Spells targeting you, also target the machine while you are mounted (e.g. haste etc.)
Even more speed
fly speed
extra/magical damage for ram attack (not really its purpose but why not)
Some way to infuse the kinetic machine
enhance each form e.g. armored, all-terrain etc.
Allow using spell slots to boost speed
Features
Motorist
Motorist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Motorist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Motorist Spells
Artificer Level
Spells
3rd
longstrider, expeditious retreat
5th
spectral crew, spider climb
9th
haste, fly
13th
compulsion*, freedom of movement
17th
control winds, far step, telekinesis*
*Non-Artificernarrow down to 2 each
Bonus Proficiency
At 3rd level, you gain proficiency with vehicles.
Kinetic Machine
Starting at 3rd level, at the end of a short or long rest, you can construct a special contraption designed for transport, this is your Kinetic Machine. When you create the machine, you decide its appearance, its size (Tiny, Small or Medium) and its form; Armored, Hauler or Ascender, which determines certain traits in its stat block. The stat block also uses your proficiency bonus (PB) in several places.
The machine acts on your initiative and serves you as a mount. Any creature can mount the machine, but only you can control it. You can also control the machine telepathically (as if you were mounted on it) while you are within 100ft of it. In addition, while you are within 6 miles of the machine, you always know where it is.
You can use a bonus action on your turn to have the machine use its reaction to take a ram attack.
If you cast mending on the machine, or spend 1 minute repairing it with smith's tools or tinker's tools, it regains a number of hit points equal to 2d10 + your Intelligence modifier.
The machine can use its action to attach itself to a nonmagical vehicle until it detaches with another action or it is reduced to 0 hit points. A creature within 5ft of the machine can use an action to attempt to detach it from the vehicle with a Strength (Athletics) check against your artificer spell save DC. While the machine is attached, it can push or drag the vehicle, using the machine's movement. If the vehicle is more than one size larger than the machine, it moves at half speed. A vehicle can only be moved in a manner appropriate for it. For example, a ship can be pushed across bodies of water but most ships cannot be pushed across land.
The machine lasts until it is reduced to 0 hit points, or until you use this feature again, after which it collapses into dust.
Allow using spell slots to re-summon a vehicle in 1 min or 1 action?
War Machine
Starting at 5th level, when a creature you see within 10ft of your Kinetic Machine, or a vehicle that the machine is attached to, takes damage, you can use a reaction to increase or decrease (your choice) the damage that creature takes by an amount equal to 1d8 + your Intelligence modifier.
War Machine ALT
Starting at 5th level, when you deal damage to a creature with a weapon attack or spell while it is/you are within 10ft of your Kinetic Machine, or a vehicle that the machine is attached to, you can deal an extra 1d8 damage to that creature. Once you use this feature, you cannot do so again until the start of your next turn.
9th level feature TBD
Vertical Booster
Starting at 15th level, your kinetic machine has a flying speed equal to its walking speed. it falls at the end of your turn if the only thing holding it aloft is this feature.
Rather underwhelming, I should maybe try something else
Kinetic Machine
Tiny, Small or Medium Construct
Armor Class 13 + PB
Hit Points 10 x PB
Speed 40ft., swim 40ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
14 (+2)
0 (-5)
0 (-5)
0 (-5)
Saving Throws STR +4 plus PB, Constitution +2 plus PB
Skills Athletics +4 plus PB
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
Senses passive Perception 5
Languages understands the languages you speak but cannot speak
Challenge —
Proficiency Bonus equals your bonus
Constructed Design. The machine does not need to eat, drink, sleep or breathe.
Mountable Design. The machine can be mounted with only 5ft of movement. In addition, it can be mounted by any creature that is Large or smaller, regardless of its own size.
Boosted Ram. If the machine moves at least 15 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 4 (1d6) bludgeoning damage.
Armor Plating (Armored Only). Friendly creatures mounted on the machine have half cover. If they already have half cover from another source, they instead gain three quarters cover.
Heavy Lifter (Hauler Only). The machine can carry, push, drag, or lift twice as much weight. In addition, the machine can move vehicles up to two sizes larger than it without halving its speed.
Ascender (Climber Only). The machine has climbing speed equal to its walking speed. It can drag a vehicle using its climbing speed even if the vehicle is otherwise incapable of climbing.
Actions (Requires your Bonus Action)
Ram. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d6 + PB bludgeoning damage.
AKA Kinetisist, Kinetic Mechanic, Transporter, Mobilist, Velocity, Roamer, Accelerator, Pilot, Movnaut, Machinist
Features
Motorist
Motorist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Motorist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
*Non-Artificer
narrow down to 2 each
Bonus Proficiency
At 3rd level, you gain proficiency with vehicles.
Kinetic Machine
Starting at 3rd level, at the end of a short or long rest, you can construct a special contraption designed for transport, this is your Kinetic Machine. When you create the machine, you decide its appearance, its size (Tiny, Small or Medium) and its form; Armored, Hauler or Ascender, which determines certain traits in its stat block. The stat block also uses your proficiency bonus (PB) in several places.
The machine acts on your initiative and serves you as a mount. Any creature can mount the machine, but only you can control it. You can also control the machine telepathically (as if you were mounted on it) while you are within 100ft of it. In addition, while you are within 6 miles of the machine, you always know where it is.
You can use a bonus action on your turn to have the machine use its reaction to take a ram attack.
If you cast mending on the machine, or spend 1 minute repairing it with smith's tools or tinker's tools, it regains a number of hit points equal to 2d10 + your Intelligence modifier.
The machine can use its action to attach itself to a
nonmagical
vehicle until it detaches with another action or it is reduced to 0 hit points. A creature within 5ft of the machine can use an action to attempt to detach it from the vehicle with a Strength (Athletics) check against your artificer spell save DC. While the machine is attached, it can push or drag the vehicle, using the machine's movement. If the vehicle is more than one size larger than the machine, it moves at half speed. A vehicle can only be moved in a manner appropriate for it.For example, a ship can be pushed across bodies of water but most ships cannot be pushed across land.
The machine lasts until it is reduced to 0 hit points, or until you use this feature again, after which it collapses into dust.
Allow using spell slots to re-summon a vehicle in 1 min or 1 action?
War Machine
Starting at 5th level, when a creature you see within 10ft of your Kinetic Machine, or a vehicle that the machine is attached to, takes damage, you can use a reaction to increase or decrease (your choice) the damage that creature takes by an amount equal to 1d8 + your Intelligence modifier.
War Machine
ALT
Starting at 5th level, when you deal damage to a creature with a weapon attack or spell while
it is/you are
within 10ft of your Kinetic Machine, or a vehicle that the machine is attached to, you can deal an extra 1d8 damage to that creature. Once you use this feature, you cannot do so again until the start of your next turn.9th level feature TBD
Vertical Booster
Starting at 15th level, your kinetic machine has a flying speed equal to its walking speed. it falls at the end of your turn if the only thing holding it aloft is this feature.
Rather underwhelming, I should maybe try something else