Steel Voyager
Be it a thirst for adventure, the thrill of speed, or the craving to see the world, A steel-voyager can satisfy all those desires. A mechanic for speed, these artificers are synonymous with Quest-Seekers; crazy vehicles of fabulous or outright strange designs. No place will be left unexplored when these artificers roam by.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Cartographer's tools. You are also proficient in any land or water vehicle you come across.
Voyager Spells
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.
| Artificer Level | Spells |
|---|---|
| 3rd | Grease, Longstrider |
| 5th | Blur, Pass Without Trace |
| 9th | Haste, Thunder Step |
| 13th | Dimension Door, Freedom of Movement |
| 17th | Far Step, Mislead |
Quest-Seeker
Also at 3rd level, you know how to build yourself a vehicle for travel. Using cartographer's tools or smith's tools, you can take an action to magically create a Medium or Large quest-seeker in an unoccupied space on a horizontal surface within 5 feet of you. A Medium quest-seeker can have one Medium or smaller creature mounted to it, while a Large one can have up to four Medium or smaller creatures mounted. You can summon this vehicle for a total amount of hours equal to your proficiency bonus, but you can expend a spell slot to refill the duration. You can have only one quest-seeker at a time and can't create one while yours is present.
The quest-seeker is a magical object. Regardless of size, it has an AC of 16 and a number of hit points equal to six times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the *Mending* spell is cast on it, it regains 2d8 hit points. It disappears early if it is reduced to 0 hit points, costing you an hour of its use. You can dismiss it early as an action.
When you create your quest-seeker, you determine its appearance, and choose if it can be controlled solely by you or if other creatures can also drive it. You also grant it a unique installation that you can use while mounted to it, choosing from the options on the Quest-Seeker table. You are proficient in this vehicle, and can mount it or dismount from it as a bonus action, costing you 5 feet of movement rather than half your speed. Your quest-seeker has a 60 feet walking speed, which you can control and use on your turn while mounted to it.
When casting a spell that would change your position, you can bring your quest-seeker with you if there is both enough space for it to occupy and you are currently mounted to it.
| Quest-Seeker Installation | Effect |
|---|---|
| Mounted Ballista | On each of your turns, you can spend your bonus action to make a ranged spell attack, originating from the quest-seeker, at one creature or object within 90 feet of it. On a hit, the target takes an amount of force damage equal to your level in this class. |
| Protective Exterior | Creatures mounted to this vehicle gain half cover against spells and ranged attacks. |
| Ramming Front | The first time you would enter a space within 5 feet of a creature's or object on your turn, you can perform a melee weapon attack as part of your movement. On a hit, you deal piercing damage equal to double your proficiency bonus, and you push the target 10 feet away from you if they Large or smaller. |
| Safety Harnesses | You and any other creatures of your choice mounted in your quest-seeker have advantage on saving throws made to avoid falling off this vehicle and against being forcefully moved. |
| Speed Augmentors | You can take a bonus action on each of your turns to take the Dash or Disengage action. This Disengage affects the quest-seeker and any other creatures mounted to it. |
| Vaulting Wheels | Your quest-seeker has a high jump and long jump distance equal to your walking speed, with or without a running start. |
All-Terrain Travel
Starting at 5th level, you empower your gadgets through movement. If you move up to your walking speed in your turn, you add your Intelligence modifier to the first damaging spell of 1st level or higher, as well as any damaging cantrips, you cast until the end of your next turn.
Moreover, your Quest-Seeker gains a 30 feet swimming and climbing speed, granting creatures mounted to it the ability to breathe normally when underwater.
Winged Vehicle
At 9th level, your quest-seeker can fly for a short amount of time. As a bonus action, you can deploy your quest-seeker's flight attachments. It gains a flying speed equal to its walking speed for 1 hour, and can hover. Once you use this bonus action, you can't use it again until you finish a long rest.
While your quest-seeker is present and on the same plane of existence as you, you can summon as an action on your turn, causing it and any creature mounted to it to teleport instantly in an unoccupied space on a horizontal surface within 5 feet of you. Additionally, it now uses your ability scores for its ability checks and saving throws if your chosen ability score is 12 or higher.
Wanderer's Companion
At 15th level, your quest-seeker is the peak of vehicle capabilities.
- Your quest-seeker can be summoned for up to 8 hours, and you can spend a spell slot of 3rd level or higher to restore its ability to fly.
- Your quest-seeker can have a number of Medium of smaller creatures mounted to it equal to your half level in this class.
- You can have two different installations in place on your quest-seeker at the same time.

