Mechanic Artificer

by CupidFaust

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Artificer Specialty: Mechanic

Let's be honest here, everyone loves a getaway driver. Let's stay honest here, you wanted to build your own. Don't start lying now, you built a piece of shit. But it works, which is more than most people can say about their shitbox stuck on their front lawn.

It ain't pretty, it takes maintenance, and your friends ain't comfortable riding inside, but you get from point A to point B and usually stay in one piece while you do it. It's a piece of shit, but it's your piece of shit and you're proud of it.

Tool Proficiency

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. Additionally, you gain proficiency with your choice of land or water vehicles.

If your setting allows air vehicles, you can choose air vehicles instead of land or water vehicles, at your DM's discretion.

Mechanic Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanic Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Mechanic Spells
Artificer Level Mechanic Spells
3rd Expeditious Retreat, Longstrider
5th Arcane Lock, Vortex Warp
9th Fly, Haste
13th Fabricate, Freedom of Movement
17th Animate Objects, Mislead

DIY Shitbox

Also when you adopt this specialization, you finalize your construction of your very own shitbox, the absolute pinnacle of your capabilities. A creature other than you can spend their action to begin piloting your shitbox if there is no one else currently piloting your shitbox, however you only need to expend a bonus action to begin piloting your shitbox yourself. While your shitbox is being piloting, it takes its turn simultaneously with its pilot's turn and can move up to its speed and take the dash, dodge, or attack action.

Your shitbox is a ground or water vehicle of your choice from the Shitbox Collection at the end of this subclass. Each stat block uses your proficiency bonus (PB) in several places. If your DM allows it, you can also create a Corkscrew with your selection.

At the end of a long rest, you can fully repair or replace your shitbox if you have your carpenter's tools with you. If you already have a shitbox from this feature, the first one immediately ceases to function. The shitbox also ceases to function if you die.

Glorified Lawn Ornament

Also at 3rd level, when you cast a spell with a range of Self while piloting your shitbox, that spell also affects the shitbox.

More Furious Than Fast

Starting at 5th level, when your shitbox takes the attack action while you are piloting it, it can attack twice, rather than once.

Additionally, the Duct Tape Maintenance healing of your shitbox increases to 4d6. When you cast Mending this way, its casting time is reduced to 1 action.

Road Rage

At 9th level, you've really tuned your shitbox up to its peak abilities. Your shitbox gains the following abilities:

  • Hardened Steel. The AC of your shitbox is increased by 2 and it is resistant to nonmagical bludgeoning, piercing, and slashing damage.
  • Ram Plate. If your shitbox hits a creature, structure, or vehicle, it deals damage equal to 1d6 bludgeoning damage for every ten feet your shitbox moved this round, rounded down, plus your shitbox's Strength modifier.

Prepper Prophecy

When you reach 15th level, you've fully prepared for the worst. Whenever your shitbox takes damage, all outside creatures within 10 feet take 1d6 acid, fire, or lightning damage for every 10 points of damage your shitbox received, rounded up. You may change the damage type at the end of a long rest.

Shitbox Collection

When you make or replace your shitbox, you can choose from the following vehicle types.

Land Water Air
Cargo Truck Sinking Boat
Horseless Carriage Skimmer Corkscrew
Motorcycle War Boat
War Truck

Land Vehicles


Cargo Truck

Huge vehicle (land), 10'x15'


  • Riders 2
  • Cargo Capacity 1500 lbs

  • Armor Class 12 + PB
  • Hit Points 4 + your Intelligence modifier + 6 times your artificer level (the cargo truck has a number of Hit Dice [d10s] equal to your artificer level)
  • Speed 50 ft

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) - - -

  • Saving Throws Strength +4 + PB
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious

Cargo Space. The cargo space of this truck can be taken up by additional riders. These riders do not benefit from the Shielded Riders trait. Each Medium rider takes up 200 lbs of cargo space. A Small creature takes up 50 lbs of cargo space and a Large creature consumes 800 lbs of cargo space this way.

Duct Tape Maintenance. The Mending spell cast on the cargo truck restores 2d6 hit points.

Low Center of Gravity. Whenever the cargo truck makes an ability check or saving throw to avoid going prone, it can treat a d20 roll of 9 or lower as a 10.

Shielded Riders. Creatures inside the cargo truck have three-quarters cover from attacks originating from outside the truck.


Horseless Carriage

Huge vehicle (land), 10'x15'


  • Riders 5
  • Cargo Capacity 300 lbs

  • Armor Class 12 + PB
  • Hit Points 2 + your Intelligence modifier + 6 times your artificer level (the horseless carriage has a number of Hit Dice [d10s] equal to your artificer level)
  • Speed 60 ft

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) - - -

  • Saving Throws Strength +4 + PB
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious

Duct Tape Maintenance. The Mending spell cast on the horseless carriage restores 2d6 hit points.

Low Center of Gravity. Whenever the horseless carriage makes an ability check or saving throw to avoid going prone, it can treat a d20 roll of 9 or lower as a 10.

Shielded Riders. Creatures inside the horseless carriage have three-quarters cover from attacks originating from outside the car.

Slow Turns. Turns more than 45 degrees cost an extra 5 feet of movement.

Actions

Dashboard Dragonfires. Each creature in a 15 foot cone directly in front of your shitbox must make a Dexterity saving throw against your spell save DC. On a failure, they take 1d10 + 2 piercing damage, or half as much on a success.


Motorcycle

Large vehicle (land), 5'x10'


  • Riders 1
  • Cargo Capacity 100 lbs

  • Armor Class 10 + PB
  • Hit Points Your Intelligence modifier + 5 times your artificer level (the motorcycle has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 80 ft

STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 11 (+0) - - -

  • Saving Throws Dexterity +4 + PB
  • Skills Acrobatics +4 + PB
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, unconscious

Duct Tape Maintenance. The Mending spell cast on the motorcycle restores 2d6 hit points.

Look, Ma! The pilot of the motorcycle can perform attacks, cast spells, or interact with objects with one hand while driving.

Low Profile. The pilot of the motorcycle has half cover from ranged attacks made from more than 30 feet away.


War Truck

Huge vehicle (land), 10'x15'


  • Riders 2
  • Cargo Capacity 100 lbs

  • Armor Class 13 + PB
  • Hit Points 4 + your Intelligence modifier + 7 times your artificer level (the war truck has a number of Hit Dice [d12s] equal to your artificer level)
  • Speed 40 ft

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) - - -

  • Saving Throws Strength +4 + PB, Constitution +4 + PB
  • Skills Athletics +4 + PB
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious

Duct Tape Maintenance. The Mending spell cast on the war truck restores 2d6 hit points.

Low Center of Gravity. Whenever the war truck makes an ability check or saving throw to avoid going prone, it can treat a d20 roll of 9 or lower as a 10.

Shielded Riders. Creatures inside the war truck have three-quarters cover from attacks originating from outside the truck.

Slow Turns. Turns more than 45 degrees cost an extra 5 feet of movement.

Turret. An additional rider can stand at the Force Ballista weapon. This rider does not benefit from the Shielded Riders trait. The rider at the turret must use one of their attacks on their turn for the Force Ballista to fire.

Actions

Force Ballista. Ranged Spell Attack: +4 + PB to hit, range 120/480 ft., one target. Hit: 1d10 + 4 force damage. On a hit, the target must make a Strength saving throw against your spell save DC or be pushed 10 feet away from you.

Water Vehicles


Sinking Boat

Large vehicle (water)


  • Riders 5
  • Cargo Capacity 250 lbs

  • Armor Class 10 + PB
  • Hit Points 2 + your Intelligence modifier + 6 times your artificer level (the sinking boat has a number of Hit Dice [d10s] equal to your artificer level)
  • Speed 60 ft swim

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 15 (+2) - - -

  • Skills Acrobatics 4 + PB
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Duct Tape Maintenance. The Mending spell cast on the sinking boat restores 2d6 hit points.

Sealed. The sinking boat can submerge itself beneath the water. The boat holds up to 1 hour of air for all creatures inside it as long as the boat is not opened.

Shielded Riders. Creatures inside the sinking boat have total cover from attacks originating from outside the boat.

Actions

Underwater Cannon. Ranged Weapon Attack: +4 + PB to hit, 60/240ft range, one target. Hit: 1d8 + 4 bludgeoning damage. This weapon does not have disadvantage in its short range for firing underwater and does not automatically miss in its long range. This weapon can only attack targets in the same body of water.


Skimmer

Large vehicle (water), 10'x10'


  • Riders 2
  • Cargo Capacity 100 lbs

  • Armor Class 10 + PB
  • Hit Points Your Intelligence modifier + 5 times your artificer level (the skimmer has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 80 ft swim

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 11 (+0) - - -

  • Saving Throws Dexterity +4 + PB
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, unconscious

Buoyant. The skimmer cannot be submerged beneath water. Whenever the skimmer makes an ability check or saving throw to avoid going prone, it can treat a d20 roll of 7 or less as an 8.

Duct Tape Maintenance. The Mending spell cast on the skimmer restores 2d6 hit points.

Look, Ma! The pilot of the skimmer can perform attacks, cast spells, or interact with objects with one hand while driving.

Low Profile. The pilot of the skimmer has half cover from ranged attacks made from more than 30 feet away.


War Boat

Huge vehicle (water), 10'x15'


  • Riders 2
  • Cargo Capacity 100 lbs

  • Armor Class 12 + PB
  • Hit Points 4 + your Intelligence modifier + 7 times your artificer level (the war boat has a number of Hit Dice [d12s] equal to your artificer level)
  • Speed 30 ft

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 19 (+4) - - -

  • Saving Throws Strength +4 + PB
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious

Buoyant. The war boat cannot be submerged beneath water.

Duct Tape Maintenance. The Mending spell cast on the war boat restores 2d6 hit points.

Shielded Riders. Creatures inside the war boat have three-quarters cover from attacks originating from outside the boat.

Turrets. An additional rider can stand at each Reeling Harpoon weapon. These riders do not benefit from the Shielded Riders trait. The riders must use an attack on their turns for the Reeling Harpoons to fire.

Actions

Reeling Harpoon. Ranged Weapon Attack: +4 + PB to hit, range 60/240 ft., one target. Hit: 1d10 + 4 piercing damage. On a hit, the target must make a Strength saving throw against your spell save DC or be dragged 10 feet towards you. They move with you and are dragged 10 feet towards you at the start of each of your turns. They can repeat the save at the end of each of their turns to try to remove the harpoon. You cannot fire the harpoon again while a creature is being dragged.

Air Vehicles


Corkscrew

Large vehicle (air)


  • Riders 5
  • Cargo Capacity 250 lbs

  • Armor Class 10 + PB
  • Hit Points Your Intelligence modifier + 5 times your artificer level (the corkscrew has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed fly 40 feet (hover)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 10 (+0) - - -

  • Saving Throws Dexterity 3 + PB
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious

Duct Tape Maintenance. The Mending spell cast on the corkscrew restores 2d6 hit points.

Shielded Riders. Creatures inside the corkscrew aerodrome have three-quarters cover from attacks originating from outside the aerodrome.

Stable Flight. Whenever the corkscrew makes an ability check or saving throw to avoid going prone, it can treat a d20 roll of 7 or lower as an 8.

Vertical Takeoff/Landing. The corkscrew can land and takeoff directly and can freely rise and fall while flying.

Actions

Force Ballista. Ranged Spell Attack: +4 + PB to hit, range 120/480 ft., one target. Hit: 1d8 + 4 force damage. On a hit, the target must make a Strength saving throw against your spell save DC or be pushed 10 feet away from you.

 

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