
Once a loyal servant of your kingdom, you uncovered a great corruption within its leadership. Forced to flee after stealing the prototype Titansteel Exosuit to prevent its misuse, you now roam the land as a fugitive. While you are branded a traitor, your goal remains clear: to restore justice, whether by redeeming your people or toppling the corrupt regime.
- Skill Proficiencies: History
Athletics
- Tool Proficiencies: Smith's tools
- Languages: One of your choice
- Equipment: A token from your home
A set of common clothes.
A pouch containing 10 gp.
You possess a prototype Titansteel Exosuit, a powerful dwarven construct. While you are still learning to unlock its full potential, the exosuit grows stronger as you gain experience.
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Exosuit Mechanics
Activation:
As an action, you summon the exosuit to your location. It can:
1. Operate independently as a construct ally (Independent Mode).
2. Allow you to pilot it, granting its features directly to you (Piloted Mode).
The exosuit remains active for 1 minute and can be used once per long rest. At level 9, you can use it twice per long rest, and at level 15, you can use it three times per long rest.
Scaling: The exosuit's stats and abilities scale with your level, improving every 3 levels.
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Exosuit Stats
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Modes
1. Independent Mode (Construct Ally)
STR: 14 → increases to 16 at level 9.
DEX: 10 (unchanged).
CON: 14 → increases to 16 at level 9.
INT/WIS/CHA: 8 (unchanged).
Attacks:
Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., damage based on scaling table above.
Resistances:
At level 6, the exosuit gains resistance to nonmagical bludgeoning, piercing, and slashing damage.
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2. Piloted Mode
When piloting the exosuit, you gain:
Strength: Becomes 14 (16 at level 9, 18 at level 15).
AC: Equal to the exosuit’s AC (per scaling table).
Temporary HP: 5 + your Constitution modifier per character level.
Titansteel Strike: Melee Weapon Attack with scaling damage (see table).
Special Features:
Power Core Charge:
At level 1: Once per activation, you can deal 1d6 radiant or lightning damage on a melee hit.
At level 3: Gain an additional use per activation.
At level 9: Increase bonus damage to 1d8.
At level 15: Increase bonus damage to 2d8.
Reinforced Frame: While active, you gain advantage on Strength checks and saving throws.
Slam Area Effect (Level 12): Once per activation, you can use an action to cause the exosuit to slam the ground, forcing all creatures in a 10-ft. radius to make a DEX saving throw (DC = 8 + STR mod + proficiency) or take damage equal to your Titansteel Strike and be knocked prone.
Final Upgrade (Level 18): Gain a unique ability based on your subclass or alignment (DM discretion).
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Repairing the Exosuit
If the exosuit drops to 0 HP, it shuts down. You must spend 1 hour and 20 gp per level repairing it to restore full functionality.

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