Mechanic

A Mechanic specializes in the creation and repair of automotive vehicles that can be used in nearly any environment. They believe that living mounts such as horses will be obsolete in the near future, given the innovations occurring with black powder weapons and the creation of magical implements of warfare, so they seek to solve the problem before it begins. When given the time and option, these artificers create rides customized to their clients’ needs and senses of style. Tools of the Trade When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools and all air, land, and water vehicles. Mechanic Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.  
Mechanic Spells
Artificer LevelSpells
3Longstrider, Tenser's Floating Disk
5Find Steed, Gust of Wind
9Find Vessel, Stinking Cloud
13Dimension Door, Find Greater Steed
17Control Winds, Far Step
 

Level 3: Mechanical Marvel

You learn how to create magical vehicles that can be used to navigate many kinds of terrain. Using smith’s tools or tinker’s tools, you can take an action to magically create a Medium or Large vehicle in the space of a willing creature within 5 feet of you that is Large or smaller. The creature can immediately mount the vehicle if it is no larger than the vehicle. Once you create a vehicle with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot to create another one. You can have only one vehicle from this feature at a time; if you create a new vehicle with this feature while you already have one, the previous vehicle disappears.

The vehicle is a magical object. It has AC equal to 12 + your Intelligence modifier and a number of hit points equal to 10 times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or saving throw, treat all of its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or if you dismiss it as an action.

Only one creature can ride the vehicle at a time. The rider can use half its speed to dismount the vehicle, exiting into an unoccupied space within 5 feet of the vehicle. On a subsequent turn while the vehicle has no rider, a creature no larger than the vehicle within 5 feet of the vehicle can use half its speed to mount it. If an effect causes the vehicle to move against the rider’s will or knocks the vehicle prone, the rider must succeed on a DC 10 Dexterity saving throw or fall out of the vehicle, landing prone in a space within 5 feet of it. The rider also falls out of the vehicle in this way if the rider is knocked prone.

When you create the vehicle, you determine its appearance and decide which type it is, choosing from the options on the Mechanical Marvels table.

Mechanical Marvels
VehicleEffect
Motor Bike (Land)While a creature is riding this vehicle, it has a walking speed of 60 feet.
Wall Crawler (Land)While a creature is riding this vehicle, it has a climbing speed of 30 feet. It can use this climbing speed to move up, down, and across vertical surfaces.While a creature is riding this vehicle, it has a swimming speed of 30 feet. It can use this swimming speed only to move across the surface of liquids
Wave Skimmer (Water)While a creature is riding this vehicle, it has a swimming speed of 30 feet. It can use this swimming speed only to move across the surface of liquids
 

Level 5: Mounted Gun

Each time you create a vehicle with your Mechanical Marvel feature, you can choose for it to have a mounted gun. The mounted gun is a magical simple ranged weapon with a normal range of 60 feet and a long range of 150 feet that deals 1d8 piercing damage and that doesn’t require ammunition. A creature riding the vehicle can make attacks with the mounted gun as part of the Attack action, and uses its choice of Dexterity or Intelligence for the attack and damage rolls.

While you’re riding the vehicle, when you take the Attack action or cast a cantrip with a casting time of 1 action, you can make an additional attack with the mounted gun as a bonus action this turn.

 

Level 9: Mechanical Masterwork

The list of vehicle types you can choose from when creating a vehicle is expanded. To create one of the vehicles in the Mechanical Masterworks table below when your use of Mechanical Marvel is expended, you must expend a spell slot of 3rd level or higher, instead of a spell slot of any level.

 
Mechanical Masterworks
VehicleEffect
Deep Diver (Water)While a creature is riding this vehicle, it has a swimming speed of 40 feet, it can breathe underwater, and it can use a bonus action to switch on or off a magical light that creates bright light in a 30-foot cone originating from the vehicle.
High Flyer (Air)While a creature is riding this vehicle, it has a flying speed of 30 feet and can hover.
Lightning Engine (Land)While a creature is riding this vehicle, it has a walking speed of 90 feet, it spends no extra movement using its walking speed through difficult terrain, and opportunity attacks made against it or the vehicle have disadvantage.
 

Level 15: Marvelous Mechanic

You can now have a number of vehicles up to half your artificer level. If you create a vehicle beyond this number, you choose one of your older vehicles to disappear.

As an action, you can touch a vehicle you created and cause it to disappear to regain the use of your Mechanical Marvel feature.


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