Immortality is Stagnation – The Rider

It’s a common temptation for writers to select an “appropriate” level of technology for the story they want to write, only to make characters who exceed it. At some subconscious level, writers bring a setting closer in line to the familiar, and over the past few decades, I think it’s safe to say that the popular high fantasy of pseudo-medieval tabletop RPGs has followed, borrowing elements generously from “neighboring” genres such as steampunk and westerns. You don’t have to look far in 5e to find mention of firearms – After all, fantasy as a genre relies on the assumption that the world reflects our own, at least until magic hits the scene.

Nobody should be surprised that there’s a notable amount of demand for 5e’s artificer class to join the ranks of the 12 “core” classes to fill the inventor archetype. Unfortunately, the class isn’t featured in the upcoming revised Player’s Handbook, and probably won’t be for the sake of selling another book in Not-5.5’s lineup. That said, the Artificer is already in line with PHB24’s guidance for classes – they pick their subclass at level 3, and, being a class introduced in the latter portion of 5e’s 10-year run, they enjoyed a niche that they wouldn’t have to share. Now, though, in the ongoing 5th edition schism, we have more options – Tales of the Valiant has introduced their answer to the artificer, a core “mechanist” class. Unlike their counterpart, the mechanist trades the ability to outright cast spells for greater ability to use the weapon options introduced in ToV and a little more martial durability. And while the class gives up most of the artificer’s magical talents, the mechanist still brings some fantastical elements to the table. They wield a metamorphic item, referred to as a shard of creation, which they can transform into nonmagical items and equipment as needed.

Since this class and the artificer already take us in a new technological direction for 5th Edition adventures, I thought it’d be interesting to push the envelope a little further. Today’s Rider subclass (and the accompanying Blitz Engine) also mark TBM Games’ first content for Tales of the Valiant. While I’m not permanently switching from Fifth Edition for future releases, I think there is a lot that we can learn from this new system’s approaches to the same design challenges, and some great opportunities to use this content to make truly unique campaigns.

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Blitz Engines

Vehicle, Base Cost 150 gp

Blitz Engines are powered by a combination of arcane energy and combustible alchemical fuel. Because of the assembly of their engines, they can pull a creature at great speeds in short bursts, but produce enough sound to be heard from quite a distance.

Blitz Engine

Medium Land Vehicle (5 ft. by 5 ft.)

Armor Class 11 (damage threshold 5)

Hit Points 25

Speed 40 ft. (maneuverable), 6 mph (144 miles per day)

Immune Vehicle Resilience

Initiative 15

Crew 1 Passengers 0

Cargo Capacity 50 lbs.

Str Dex Con Int Wis Cha

+2 +2 +2 +0 +0 +0

Maneuverable. The Blitz Engine can move up to its speed and make one 90-degree turn.

Noisy. The Blitz Engine makes Stealth checks with disadvantage.

Actions

Charge Through. The Blitz Engine moves up to its speed into a different space. It may pass through hostile creatures’ spaces during this movement, but must end in an unoccupied space. Creatures in the Blitz Engine’s path for this movement must succeed on a DC 12 DEX save or be knocked prone. A prone creature instead takes 6(1d8+2) bludgeoning damage on a failed save, or half as much on a successful one.

Mechanist Subclass: Rider

Mechanists may heed the siren’s song of the Rider’s craft if they grow attached to the self-sufficiency and promise of the open road. The undisputed masters of vehicles, most will build an attachment to a specific vehicle (likely one of their own design), but others will happily bring their expertise to any vehicle they drive.

Rider Progression

Mechanist Level | Features

3rd | Augment: Overdrive, Grease Monkey

7th | Offensive Dismount

11th | Road Warrior

15th | Diesel Soul

Augment: Overdrive

3rd-Level Rider Feature

You gain the following unique effect for your Augment feature. This effect can’t be replaced and doesn’t count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table.

Overdrive

Item Requirement: Vehicle

You install a mechanical device which enables a vehicle to increase its base speed and efficiency. While operating the vehicle, you – and only you – can use a bonus action on the vehicle’s turn to shift the vehicle into a higher gear, increasing its speed by 20 ft. for up to one minute. For this duration, when the vehicle deals damage to a creature, it may roll twice and use either result. If the vehicle requires a creature to make a saving throw, the DC is equal to your Augment save DC instead.

Grease Monkey

3rd-Level Rider Feature

You gain proficiency with your choice of either land or water vehicles. If you are already proficient with both types of vehicles, you gain proficiency in another skill of your choice.

When you repair a vehicle with a patch job, the vehicle also regains hit points equal to your Mechanist level, up to the vehicle’s hit point maximum.

Additionally, you may repair a vehicle by replacing its parts at any time, provided that the vehicle has taken damage.

Offensive Dismount

7th-Level Rider Feature

You gain the ability to dismount from a vehicle at just the right time to let it continue on its path. As a bonus action, you may dismount a vehicle, setting your initiative to act immediately after that vehicle’s turn. Even if the vehicle no longer has the crew needed to operate, on its turn, it continues forward at its normal speed.

If a creature is in its path, that creature must succeed on a Dexterity saving throw against your Augment save DC or take 3d8 bludgeoning damage and be knocked prone. On a success, they may move out of the path of the vehicle and take half damage. The vehicle stops when it collides with a creature which fails this saving throw.

As a reaction, at the start of the vehicle’s turn, you may end the vehicle’s movement, at which point it comes to a complete stop until it once again has the crew needed to operate.

Road Warrior

11th-Level Rider Feature

Your mastery of vehicles makes it far easier to wield a weapon even while on the move. While you are riding a vehicle, at any time during that vehicle’s turn, you may use your reaction to make a weapon attack.

Diesel Soul

15th-Level Rider Feature

Your bond with your vehicle gives you control over it, even when you aren’t riding it. A vehicle you have augmented with Overdrive can take turns, even if it has no crew, following your mental commands.


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