Base Class: Artificer
Desolation is a bitter pill to swallow, proud people of mechanical stature and artifice, forced into lower accommodations by the heartless whims of fate and circumstance. As the world began to fall, and advancements became relics, there were those longing for their past technology of grand power. Through divine aid, this became possible through the Argo Cores. A spherical device that was easy to recreate, but difficult to master. Since the world has fallen, many artificers have discovered the design of these cores through long traditions or sheer accidents, enabling the synchronized acts of pilot and machine. Powered by the soul, driven by the mind, these adept pilots are few who can still command the power of deadly mechs, heavy tanks, and humble motorcarts. This is nowhere near the freedoms of the past, but at least for now, every Argo Pilot means one more machine.
Argo Pilot Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Argo Pilot Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Vehicle Proficiency
When you adopt this specialization at 3rd level, you have proficiency in a vehicle of your choice, and gain a second choice at 5th level; land, water, or air. Your Tool Expertise at 6th level applies as well to all vehicles that you are proficient in. Additionally, you are proficient in smith’s tools. Your argonaut is considered a vehicle you are proficient in, and no creature can drive your argonaut but yourself.
Air Vehicles Proficiency
Proficiency in Air Vehicles.
Land Vehicles Proficiency
Proficiency in Land Vehicles.
Water Vehicles Proficiency
Proficiency in Water Vehicles.
Summon Argonaut
Also at 3rd level, you've learned how to build a mechanized arcane vehicle called an argonaut. Using tinker’s tools or smith's tools, you can take an action to magically teleport the built argonaut to an empty space within 20ft of you. Once you teleport the argonaut, you can't do so again until you finish a long rest or until you expend a spell slot to teleport it again.
This vehicle is a magical object, unable to perform movement or actions without its pilot driving it. Regardless of size, the argonaut has an AC of 16 and a number of hit points equal to six times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw without the pilot, treat all its ability scores as 10 (+0). The argonaut is flawed, needing your unharmed soul to function. In combat, receiving damage from the saving throw of a spell will deal half of the spell’s damage to the argonaut (rounded down). At the end of a long rest, you can create a new argonaut if you have smith's or tinker’s tools with you. If you already have an argonaut from this feature, the first one immediately crumbles. Its max size is dependent on your artificer level. (Medium size at 3rd level, Large size at 6th level, Huge size at 14th level.)
You determine the argonaut’s appearance and how many wheels, legs or paddles it has; your choice has no effect on its game statistics. You also decide which type it is, choosing from the options on the Argonaut Builds table. To pilot the argonaut, you need at least one free hand to grip its controls. While piloting, its movement uses your own walking speed. It can use your proficiency and Ability Scores for skill checks and saving throws, if higher than its default scores. Additionally, the argonaut can make Strength (Athletics) checks using your Intelligence instead of Strength. If the Mending spell is cast on the argonaut, it regains 2d4 hit points. When the argonaut hits 0 hit points, it crumbles to pieces. If you are piloting it when it crumbles, you are moved to an empty space of your choice within 5ft of the rubble and fall prone.
Designer Slots. Your argonaut has a number of designer slots equal to your proficiency score. These slots can be used to upgrade or modify the function of your argonaut, such as movement or attacks.
*(You are required to have proficiency in a build’s core movement type in order to construct it)
Arcane Reactor
At 5th level, You have learned to attach a focusing lens onto your Argonaut’s main chassis. While piloting your argonaut, you can take a bonus action to insert or remove your current spellcasting focus into the argonaut’s steering instrument. While inserted, you can now use the argonaut itself as your spellcasting focus for artificer spells, and gain any bonuses or traits from the spell focus. You need at least one hand gripping the steering instruments of the argonaut in order to use it in this manner. When you cast a spell through your argonaut, you can change the damage type to lightning damage. Additionally, you and your argonaut gains resistance to the damage types it can convert spells into, such as the lightning damage from this trait, or any Designer Slots you have equipped.
If the argonaut hits 0 hit points and crumbles, the spellcasting focus can be removed from the rubble, and you lose the resistances to damage types given to you by the argonaut.
One Man Army
At 9th level, your study of robotics alters how you cast the Tiny Servant spell. When you cast this spell, you can choose an additional target to animate, giving two Tiny Servants at 3rd level instead of one.
The tiny servants made with this trait are able to latch onto your argonaut without inhibiting its movement or blocking its actions, harmlessly skittering around its form or riding onto its outer frame. The tiny servants also gain all resistances and immunity currently held by your argonaut. Once per long rest, you can cast this spell without expending a spell slot. Once you cast the spell in this manner, you must spend a 3rd level spell slot or higher to cast this spell again.
Additionally, at 11th level, your argonaut can be used as an object for your Spell-Storing Item feature.
Unmanned Commander
At 15th level, you have formed a perfect bond with your soul and the mass of your machine. As an action, you can divinely impart an echo of your soul into your argonaut, granting it independence. For one minute, you can remotely command and control your argonaut and see through it as if you were piloting it. You must be on the same plane of existence and within 120ft to remotely control it. Your argonaut takes its turn before or after your own turn, and can use an action to cast an artificer spell that you have prepared, expending your own spell slots in order to do so. Additionally, you can add your INT modifier to the attack rolls, saving throws and damage rolls of its attacks and spells.
Argonaut Builds
These are the physical properties of each varying shape of argonaut, including secondary traits. For mechanical reasons, all argonauts are considered ferrous, metallic structures. Not purely wood or stone. *(You are required to have proficiency in a build’s core movement type in order to construct it)
Argo Diver
3400 lbs [Provides half cover to pilot and others]
Movement: Swimming speed, Walking speed
Sections: Body, Cannon, 2 arms, 2-6 paddles
The peak of aquatic vehicle design, made to adapt between land and sea warfare.
Argo Drake
1900 lbs [Provides half cover to only pilot]
Movement: Flying Speed, Walking speed
Sections: Body, Cannon OR 2 arms, 2 legs, 2 wings
The peak of aerial vehicle design, built to mimic the intense power and agility of true dragons.
Argo Roller
2000 lbs [Provides half cover to pilot and others]
Movement: Walking speed
Sections: Body, Cannon, 1-2 arms, wheels (treads)
The peak of wheeled vehicles, a mobile fortress of weaponry and ballistics that enemies should fear.
Argo Titan
1400 lbs [Provides half cover to pilot and others]
Movement: Walking speed, Climbing speed
Sections: Body, Cannon OR 2 arms, 2-4 legs
The peak of limbed vehicle design, a hulking mass of metallic arms and legs for grand combat.
Drone
50 lbs [Provides no cover]
Movement: Flying speed (floats in water)
Sections: Body, Cannon, 4 wings (propellers)
A thin yet efficient frame with the bare necessities, and a hollow frame to float in open water.
Dual Wing
1500 lbs [Provides half cover to pilot and others]
Movement: Flying speed (hover)
Sections: Body, Cannon, Wings
A smoothly armored aerial machine that struggles on land, but can support a cannon in air.
Exo Suit
180 lbs [Provides half cover to only others]
Movement: Walking speed
Sections: Body, 2 arms, 2 legs
A hollowed out humanoid machine, made to fit the pilot around itself like an exoskeleton.
Helico
1300 lbs [Provides half cover to only pilot]
Movement: Flying speed (hover)
Sections: Body, 1 wing (propellers)
A bulky flying machine that loses the weight of the cannon for better stability in air.
Keelboat
420 lbs [Provides half cover to only pilot]
Movement: Swimming speed
Sections: Body, Cannon, 4 paddles
A larger framed seat with a central cannon and more flexible leg parts, great for cave diving.
Mecha Suit
800 lbs [Provides half cover to pilot and others]
Movement: Walking speed, Climbing speed
Sections: Body, Cannon OR 2 arms, 2 legs
The ideal argonaut shape for most users, a bulky bipedal form with an open air seat to pilot from.
Mega Tank
1100 lbs [Provides half cover to pilot and others]
Movement: Walking speed
Sections: Body, 1-2 Cannons, wheels (treads)
A bulky, powerful weapon of war, wheels guarded with rigid belts and able to carry two cannons.
Mini Tank
800 lbs [Provides half cover to only others]
Movement: Walking speed, Climbing speed
Sections: Body, Cannon, wheels (treads)
A miniature version of war vehicles, built smaller to better control and allow minor wall scaling.
Mono Wing
900 lbs [Provides half cover to other others]
Movement: Flying Speed, Walking speed
Sections: Body, 1-2 legs, Wings
A mechanical imitation of a bird or other flying creature, built to run and fly in equal parts.
Motor Bike
250 lbs [Provides no cover]
Movement: Walking speed
Sections: Body, 1-3 wheels
A long and angular seating supported by exposed wheels, very maneuverable and all-terrain.
Motor Cart
500 lbs [Provides half cover to pilot and others]
Movement: Walking speed
Sections: Body, 2-4 wheels
A wide chassis with comfortable seating, losing its agile shape for sturdy movement across roads.
Rowboat
80 lbs [Provides no cover]
Movement: Swimming speed
Sections: Body, Cannon, 2 paddles
A bare minimum of water travel, essentially a boat with rowing mechanisms and a turret built in.
Scuttler
200 lbs [Provides no cover]
Movement: Swimming speed, Walking speed, Climbing speed
Sections: Body, 2-6 legs, 1 paddle
A very diverse hybrid of parts, able to crawl and swim and scale walls, resembling a crab or newt.
Sea Freight
Movement: Swimming speed
Sections: Body, Cannon, 6 paddles
The ideal argonaut shape for most seafarers, a sturdy ship with a lot of moving parts to row.
Spiderbot
400 lbs [Provides half cover to only others]
Movement: Walking speed, Climbing speed (Spider Climb), 20ft jump
Sections: Body, Cannon, 3-8 legs
A larger framed seat with a central cannon and more flexible leg parts, great for cave diving.
Strider
120 lbs [Provides no cover]
Movement: Walking speed, 15ft jump
Sections: Body, 2-4 legs
A small framed seat and steering wheel with several legs, essentially a walking chair or throne.
Designer Slots
The following options are used with the Argonaut you are piloting, to install modifiers or benefits. Body parts can have more than one Designer install, but the same Designer cannot be chosen twice.
Your selected argonaut must have the appropriate section to equip a Designer slot bound to the area.
Armor Plating
Prerequisite: none
Section: Body
You minorly strengthen your outer hull. Your argonaut gains +1 to its AC. At 9th level artificer, this trait is raised, giving +2 to its AC instead of +1.
Cannonfire
Prerequisite: none
Section: Body
While piloting, you can use an action to cast the Catapult spell from the argonaut at 1st level. When cast, the argonaut manifests a cannonball, 5lbs in weight and 6” in diameter, which turns to dust at the start of your next turn. You can use this trait a number of times per short rest equal to 2 + INT modifier.
Cockpit Guard
Prerequisite: 9th level artificer
Section: Body
You’ve added additional caging and plating around where you pilot from within. While piloting, you are given half cover by the argonaut, unless it already provides half cover to you from its used build. Additionally, reaching 15th level artificer boosts this feature to three-quarters cover.
Damage Core: Ballistic
Prerequisite: 12th level artificer
Section: Body
An elemental node made to change an argonaut’s damage output and emit a powerful red aura. When casting spells out of your argonaut, you can swap the damage type of the spell to force.
Damage Core: Caustic
Prerequisite: 6th level artificer
Section: Body
An elemental node made to change an argonaut’s damage output and emit a bubbling green aura. When casting spells out of your argonaut, you can swap the damage type of the spell to acid.
Damage Core: Frozen
Prerequisite: 6th level artificer
Section: Body
An elemental node made to change an argonaut’s damage output and emit a shivering white aura. When casting spells out of your argonaut, you can swap the damage type of the spell to cold.
Damage Core: Hot Rod
Prerequisite: 6th level artificer
Section: Body
An elemental node made to change an argonaut’s damage output and emit a flaming orange aura. When casting spells out of your argonaut, you can swap the damage type of the spell to fire.
Damage Core: Hypersonic
Prerequisite: 6th level artificer
Section: Body
An elemental node made to change an argonaut’s damage output and emit an ominous purple aura. When casting spells out of your argonaut, you can swap the damage type of the spell to thunder.
Ejection Seat
Prerequisite: 9th level artificer
Section: Body
The seat or helm of your argonaut offers an escape once per long rest. As a reaction, you can activate an ejection spring and launch yourself up to 90ft in any direction to separate yourself from the argonaut. During this movement, you have resistance to all damage types except psychic.
Flood Lights
Prerequisite: none
Section: Body
You’ve added illuminating bulbs to the front of your vehicle. Your argonaut now emits bright light for 10ft, and dim light for an additional 10ft. While piloting, this can be freely toggled on and off.
Homing Rockets
Prerequisite: none
Section: Cannon
Your argonaut’s barrel has been divided into many small missile canisters. While piloting, you can use an action to cast a modified version of Magic Missile spell at 1st level. When cast, you fire up to 6 missiles that deal 4 lightning damage each. You can use this trait a number of times per short rest equal to 2 +INT modifier. Once you reach 9th level artificer, you can fire up to 12 missiles.
Mining Drill
Prerequisite: none
Section: Body or Arms
You have attached a drill mechanism to the chassis or limbs of your argonaut. You can attack with the drill towards a target, treating it as a simple weapon you’re proficient in. A target made of minerals such as stone, crystal, or metal is attacked by the drill with advantage. The drill can be used to tunnel, taking an action to clear a 5ft cube of solid stone, or a 10ft cube of loose earth.
Mortar Barrel
Prerequisite: 9th level artificer
Section: Cannon
When you cast an evocation spell from the argonaut or its focus, you can force the damaged target or targets to move 5ft away from the origin point of the spell, such as the center of a Fireball spell. The movement is done per damage roll, and can be stacked with multi-hit spells like Scorching Ray.
Padded Landing Gear
Prerequisite: 9 level artificer
Section: Body
You’d added suspension pistons and coils to give your argonaut an added spring to its fatal impact. The argonaut gains immunity to fall damage. If the argonaut falls while you are piloting it, you are given the same immunity to fall damage for the damage rolls of the impact.
Retreat Order
Prerequisite: 6th level artificer
Section: Legs
While piloting, you can now Dash as a bonus action. Opportunity attacks aimed towards you or the argonaut are now rolled at disadvantage. Movement whilst dashing ignores difficult terrain.
Rocket Punch
Prerequisite: Designer - Weapon Protocol, 9th level artificer
Section: Arms
Melee weapon attacks performed by your argonaut can now be done at a distance of 10ft, or at a distance of 20ft if the attack is an unarmed strike; as long as the hand is not occupied by something.
Seat Belts
Prerequisite: none
Section: Body
You’ve added a secure harness to keep you in your pilot seat. You cannot be physically removed from piloting your argonaut against your will, except for magical means like teleporting and banishment. As an exception, a creature can use a grapple check to undo your seat belt and grapple you in the same action.
Self Destruction
Prerequisite: 9th level artificer
Section: Body
As an action, you can activate its self destruct system, exploding at the start of your next turn. Doing so destroys the argonaut and forces each creature within 20ft of it to make a DC 16 Dexterity saving throw, taking 8d8 force damage on a failed save or half as much if succeeded.
Smogulous Smoke
Prerequisite: 6th level artificer
Section: Body
Despite not using an exterior fuel, the argonaut emits a foul black smoke. When you drive the argonaut on your turn, you leave a trail of smoke where you move through that Lightly Obscures and will dissipate away at the start of your next turn. Creatures inhaling the smoke must pass a DC 12 constitution saving throw or take 4d4 poison damage. Any weak wind can clear this smoke.
(You are immune to the effect of your own argonaut’s Smogulous Smoke.)
Smooth Armor Trim
Prerequisite: 9th level artificer
Section: Body
You’ve designed the argonaut to redirect powerful smashes, overpower pierces and slip past slashes. The argonaut gains resistance to non-magical bludgeoning, piercing and slashing damage.
Speed Engine
Prerequisite: none
Section: Body
Your inner engine is slightly more efficient. The argonaut gains a 10ft bonus to its movement speed. Once you reach 6th level artificer, this trait gives a 20ft bonus instead of 10ft.
Sputter Engine
Prerequisite: 9th level artificer
Section: Body
When you drive the argonaut on your turn in combat, you can double its movement speed until the end of your turn. The argonaut’s engine stalls for the following turn, setting movement speed to 0ft.
Streamlined
Prerequisite: Water or Air vehicle
Section: Paddles or Wings
Your argonaut has a natural inertia it can follow. If the argonaut moves in a straight line for its entire turn, it can ignore difficult terrain during that movement.
Stun Tazer
Prerequisite: none
Section: Arms
While piloting, you can use an action to cast the Shocking Grasp cantrip from the argonaut. The cantrip is considered an artificer spell when cast. At 12th level artificer, when you cast this feature’s Shocking Grasp on your turn, you can cast the same cantrip again as a bonus action.
Tow Hook
Prerequisite: none
Section: Body
The argonaut now comes with an extendable hook on a wound chain. The chain has 10 hit points, an AC of 14 and a maximum length of 50ft, which can be reeled 10ft inward or outward as a bonus action. Attaching the hook to an object or willing creature is an item interaction, unwilling targets must beat a 15 DC grapple check. The argonaut’s speed changes based on the target; full speed if smaller, halved if equal, 0 if larger. Reeling the target inward isn’t part of your speed, but only works with DM approval. An argonaut cannot tow an object or creature that weighs more than its current Argonaut Build.
Weapon Protocol
Prerequisite: 6th level artificer
Section: Arms
The argonaut gains combat training. You can now equip a mundane weapon you are proficient with onto your argonaut, which must lack the Light or Finesse property, or it can perform an unarmed strike for 1d8 bludgeoning. The argonaut also benefits from Extra Attack for all weapon attacks, unless you already possess the same feature. At 9th level artificer, the weapon can now be magical.
Xross Bergen
Prerequisite: 6 level artificer
Section: Wheels
You’ve honed the forbidden art of vehicular manslaughter. If a creature is of a smaller size than your argonaut, you can run over its space and force the target to pass a dexterity saving throw equal to your spell save DC or receive 2d8 bludgeoning damage. Only the first three targets take damage, and a creature can only be damaged with this movement once per turn.
Zenith of Argo
Prerequisite: Designer - Cannonfire, 9th level artificer
Section: Cannon
You’ve mastered converting soul power into ammunition. When using the Cannonfire trait of your argonaut, you have unlimited uses of the Catapult spell. At 12th level, it can be cast as a bonus action.
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