Conveyor (5A)

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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.

Conveyor Spells
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.

Basic Type

When you gain this ability, you must decide to create a land vehicle, water vehicle, or air vehicle. You can only create vehicles of a type you are proficient with. You can change the type of vehicle when you advance in level.

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 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, 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.
Vehicle. When using land or swim speed on a road, calm water, or other flat, entirely clear terrain, the experimental vehicle only expends 2.5 feet of movement for every 5 feet moved. 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.
Driving. When driving the vehicle, you can use your Intelligence (Vehicle Proficiency) check in lieu of any Strength (Athletics) or Dexterity (Acrobatics) check the vehicle takes.

Early Modifications

Starting at 5th level, you can apply a simple modifications to your experimental vehicle. You can change all modifications to your vehicle at the end of a long rest.

  • 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.
  • 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.
  • 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.
  • Amphibian. Prerequisite: proficiency with water vehicles. Your vehicle gains the water vehicle basic type in addition to any other basic types it already has. When piloted in water it uses proficiency with water vehicles.
  • Ground. Prerequisite: proficiency with land vehicles. Your vehicle gains the land vehicle basic type in addition to any other basic types it already has. When driven on land it uses proficiency with land vehicles.
  • Flier. Prerequisite: proficiency with air vehicles. Your vehicle gains the air vehicle basic type in addition to any other basic types it already has. When piloted in the air it uses proficiency with air vehicles.
  • Armored. The vehicle is armored. It gains a number of temporary hit points equal to the number of hit points it has. You can restore these temporary hit points as if they were normal hit points 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.
  • Walker. Prerequisite: land vehicle basic type. The vehicle has legs. It loses the vehicle ability (see the experimental vehicle stat bloc). It moves as a normal creature, and can climb and swim like a creature with a land speed normally can.

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.

Draft
Number Vehicle Size Draft Creature Size
1 Medium Medium
2 Large Large
4 Huge Huge
9 Gargantuan gargantuan

XXX

At 9th level,

XXX

At 15th level,