Hellsmith Artificer Specialization

A Hellsmith has delved deep into the research of infernal mechanisms, exploiting the logic and machinery of the Nine Hells to further their own goals. They are masters of the creation and sustenance of hellish war machines.

Hellsmith Spells

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

Hellsmith Spells

Artificer Level Spells 3rd burning hands, bane 5th aganazzer's scorcher, darkness 9th counterspell, slow 13th banishment, evard's black tentacles 17th teleportation circle, steel wind strike

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency working with vehicles (land). If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

In addition, you learn to speak, read, and write Infernal if you could not already.

Hot Rod

Beginning at 3rd level, you learn how to forge your own infernal war machine dubbed your Hot Rod. Your Hot Rod takes the form of a Large vehicle (which counts as a Construct). It weighs 500 pounds and counts as a magic object. It has room for a single creature up to Medium size to enter it, which counts as it's driver. Entering the driving seat and starting the engine of your Hot Rod takes an action. The Hot Rod gives the benefits of half cover to whoever drives it. While you are driving the Hot Rod, you can choose to take damage for it. It has a trunk in the back that operates similarly to a bag of holding, but can only store up to 100 pounds of supplies at once.

The Hot Rod is immune to Fire, Poison, and Psychic damage, has an AC equal to your Artificer Spell DC, and cannot be affected by conditions beside grappled, restrained, incapacitated, and prone. It has Hit Points equal to 10 times your Artificer level. The Hot Rod has a movement speed of 80 feet while being driven. Unless it moves at least 30 feet on your turn, the Hot Rod loses 2 AC for the round.

Repairing the Hot Rod is exhausting and complicated; it's Hit Points can only be restored after a long rest or by using your own Hit Dice to heal it as if you were healing yourself after a short rest. It can only be healed if you have Smith's Tools on hand to do so. The Mending cantrip is ineffective.





If the Hot Rod is ever to fall Prone, the driver immediantly falls Prone next to it. To drive the Hot Rod again, you must spend an action pushing it back up.

Offensive Driving

At 5th level, your Hot Rod has been affixed with several blades of which to lash out against your foes. While driving the Hot Rod, if you move past an enemy that was within 5 feet of you, you can spend your action to attack them with the Hot Rod. The attack is made with your Intelligence modifer and proficiency, and deals 1d8 + your Intelligence modifer slashing damage that counts as magical to overcome resistance. You can make two of these attacks a turn, but never against the same target.

Alernatively, you may choose to ram the Hot Rod into someone. While driving the Hot Rod, if you end your movement 5 feet within a creature, you may use your action to ram them. The target must make a Strength saving throw against your Artificer Spell DC or be knocked back 10 feet and fall Prone. They also take 2 times your Artificer level in bludgeoning damage which counts as magical to overcome resistance. The Hot Rod then takes damage equal to your Artificer level, which cannot be reduced or mitigated in any way. The Hot Rod's speed then counts as 0 until you spend your action kicking it back into gear. You can perform a ram action once per short rest.

Speed Fiend

At 9th level, you have added a few lethal tweaks to your Hot Rod.

While using your Offensive Driving attack, use a second damage die.

Your Hot Rod can now perform jumps. If you move 30 feet in a striaght line prior, you can jump the Hot Rod up to 60 feet forward as your action.

Your Hot Rod can now perform the Juke reaction. While subjected to a Dexterity saving throw while driving in the Hot Rod, you may use your reaction to Juke, giving you advantage on the roll.

King of the Road

At 15th level, you have modifed your Hot Rod to become a legendary vehicle that earthly mechanics would kill to get ahold of.