Artificer
Base Class: Artificer

Experimenting on travel enhancement and combining it with the best defensive spells on the market, Pilots strive to build the perfect tank mechanism; protecting themselves and their allies and always ready to leave the battlefield when things turn bad. But just because that's their main battle tactic that doesn't mean that they can't handle themselves in combat.

Driver License

You gain proficiency with land vehicles. If you already had this proficiency, you gain proficiency with water vehicles instead.

Personal Vehicle

You build a special, medium-sized vehicle designed specifically for you. You can use your action to get inside the vehicle and a bonus action to turn it on. This combination of actions is called "Piloting". When you're piloting it, the vehicle counts as a spellcasting focus, and you gain the following abilities:

  • Your speed while piloting the vehicle increases as you gain levels as an Artificer, as shown in the column of the Pilot table.
  • The shell of the vehicle functions as a barrier between you and your enemy's attacks. You gain an amount of temporary Hit Points equal to your Intelligence Modifier multiplied by your Artificer Level. When these temporary Hit Points reach 0, you need to take a short rest to fix it with your tinkerer's tolls or smith's tools (DC 15). The mending spell can heal it 2d6, but only if it still has at least 1 Hit Point. While the shell is functioning you can't make any weapon attack, but you can still cast spells. 
  • If you move at least 10 feet towards a creature, you can make a special ram attack as part of your movement: the creature makes a dexterity saving throw (the DC is the same as your spell save DC) on a fail, it takes an amount of damage equal to 1d8 for every 10 feet of movement before impact and if the target is no more than one size larger than the vehicle, the target is shoved 20 feet and knocked prone. You can hit a creature with this feature a number of times equal to your intelligence modifier, after which you must take a long rest before dong it again.

Thinking Big

You're vehicle size is in need of adjustment. When you're piloting, you count as a large creature. 

The vehicle can contain up to four medium size creatures, including you.

Conductive Metal

All spells that you can cast with a range of self can be cast on your vehicle instead.

All Terrain

Difficult terrain doesn't cost your vehicle any extra movement. The vehicle also gains a swimming and flying speed equal to half its current walking speed.

When the shell of the vehicle has at least 1 Hit Point, it counts as oxygen supply that lasts one hour.

Breathing Metal

For the sake of spellcasting, the vehicle counts as a creature when you're piloting it.

Grand Design

When you're inside the vehicle, you count as a creature of huge size. 

The vehicle can now contain up to nine creatures, including you.

 

Burning Up Fuel

You can use this feature once per short or long rest. As a bonus action on your turn, you can force the engine of your vehicle to power up.

You have advantage on dexterity, strength and constitution saving throws, and you have resistance on all non-magical damage.

This feature last one minute or until you decide to end it on a bonus action, after which you're vehicle speed and temporary Hit Points are halved. After a Long rest the vehicle regains its base features.

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