Artificer
Base Class: Artificer

Tales of hardened folk strong of mind rock the worlds. Stories of those forcing their will on the machinations of their creations. Some choose to specialize into locomotion, and the repair and maintenance of said Vehicles. Engineers are a folk whom can do this to an enhanced degree.

Hit the Road

When you adopt this specialization at 3rd level, You gain proficiency with all vehicle types.

Engineer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the 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

alarm, shield

5th

heat metal, pyrotechnics

9th

haste, tiny hut

13th

arcane eye, fabricate

17th

animate objects, creation

Jerry Rigger

At 3rd level, you learn the ins and outs of just about all vehicles. When using tinker’s or smith’s tools on a vehicle, for example to make a repair or change, you have advantage on all checks made to do so. This also extends to any weaponry attached to the vehicle. 

You also can use these to create Vehicles from scratch if you’re provided the materials and time. When you do so, you can create them in a third of the time others would take, and pay half the price on material components for the vehicle’s construction.

Experimental Augmentation

When you reach 5th Level, you learn how to further augment the vehicles you work with to maximize their potential.

You choose two of the following Augmentations. You can then spend at least 6 hours, which can be completed with a long rest, to apply this augmentation to a single vehicle you spend time working on for the duration of its Application. Replacing an augmentation on the same vehicle with another augmentation can be done in the same time as applying one, but any more than one vehicle cannot.

You also learn an additional augmentation at 9th and 15th levels.

Amphibious

You can apply fitted gear to your Vehicle, enabling it to survive conditions such as partial or full submersion under the waves. When submerged, the vehicle can perfectly sustain the inside with clean air so long as there is are to extract from the water or other liquids outside.

This Augmentation cannot be applied to vehicles with the Nautical Stride Augmentation.

Aviation

You apply fitted gear to your Vehicle, and enable it to take to the skies. Your Vehicle now has a flying speed of 20 feet.

This flying speed increases at 9th (40 feet), and 15th (60 feet).

This Augmentation cannot be applied to vehicles with the Dreadnought Augmentation.

Bunny Hop

You apply fitted gear to your Vehicle, enabling it to allow the use of your bonus action to launch in a fashion akin to a large “jump”. This adds to existing movement of your vehicle and travels up to 25 feet in distance in any direction.

The bunny hop’s distance increases to 40 feet when you reach 15th level.

Dreadnought

You apply fitted gear to your vehicle, and add 5 to the AC of your Vehicle, you also give your vehicle a bonus of 40 hit points.

The hit point bonus of your vehicle increases to 80 when you reach 15th level.

This Augmentation may not be applied to a vehicle with the Aviation Augmentation.

Juggernaut

You apply fitted gear to your Vehicle, and you can now make a Trampling Attack as a part of your vehicle’s movement when operating the vehicle. You are proficient with this attack, and you deal 4d12 damage if it hits.

Mounted Weaponry

You apply fitted gear to your Vehicle, which is a mounted or integrated weapon to said Vehicle. It uses your bonus action to fire. It uses your Proficiency bonus to attack and deals 3d10 force damage on hit.

Nautical Stride

You apply fitted gear to your Vehicle, and enable it to float and travel accords the surface of water with the same speed as if it traversed land.

This Augmentation May not be applied to a vehicle with the Amphibious Augmentation.

Thrusters

You apply fitted gear to your Vehicle, and add thrusters to enhance your speed. The Vehicles’ movement speed gains a bonus of 40 feet.

This bonus increases to 80 feet at level 15.

Elite Technician

Starting at 9th level, Your craft has mastered and refined to an extremely high caliber. You gain the ability to double your proficiency bonus to any checks made with any tools you are proficient with. You also gain expertise with one skill of your choice.

Rigged to Blow

Starting at 15th level, You come to realize that sometimes Vehicles can be used for more than just locomotion or defending. You gain the ability to detonate any vehicle with which you have implemented an Augmentation. This destroys said vehicle after any movement it makes on its turn or upon contact with something after you’ve set its detonation as a Reaction. 

All creatures within 50 feet of the vehicle make a Dexterity Saving Throw against your Spell Save DC, however creatures beyond 30 feet in the radius get advantage. On a failed save, they take 5d12 Fire Damage, and an additional 2d12 Fire Damage for every augmentation on that vehicle at a time, including the one required for detonation, on a successful save they take half of the total damage.

If any salvageable parts survive and are collected afterward, you’re able to use these as half of the required material components to build a brand new version of the vehicle you detonated.

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