Difference between revisions of "Conveyor (5A)"
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− | === | + | === Experimental Vehicle=== |
− | + | By 3rd level, you have completed an experimental vehicle. | |
+ | This vehicle counts as a creature, but it can take no actions unless you are driving it. | ||
+ | If you are not driving the vehicle, it stunned. | ||
+ | You can spend actions to use the vehicle's abilities, including any attacks the vehicle is capable of. | ||
+ | Any artificer spells with a range of self affecting you also affect the vehicle as long as you are riding it. | ||
− | + | If the Mending spell is cast on it, the vehicle regains 2d6 hit points. If it has died within the last hour, you can use your carpenter's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The experimental vehicle is restored after 1 minute with all its hit points recovered. | |
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− | + | When you gain this ability, you must decide to create a land vehicle, water vehicle, or air vehicle. An | |
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− | + | Your proficiency bonus (PB) and artificer level appears in several places in the stat block. | |
− | + | ==== Experimental Vehicle ==== | |
− | + | ''' Medium construct | |
− | + | :'''Armor Class:''' 12 + PB (natural armor) | |
− | + | :'''Hit Points:'''8 times your artificer level (the defender has a number of Hit Dice [d10s] equal to your artificer level) | |
− | ==== | + | :'''Speed:''' land, fly, or swim 40 ft. (see above) |
− | '''Medium construct | + | :STR 10 +2xPB (+PB) DEX 1 (-5) CON 14 (+2) INT 1 (−5) WIS 1 (-5) CHA 14 (+2) |
− | :'''Armor Class:''' | + | :'''Saving Throws:''' Dex +1 plus PB, Con +2 plus PB |
− | :'''Hit Points:''' | + | :'''Damage Immunities:''' poison, psychic |
− | :'''Speed:''' 40 ft. | + | :'''Condition Immunities:''' blinded, charmed, deafened, frightened, paralyzed, poisoned, unconcious. |
− | :STR | + | :'''Senses:''' none |
− | :'''Saving Throws:''' Dex +1 plus PB, Con +2 plus PB | + | :'''Languages:''' none |
− | |||
− | :'''Damage Immunities:''' poison | ||
− | :'''Condition Immunities:''' charmed, | ||
− | :'''Senses:''' | ||
− | :'''Languages:''' | ||
:'''Challenge:''' — | :'''Challenge:''' — | ||
:'''Proficiency Bonus (PB):''' equals your bonus | :'''Proficiency Bonus (PB):''' equals your bonus | ||
− | :''' | + | :''' Mount.''' The experimental vehicle can serve as a mount. Only you can ride it. If youa re not riding it, the vehicle is constantly stunned. |
− | + | :''' Vehicle.''' When using land movement on a road or other flat, entirely clear terrain, the experimental vehicle only expends 2.5 feet of movement for every 5 feet moved. Any kind of difficult ground has double effect on the vehicle, requiring 15 feet of movement for each 5 feet moved—or more in very difficult terrain. The vehicle cannot climb and cannot swim unless it has a swim speed. When using swim speed, it can only move on a liquid surface, it cannot dive. | |
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'''Actions | '''Actions | ||
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− | === | + | === XXX === |
− | + | Starting at 5th level, you | |
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− | + | === XXX === | |
+ | At 9th level, | ||
− | === | + | === XXX === |
− | At 15th level, | + | At 15th level, |
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Revision as of 13:27, 27 March 2022
Starfox's 5th Edition Fan Page |
- This is a work in progress.
This is an Artificer Specialization for 5A.
Conveyors build large machines that can convey themselves and a few others. This conveyance can be used for travel, exploration, or war. Always exotic, such vehicles are unique sights that always draw attention wherever they appear.
Greyhawk: Vehicles in use in the Flanaess is almost universally powered by draft animals or the wind, but certain artificers can build vehicles centuries ahead of their time. Built by individual geniuses, such vehicles can appear anywhere, but the central region around Greyhawk and the Ulek states is the likeliest place to find them.
Source: Original.
Subclass Features
Proficiencies
When you adopt this specialization at 3rd level, you gain proficiency with carpenter'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 one type of vehicles: land vehicles, water vehicles, or air vehicles.
Conveyor Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Conveyor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Conveyor Spells |
3 | Expeditious Retreat, Tenser's Floating Disc |
5 | Dragon's Breath, Pass Without Trace |
9 | Daylight, Meld Into Stone |
13 | Control Water, Freedom of Movement |
17 | Control Winds, Telekinesis |
Experimental Vehicle
By 3rd level, you have completed an experimental vehicle. This vehicle counts as a creature, but it can take no actions unless you are driving it. If you are not driving the vehicle, it stunned. You can spend actions to use the vehicle's abilities, including any attacks the vehicle is capable of. Any artificer spells with a range of self affecting you also affect the vehicle as long as you are riding it.
If the Mending spell is cast on it, the vehicle regains 2d6 hit points. If it has died within the last hour, you can use your carpenter's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The experimental vehicle is restored after 1 minute with all its hit points recovered.
When you gain this ability, you must decide to create a land vehicle, water vehicle, or air vehicle. An
Your proficiency bonus (PB) and artificer level appears in several places in the stat block.
Experimental Vehicle
Medium construct
- Armor Class: 12 + PB (natural armor)
- Hit Points:8 times your artificer level (the defender has a number of Hit Dice [d10s] equal to your artificer level)
- Speed: land, fly, or swim 40 ft. (see above)
- STR 10 +2xPB (+PB) DEX 1 (-5) CON 14 (+2) INT 1 (−5) WIS 1 (-5) CHA 14 (+2)
- Saving Throws: Dex +1 plus PB, Con +2 plus PB
- Damage Immunities: poison, psychic
- Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, poisoned, unconcious.
- Senses: none
- Languages: none
- Challenge: —
- Proficiency Bonus (PB): equals your bonus
- Mount. The experimental vehicle can serve as a mount. Only you can ride it. If youa re not riding it, the vehicle is constantly stunned.
- Vehicle. When using land movement on a road or other flat, entirely clear terrain, the experimental vehicle only expends 2.5 feet of movement for every 5 feet moved. Any kind of difficult ground has double effect on the vehicle, requiring 15 feet of movement for each 5 feet moved—or more in very difficult terrain. The vehicle cannot climb and cannot swim unless it has a swim speed. When using swim speed, it can only move on a liquid surface, it cannot dive.
Actions
XXX
Starting at 5th level, you
XXX
At 9th level,
XXX
At 15th level,