spaces closest to the space that you died in. 


Large Object (takes up a space 5 feet wide, 20 feet long, and 10 feet tall).

Armor Class: 18 Hit Points: 10 x your Artificer level (casting Mending on the engine restores 2d6 Hit Points to it)
Immunities: Poison, Psychic

Operate Engine. The engine can be operated from its cabin, which is a 5 by 5 foot space on one of the ends of the engine (you choose which when you summon the engine). The cabin can be entered and exited by a creature on either side of it, as if that creature was mounting a creature. A creature inside of the engine's cabin has Total Cover from the front, and Half Cover from the back and sides. A creature inside of the engine's cabin that has proficiency with Land Vehicles can cause the engine to move up to 60 feet on its turn. The engine can only move parallel to its length, but it can be steered by the operator expending 5 feet of the engine's movement for every 15 degrees the engine turns. For example, if an operator wishes to turn an engine 90 degrees, it expends 30 feet of the engine's movement.

Trample. If the engine moves through a creature's space, that creature must make a Dexterity saving throw against your spell save DC taking, 2d8 Force damage on a failed save or half as much damage on a successful one. A creature can only be subjected to this effect once per turn. At the end of any turn, if the engine occupies the space of another creature (not including creatures within the engine's cabin), that creature is shunted to the nearest unoccupied space.

Magical Descent. If the engine is subjected to falling, its horizontal movement is stopped, and it safely descends at a rate of 60 feet per round, and does not take any fall damage. If the engine lands on a creature, that creature is subjected to the engine's Trample effect.

 

Level 5: Dimensional Tunnel

Your Dimensional Caravan is now better equipped to handle teleportation and interdimensional travel. Whenever you are subjected to a teleportation effect, or are transported into another plane or demiplane while you are operating your Arcane Engine, you can choose to have the engine come with you, provided there is space for it in the target location. When you do so, you remain in the engine's cabin as it is transported, and you can choose a new orientation for the engine as it is transported without expending any of its movement. Additionally, you gain the following benefits.

Winding Road. If you are operating your Arcane Engine, and it moves at least 20 feet on your turn, you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. 

Planar Express. If you are operating your Arcane Engine, and you start your turn in a plane or demiplane which you were not in at the end of your previous turn, you can expend all of the engine's movement to return to an unoccupied space that can accommodate your engine nearest to the space that you were in before you were transported to the other plane or demiplane.

Level 9: Empowered Engine

The power output of your Arcane Engine has increased. When you summon your Arcane, you can have it be up to 30 feet long provided there is space for it. When you do so, for every extra foot of length above 20 that the engine has, its speed increases by 3 feet. If you choose to summon your engine with a 20 foot length, it gains a flying speed of 60 feet.

Additionally, regardless of the length of your Arcane Engine, the damage of its trample increases to 4d8 force damage.

Level 15: Kinetic Fortress

Your Dimensional Caravan has become a bastion of protection for you and your allies. You gain the following benefits.

Armored Engine. The AC of your Arcane Engine increases to 20. Additionally, creatures in the engine's cabin have Total Cover from the back and Three-Quarters Cover from the sides.

Express Warp. If you are operating your Arcane Engine, you can cast Teleport without expending a spell slot, without preparing the spell, and without needing spell components. When you do so, instead of choosing targets as normal, the spell targets all creatures who are in the engine's cabin. If a mishap occurs in the teleport, this entails that the Arcane Engine crashes upon arrival, causing it to immediately vanish. Once you use this benefit, you can’t use it again until you finish a Long Rest.

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