Artificer: Voyager

Original Inspiration: ROYal Brews

Be it a thirst for adventure, the thrill of speed, or the craving to see the world, a voyager can satisfy all those desires. A mechanic for speed, these artificers are synonymous with crazy vehicles of fabulous or outright strange designs. No place will be left unexplored when these artificers roam by.

Tool Proficiency

3rd-level Voyager feature
You gain proficiency with one type of vehicle of your choice. If you already have these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.

Voyager Spells

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

Table: Voyager Spells
Artificer LevelSpells
3rdlongstrider, shield
5thmirror image, pass without trace
9thphantom steed, spirit guardians
13thdimension door, fire shield
17thholy weapon, mislead

Signature Vehicle

3rd-level Voyager feature
You know how to build yourself a vehicle for travel. You learn find vehicle, and can cast the spell, even if you can't cast 2nd-level spells yet.

When you cast find vehicle after reaching certain artificer levels, it is cast as if it were at a higher level. It counts as if cast one level higher at 5th level, two levels higher at 7th, three levels higher at 11th, and four levels higher at 15th level.

Vehicles you conjure with find vehicle have an additional hardpoint. You gain an additional hardpoint at 10th, 15th, 20th, 25th, and 30th level.

Built for the Road

3rd-level Voyager feature
You double the mishap threshold and add your proficiency bonus to the damage threshold of any vehicle you operate or ride on.

Road Warrior

5th-level Voyager feature
You gain the Rider fighting style, and gain expertise in any vehicles you are proficient with.

Additionally, when you take an Action in an action station of a vehicle, you can immediately take a second Action. You can only use this Action to activate a different action of your action station, cast an Artificer spell, or use an action of a magic item.

Remote Control

9th-level Voyager feature
While your signature vehicle is on the same plane of existence as you, you can use your Action activate a remote control on the vehicle. When you do, your vehicle pilots itself automatically.

While remote controlled, the vehicle acts on your initiative. It takes a turn as if it were a creature, using any actions available to its action stations. It uses your Intelligence modifier for any checks it makes.

Your vehicle can be remote controlled for a number of minutes equal to 10 x your proficiency bonus. You can end the remote control early (no action required) but you must use these minutes in increments of 10. Once you have remote controlled your vehicle for all of this time, you cannot do so again until you finish a long rest.

Hot Shot

15th-level Voyager feature
Your piloting skills are so keen that it almost seems like you are in two places at once. While you in a vehicle's helm, you can activate any action station on the vehicle, even if someone else is occupying it.

Overdrive

24th-level Voyager feature
While in a vehicle's helm, you can use a Bonus Action to kick it into overdrive for 1 minute or until the vehicle is Incapacitated or its speed is reduced to 0. While in overdrive, the vehicle's speed is doubled, it gains a +2 bonus to AC, and it has Advantage on Strength and Dexterity saving throws.

When the effect ends, the vehicle must make a DC 10 Constitution saving throw or gain 1 level of Fatigue, plus 1 extra level for every increment of 5 it fails the save by. Each subsequent time you use this ability, the DC for this Constitution saving throw increases by 5. The DC resets to 10 when you finish a long rest.

Road Warlord

27th-level Voyager feature
You can attack twice, instead of once, whenever you activate a weapon station on your turn. If the weapon would need to be loaded or aimed to fire, it does not need to for the second attack.

If a weapon station you activate forces a creature to make a saving throw, it has Disadvantage on the saving throw.