Vehicleist (5e Subclass)
Vehicleist[edit]
Artificer Subclass
You make vehicles and stuff.
- Tool Proficiency
At 3rd level, when you choose this specialty, you gain proficiency with vehicles (land, sea, air).
- Vehicleist Spells
3rd: Mending, Unseen Servant
5th: Locate Object, Levitate
9th: Water Walk, Erupting Earth
13th: Locate Creature, Freedom of Movement
17th: Transmute Rock, Passwall
- Infused Vehicle
At 3rd level, you have gained knowledge about the inner workings of vehicles and can now create one of your own. See this vehicle's base game statistics in the Infused Vehicle stat block. Its base carrying capacity is 100 pounds of cargo not including creatures weight or what their carrying and it can hold up to 2 medium or smaller creatures. Your vehicle's base form takes the appearance of a motorcycle but can morph into any vehicle you have encountered or you can choose how it appears. While not in use, the vehicle can be magically compressed and can fit in your bag. As an action, you can expand it in an unoccupied space and mount it as part of the same action, you may also choose to compress your vehicle as an action. If there is not enough space for the vehicle to fully expand, it doesn't. Your vehicle has a number of Upgrades equal to your level divided by two (rounded down) of your choice (see the bottom of the page for the Upgrades). At the end of a long rest you can choose to change any number of these upgrades as long as you have smiting tools on hand You may also choose to change these upgrades as an action and by using a spell slot of 1st or higher. When your vehicle is hit by a critical attack, a mishap occurs. While the vehicle is active, the pilot at the helm can use their action to steer the vehicle. The pilot can also use their bonus action to cause the vehicle's engine to turn on/off or have the vehicle take the dash or disengage action. If the mending spell is cast on the vehicle it regains 2d6 hit points. If the vehicle is brought to 0 HP, you can spend an hour of work with smith's tools and a spell slot of 1st or higher to repair it. If the vehicle is completely destroyed, you must spend 100 GP and 24 hours of work to fully repair it.
- Mishaps
When your vehicle has a mishap roll a d6 and one of the following effects is applied to the vehicle and its occupants;
- 1 - The vehicle has an engine malfunction, the vehicle becomes incapacitated and cant be turned on until someone uses their action to make a DC 15 smiting tools check to repair it.
- 2 - The vehicle's tires either pop or get damaged, until you can repair it either using mending or 1 hour or work, its speed is halved.
- 3 - The vehicle gets flipped prone and must be turned over.
- 4 - The vehicle gets damaged badly and causes it to lose the 1/2 cover it provides to its riders, this effect remains until it gets repaired by mending or 1 hour of work.
- 5 - The vehicle has an internal explosion causing it to take 5 fire damage at the start of your turn until its extinguished as an action.
- 6 - The vehicle has a major weapon failures causing all mounted weapons or upgrades to be unavailable until repaired.
- Traversal
When traveling over land in the vehicle, you can traverse 1000 feet in 1 minute, 10 miles in one hour, or 75 miles in one day (8 hours of continuous travel). while traveling in this way someone must be behind the wheel at all times and controlling the vehicle, they are unable to benefit from a long rest but can take short rest. The vehicle can only enter traversal mode outside of combat and if you enter combat while in traversal mode you immediately exit it but you or your passengers dont have to exit the vehicle.
- Speed Burst
Once you reach 5th level, you can strain your vehicle to produce a burst of speed. When you move your vehicle on your turn in combat, you can double its speed until the end of the turn. Once you use this trait, you can't use it again until your vehicle moves 0 feet in one turn.
- Magical Enhancements
At 5th level, The vehicles attacks are considered magical for the sake of over coming resistances and immunities.
- Improved Defense
Starting at 9th level, Your vehicle gains resistance to bludgeoning, slashing, and piercing.
- Enhanced vehicle
Starting at 11th level, the base form of your vehicle gains these benefits: its speed is increased by 30 feet, it gains +4 to its Armor Class, its carrying capacity is increased by 300 pounds, and its Dexterity and Strength scores are increased by 3 each.
Upgrades[edit]
- Speed Bonus (you may get this upgrade multiple times)
Your vehicle's speed increases by 10 feet.
- Creature Capacity Increase (you may get this upgrade multiple times)
Your vehicle's creature capacity doubles (ex: 2 -> 4 -> 8 -> 16)
- Improved Armor
Your vehicle's Armor Class increases by 2. This Armor Class bonus increases to 3 at 5th level and 4 at 11th level.
- Storage Increase (you may get this upgrade multiple times)
Your vehicle's carrying capacity increases by 500 pounds per upgrade.
- Spearhead
Your vehicle gains a set of spikes on the front. When you run into someone with your vehicle, you may make an attack roll with your Intelligence modifier + your proficiency bonus to hit. On a hit, the target takes 2d4 plus your Intelligence modifier piercing damage.
- Mounted Crossbow (requires another crewmember and enough Creature Capacity to operate)
The crewmember in this seat gains half cover. They may use their action to fire the crossbow. They make an attack roll with a range of 100/300 and your Intelligence Modifier + your proficiency bonus to hit. On a hit, the target takes 1d10 + your Intelligence Modifier piercing damage.
- Wheel Smash
Prerequisite: 5th Level
Your vehicle gains a large wheel on the front. When you run into someone with your vehicle, you may make an attack roll with your Intelligence modifier + your proficiency bonus to hit. On a hit, the target takes 2d10 plus your Intelligence modifier bludgeoning damage.
- Living Quarters
Prerequisite: 5th Level
Your vehicle is equipped with a space built for relaxing or resting, The space can be used during travel or during a long or short rest. any creature that chooses to rest here for at least 1 hour gains Temp. HP equal to your Vehicleist level. The amount of creatures that can rest in the vehicle is equal to the creature capacity. The living quarters are fitted with beds, resting areas, kitchen, and a small workspace, This can either be in the form of a built in space or a towed trailer.
- Aquatic Adaptation
Prerequisite: 5th Level
Your vehicle gains a swimming speed of 30 feet and all of the crew members don't suffocate.
- Spider Form
Prerequisite: 5th Level
Your vehicle gains a climbing speed of 30 feet.
- Mounted Flamethrower (requires another crewmember and enough Creature Capacity to operate)
Prerequisite: 5th Level
The crewmember in this seat gains half cover. They may use their action to ignite the flamethrower. Each creature within a 15-foot cone of the flamethrower must make a Dexterity Saving Throw or take 3d6 fire damage.
- Smoke Trail
Prerequisite: 5th Level
The pilot can strain the vehicle so that it releases a stream of smoke. As a bonus action, the pilot can activate or deactivate the smoke trail. Everything within a 10-foot cube behind the vehicle is heavily obscured until the end of your next turn.
- Untrackable
Prerequisite: 9th Level
Your vehicle leaves no trail and cannot be tracked by any means.
- Airborne
Prerequisite: 9th Level
Your vehicle gains a flying speed of 60 feet. The pilot must use a bonus action to take off.
- Mounted Bomb Cannon (requires another crewmember and enough Creature Capacity to operate)
Prerequisite: 9th Level
The crewmember in this seat gains half cover. They may use their action to fire the cannon. Choose a point within 60 feet. All creatures within a 10-foot radius must make a Dexterity Saving Throw or take 6d6 fire damage.
- Size Up
Prerequisite: 9th Level
Your vehicle increases its size to huge. In addition, its Strength and Dexterity scores are swapped, its creature capacity is increased by 1, and all creatures in the vehicle gain three-quarters cover.
- Self Destruct
Prerequisite: 9th Level
Your vehicle gains a self-destruct button. You may use your action to explode your vehicle while you are within 40 feet of it. When it explodes, each creature within 30 feet of it must make a Dexterity saving throw or take 10d6 fire damage. A creature that succeeds this save takes half as much damage.
- Stealth Mode
Prerequisite: 9th Level
Your vehicle gains +10 stealth and makes no sound unless you use a weapon.
- Autopilot
Prerequisite: 9th Level
Your vehicle can now steer itself at your verbal commands.
- Turret (requires another crewmember and enough Creature Capacity to operate)
Prerequisite: 15th Level
The crewmember in this seat gains half cover. They may use their action to fire the turret 10 times. For each shot, the crewmember makes an attack roll with their proficiency bonus + your Intelligence Modifier bludgeoning damage.
- More Reliable (you may get this upgrade multiple times)
Prerequisite: 15th Level
Your vehicle's mishap threshold increases by 5.
- Flyby
Prerequisite: 15th Level
Your vehicle does not provoke opportunity attacks.
- Auto Stunt
Prerequisite: 15th Level
You automatically succeed on your stunts.
- Crewmember (you may get this upgrade multiple times)
Prerequisite: 15th Level
You have created a mechanical crewmember that can man any station and follows your commands (no action required)
- Lightning Cannon (requires another crewmember and enough Creature Capacity to operate)
Prerequisite: 15th Level
The crewmember in this seat gains half cover. They may use their action to fire the cannon, which creates a beam of lightning, 45 feet long with a radius of 5 feet. Each creature within the line must make a Dexterity Saving Throw or take 10d6 lightning damage. The cannon can only be shot once before shutting down for 1 minute. It can be shot again after that minute has passed.
- Flawless Machine
Prerequisite: 20th Level
Your vehicle is immune to mishaps.
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