Artificer Specialist: Tanker

by Gannoh2

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The Tanker

Artificer Specialist: Tanker

Riding their monstrous metal steeds, tankers are a force to be reckoned with on any battlefield.

Tool Proficiency

When you adopt 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.

Tanker Spells

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

Tanker Spells
Artificer Level Tanker Spells
3rd Shield, Thunderwave
5th Dragon's Breath, Lay Mines
9th Lightning Bolt, Pulse Blast
13th Death Ward, Fire Shield
17th Antilife Shell, Cone of Cold

Tank

By 3rd level, your feverish tinkering has borne you a magical and powerful warfighting machine, a tank. It is a vehicle that can be driven and used only by you.

See its game statistics in the Tank stat block, which uses your proficiency bonus (PB) in several places. You determine the tank's exact appearance; your choice has no effect on its game statistics.

The tank is a Large vehicle weighing around 10,000 pounds with a central driver's seat. It takes 5 feet of movement to climb onto the tank and another 10 feet of movement to enter or exit the driver's seat. Because the driver's seat is somewhat elevated, there is room for one Medium or smaller creature to ride on each of the tank's four corners. Hostile creatures can share the tank's space by climbing on it.

While you're driving the tank, a creature must first climb onto the tank to make a melee attack against you, unless it has a reach of 10 feet or more.

While driving, the tank's speed replaces your own. You also use the tank's Dexterity (Stealth) modifier. Because the tank is large and loud, it has disadvantage on Dexterity (Stealth) checks. Pass Without Trace affects it.


Tank

Large Vehicle (roughly 12 feet by 8 feet)


  • Creature Capacity 1 crew, 4 passengers
  • Travel Pace 3 miles per hour (72 miles per day)

  • Armor Class 15
  • Hit Points 2 + your Intelligence modifier + 6 times your artificer level
  • Speed 30 feet

STR DEX CON INT WIS CHA
Str 16 (+3) 7 (-2) 16 (+3) 0 0 0

  • Saving Throws Athletics +3 plus PB
  • Saving Throws Str +3 plus PB, Dex -2 plus PB Con +3 plus PB
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

Force Cannon Make a ranged spell attack, originating from the tank but using your attack modifier, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage and is pushed up to 5 feet away from the tank. On a critical hit, the target is pushed up to 10 feet away. However, you cannot target a creature that has climbed onto the tank.

Raise Shields. The tank and you (if you remain in the driver's seat) gain resistance to all damage except psychic until the start of your next turn.

Rotate Barrel. Make a melee weapon attack using the tank's Strength against any number of creatures that have climbed onto the tank. On a hit, the target is pushed 5 feet away, off the tank, and falls prone.

While driving your tank, you can use an action to activate one of the tank's three available actions or to Dash, Disengage, or Dodge, which applies to both you and the tank. You are considered proficient with the Force Cannon and Rotate Barrel. If you provoke an opportunity attack while driving your tank, it can target either the tank or you, assuming you are within reach.

When you are touching your tank, you can spend 1 minute to shrink it to miniature size. While a miniature, it can fit in your hand and is inoperable. You can spend another 1 minute while touching it to restore it to its normal size, as long as there is sufficient room. By expending a spell slot of 1st level or higher, you can shrink or restore your tank as an action instead.

If the Mending spell is cast on the tank, it regains 2d6 hit points. If it has died within the last hour, you can use your smith'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 tank returns to life after 10 minutes with all its hit points restored.

At the end of a long rest, you can create a new tank if you have smith's tools with you. If you already have a tank from this feature, the first one immediately collapses into worthless scrap.

You cannot wield a shield while operating the tank. While driving the tank, you gain the following benefits.

  • You have half cover.

  • When you cast an artificer spell targeting yourself, you can make it affect the tank as well, even if the tank couldn't normally be a target. You can cast the Absorb Elements and Shield spells to protect the tank from being harmed. Doing so also casts the spell on you.

  • When you cast an artificer spell that requires a ranged spell attack or that has an area of effect which originates from you, you can cast it through the tank. If you do, the spell originate from the tank's space instead. However, you cannot make ranged spell attacks through the tank targeting a creature that has climbed onto the tank.

Secondary Cannon

At 5th level, you add a smaller cannon to your tank that is powered by recycled arcane energy.

After you activate your tank's Force Cannon or cast through the tank a damage-dealing spell that requires a ranged spell attack or that has an area of effect which originates from you, you can use your bonus action that turn to make a ranged spell attack against a creature or object within 60 feet of the tank. If it hits, it deals 1d4 + your proficiency bonus damage. If you had used the Force Cannon, the damage type is force. If you had cast a damage-dealing spell, the damage type is the same as that spell. You are proficient with the Secondary Cannon.

You can target a creature that has climbed onto the tank with the Secondary Cannon.

Flying Tank

Your tank remains level while flying.

All Terrain Attack Vehicle

At 9th level, you upgrade your tank so it can function in any environment.

  • Your tank ignores difficult terrain.

  • Creatures within 5 feet of the tank are unaffected by environmental conditions such as extremes of temperature and pressure and high altitude. While in the driver's seat, you can also breathe regardless of the surroundings.

  • You can spend 1 minute altering your tank to enhance its mobility, provided you have smith's tools at hand. If you expend a spell slot of 1st level or higher, you can instead do this as an action. You can give the tank a climbing speed of 30 feet, a swimming speed of 30 feet, a flying speed of 30 feet, a burrowing speed of 10 feet, or increase its base speed to 40 feet. If you give your tank a flying speed, it can fly only in short bursts. The tank falls if you end your turn in the air and nothing else is holding it aloft. The alteration lasts indefinitely, but there can be only one at a time.

Grand Retrofit

At 15th level, you enhance your tank with ablative armor and a more dynamic power core.

  • Your tank gains a +2 bonus to Armor Class and a damage threshold of 10.

  • Your tank has advantage on Dexterity saving throws against spells and effects that deal damage.

  • Your tank's Force Cannon, Secondary Cannon, and any damage-dealing spells that you cast through the tank deal extra damage equal to your Intelligence modifier (minimum of +1). Add this only once for each spell.

New Artificer Spells

Spells with "tank" in their spell type can be cast only when you're driving your tank.

Shoot Flare

1st Level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You shoot a flare that explodes in a flash of light at a point within range. You may fire it at a creature within range. That creature must succeed on a Constitution saving throw or be blinded until the start of your next turn.

Point-Blank Blast

1st Level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You can accurately attack at close range. The next ranged spell attack you make before the end of your turn has advantage instead of disadvantage if the target is within 5 feet of you or your tank, if you are casting a cantrip through it or using its Force Cannon. You can also target creatures that have climbed onto the tank. If the Force Cannon pushes a creature off the tank, it falls prone.

Ram

1st Level Evocation (tank)


  • Casting Time: 1 action
  • Range: Touch (from the tank)
  • Components: None
  • Duration: Instantaneous

As part of this spell, you must move at least 10 feet in a straight line. The first creature(s) or object(s) you impact must make a Strength saving throw. A target that fails takes 3d6 bludgeoning damage and is pushed 10 feet away from you and knocked prone. If it succeeds, it takes half as much damage and isn't pushed or knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an extra 1d6 damage for each spell slot above 1st.

Dragon's Breath

You can affect your tank with the Dragon's Breath spell (by casting it while driving the tank) despite not actually having a mouth. Each time your tank performs the breath weapon counts as a separate spell being cast through the tank for the purposes of the Secondary Cannon and Grand Retrofit features and the Tankus Maximus spell.

Lay Mines

2nd Level Transmutation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a fragment of metal coated with explosive residue)
  • Duration: 8 hours

You plant up to four mines in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature on the ground other than you comes within 30 feet of the mines for the first time on a turn or ends its turn there, one mine sprouts legs and charges it, detonating upon impact. The creature must succeed on a Constitution saving throw or take 1d6 thunder damage. The mine is then destroyed. The spell ends when no mines remain.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them. A mine's explosion can be heard up to 150 feet away. If you cast this spell while driving your tank, you plant the mines within 5 feet of the tank.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of mines that can be planted increases by two for each slot level above 2nd.

Rapid Shot

2nd Level Evocation (tank)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous

You make two attacks with your tank's Force Cannon. The Grand Retrofit feature increases the damage of each attack.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you make one additional attack per spell slot above 2nd.

Sticky Shell

2nd Level Conjuration (tank)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of molasses)
  • Duration: Instantaneous

Your tank launches a shell that releases a thick, gelatinous substance in a 15-foot square starting from a point within range. The ground in the area becomes into difficult terrain for 1 minute.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained for 1 minute. A creature restrained by the spell can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Omnicannon

3rd Level Evocation (tank)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (congealed chaos from Limbo worth at least 100 gp, which the spell consumes)
  • Duration: 10 minutes

You imbue your tank with incredible versatility. For the spell's duration, whenever you use its Force Cannon or Secondary Cannon, you can change its damage type to any type of damage.

Pulse Blast

3rd Level Evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You unleash a wave of force in a 30-foot cone. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. Every creature that fails the save is pushed 20 feet away from you. In addition, unsecured objects that are completely within the cone are likewise pushed 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pushed increases by 5 feet for each slot level above 3rd.

Credit to Matt Mercer for creating the Pulse Wave spell which this spell is based on.

Siege Mode

3rd Level Transmutation (tank)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: 10 minutes

You turn your tank into a formidable siege weapon. For the spell's duration, the range of your tank's Force Cannon increases to 600 feet, the range of its Secondary Cannon becomes 300 feet, and both weapons as well as the Ram spell deal double damage against objects and structures.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of the Force Cannon and Secondary Cannon increases respectively by 300 and 150 feet for each slot level above 3rd.

Casting Spells Through the Tank

The following spells count as being cast through the tank for the purpose of the Grand Retrofit feature and Tankus Maximus spell: Ram, Barrage, Eradication Beam, and Siege Shot.

All Terrain Attack Transport

4th Level Conjuration (tank)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You create an extradimensional space within your tank for the spell's duration. You and any creatures you designate when you cast the spell can spend an action to enter it while within 5 feet of the tank.

The extradimensional space is a featureless metallic chamber 20 feet wide on each side and 10 feet high. The atmosphere is breathable and the temperature is tolerable. Creatures inside the space can spend an action to exit it. They reappear in an unoccupied space within 5 feet of the tank.

If you are driving the tank, you and any creatures inside the extradimensional space can telepathically communicate with each other.

If the tank is reduced to 0 hit points or becomes a miniature, the spell ends and any creatures in the extradimensional space are expelled into the open spaces nearest to the tank.

Tankus Maximus

4th Level Transmutation (tank)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V,
  • Duration: 10 minutes

Your tank grows to tremendous proportions. It gains the following benefits for the spell's duration.

  • Its size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size from Large to Huge If there isn’t enough room for the tank to double its size, it attains the maximum possible size in the space available. It takes 10 feet to climb onto the tank if it becomes Huge.

  • It had advantage on Strength checks and Strength saving throws.

  • Its Force Cannon and any spells that you cast through the tank deal an extra 1d8 damage. Add this only once for each spell. Its Secondary Cannon deals an extra 1d4 damage.

Teleport Tank

4th Level Conjuration (tank)


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V
  • Duration: Instantaneous

This acts like the spell Dimension Door, except that you cannot bring along another willing creature. It instead teleports you and your tank.

Barrage

5th Level Evocation (tank)


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, M (a miniature tank shell)
  • Duration: Instantaneous

You fire a fearsome barrage centered on a point within range. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Eradication Beam

5th Level Evocation (tank)


  • Casting Time: 2 actions
  • Range: Self (120-feet line)
  • Components: V, S
  • Duration: Instantaneous

You charge up and then release a lethal beam that can annihilate small armies. When you first spend an action to begin this spell, your tank lights up and hums ever more loudly as it gathers power. On your next turn, you can spend a second action to fire a violet beam of energy in a line 120 feet long and 5 feet wide emanating from the tank. You can move this line up to 180 degrees, allowing you to hit many targets, although a creature can take damage from the beam only once.

Creatures caught in the beam must make a Dexterity saving throw. They take 10d6 force damage on a failure, or half as much on a success. If this damage reduces a creature to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell.

If on the second turn, you don't spend an action to release the beam, it backfires at the end of your turn, and your tank takes 10d6 force damage.

Siege Shot

5th Level Evocation (tank)


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, M (a diamond worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous

Your tank fires a shell with awesome power. Make a ranged spell attack against an object or creature within range. On a hit, the target takes 6d12 bludgeoning damage. This attack does double damage against objects and automatically destroys a Wall of Force. This spell's damage is not doubled by the Siege Mode spell.

Art Credit: Nutchapol Thitinunthakorn, Blizzard Entertainment

Tank Upgrades

The options here act like artificer infusions in all respects, save that they improve your tank instead of transforming mundane items into magical ones, and multiple upgrades can be selected simultaneously.

Anti-Aircraft Cannon

When you make a ranged spell attack through your tank, you can declare it to be an anti-aircraft attack. If the attack hits a flying target, it must succeed on a Strength saving throw against your spell DC. It if fails, it is knocked prone. Flying vehicles instead immediately fall 500 feet. This ability can be used once between short or long rests.

Anti-Energy Armor

When you finish a short or long rest, choose acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage. Your tank has resistance to that type of damage. This lasts until you finish a short or long rest.

Enduring Modifications

Prerequisite: 14th-level artificer

Your tank becomes more easily modified. When you cast the Omnicannon, Siege Mode, or Tankus Maximus spells, they have a duration of 1 hour instead of 10 minutes.

Mind of a Tank

Prerequisite: 10th-level artificer

Your tank guards your mind as well as your body. When you would fail an Intelligence, Wisdom, or Charisma saving throw while driving your tank, you can reroll. You must take the result of the new roll. Once you use this ability, you must finish a long rest before you can do so again.

In addition, when you use the Raise Shields ability, you also gain resistance to psychic damage.

Mine Master

Prerequisite: 6th-level artificer

You can lay an array of powerful and versatile mines. When you cast the Lay Mines spell while driving your tank, it deals d10s instead of d6s damage, and you can change the type of damage from thunder to acid, cold, fire, force, lightning, necrotic, poison, psychic, or radiant. Non-thunder damage mines don't create a loud explosion. Instead of a Constitution saving throw, acid, fire, and lightning mines require a Dexterity saving throw while psychic mines require a Wisdom saving throw.

Sniper Cannons

Your tank's cannons fire with pinpoint accuracy. When you make a ranged spell attack using your tank, it ignores half and three-quarters cover.

Stealth Tank

You modify your tank to make it run quieter. It no longer has disadvantage on Dexterity (Stealth) checks. It adds your proficiency bonus to its Dexterity (Stealth) checks.

 

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