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Artificer - Mechanic

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200 views2 pages

Artificer - Mechanic

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Autocycle

Artificer Specialization 3rd-level Mechanic Specialization feature


At 1st level, the Artificer gains the Specialization feature. Your obsession with motorized machinery has borne fruit in
The following exclusive option is available in addition to the the construction of an Autocycle. It is a Medium vehicle with
Specializations presented with the Alternate Artificer: an appearance of your choosing, but its appearance has no
effect on its statistics. It can be used as a mount by you, and
Mechanic
while you are mounted on it, it shares your initiative, you can
use its speed in place of your own, and you can use an action
Mechanic to use one of the actions from the Autocycle's stat block.
Artificers known as Mechanics develop their obsession with Your Autocycle uses the stat block found on the next page
arcane motors to construct wondrous mechanical vehicles. which uses your proficiency bonus (PB), Intelligence modifier
Donning a signature protective Mechanic's Coat, Mechanic (INT), and your Artificer Spell save DC in several places.
Artificers will face any challenge as they design, construct, Your Autocycle can be used as a spellcasting focus for your
and improve their wondrous motorized Autocycle. Artificer spells while you ride it. It can also bear one Infusion
normally meant for boots (wheels) or armor (chasis).
Artificer Level Feature You can use tinker's or smith's tools to repair any damage
1st Mechanic's Coat, Tools of the Trade to your Autocycle. For every 10 minutes you spend on repairs,
3rd Autocycle
your Autocycle regains hit points equal to your Artificer level.
If your Autocycle is destroyed, you can construct another
5th Afterburn, Improved Autocycle during the course of a long rest, so long as you have access to
9th Expert Rider tinker’s or smith's tools and enough scrap materials. You can
only have one Autocycle at a time, and constructing a second
15th Master Mechanic causes any previous Autocycles to fall into disrepair.
Mechanic's Coat Afterburn
1st-level Mechanic Specialization feature 5th-level Mechanic Specialization feature
You have crafted the signature coat of a Mechanic to protect Once per turn, when you move within 5 feet of a creature
you from the hazards of your motorized inventions. Over the while riding your Autocycle, you can force that creature to
course of 1-hour, you can craft a Mechanic's Coat, which is make a Dexterity saving throw. On a failure, it takes fire
sized to fit you and can be worn over light or medium armor. damage equal to 1d10 + your Intelligence modifier.
While wearing your Coat you gain the following benefits: Improved Autocycle
Once per turn when you take bludgeoning, fire, piercing, 5th-level Mechanic Specialization feature
thunder, or slashing damage, you can reduce the damage You are accustomed to fighting while riding your Autocycle.
by your Intelligence modifier (minimum of 1 damage). You gain the following benefits while riding your Autocycle:
Your Coat can store a number of tools, weapons, and Tiny When you cast a spell of 1st-level or higher with a target
objects equal to your Intelligence modifier. You can draw of self, your Autocycle also gains the benefits of the spell.
and stow these objects as a free action on your turn. When your Autocycle is attacked, you can use a reaction
If you are riding a vehicle while wearing your Coat, you to redirect the attack, causing you to be the attack's target.
cannot be knocked from the vehicle against your will. Your Autocycle can bear two Medium creatures or three
Your Coat can bear one Infusion for armor or a cloak. Small creatures, and its cargo capacity becomes 100 lb.
Tools of the Trade Riders can complete a short rest while mounted on your
1st-level Mechanic Specialization feature Autocycle so long as they do not take any damage, make
You gain proficiency with smith's tools and land vehicles. If no saving throws, and are traveling at a normal pace.
you are already proficient with smith's tools or land vehicles Expert Rider
you gain proficiency in a set of artisan's tools of your choice. 9th-level Mechanic Specialization feature
Mechanic Spells You can easily maneuver the Autocycle in any environment.
2nd-level Mechanic Specialization feature While you are mounted on your Autocycle, its movement
You learn certain spells at the Artificer levels noted in the ignores difficult terrain imposed by magical and mundane
table below. These don't count against your total number of effects, and opportunity attacks that target your Autocycle,
Spells Known and cannot be switched upon gaining a level. and any creatures mounted on it, are made at disadvantage.
Also, when you move within 5 feet of a friendly creature
Artificer Level Spell
while mounted on your Autocycle, it can use its reaction to
2nd grease, zephyr strike XGE mount your Autocycle behind you so long as there is room.
5th enlarge/reduce, heat metal Master Mechanic
9th haste, thunder step XGE 15th-level Mechanic Specialization feature
Your Autocycle gains a flying speed equal to its movement
13th freedom of movement, fire shield
speed, and it can hover. Your Autocycle and its riders also
17th creation, steel wind strike XGE cannot be targeted by opportunity attacks while moving.
Moreover, your Afterburn feature deals fire damage equal
to 2d10 + your Intelligence modifier.
Autocycle Inanimate. The Autocycle cannot use any of its actions
or its movement on its own. A rider must be mounted
Medium Vehicle (200 lb.)
on it to use its movement speed, and a rider must use
its action to use one of the Autocycle's actions.
Creature Capacity 1 Medium creature
Cargo Capacity 50 lb. Jump. If the Autocycle moves at least 30 feet in a
Armor Class 13 + your Intelligence modifier straight line, it can clear a distance of up to 60 feet
Hit Points 5 + five times your Artificer level when jumping over a chasm, ravine, or other gap.
Speed 30 feet Mechanical Momentum. If the Autocycle moves at least
20 ft. straight toward a creature and hits it with a Ram
STR DEX CON INT WIS CHA attack on the same turn, that target must succeed on a
Strength saving throw or be knocked prone.
13 (+1) 18 (+4) 12 (+1) 0 (-5) 0 (-5) 0 (-5)
Prone Deficiency. If the Autocycle falls prone, it can't
right itself and is incapacitated until a creature uses an
Damage Immunities poison, psychic
action on its turn to stand the Autocycle upright.
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, poisoned, unconscious Swerve. When the Autocycle is upright and is forced to
make a Dexterity saving throw, its rider can use their
Empowered Speed. The Autocycle gains additional speed reaction to grant it advantage on its saving throw.
equal to 5 times your Intelligence modifier.
Rider Actions
Expert Handling. If you are mounted on the Autocycle, Ram. Melee Weapon Attack: +4 +PB to hit, reach 5 ft.,
and not incapacitated, you add your PB to any ability 1 target. On hit, the attack deals bludgeoning damage
check or saving throw the Autocycle is forced to make. equal to 1d10 + 4 + your Intelligence modifier.

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