Rider Specialization

by Blue4Eternety

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Rider Specialization

Rider Specialization

As an old saying goes: "Four wheels move the body; Two wheels move the soul." That moves an Artificer to specialize and become a Rider. The sensation of feeling the wind, sun, even the rain hitting their face, without caring about the world, thinking they're free. They live for the day, even though they may die at any moment.

Rider Specialist Features
Artificer Level Features
3rd Tools of the Trade, Rider Spells,
Arcane Ride
5th Biker's Art
9th Vehicle Modifications
15th Perfected Ride

Tools Of The Trade

When you adopt this specialization at 3rd level, you gain proficiency with Vehicle(Arcane Ride) and smith's tools. If you already have proficiency with this tool, you gain with another type of artisan's tools of your choice.

Rider Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Rider 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 Longstrider, Zephyr Strike
5th Spider Climb, Warding Bond
9th Haste, Water Walk
13th Fire Shield, Freedom Of Movement
17th Hallow, Holy Weapon

Arcane Ride

“God didn’t create metal so that man could make paper clips!”

– Harley Davidson

By 3rd level, you create a Arcane Ride. See its game statistics in the Arcane Ride stat block below, which uses your proficiency bonus (PB) in several places. You determine the motorcycle's appearance; your choice has no effect on its game statistics.

As an action, you can dismiss your Arcane Ride to an extradimensional space. To summon it, you must spend 1 minute conjuring it, at the conclusion of which it appears in an unoccupied space within 5 feet of you.

If you cast a spell that only targets yourself, you can choose your Arcane Ride. Also, while mounted on your Arcane Ride, you can make any spell you cast that targets only you also target your Ride.

If the Mending spell is cast on it, it regains 2d6 hit points. If it has been destroyed within the last hour, you can use your smith's tools as an action to bring it back to functional levels, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Arcane Ride returns to work again after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new Arcane Ride if you have smith's tools with you. If you already have a Ride from this feature, the first one immediately perishes. The Ride also perishes if you die.

Biker's Art

“Riding a bike is like an art, something you do because you feel something inside.”

– Valentino Rossi

When you reach 5th level, as a reaction while piloting your Arcane Ride, you can juke, granting the Arcane Ride advantage on a Dexterity saving throw.

Moreover, your Arcane Ride attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Vehicle Modifications

“Riding is an art as well as a craft and no amount of explanation can take the place of experience."

― Theresa Wallach

Beginning at 9th level, you Arcane Ride now counts as separate items for the purposes of your Infuse Items feature: Chassis, Plating, Gadgets, and Weaponry. Each of those items can bear one of your infusions, and the infusions transfer over if you build a new Ride. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Ride.

Perfected Ride

“Faster, faster, faster, until the thrill of speed overcomes the fear of death.”

― Hunter S. Thompson

At 15th level, your Arcane Ride gains the following benefits:

  • Your Arcane Ride gains resistance to nonmagical bludgeoning, piercing and slashing damage.
  • While riding your Arcane Ride, you and your Ride can't be targeted by opportunity attacks.

Additional Infusions

All the following Infusions require a Arcane Ride; attempting to place these Infusions on something else results in the Infusion being unsuccessful.

Ameliorated Chassis

Prerequisites: None
Item: Vehicle Chassis

You ignore infusions' items requirements when infusing your Arcane Ride. Furthermore, it's Chassis can have any number of infusions.

Canian Armor

Prerequisites: 14th-level artificer
Item: Vehicle Plating

The Arcane Ride's Armor Class becomes 14 + your Proficiency Bonus + your Intelligence Modifier. While the vehicle is not moving, attack rolls made against it have advantage. Arcane Ride also has immunity to cold damage in addition to its other damage immunities, and it's immune to the effects of extreme cold.

Covering Helm

Prerequisites: 6th-level artificer
Item: Vehicle Chassis

While riding your Arcane Ride, you are considered to be under Half Cover.

Reaching 14th level in this class, you are considered to under Three-Quarter Cover while riding your motorcycle.

Crushing Maw

Prerequisites: 6th-level
Item: Vehicle Weaponry

Whenever you damage something by crashing against it, it takes an additional 1d6 piercing damage.

The bonus increases to 2d6 when you reach 14th level in this class.


Arcane Ride

Large vehicle (500 lb.)


  • Armor Class 10 + your PB + your Intelligence Modifier
  • Hit Points Twice your Artificer Level (damage threshold equals to your Intelligence Modifier plus your PB)
  • Speed 60ft. (80ft. at 5th level; 100ft. at 9th level; 120ft. at 15th level)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) - (-) - (-) - (-)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconscious

Jump. If the Arcane Ride moves at least 30 feet in a straight line, it can clear a distance of 60 feet when jumping over a chasm, ravine, or other gap.

Speed Dependency. If the Arcane Ride falls prone, it can’t right itself and is incapacitated until pulled upright. Moreover, while stationary, it has a -4 to it's AC.

Stunt. On its turn, the driver can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed the Arcane Ride must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the Ride’s Dexterity, the stunt is successful. If the check fails by 5 or more, the Arcane Ride wipes out leaving it and the driver prone.


Actions

Drive and Collide. You can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, you can steer it along any course. When you crash against a creature, instead of such creature making a Dexterity Saving Throw to avoid being hit, you make a melee spell attack against it instead, bringing the Arcane Ride to a dead stop on a hit.


Displacement Plating

Prerequisites: 14th-level
Item: Vehicle Plating

Attack rolls against your Arcane Ride are made with disadvantage. While riding it, you are also affected by this infusion. If your motorcycle takes damage, the property ceases to function until the start of your next turn. This property is suppressed while your Ride is not moving, incapacitated, restrained, or otherwise unable to move.






















Draconic Energy Core

Prerequisites: 14th-level
Item: Vehicle Chassis

Your Arcane Ride has immunity to a damage type based on the type of scales used to craft them, as shown on the Draconic Energy Core table.

Dragon Type Damage Type
Amethyst Force
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Crystal Radiant
Emerald Psychic
Dragon Type Damage Type
Gold Fire
Green Acid
Moonstone Radiant
Red Fire
Sapphire Thunder
Silver Cold
Topaz Necrotic
White Cold

Energy Converter

Prerequisites: None
Item: Vehicle Gadget

When your Arcane Ride deals damage, you can change it's damage type to another from one of the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Explosive Rounds Cannon

Prerequisites: None
Item: Vehicle Weaponry

As a bonus action, you can telepathically command your Arcane Ride to make a ranged spell attack against a creature you can see within 120ft of it. On a hit, the target takes 1d4 piercing damage plus 1d4 fire damage.

The damage dies increases to, respectively, 1d6 and 1d8 when you reach 6th and 10th level in this class. At 14th level in this class, both damage dies doubles.

























Flamethrower

Prerequisites: 10th-level
Item: Vehicle Weaponry

As a bonus action while riding your Arcane Ride, you can shoot fire out of your Arcane Ride weapon's nozzle in a 60-foot line that is 5 feet wide. Each creature in the line must make a Dexterity Saving Throw, taking 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being carried or worn.

Once you use this ability, you can't do so again until you finish a short or long rest. Alternatively, you can expend a spell slot of 2nd level or higher to use this ability.

Grappling Hook

Prerequisites: 10th-level
Item: Vehicle Weaponry

As an action action, you can make an ranged spell attack roll with your grappling hook against a surface, a loose object, or a creature within 120ft of you, having different effects for each type of target.

Surface. The hook is attached to it firmly, allowing you to, as a bonus action, to pull yourself towards where the hook hit, with the same speed as your Arcane Ride. Instead, you can pull the surface towards you, trying to bring it down. Make a Strength check, using your Arcane Ride's strength, against the surface's AC. On a success, in a 5-foot radius of the point where the hook is attached, is pulled towards you, landing 5ft of you.

Loose Object. You can use your bonus action to pull it towards you, landing 5ft of you. If a creature is between you and the object, it takes 1d4 bludgeoning damage for every 10ft is was pulled until it collided.

Creature. It can't move away from the you. As a bonus action, you can end this effect, and the target can end it by taking an action and succeeding on a DC Strength check. It also ends if move more than 120ft from such affected creature.

Hovering System

Prerequisites: 10th-level artificer
Item: Vehicle Gadgets

Your vehicle gains a hovering speed equal to it's walking speed and ignores difficult terrain, both magical and non-magical.

Hardened Plating

Prerequisites: 6th-level
Item: Vehicle Plating

Your Arcane Ride, and you while piloting it, become immune to nonmagical damage that comes from the environment, such as natural lava, acid or gas. In addition, the motorcycle gains temporary hit points equal to your Artificer Level upon finishing a short or long rest.

Improved Impact

Prerequisites: None
Item: Vehicle Plating

Your Arcane Ride deals double damage to objects and structures, and after dealing damage to a creature with your Arcane Ride's Drive and Collide action, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than your motorcycle.


Art Credit

Blackhand, by Botos Vlad
Sexy Vroom Vroom, by GeniusFetus
Steampunk Motorbike, by Antoine Schindler Destiny 2: Concept Of Sparrow, by S.T.I-911

Instant Conjuring

Prerequisites: None
Item: Vehicle Gadgets

Instead of taking a minute for you to conjure your Arcane Ride, it instead takes a single action.

Internal Detonator

Prerequisites: 14th-level
Item: Vehicle Gadgets

As a reaction action to your Arcane Ride being reduced to 0 hit points, you can cause it to initiate a self-destruct sequence. If you are piloting it, you are teleported to a point it can see within 60 feet of it. At the end of your turn, the motorcycle detonates, instantly destroying it. All creatures within 30 feet of the Ride must make a Dexterity saving throw, taking 5d8 lightning damage and 5d8 force damage on a failed save, or half that on a successful save.

If you attempt to reconstruct your Arcane Ride after using this ability, you must expend at least 5 levels worth of spell slots in order to successfully bring it back to functional levels.

Reinforced Hull

Prerequisites: 10th-level
Item: Vehicle Chassis

Your Arcane Ride's maximum hit points is equal to three times your Artificer Level.


Variant Rule (For Balancing Reasons): Crashing Damage

When the vehicle slams into a creature, it deals 1d6 bludgeoning damage to the creature for every 10 feet the vehicle moved in a straight line in the same direction (maximum 20d6).