Motorist

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Car Guys, do you think DnD would be pretty cool, if only you had an opening to talk about horse-power? Well, we’ve finally got the subclass for you! The Motorist artificer is the car mechanic of the DnD world, turning their technomagical skill toward creating a four wheeled machine devoted entirely to speed. Well, to speed and vehicular murder; the only thing better than immolating goblins with fireballs is smearing them across the metaphorical asphalt.

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Artificer Specialist: Motorist

Motorists craft the cutting edge of transportation technology. Due to this expertise, they are sought out to build brand new forms of public or personal transportation. However, some motorists choose to use their skills for combat and adventure, often acting as cavalry and scouts. Such artificers are a menace on the battlefield, their mobility and maneuverability unrivaled.

Tool Proficiencies

3rd-level Motorist feature

You gain proficiency with vehicles (land and sea). If you already have proficiency in one of these tools, you gain proficiency with one type of artisan's tools of your choice.

Motorist Spells

3rd-level Motorist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Motorist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Motorist Spells

Artificer Level Spell

3rd create or destroy water, floating disk

5th gust of wind, pass without trace

9th gaseous form, slow

13th control water, dimension door

17th passwall, teleportation circle

Mechanical Mount

3rd-level Motorist feature

Whether it is styled after a beast or a vehicle, you have built a mechanical mount. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the mechanical mount stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and by what means it moves across land and water; your choice has no effect on its game statistics.

In combat, the mount shares your initiative count, but it takes its turn immediately after yours. If it is independent, it can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. The mount can take the Attack action while you are controlling it. If you are incapacitated, the mount can take any action of its choice, not just Dodge.

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker'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 mechanical mount returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new mechanical mount if you have tinker's tools with you. If you already have a mount from this feature, the first one immediately perishes. The mount also perishes if you die.

Evasive Rider

3rd-level Motorist feature

You have learned to ride your mechanical mount with trained cooperation only available to creator and creation. While you are mounted, you gain the following benefits:

  • You have advantage on Strength and Dexterity saving throws.

  • Opportunity attacks made against you have disadvantage.

Automated Charge

5th-level Motorist feature

When your mechanical mount moves at least 20 feet straight towards a creature and then hits it with a Slam attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, the mechanical mount can then make another Slam attack against it as a bonus action.

Upgraded Mechanical Mount

9th-level Motorist feature

You have upgraded your mechanical mount’s base form to improve its lethality and mobility in combat. Your mechanical mount gains the following benefits:

  • Your mount’s walking speed is increased to 50 feet, and it gains a climbing speed equal to its walking speed. At 15th level, its walking speed is increased to 60 feet, and it gains a flying speed equal to its walking speed.

  • When your mechanical mount takes the Attack action, it can now make two attacks instead of one.

Transport Form

9th-level Motorist feature

You can spend 1 minute transforming your mechanical mount into a transport form. While in this form, your mount is Huge and cannot take actions. Nine Medium or smaller creatures can ride the mount.

In addition, creatures riding the mount gain the following benefits:

  • They have three-quarters cover.

  • They are able to breathe in all conditions.

  • They cannot be unwillingly dismounted.

Self-Destruct

15th-level Motorist feature

Your mechanical mount is now prepared to protect you and harm pursuers should it crash and burn. When your mechanical mount dies, creatures riding it can choose to be pushed up to 20 feet in any direction. It then explodes, forcing all creatures in a 10-foot radius to make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 8d8 fire damage. 

Once it explodes in this way, it cannot do so again until you finish a long rest. 

Mechanical Mount

Large Construct, Unaligned

Armor Class 15 (natural armor)

Hit Points 2 + your Intelligence modifier + 5 times your artificer level (the mount has a number of Hit Dice [d10s] equal to your artificer level)

Speed 40 ft., 40 ft. swim

STR 15 (+2)

DEX 14 (+2)

CON 11 (+0)

INT 2 (-5)

WIS 10 (0)

CHA 5 (-3)

Saving Throws Dex +2 plus PB, Str +2 plus PB

Skills Acrobatics +2 plus PB, Athletics +2 plus PB

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages you know but can’t speak

Proficiency Bonus (PB) equals your bonus

Driveby. Opportunity attacks made against the mount have disadvantage.

Magic Weapons. The mount’s weapon attacks are magical.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB bludgeoning damage.

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