Autoist
An Autoist utilizes magical inertia to make mundane objects move of their own accord, compounding this effect into a magnificent vehicle that rumbles across the land without the need for an engine or a drive beast.
Tool Proficiency
3rd-level Autoist feature
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 land vehicles.
Autoist Spells
3rd level Autoist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Autoist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Autoist Spells
| Artificer Level | Spell |
|---|---|
| 3rd | Tenser's floating disc, unseen servant |
| 5th | hold person, knock |
| 9th | slow, thunderstep |
| 13th | compulsion, dimension door |
| 17th | passwall, teleportation circle |
Arcane Caravan
3rd-level Autoist feature
You have completed your tinkering on a marvelous vehicle, a wagon which supplies its own impetus. See it's game statistics in the Arcane Caravan stat block, which uses your proficiency bonus (PB) in several places. As you continually tinker on your caravan, its statistics improve along with your own. You determine the vehicle's appearance.
Ability Scores. Your Arcane Caravan has six ability scores and the corresponding modifiers, just like a creature. A creature operating the helm can make ability checks and saving throws for the Arcane Caravan using its statistics, adding their proficiency bonus if they have proficiency with land vehicles. However, the Arcane Caravan has a score of 0 in Intelligence, Wisdom, and Charisma, and automatically fails any ability check or saving throw it uses with that score.
Actions. If a creature with proficiency in land vehicles operates the helm of your Arcane Caravan, they can use their action to take control of the vehicle and use one of the action options in the stat block. The Arcane Caravan can only take one action per round, regaining the ability to do so at the end of the initiative order.
Arcane Caravan
Large vehicle (15 ft. by 10 ft.)
- Cargo Capacity A number of pounds equal to 1,000 + your Intelligence modifier × 200
- Travel Pace 3 miles per hour (72 miles per day)
STR DEX CON INT WIS CHA 18 (+4) 7 (–2) 12 (+1) 0 0 0
- Damage Immunities poison, psychic
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
When a creature uses their action to operate the helm, they can choose one of the following actions to perform with the Arcane Caravan. The Arcane Caravan can only perform one action per round, regaining the ability to do so at the end of the initiative order.
- Eject. The creature operating the helm is safely ejected out of the Arcane Caravan, landing in an unoccupied space of their choice that they can see within 30 ft. of the vehicle.
- Move. The Arcane Caravan uses its helm and its wheels to move.
Helm
- Armor Class 10 + PB
- Hit Points 5 × your artificer level
Move up to the speed of the Arcane Caravan's wheels, with one 90-degree turn. If the helm is destroyed, the Arcane Caravan can't turn.
Hull
- Armor Class 10 + PB
- Hit Points 10 × your artificer level (damage threshold 10)
Wheels
- Armor Class 10 + PB
- Hit Points 5 × your artificer level (damage threshold 5)
- Speed (land) 30 ft.
If the wheels are destroyed, the Arcane Caravan can't move.
Boarding and Unboarding. A typical Arcane Caravan can be entered through a gate at the rear. A creature can board or unboard the vehicle by spending half of their movement. While inside the Arcane Caravan, a creature can benefit from cover according to the design of the vehicle.
Capacity. The Arcane Caravan's stat block indicates how much cargo it can carry. The vehicle can't move if its cargo exceeds this capacity. Creature's and the equipment they are carrying generally don't count against the Arcane Caravan's capacity. Six creatures of size Medium or smaller can fit inside the Arcane Caravan.
Components. The Arcane Caravan is comprised of multiple different components, each with their own AC and hit points. Some components have special rules, as described in the stat block.
A component is destroyed and becomes unusable when it drops to 0 hit points. The Arcane Caravan is wrecked if its hull is destroyed, and the entire vehicle becomes unusable until repaired.
Some components have a damage threshold, which appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal.
If the mending spell is cast on a component, it regains 2d6 hit points. A creature with carpenter's tools and wood can perform repairs on a component over the course of an hour, restoring a number of hit points equal to 5 × their proficiency bonus.
Replacing the Caravan. If your Arcane Caravan is irreversibly lost or destroyed, you can create a new one over the course of 7 days. Doing so requires adequate building materials and 8 hours of work each day.
Drive
5th-level Autoist feature
Your touch accelerates objects. You always have the catapult spell prepared, and it doesn't count against the number of artificer spells you prepare. You can cast catapult at it's lowest level without spending a spell slot, but it has a range of touch when cast in this way.
You can use an action to touch your Arcane Caravan, causing it to lurch up to 10 feet in a direction of your choice.
Caravan Augmentation
9th-level Autoist feature
Your Arcane Caravan gains one of the following augmentations of your choice. If you replace your caravan, you can choose a different augmentation for your new caravan.
Altar. You install a new component to the Arcane Caravan, which takes the form of an altar. This component has an AC of 10 + your proficiency bonus and has a number of hit points equal to 5 × your artificer level.
You can use your action to teleport to an unoccupied space within 5 feet of the altar as long as its on the same plane of existence as you. Alternatively, you can choose to teleport in this manner when you drop to 0 hit points and are knocked unconscious. If you teleport in this way, the altar stabilizes you, and you regain 1 hit point after 1 hour. Once you teleport using the altar, you can't do so again until you finish a long rest.
Crossbow. You install a new component to the Arcane Caravan, which takes the form of a heavy crossbow. This component has an AC of 10 + your proficiency bonus and a number of hit points equal to 5 × your artificer level.
A creature operating the helm of the Arcane Caravan can use the Attack action to make an attack with the heavy crossbow, or they can make one attack with the heavy crossbow as part of one of the Arcane Caravan's actions. You are proficient with this crossbow, and you can use your Intelligence modifier, instead of your Dexterity modifier, for attack and damage rolls made with this crossbow. The heavy crossbow can benefit from infusions like normal.
Extradimensional Storage. You install a door within the hull of the Arcane Caravan that leads to an extradimensional space. The extradimensional space is a 30-foot cube, and any cargo within it doesn't count against the cargo capacity of the Arcane Caravan. If the hull is destroyed, all creatures and objects within the extradimensional space are harmlessly ejected out of the vehicle, and the space can't be accessed again until the hull is repaired.
A permanent unseen servant resides within the extradimensional space under your control. It can't be dispelled, it is immune to damage, and it can't leave the space.
Improved Components
15th-level Autoist feature
Your Arcane Caravan gains one of the following improved components. Alternatively, your Arcane Caravan gains one of the augmentations from your Caravan Augmentation feature that it doesn't already have. If you replace your caravan, you can choose a different option for your new caravan.
Improved Helm. While a creature is operating the helm, they can see through the Arcane Caravan as if it were invisible. You can telepathically operate the helm while you are within 100 feet of the Arcane Caravan.
Improved Hull. The Arcane Caravan is now Gargantuan (30 feet by 20 feet), has a Strength score of 25, has doubled cargo capacity, and the damage threshold of the hull becomes 30.
Improved Wheels. The Arcane Caravan is unaffected by difficult terrain, and it can move across any liquid surface as if it were harmless solid ground while the wheels are intact.
Cover Page by Robert Paseka