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 must be level 9 to create an 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 20 feet, plus 10 feet times your PB.
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.

Certain modifications and constraints (see below) have prerequisites that either you or the vehicle must fulfill to take that modification or constraint.

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

Prerequisite: Proficency with smith's tools. 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 with a land speed, and can climb and swim as such a creature normally can.

Submersible

Prerequisite: water vehicle basic type. The vehicle can move underwater. It does not require air to operate, and provides air for you and any passengers.

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. For each constraint you add to your vehicle, you can add an additional modification.

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 in the draft table.

Draft
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 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. It has a speed of 5 ft. in a dead calm and cannot move directly into the wind (one of the eight cardinal directions on a grid). It can zig-zag to indirectly move in the prohibited direction.

Crewed

Prerequisite: Large or larger vehicle. The vehicles requires a number of crew equal to half its maximum number of passengers (round up) to move. Example crew are rowers, stokers, or engineers. Each of the crew must spend an action each round crewing the vehicle. If the number of crew drops below half this number, halve the vehicle's speed (rounding down in both cases). 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 it has the Large modification, it instead gains the Huge modification. If it has the Huge modification it instead gains the Gargantuan modification.

Winged

Prerequisite: air vehicle basic type. The creature loses ability to hover.

XXX

At 9th level,

XXX

At 15th level,