TEXT: Pilot
  A Specialization
   for Artificers
  by Óskar Örn Eggertsson
  Template by Nathanaël Roux
  
  2
  Pilot | A SPeciAlizAtion for ArtificerS
  Credits
  Author
  Óskar Örn Eggertsson 
  aka Emerald Samurai
  Art Credits
  Cover Artist
  Magergram 
  via Shutterstock
  Interior Art
  GoodStudio 
  via Shutterstock
  Steampunk Elements
  Magergram 
  via Shutterstock
  Layout Template
  Nathanaël Roux 
  via Barkalot Designs
  Special Thanks
  Andreas Schütt
  All you wonderful people of Twitter!
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten 
  Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and 
  all other Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA and other 
  countries.
  This work contains material that is copyright Wizards of the Coast 
  and/or other authors. Such material is used with permission under 
  the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2018-2019 by 
  Óskar Örn Eggertsson and published under the Community Content 
  Agreement for Dungeon Masters Guild. 
  
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  Pilot | A SPeciAlizAtion for ArtificerS
  Pilot
  Artificers combine magic and machinery for their miraculous 
  creations. They create automata, weapons, tools, armor, and 
  all manner of wondrous things. But for some artificers, these 
  things do not give them what they crave. They are too… 
  stationary. These artificers have an itch and a mighty need. 
  They have a need…
  ...for speed.
  A Need for Speed
  Pilots specialize in creating mechanical transport that will 
  aid them in long-distance travel. They master the wheel and 
  build modifications to make their personal vehicles harder, 
  better, faster, and stronger. Some even grow bored with the 
  ground and would rather master the heights of the sky or the 
  depths of the sea.
  An Itch to Ditch
  Not all pilots yearn for the open road. Some master their 
  vehicular expertise for logistical advantage in the midst of 
  battle. These vehicles can move fast and accurately, allowing 
  the artificer greater movement on the battlefield. Some 
  vehicles can even move up or down steep walls, cross over 
  trenches, and move over obstacles with relative ease. If bad 
  becomes worse, pilots often have the fastest mode of escape.
  Specialization Features
  When you choose this specialization on your 3rd level as an 
  artificer, you get the following features as you progress in 
  that class as per the Pilot Features table.
  Tool Proficiency
  When you choose this specialization at 3rd level, you gain 
  proficiency with smith’s tools. If you already have this 
  proficiency, you gain proficiency with one other type of 
  artisan’s tools of your choice.
  Pilot Spells
  Starting at 3rd level, you always have certain spells prepared 
  after you reach particular levels in this class, as shown in 
  the Pilot Spells table. These spells count as artificer spells 
  for you, but they don’t count against the number of artificer 
  spells you prepare.
  Designated Driver
  When you choose this specialization at 3rd level, you’ve 
  already experimented somewhat with vehicles. You gain 
  proficiency with all land vehicles, water vehicles, and 
  air vehicles.
  Mastery Vehicle
  At this level, you have a mastery vehicle that you’ve been 
  working on for a while. You can create this mastery 
  vehicle on your turn as an action. When you create it, you 
  automatically mount the mastery vehicle and it will appear 
  in the space where you are standing. The mastery vehicle 
  is large and anyone else who is within its space is forced to 
  move to the nearest, safe, unoccupied space.
  The mastery vehicle has a movement speed of 50 ft., AC 
  18, and hit points equal to 4 times your level in this class. 
  Once created, the mastery vehicle remains for one hour, 
  until dismissed as a bonus action, until you dismount it as a 
  bonus action or forced off it, until you become unconscious, 
  or until it is destroyed. You can only have one mastery 
  vehicle at a time.
  While riding your mastery vehicle, your movement 
  changes to that of your vehicle, and your size counts as being 
  that of your vehicle’s for purposes of being grappled. Spells 
  that affect your movement affect the movement of your 
  mastery vehicle as well. When your vehicle disappears for 
  any reason, you safely dismount. Once you’ve created your 
  mastery vehicle, you can’t do so again until you’ve finished 
  a long rest or until you expend a spell slot of 1st level or 
  higher to do so.
  Pilot Features
  Artificer Levels Features
  3rd
  Tool Proficiency, Pilot Spells,  
  Designated Driver, Mastery Vehicle
  5th
  Suped-Up Ride, Slam
  9th
  Burst of Speed, Long-Distance Travel
  15th
  Master Mechanic
  Pilot sPells
  Artificer Levels Spells
  3rd
  expeditious retreat, featherfall
  5th
  blur, spider climb
  9th
  fly, haste
  13th
  freedom of movement, hallucinatory terrain
  17th
  passwall, wall of stone
  
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  Pilot | A SPeciAlizAtion for ArtificerS
  Suped-Up Ride
  At 5th level, you learn 2 Infusions that can be used to infuse 
  vehicles but do not count towards the maximum number of 
  Infusions that you know.
  Your mastery vehicle can benefit from as many Infusions 
  as your Intelligence modifier but it can only benefit from 
  each Infusion once. Each time you create your mastery 
  vehicle, it is automatically imbued with one of your Infusions 
  but this does not count towards how many Infused items 
  you can have.
  Slam
  You can use your action to slam your mastery vehicle into 
  another creature. You must move at least 20 feet in a straight 
  line and make a Dexterity check with the appropriate 
  vehicle proficiency, against a DC equal to your target’s AC. 
  If successful, the target takes 2d12 bludgeoning damage 
  and must succeed on a Strength saving throw against your 
  spell save DC or be knocked prone. If your slam check fails, 
  your target takes half damage and does not need to make a 
  Strength saving throw.
  Burst of Speed
  At 9th level, if you have not yet moved on your turn, you 
  can expend a spell slot of 1st level or higher to gain a burst of 
  speed. As long as you move in a straight line, your speed and 
  the is doubled until the end of your turn.
  Long-Distance Travel
  You’ve built your mastery vehicle to travel long distances. 
  When you create your mastery vehicle, it’s duration is 
  extended to a number of hours equal to your Intelligence 
  modifier. In addition, when you dismount your mastery 
  vehicle as a bonus action or when you are forced off it, 
  the duration does not end early. You can then mount your 
  mastery vehicle again as a bonus action.
  Master Mechanic
  When you reach 15th level of this class, your mastery vehicle 
  has become a legend in its own right, with a master pilot at 
  the helm. You learn additional 2 Infusions that can be applied 
  to vehicles and do not count towards how many Infusions 
  you know, and your mastery vehicle is created with as many 
  Infusions imbued as your Intelligence modifier. These 
  Infusions do not count towards your maximum number of 
  Infused items.
  Your mastery vehicle has a base movement speed of 70 ft., 
  a base AC of 20, and a base number of hit points equal to 5 
  times your level in this class.
  Infusions
  The Infusions listed here are specifically created with vehicles 
  in mind. Many of them reference the vehicle’s driver. In this 
  case, the driver refers to the person who is controlling the 
  vehicle, regardless of the vehicle’s type. When an Infusion 
  requires attunement by the vehicle’s driver, it means the 
  
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  Pilot | A SPeciAlizAtion for ArtificerS
  vehicle can only benefit from the Infusion when the person 
  who is attuned to it is in control of the vehicle.
  Aerial Operation Mode
  Prerequisite: 6th-level artificer
  Item: Vehicle (requires attunement by the vehicle’s driver)
  You give a vehicle flight speed equal to its regular speed. If 
  this Infusion stops working for any reason, the vehicle will 
  start falling towards the ground.
  Automated Self-Repair System
  Prerequisite: 6th-level artificer
  Item: Vehicle (requires attunement by the vehicle’s driver)
  You imbue the vehicle with the ability to repair itself 
  automatically every turn. The vehicle regains 5 hit points at 
  the start of its driver’s turn unless it has 0 hit points. When 
  you reach 10th level of this class, the vehicle regains 10 hit 
  points every turn.
  When you imbue a vehicle, choose one type of damage 
  that the vehicle is not immune or resistant to. On any turn 
  that it takes damage of the chosen type, it loses this feature.
  Hydro-Surface Locomotion System
  Item: Vehicle (requires attunement by the vehicle’s driver)
  You imbue a vehicle with the ability to travel over water 
  and liquid. As long as it does not end its turn over water, it 
  will not sink.
  Liquid Immersion Capacitator
  Prerequisite: 6th-level artificer
  Item: Vehicle (requires attunement by the vehicle’s driver)
  You grant a vehicle the ability to travel underwater. It has a 
  swim speed equal to its regular speed. In addition, the vehicle 
  has 4 charges. Spending one charge allows all the passengers 
  to breathe underwater for 3 hours. The vehicle regains 1d4 
  charges every morning at dawn.
  Passenger-Shielding Operation
  Prerequisite: 6th-level artificer
  Item: Vehicle (requires attunement by the vehicle’s driver)
  You imbue a vehicle with this Infusion. Once per day, the 
  driver can activate it to create an arcane shield that covers 
  the entire vehicle. The vehicle, its driver, and all passengers 
  onboard get a +3 bonus to their AC for the next 10 minutes 
  against all attacks made from outside the vehicle. This 
  AC bonus does not apply against attacks made by other 
  passengers or the driver. The vehicle regains the use of this 
  Infusion whenever the driver finishes a long rest.
  Structural Resistance Enhancement
  Prerequisite: 6th-level artificer
  Item: Vehicle
  Your infusion clads the vehicle in protective energy. It has 
  resistance to bludgeoning, piercing, and slashing damage that 
  is not magical, and one other damage type of your choice.
  Vehicular Armament Addition
  Item: Vehicle
  You arm the vehicle with a magic ballista that deals 1d10 
  force damage on a successful hit. You attack with this 
  ballista with your Intelligence + your proficiency with the 
  appropriate vehicle. At 10th level, the force damage increases 
  to 2d10 on a successful hit.
  Vehicular Camouflage Mechanism
  Item: Vehicle (requires attunement by the vehicle’s driver)
  You infuse the vehicle with a cloaking feature that will turn 
  the vehicle and its passengers invisible for a limited time. 
  This infusion has 4 charges and spending one charge will 
  make the vehicle and its passengers invisible for one minute, 
  as if the spell invisibility had been cast on them. This effect 
  ends early if the vehicle or its passengers attack anyone 
  who is not on the vehicle or if they cast a spell. Passengers 
  on the vehicle can see each other and the vehicle as 
  translucent shadows. The vehicle regains 1d4 charges every 
  morning at dawn.
  Velocity Enhancement
  Item: Vehicle
  When applied to a vehicle, the vehicle’s speed increases by 20 
  feet. At 10th level, this increase in speed becomes 40 feet.
  Vertical Locomotion Drive
  Item: Vehicle (requires attunement by the vehicle’s driver)
  You imbue a vehicle with the ability to ride on vertical 
  surfaces. It can only do so as long as it is moving and if it 
  stops or ends its turn on a vertical surface it will fall.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Artificer/Pilot - A Specialization for Artificers.pdf