Conveyor (5A)
Starfox's 5th Edition Fan Page |
- This is a work in progress.
This is an Artificer Specialization for 5A.
Conveyors build large machine vehicles 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. When you use vehicle weapons to attack, you can use your spell attack bonus for attack rolls and Intelligence bonus for damage rolls, but others using vehicle weapons use the normal ability score. All weapons mounted on an experimental vehicle are simple weapons.
If the Mending spell is cast on your experimental vehicle, 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.
Basic Type
When you gain this ability, you must decide to create a land vehicle, water vehicle, or air vehicle. You must be level 9 to create an air vehicle. You can only change the basic type of vehicle when you advance in level. You can only create vehicles of a type you are proficient with piloting.
There are modifications (see below) that add a second or third type to your experimental vehicle. This gives additional modes of movement and can serve as prerequisites for other modifications, but does not change the vehicles basic type.
Experimental Vehicle
Your proficiency bonus (PB) and artificer level appears in several places in the stat block.
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 (hover), or swim 20 feet, plus 10 feet times your PB.
- STR 10 +2xPB (+PB) DEX 1 (-5) CON 14 (+2) INT 0 (−5) WIS 0 (-5) CHA 14 (+2)
- Saving Throws: Dex +1 plus PB, Con +2 plus PB
- Damage Immunities: poison, psychic
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious.
- 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 you are not riding it, the vehicle is constantly stunned.
- Terrain Sensitive. When using land or swim speed on a road, calm water, or other flat, entirely clear terrain, the experimental vehicle's speed is increased by 50%. It moves normally in terrain that is neither difficult ground nor particularly flat. 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.
- Piloted. When piloting the vehicle, you can use your Intelligence (Vehicle Proficiency) bonus in lieu of Strength (Athletics) and Dexterity (Acrobatics).
- Machine. The experimental vehicle lacks Intelligence and Wisdom scores, is immune to any effect that allows and Intelligence or Wisdom save, and cannot take an Intelligence or Wisdom check on its own.
Simple Modifications
Starting at 5th level, you can apply a simple modification to your experimental vehicle. You can change all modifications to your vehicle at the end of a long rest.
Certain modifications and constraints (see below) have prerequisites that either you or the vehicle must fulfill to take that modification or constraint.
A full list of Modifications is provided below.
Vehicle Constraints
At 5th level you can choose to add a constraint to your experimental vehicle. This is a disadvantage that limits of hinders your vehicle's performance under certain conditions. Adding a constraint allows you to add another modification.
A full list of Constraints is provided below.
Advanced Modifications
At 9th level, you can apply a total of two modifications to your experimental vehicle, and the modifications can be those listed under Simple Modifications or those listed here as Advanced Modifications.
Exceptional Modifications
At 15th level, you can apply a total of three modifications to your experimental vehicle, and the modifications can be those listed under Simple Modifications, Advanced Modifications, or listed here as Exceptional Modifications.
Modifications
The following modifications can be installed in experimental vehicles.
Simple Modifications
Armored
Prerequisite: Proficiency with smith's tools. The vehicle is armored. It gains a number of temporary hit points equal to half the number of hit points it has (rounded up). These temporary hit points can be restored using the Mending spell, up to the initial maximum. As long as your vehicle has any of these temporary hit points, you and all passengers in the vehicle have cover from all attacks.
Camouflage
Prerequisite: proficiency with painter's supplies. You can use Intelligence (vehicle proficiency) as if it was Dexterity (Stealth) for the vehicle. The vehicle still needs cover or concealment to hide, which can be hard to find for large vehicles.
Echo Bottles
Prerequisite: proficiency with potter's tools. Riders can use echo bottles to cast Message. At 9th level the range of the spell is increased to 250 feet and the spell can be cast as a bonus action At 15th level the range increases to 500 feet and the spell can be cast without spending an action.
Large
Your vehicle becomes Large and has a space of 10 feet times 10 feet. Reduce the speed of the vehicle by 10 feet. It can move through a 5 foot passage by squeezing (see the combat rules). The vehicle has d10 hit dice and gains an additional hit point for each level you have. It can carry three passengers in addition to you.
Ranged Weapons
The vehicle has one or more ranged weapons you or a passenger can use by taking the attack action. These ranged weapons do 1d8 force damage with a range of 30/90 and the loading property. When you are riding the vehicle and move at least 10 feet towards a target, you can fire this weapon at that target as a bonus action, ignoring the loading quality.
If the vehicle is Large, this weapon does 2d8 force damage with a range of 50/150 and the loading property.
If the vehicle is Huge, this weapon does 3d8 force damage with a range of 70/210 and the loading property.
If the vehicle is Gargantuan, this weapon does 4d8 force damage with a range of 90/270 and the loading property.
At artificer level 9, add 1d8 to the damage of all ranged attacks.
Optics
Prerequisite: proficiency with jeweler's tools. The vehicle carries telescopes and other optics that allows riders to see clearly at long distances and removes the disadvantage for firing ranged weapons at long range.
Walker
Prerequisite: proficiency with cobbler's tools, land vehicle type. The vehicle has legs. It loses the Terrain Sensitive ability (see the experimental vehicle stat bloc). It moves as a normal creature with a land speed, and can climb and swim as such a creature normally can.
Advanced Modifications
Amphibian
Prerequisite: proficiency with water vehicles. Your vehicle gains the water vehicle type in addition to any other types it already has. When piloted in water it uses proficiency with water vehicles.
Breath Weapon
Prerequisite: proficiency with alchemist's supplies. The vehicle can project a 20 foot cone of harmful energy, doing 6d6 acid, cold, fire, lightning, or poison damage, as decided when the modification is installed. A Dexterity saving throw against your spell DC halves this damage. You or a passenger can use the breath weapon in any direction with the Use Object action.
At level 15 this creates a 30 ft. cone that does 10d6 damage. Add nectotic, radiant, and thunder to the types of damage it can inflict.
If you take this modification twice, the damage type can be changed each time the weapon is used.
Environmental protection
Prerequisite: proficiency with leatherworker's tools. The vehicle protects its riders from environmental dangers, providing resistance to fire, lightning, and thunder damage.
Ground
Prerequisite: proficiency with land vehicles. Your vehicle gains the land vehicle type in addition to any other types it already has. When driven on land it uses proficiency with land vehicles.
Huge
Your vehicle becomes Huge and has a space of 15 feet times 15 feet. Reduce the speed of the vehicle by 20 feet. It can move through a 10 foot passage by squeezing (see the combat rules) but cannot move through a passage of 10 feet or less. The vehicle has d12 hit dice and gains two additional hit points for each level you have. It can carry eight passengers in addition to you.
Melee Attack
The vehicle a melee attack you can use by taking the attack action. This weapons does 2d10 force damage. When you are riding the vehicle you can attack with this weapon as a bonus action.
If the vehicle is Large, this weapon does 3d10 force damage and has a reach of 10 feet.
If the vehicle is Huge, this weapon does 4d10 force damage and has a reach of 15 feet.
If the vehicle is Gargantuan, this weapon does 5d10 force damage and has a reach of 20 feet.
Windows
Prerequisite: proficiency with glassblower's tools. The vehicle has glass windows or portholes that allows riders to see out but prevents those outside from looking in. Riders cannot be targeted by spells that require a visible target.
Submersible
Prerequisite: water vehicle type. The vehicle can move underwater and provides breathable air for riders.
Exceptional Modifications
Arms
Prerequisite: proficiency with tinker's tools. The vehicle has two arms that allows it to manipulate objects and wield weapons. It can use any weapon you are proficient with. It can also use a shield.
If the vehicle is larger than Medium, all equipment it uses must be scaled appropriately.
A Large vehicle does twice the dice of damage of the same type the weapon already inflicts and has a reach of 10 feet. A Huge vehicle does three times weapon damage dice and has a reach of 15 feet, and a Gargantuan vehicle does four times the normal damage dice of the weapon and has a reach of 20 feet.
If it is appropriately armed, you can use two-weapon fighting with the vehicle.
Flier
Prerequisite: proficiency with air vehicles. Your vehicle gains the air vehicle type in addition to any other types it already has. When piloted in the air it uses proficiency with air vehicles.
Gargantuan
Your vehicle becomes Gargantuan and has a space of 20 feet times 20 feet. Reduce the speed of the vehicle by 30 feet. It can move through a 15 foot passage by squeezing (see the combat rules) but cannot move through a passage of 10 feet or less. The vehicle has d20 hit dice and gains six additional hit points for each level you have. It can carry fifteen passengers in addition to you.
Constraints
Crewed
The vehicles requires a number of crew equal to half its maximum number of passengers (round up, minimum one) to move. You can function as crew. Example crew are rowers, stokers, or engineers. Each member of the crew must spend an action each round crewing the vehicle. If the number of crew who spent actions during the last round drops below half the requirement (round the requirement up), halve the vehicle's speed. If no crew remains, the vehicle's speed becomes 5 feet.
A crewed vehicle gains the Large modification for free if you so wish. It has the Large modification, it instead gains the Huge modification. If it has the Huge modification it instead gains the Gargantuan modification.
Glider
Prerequisite: air vehicle type. The vehicle needs to maintain speed in order to fly. It loses the ability to hover and stalls if it does not move at least 5 feet on your turn, losing 1d10 times 10 feet of altitude. If it reaches the ground, it is considered a fall.
Pulled
Prerequisite: Animal Handling. Your vehicle is pulled by creatures you must provide, usually animals. A single creature of the same size as the vehicle or a number of smaller creatures can pull it. The number of Medium creatures required to draw the vehicle depends on its size, as given in the draft table. A creature that is larger than Medium in size counts as more than one creature, given in the draft table.
Number | Vehicle Size | Draft Creature Size |
1 | Medium | Medium |
2 | Large | Large |
4 | Huge | Huge |
9 | Gargantuan | gargantuan |
All pullers must obey you and the vehicle cannot move faster than the slowest creature pulling it.
- A land vehicle requires creatures with a land or fly speed to draw it.
- An air vehicle requires creatures with a fly speed to draw it.
- A water vehicle requires creatures with a swim or fly speed to pull it, unless it has the submersible modification in which case the creatures must have a swim speed.
After each move the pullers are placed next to the vehicle in its last direction of travel or adjacent to another puller. You cannot move such that there is no space to place pullers. Pullers can be targeted normally. For each puller that stops pulling the vehicle for any reason, all speeds drop by 10 feet.
A pulled vehicle gains the Large modification for free if you so wish. It has the Large modification, it instead gains the Huge modification. If it has the Huge modification it instead gains the Gargantuan modification.
Sailed
Prerequisite: proficiency with weaver's tools. The vehicle uses sails to move. Its speed is reduced to 5 ft. in a dead calm and it cannot move directly into the wind (one of the eight cardinal directions on a grid). It can zigzag to indirectly move in the prohibited direction.
Slow Turn
The vehicle cannot turn while moving and must move along one of the cardinal directions of the grid. Its heading is not recorded from turn to turn, it can move in a different direction on each of your turns.