Artificer
Base Class: Artificer

Ever thought of a combative train? Now you can with this bit of a subclass treat.

Sky, Land, Sea

3rd-Level Steamy Knight feature
You know the Mending cantrip, are proficient in all vehicles and Cartographer's Tools. If you are already proficient in Cartographer's Tools, you are able to learn another Artisan's Tools instead.

Steamy Knight Spells

3rd-Level Steamy Knight feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Steamy Knight Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Steamy Knight Specialist Spells

Artificer

LEVEL

SPELLS

3rd

Expeditious Retreat, Zephyr Strike

5th

Enlarge/Reduce, Misty Step

9th

Melf's Minute Meteors, Slow

13th

Dimension Door, Freedom of Movement

17th

Far Step, Swift Quiver

Battle Train

3rd-Level Steamy Knight feature
By 3rd level, you have labored to create an all-terrain Battle Train. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Battle Train stat block, which uses your proficiency bonus (PB) in several places. The train has a hull, battlements, and your choice of either wheels, treads, or mechanical legs; otherwise, you determine the train's appearance; your choice has no effect on its game statistics.

In combat, the train shares your initiative count, but it takes its turn immediately after yours. It can move 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 train can take any action of its choice, not just Dodge.

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 Tinker's Tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of any level. The train returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new train if you have Tinker's Tools with you. If you already have a train from this feature, the first one immediately perishes. The train also perishes if you die.

Battle Train

Armor Class 13 plus your proficiency bonus (natural armor)

Hit Points 10 + your Intelligence modifier + five times your artificer level (the vehicle has a number of Hit Dice [d8s] equal to your artificer level)

Speed 30 ft. (can hover 1 foot over surfaces)

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)

Saving Throws Str +3 plus PB, Con +3 plus PB

Skills Athletics +3 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Body Addition. If the engine has you piloting, it adds your movement speed into its own movement speed.

Personnel Transport. The engine counts as one size larger when determining its carrying capacity and the weight it can push and drag. In addition, any climb that requires hands and feet is especially difficult for it because of its design. When it makes such a climb, each foot of movement costs it 4 extra feet, instead of the normal 1 extra foot.

Wayfinder (Accessible at Artificer 9th Level). You can control your train from a distance. You can send the train to travel alone to a destination within 1 mile of you if you speak the Command word (which you choose at this level), name the location, and are familiar with that place. If there is a clear path between its current location and its destination, the skiff will arrive at the destination unerringly, and if the skiff is unmounted, its movement will not provoke attacks of opportunity. The train returns to you when you speak another Command word (which you also choose at this level), provided that the engine is still within 1 mile of you. You may change one or more of the train’s Command words whenever you take another level in this class.

Actions

Force-Empowered Hull. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage.

Mini Cannon. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see, Hit: 1d6 + PB bludgeoning damage.

Repair (3 + your Intelligence modifier/Day). The magical mechanisms inside the engine restore 2d8 + PB hit points to itself or to one construct or object within 10 feet of it.

Reaction

Battlements. When a creature mounted on the train is targeted by a harmful effect, the train can use its reaction to give its rider half-cover (+2 to AC and Dexterity saving throws) against the triggering effect.

Extra Attack

5th-Level Steamy Knight feature
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

In addition, you can replace one of your attacks with your train.

Battle Forms

9th-Level Steamy Knight feature
Upon reaching 9th level, you are able to improve your train more with extra forms of necessary decoration. Your Battle Train is able to change forms with you using a Bonus Action, changing between its true form, a toy form and a Longsword and Shield.

In toy form, it is able to be put into a bag and be portable carry. While in the Longsword and Shield form, you can use your Spell Attack Roll and your Spellcasting Modifier in place for attack rolls and damage rolls when attacking with it and is considered a +1 magical longsword and shield in your hands that you are proficient with.

In addition, you are able to connect carts to the train be magical or nonmagical. During a long rest, you can connect a cart or carriage with 250 GP per cart or carriage and a DC 16 Tinker's Tools check or DC 20 Tinker's Tools if it is a magical cart or carriage; you are able to have a number of carts and carriages connected to your train equal to half of your proficiency bonus. While having a cart or carriage, it turns into a train cart that is able to carry a number of passengers equal to your proficiency bonus.

Off the Rails

15th-Level Steamy Knight feature
Beginning of 15th level, your train is now an official all-rounder to be able to hand all forms of travel. The Battle Train officially gains a swimming speed and flying speed equal to its movement speed. In addition, any creature that is on the Battle Train is under the effects of Water Breathing while the train is underwater.

Comments

Posts Quoted:
Reply
Clear All Quotes