Artificer
Base Class: Artificer

In a world of magical transportation, this artificer specializes in piloting the many vehicles available. They also have the ability to create a magical vehicle and use them to cast their spells.

Tools of the Trade

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain proficiency with all vehicles. 

Driver Spells

 

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

Driver Spells

ARTIFICER LEVEL SPELLS

3rd

burning hands, shield

5th

darkness, knock

9th

Aura of Vitality, Lightning Bolt

13th

confusion, staggering smite

17th

animate objects, cloudkill

Iron Chariot

By 3rd level, you have ridden down the highway to hell. This can only be accomplished in your Iron Chariot. This is a non-sentient, magic machine that only you can drive. You can spend 1 minute casting a ritual to summon your chariot as long as you have your tinker's tool in hand. The iron chariot's speed depends on the model, and doesn't run out of fuel. 

Your iron chariot has an armor class of 15 due to it's metallic armor and has hit points equal to your intelligence modifier times your level in this class. It fails all dexterity saving throws, and is immune to psychic damage. Should your iron chariot's hit points drop to zero, you are knocked prone in a space adjacent to the chariot. If it has been at most 1 hour, you can spend a spell slot of 1st level or higher and 1 minute to bring your chariot up to full hit points, and able to run again. If you cast the spell mending on the iron chariot, it regains 2d6 hit points. It regains all hit points after a long rest. 

You gain the following benefits while piloting your iron chariot:

  • Your speed becomes that of your iron chariot
  • You can use your chariot as a spellcasting focus for your artificer spells
  • You have advantage on dexterity checks to be knocked off your iron chariot (see rules for mounted combat)

Your iron chariot ceases to function when you are incapacitated or if you die. 

Chariot model

You can customize your iron chariot. When you do so, choose one of the following chariot models: car, hoverbike, or boat. Each model has special benefits when you mount it, and comes with a special speed. 

You can change your chariot model when you finish a short or long rest. 

Car

You design your iron chariot for travel and delivery.

Capacity. Your car can hold up to 5 medium creatures, including yourself, and has a trunk space of 20 cu. ft. It is considered Large.

Speed. Your car has a speed of 50 ft. 

Ram. You can use your bonus action to take the dash action on your turn. If you do so, and hit a creature while dashing, the creature takes 2d6 + your intelligence modifier bludgeoning damage, and your car takes half that amount of damage.

Hoverbike

You design your iron chariot for speed and mobility

Capacity. Your hoverbike can only hold you and can not carry any cargo, but it only requires one hand to operate. It is considered Medium.

Speed. Your hoverbike has a speed of 60 ft. and ignores difficult terrain.

Drive by. Your speed and mobility allow you to hit an enemy hard and fast. If you move at least 20 feet in a straight line toward a target and succeed on a melee attack against them, the target must succeed on a strength saving throw against your spell DC or take an extra 1d8 bludgeoning damage and be knocked prone. 

Boat

You design your iron chariot for water travel.

Capacity. Your boat can hold up to 5 medium creatures comfortably and has a cargo space of 20 cu. ft. It is considered Large.

Speed. Your boat has a swim speed of 50 ft.

Air pocket. With your tinker's tools in hand, you have the ability to temporarily submerge your boat. Your boat can dive into the water, creating an air pocket around the passengers. The pocket can absorb oxygen from the water for the passengers to breath for a number of minutes equal to 10 times your intelligence modifier.  

 

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Magical Headlights

At 9th level, your experimentation with your chariot has led to the ability to artificially create light. As long as you are in your iron chariot, you can cast daylight targeting your chariot, acting as magical headlights. You can do this a number of times equal to your intelligence modifier, and regain all uses after a long rest.

Improved Iron Chariot

At 15th level, all of your efforts have come together to make you the best at crafting and piloting your iron chariot. All chariot armor classes increase to 17 and speed increases by 10 feet. On top of that, each iron chariot gains the following benefits:

Car

By tinkering with the wheels on your car, you have developed a type of spiked tank tread. The damage of your Ram increases by 2d6 (this does not count towards the damage your car takes) and it can move up, down and across vertical surfaces, as if under the effect of spider climb. However, this does not allow you to hang upside down from ceilings.

Hoverbike

You aim to make the hoverbike a necessity for an ambush. You gain the ability to make your hoverbike and yourself, including anything your carrying, invisible, as if under the effect of invisibility. This effect ends once you make an attack or cast a spell. You can do this a number of times equal to your intelligence modifier per long rest.

Boat

In order to protect your iron chariot, you develop a ranged mounted leister, colloquially known as the harpoon gun. It has a range of 120/480 but cannot be fired at a target within 5 ft. of the gun. It requires a bonus action to load and deals 16 (3d10) piercing damage. When you attack with the harpoon gun, you can use your Intelligence modifier, instead of Dexterity, for the attack and damage rolls. On hit, the target must make a strength saving throw against your spell DC or be grappled. The target must use an action to repeat their saving throw.

Comments

Posts Quoted:
Reply
Clear All Quotes