Artificer
Base Class: Artificer

The vehicle engineer storms over land, sea and sky on their unstoppable magical engines of war. Their hand crafted mounts are more valuable to them than any gold or gem. The vehicle engineer is adept at creating, maintaining and driving vehicles of all shapes and sizes. A master in this field has a way with magic engines is unparalleled across the material plane.

Engineer's Tools

By the time you adopt this speciality at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies. You gain proficiency with vehicles and one tool kit of your choice of the following: cartographer’s tools, smith’s tools or woodcarver’s tools, assuming you don’t already have them. You also gain woodcarver’s tools and smith’s tools for free—the result of tinkering you’ve done as you’ve prepared for this specialisation.

Crafting. You have become adept at creating and repairing vehicles. You can create vehicles in quarter the normal time at half the normal cost. In addition you have advantage on tool kit ability checks when attempting to repair vehicles. This also applies to vehicle-mounted weapons.

Engineer Spell List

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Vehicle Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Engineer Spells

Artificer Level Spell
3rd earth tremor, shield
5th gust of wind, heat metal
9th haste, slow
13th fabricate, freedom of movement
17th commune with nature, control winds

Vehicle Enchantments

By 3rd level, you can use your reserves of magic to enchant your vehicle. These enchants remain for a duration of up to 8 hours, or until you exit/dismount the vehicle. You can cast a number of the following enchantments equal to the spell slot consumed:

Aerodynamic. The normal speed of the vehicle is doubled.

Amphibious. The vehicle is able to move over liquid surfaces and can be submerged.

Autopilot. Other creatures gain an additional 1d4 on ability checks and saving throws whilst steering the vehicle.

Crenellated Frame. The vehicle gains mystical shields that grants creatures in the vehicle a +1 bonus to their Amour Class. The bonus increases to +2 when you reach 12th level.

Dreadnought. The vehicle becomes steadfast. The vehicle becomes resistant to non-magical bludgeoning, piercing and slashing damage, and cannot be set on fire.

Enhanced Armour. The vehicle gains a +1 bonus to its Armour Class. The bonus increases to +2 when you reach 12th level in this class.

Enhanced Weaponry. This magic weapon grants a +1 bonus to attack and damage rolls made with the vehicle. The bonus increases to +2 when you reach 12th level in this class.

Gyroscopic. The vehicle cannot be overturned unless you will it. In addition creatures you choose are unable to fall out of the vehicle unless they wish to.

Mystic Coating. The vehicle becomes resistant to one damage type of your choice.

Only one of each enchant can be active at any one time.

Mechanical Arms

Starting at 5th level, your weapons become augmented with your knowledge and magic. You can now add your Intelligence modifier to damage rolls you deal using weapons.

Engines of War

Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn when using vehicle weapons.

Master Mechanic

Starting at 15th level, your vehicles have grown to be deadly weapons. Using your vehicle you can perform the following manoeuvres:

Inertial Shove. You can use vehicles to make unarmed melee attacks, these attacks deal 2d8 bludgeoning, piercing or slashing damage.

Engine Ignition. As an action, you dismount your vehicle and spend at least a first level spell slot to cause it to detonate. If the vehicle is moving, you can continue its movement after dismounting up to 15 feet before detonating. Upon detonation, each creature within 10 feet of the vehicle must make a Dexterity saving throw versus your spell save DC. On a failed save creatures take 5d8 damage, or half damage on a successful save. The damage type for this detonation is fire, force, lightning or piercing. The detonation damage increases by 1d8 for every spell slot level used above 1st.

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