Artificer
Base Class: Artificer

Riding to the scene with a massive carriage donned in red and white; all for a person to come out and assist into the carriage to assist with healing. The medic smiles, "You and everyone always do your job well. Now let me do the same in return so you are able to get back onto the scene. Lollipops are on the house.".

To honor all of our medics, all of our healers and so much more for what they do for us. Now don't think you need to be only healing; you got a set of wheels to help you out with that! A healer and vehicle focus subclass to help you carry those in need of healing and repairs to safety.

Medical License

3rd-Level Blood Drive feature
Upon reaching 3rd level, you gotten yourself a new license to assist you during the times in need for what's upcoming. You gain proficiency in the Healer's Kit and all vehicles. If you are already proficient in a vehicle, you get to choose one Artisan's Tools to gain proficiency with.

Blood Drive Spells

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

Blood Drive Specialist Spells

ARTIFICER

LEVEL

SPELLS

3rd

Healing Word, Goodberry

5th

Gentle Repose, Lesser Restoration

9th

Mass Healing Word, Remove Curse

13th

Death Ward, Locate Creature

17th

Circle of Power, Mass Cure Wounds

MediEngine

3rd-Level Blood Drive feature
By 3rd level, you have worked heavily with your medical works and labored to create a magnificent MediEngine. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the MediEngine stat block, which uses your proficiency bonus (PB) in several places. The engine has a hull, battlements, and wheels; your choice on any aspect of its appearance has no effect on its game statistics.

In combat, the engine 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 engine 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 carpenter'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 engine returns to life after 1 minute with all its hit points restored.

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

When you reach 9th in this subclass, during a long rest, you can make a vehicle into a MediEngine and have the MediEngine gain new movement speeds that the vehicle provides (creatures that are mounts and not actual vehicles like carts and ships are excluded). It takes 250 GP per size above Large (I.E: If the vehicle is Large or smaller, it will be 250 GP.) and a DC 18 Tinker's Tools during the long rest; if it is a magical vehicle, it is 250 per size above Small and requires a DC 25 Tinker's Tools.

 

MediEngine

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 15 times your proficiency bonus in the Artificer class in ft.

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

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

Skills Athletics +3 plus PB × 2

Damage Immunities poison

Condition Immunities charmedexhaustionpoisoned

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 (or your co-driver) piloting, it adds the driver's 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 9 extra feet, instead of the normal 1 extra foot.

Vigilant. The engine can’t be surprised.

Wayfinder (Accessible at Artificer 9th Level). You can control your engine from a distance. You can send the engine 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 engine 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 engine’s Command words whenever you take another level in this class.

Actions

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

Evasive Maneuvers. When a creature mounted on the MediEngine is targeted by an attack, the engine can use its reaction to impose disadvantage on the attack roll. It may use this feature a number of times equal to its proficiency bonus. It regains all expended uses after completing a long rest.

Healer Savant

5th-Level Blood Drive feature
Beginning at 5th level, you utilize bit of your magic and medicine to help with healing. Whenever you use an ability, spell, tool, Healer's Kit or potion for healing, you apply your Intelligence modifier (minimum of +2) to the healing and checks involving healing.

In addition, you add your Intelligence modifier to Medicine checks.

Medicinal Gear

9th-Level Blood Drive feature
At the beginning of 9th level, you start to amplify your gear as get into deeper territories. You can apply a number of infusions onto your MediEngine equal to half of your proficiency bonus; if it ended up becoming a magical vehicle, it can handle one infusion.

In addition, you gain a specialized infusion exclusively set for Healer's Kits: Medicinal Healer's Gear. This infusion doesn't count towards the infusions you know but it does count in Infusion Slots when used.

Medicinal Healer's Gear (Requires a Healer's Kit.). When you apply this infusion onto a Healer's Kit, the kit has an unlimited amount of uses and grants additional benefits.

  • The Medicinal Healer's Gear is able to heal for 1d8 plus your Spellcasting Modifier. If used with the Healer feat, you are able to use the action ability an amount of times equal to your proficiency bonus for each creature.
  • When a creature is stabilized by the use of the Medicinal Healer's Gear, the stabilizer can allow the stabilized creature to regain an amount of hit points equal to your Spellcasting Modifier.
  • While the Medicinal Healer's Gear is within 30 feet of you and someone (including yourself) is getting healed, you can sacrifice a Flash of Genius with no action to let them regain an amount of hit points equal to the Flash of Genius bonus. This is only to one person at a time.

DM's Ruling: The Medicinal Healer's Gear Infusion can be applied onto Healer's Kits as part of crafting but it would cost an additional 500 GP and requires either five Potions of Greater Healing or ten Potions of Healing in order to create this permanent infusion onto Healer's Kits.

Medical Touch Ups

15th-Level Blood Drive feature
You finally reach to the level needed to start upgrading your ride as fast as you can; the 15th level made sure you are going to be extra comfortable along with your patients and passengers for the wild ride through the battlefields.

Select three upgrades to apply to your MediEngine as they stay no matter which vehicle form it takes.

All-Rounder

The MediEngine is an all round vehicle that can handle any terrains. The vehicle has now a flying speed equal to its movement speeds. In addition, the vehicle is able to travel a number of miles outside of combat per hour equal to ten times your proficiency bonus.

Co-Driver

You may need a partner in crime for trying times like these. The MediEngine is able to allow a second driver. During a long rest, choose one creature that is proficient in a vehicle to be able to drive and utilize the same benefits as you with the MediEngine. In addition, if you and your second driver are in the MediEngine, the MediEngine is able to move twice its movement speed.

Cross Your Heart!

The MediEngine can always form into something you need on hand. As a bonus action, the MediEngine can change forms ranging to a one-handed weapon and shield, a Healer's Kit, a backpack, a toy that functions as a tool or back to its vehicle form. While in any form other than its vehicle form, you are able to have the effects of the MediEngine on you only.

In addition, while it is in weapon and shield form, it gains a +1 magical bonus to attack, damage rolls and AC bonus (on top of the shield's normal +2 AC), and you are proficient with only those.

Floor It!

Remember, there is nothing wrong with running away if it meant to preserve lives for another day. With the MediEngine, it can make Dash and Disengage as an action or bonus action, and you are able to Dash and Disengage as a bonus action while inside the MediEngine.

Heal-Damage Potency

Inside the MediEngine, sometimes poisons, acids and certain things connected to healing needed an extra boost. Whenever you or allies deals Acid, Poison or Radiant damage, the target takes an additional amount of damage equal to your Intelligence modifier. In addition, enemies that are within 15 feet of the MediEngine would lose their resistances to Acid, Poison and Radiant damage.

Heart Out to All

With the MediEngine, you can sacrifice a 1st level spell slot or higher as a bonus action. Upon doing so, those inside the MediEngine regain an amount of hit points equal to the result of multiplying the spell slot and your Intelligence modifier. If the spell slot is 3rd level or higher, it grants a bonus to all attack rolls and damage rolls equal to half of your proficiency bonus for one minute.

Preservations

The MediEngine is able to hold a number of creatures that are dead equal to your proficiency bonus. At the start of your turn or at the end of the creature's turn as long you and them are in the MediEngine, they have the spell Gentle Repose casted onto them. The MediEngine is able to utilize this ability an amount of times equal to your proficiency bonus before requiring a long rest to regain all uses or sacrificing a Flash of Genius to regain one use.

In addition, when casting spells like Revivify, they regain an additional amount of hit points equal to your Artificer level.

Rapid Healing

While healing inside the MediEngine, the bare minimum that anybody could regain from rolling with healing is a 4.

In addition, all potion consumption is a Bonus Action but as an Action, can consume two potions that give healing effects. This is while inside the MediEngine only.

Spell-Healer Potency

Inside the MediEngine, healing spells that are cast by your or allied spellcasters are much more effective. Whenever you or allied spellcasters use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your Intelligence modifier + the spell's level.

The Biggest Carry

The MediEngine has to do its assignment and carry all they can and carry they will. They are considered a Garguantuan creature for carrying and grappling and are able to carry an amount of people equal to ten times your artificer level in Huge creatures (please multiply 10 for each size category smaller than Huge to note how many creatures it can carry) excluding the driver.

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