Vehicleist (5e Subclass)

Vehicleist

Artificer Subclass

You make vehicles and stuff.

Tool Proficiency

At 3rd level, when you choose this specialty, you gain proficiency with vehicles (land, sea, air).

Vehicleist Spells

3rd: Fog Cloud, Unseen Servant
5th: Locate Object, Find Traps
9th: Nondetection, Erupting Earth
13th: Locate Creature, Freedom of Movement
17th: Transmute Rock, Passwall

Infused Vehicle

At 3rd level, you have gained knowledge about the in workings of vehicles and can now create one of your own. See this vehicles base game statistics in the Infused Vehicle statblock. Its base carrying capacity is 100 pounds. Your vehicle's base form takes the appearance of a motorcycle. While not in use, the vehicle can be magically compressed and can fit in your bag. As an action, you can expand it in an unocuppied space. If there is not enough space for the vehicle to fully expand, it doesn't. When you summon your vehicle it has a number of Upgrades equal to your level divided by three (rounded down) of your choice (see the bottom of the page for the Upgrades). In addition, you may use a spell slot to give your vehicle anouther upgrade for a number of hours equal to the spell slot's level. When your vehicle is his by an attack that deal more damage than 3 times your level, a misshap occurs (look at page 220 of Descent into Avernud). While the vehicle is active, the pilot at the helm can use their action to steer the vehicle. The pilot can also use their bonus action to cause the vehicle's engine to turn on/off or have the behicle take the dash or disengage action. If the mending spell is cast on the vehicle it regains 2d6 hit points. If the vehicle is destroyed but you recover its key parts, you can spend and hour of work with smith's tools and a spell slot to repair it. If you can't recover it's key parts, you must spend 100 gp and 10 hours of work with access to a scapyard or other source of parts to recreate it.

Speed Burst

Once you reach 5th level, you can strain your vehicle to produce a burt of speed. When you move your vehicle on your turn in combat, you can double its speed until the end of the turn. Once you use this trait, you can't use it again until your vehicle moves 0 feet in one turn.

Magical Attacks

At 5th level, any attack made with the vehicle is counted as magical for the purpose of overcoming resistances and immunities.

Improved Defense

Starting at 9th level, Your vehicle gians immunity to nonmagical bludgeoning, slashing, and piercing.

Enhanced vehicle

Starting at 15th level, the base form of your vehicle gains these benifits: its speed is increased by 30 feet, it gains +2 to its Armor Class, its carrying capacity is increased by 300 pounds, its Dexterity and Strength scores are increased by 3 each, and you no longer require access to a source of parts to recreate your vehicle.

Upgrades

Speed Bonus (you may get this upgrade multiple times)

Your vehicle's speed increases by 1o feet. This speed bonus increases to 15 feet at 5th level, 25 feet at 9th level, and 40 feet at 15th level.

Creature Capacity Increase (you may get this upgrade multiple times)

Your vehicle's creature capacity increases by 1. This creature capacity bonus increases to 2 at 5th level, 3 at 9th level, 4 feet at 15th level.

Improved Armor

Your vehicle's Armor Class increases by 2. This Armor Class bonus increases to 3 at 5th level and 4 at 15th level.

Storage Increase (you may get this upgrade multiple times)

Your vehicle's carrying capcity increases by 500 pounds.

Spearhead

Your vehicle gains a set of spikes on the front. When you run into someone with your vehicle, you make make an attack roll with your vehicle's Dexterity/Strength + your proficiency bonus to hit. On a hit, the target takes 2d4 plus the vehicle's Dexterity/Strength.

Mounted Crossbow (requires another crewmember and enough Creature Capacity to operate)

The crewmember in this seat gains half cover. They may use their action to fire the crossbow. They make an attack roll with a range of 100/300 and your vehicle's Dexterity + your proficiency bonus to hit. On a hit, the target takes 1d10 + the vehicle's Dexterity Modifier.

Wheel Smash

Prerequisite: 5th Level
Your vehicle gains a large wheel on the front. When you run into someone with your vehicle, you make make an attack roll with your vehicle's Strength + your proficiency bonus to hit. On a hit, the target takes 2d10 plus the vehicle's Strength.

Aquatic Adaptation

Prerequisite: 5th Level
Your vehicle gains swimming speed of 30 feet and all of the crewmembers don't suffocate.

Spider Form

Prerequisite: 5th Level
Your vehicle gains climbing speed of 30 feet.

Mounted Flamethrower (requires another crewmember and enough Creature Capacity to operate)

Prerequisite: 5th Level
The crewmember in this seat gains half cover. They may use their action to ignite the flamethrower. Each creature within a 15 foot cone of the flamethrower must make a Dexterity Saving Throw or take 3d6.

Smoke Trail

Prerequisite: 5th Level
The pilot can strain the vehicle so that it releases a stream of smoke. As a bonus action, the pilot can activate or deactivate the smoke trail. Everything within a 10 foot cube behind the vehicle is heavily obscured until the end of your next turn.

Untrackable

Prerequisite: 9th Level
Your vehicle leaves no trail and cannot be tracked by any means.

Airborne

Prerequisite: 9th Level
Your vehicle gains flying speed of 60 feet. The pilot must use a bonus action to take off.

Mounted Bomb Cannon (requires another crewmember and enough Creature Capacity to operate)

Prerequisite: 9th Level
The crewmember in this seat gains half cover. They may use their action to fire the cannon. Choose a point within 60 feet. All creatures within a 10 foot radius must make a Dexterity Saving Throw or take 4d6 fire damage.

Size Up

Prerequisite: 9th Level
Your vehicle increases its size to huge. In addition, its Strength and Dexterity scores are swapped, its creature capacity is increased by 1, all attacks deal an extra 1d6 damage, and all creatures in the vehicle gain three-quarters cover.

Self Destruct

Prerequisite: 9th Level
Your vehicle gains a self destruct button. You may use your action to explode your vehicle while you are within 40 feet of it. When it explodes, each creature within 30 feet of it must make a Dexterity saving throw or take 10d6 fire damage. A creature that succeeds this safe takes half as much damage.

Stealth Mode

Prerequisite: 9th Level
Your vehicle gains +10 stealth and makes no sound, unless you use a waepon.

Autopilot

Prerequisite: 9th Level
Your vehicle can now steer itself at you verbal commands.

Turret (requires another crewmember and enough Creature Capacity to operate)

Prerequisite: 15th Level
The crewmember in this seat gains half cover. They may use their action to fire the turret 10 times. For each shot, the crewmember makes an attack role with their proficiency bonus + the vehicle's Dexterity Modifier.

More Reliable (you may get this upgrade multiple times)

Prerequisite: 15th Level
Your vehicle's misshap threshold increases by 5.

Flyby

Prerequisite: 15th Level
Your vehicle does not provoke oportunity attacks.

Auto Stunt

Prerequisite: 15th Level
You automatically succeed on your stunts.

Crewmember (you may get this upgrade multiple times)

Prerequisite: 15th Level
You have created a mechanical crewmember that can man any station and follows your commands (no action required)

Lightning Cannon (requires another crewmember and enough Creature Capacity to operate)

Prerequisite: 15th Level
The crewmember in this seat gains half cover. They may use their action to fire the cannon, which creates a beam of lightning, 45 feet long with a radius of 5 feet. Each creature within the line must make a Dexterity Saving Throw or take 10d6.

Flawless Machine

Prerequisite: 20th Level
Your vehicle is immune to misshaps.


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gollark: Coolful.
gollark: * not be able
gollark: Why would rats *not* be unable to have mint?
gollark: I kind of wanted to test it against higher traffic.
gollark: Alas, my hatchery's traffic has barely gone up since I posted it on the forums...
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