Artificer
Base Class: Artificer

Artificers who are naturally talented piolts begin their schooling as a Mecha Rider, others build their own Mecha with what parts they find and learn as they go. Although, piloting is very difficult but becomes more rewarding overtime. Mecha Riders are ruthless, Sweeping Through the battlefield With Incredible speed, devastating attacks, and their survivability become a force not to be reckoned with.

It's said that the loading Bay is a pocket dimension is some where located in mechanus, all repairs and upgrades are performed by modrons tasked to keep the Mecha in working order. Some Artificers also say Primus him self watchs over you as you pilot your Mecha, eager to see your creation unfold into a marvelous masterpiece.

Mecha Rider Training

At 3rd level, you gain proficiency with Arcana, all vehicles and Smith's Tools if you don't already have them.

•When piloting You're Mecha you have proficiency with Great swords, Battle axes, Lazer pistols, and Lazer rifles.

Once per long rest, if you have the Materials needed (Gem's worth 100 gold which is consumed) You can take 1 hour of your long rest and with your Smith's tools to make Energy cells ammunition Up to your intelligence modifier (min.1).

Personal Reinforcement

At 3rd level, construction of your chosen mecha is conplet and you can call in your personal Mecha to the battlefield.

You can use your bonus action to have your Mecha blink from the loading Bay 10 feet from your location. (See loading Bay for details)

Your mecha gains Temporary hit points equal to your level + proficiency modifier + intelligent modifier (min.1).

Also, you can send the Mecha back to the loading Bay (no action required), you must be out side of the Mecha for this to work.

You can enter your mecha by being within 5 feet of it. With an action and By touching the mecha you are tellaported inside.

Only you are able to enter the mecha.

The Mecha can not attuned with magic items.

When you or the mecha has reached 0 hit points: you are teleported 15 feet away from the mecha. You become prone if you are unconscious, to an unoccupied space that is safe.

You can exit the Mecha using a bouns action.

You are then teleported 10 feet from you're Mecha. You can use a bonus action to command it to move. It can't attack and only uses it's action to Dodge.

You can call in your Mecha a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Personal benefit

At 3rd level:

•When you're piloting, the Mecha gains the ability to use any racial features or class features, as if you where doing so.

•When you're piloting, the Mecha gains a special bonus to its attack rolls equal to your Intelligent modifier (minimum of +1).

Arsenalist

At 5th level, when piloting the mecha you have the ability to push wepons and your mecha to there limits.

When you're piloting, the Mecha can attack twice, rather than once, whenever you take the attack action on your turn.

Strategist

At 5th level, you further increases you're skills as a pilot showing your ruthless nature in combat. 

You gain the one of following features. When you reach 9th level you gain another choice and again at 15th level:

 Reckless blade

•When You are piloting you're mecha: You can wield two-handed melee weapons in one hand instead. You are not able to use two-weapon fighting with this feature. Melee wepon and unarmed attacks have a +1 bonus to extra damage. When you reach 9th level the bonus to extra damage increases to +2, and +3 at 15th level.

 Focused Shot

•When You are piloting you're mecha: Your Ranged attacks ignore half cover. Reanged weapon attacks have a +1 bonus to attack rolls. When you reach 9th level the bonus to attack rolls increases to +2, and +3 at 15th level.

 System Exploit

•When You are piloting you're mecha:

Once per turn, when a weapon attack hits when piloting you're mecha: You gain an extra 1d6 damage dice of the weapons damage type. When you reach 9th level the damage dice increases to 2d6, and 3d6 at 15th level.

 Mechanic

when you take a short rest to repair you're Mecha: you gain an +1 extra hit dice to repair the mecha. (Hit die are [d12s]) When you reach 9th level this increases to +2 extra hit dice, and +3 extra hit dice at 15th level.

Defensive Protocols

At 9th level, When met with a barrage of projectiles and bullets you can intervene reducing incoming damage by creating a Barrier in front of you and Possibly sending them back to there attackers.

When piloting your Mecha, You can use your reaction to deflect or catch the projectiles when you are or your allies are with in 10 feet of you are hit by a ranged weapon attacks for 1 round:

•Make a dexterity saving throw for all the projectiles (Min.1) +5. All projectiles caught deal no damage.

•On your next turn, you can use a bonus action to send them back to any number of creatures you can see with in 60 feet. The number of creatures you can target is equal to you intelligence modifier (Min.1). You make these attacks with proficiency, regardless of your weapon proficiencies.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Nuke

At 15th level, when all seems lost you have one last trick up your sleeve. Causing an engine overload to create a massive explosion of devastating proportions.

•When You are piloting you're mecha:

On your turn you can use your action: You can tellaport your mecha up to 60 feet to where you can see and in an unoccupied space. Then, you tellaport up to 120 feet away from your mech to a space you can see and is unoccupied.

At the end of your turn the mech then explodes and is destroyed causing 10d10+30 force damage to all creatures within 60 feet radius of the mecha.

All creatures in the explosion are also blinded and deafened for 1 minute.

After you use this Feature:

•You can not call in your mecha for 1d4 days.

Minor Mecha Upgrades

At 5th level, the Mecha gains one of the following:

Mediumly Armored

•When piloting you're Mecha: Your Mecha gains a bonus +1 to armor class.

Light feet

•When piloting you're Mecha: your speed is increased by 10 feet, you ignore difficult terrain, and climbing doesn't cost extra movement.

Close combat

•When piloting you're Mecha: You gain Lightning lure and shocking graspcantrips.

Aquatic

•When piloting you're Mecha: you gain 30feet swimming speed movement and you can breathe under water.

Dark vision

•When piloting you're Mecha: You gain 120 feet darkvision.

Major Mecha Upgrades

At 9th level, you can gain one of the following:

Super Cannon

•When piloting you're Mecha: You gain the Lightning bolt spell, you can cast it once per long rest.

Heavily Armored

•When piloting you're Mecha: You gain a bonus +2 armor class.

Quicke Handed

•When piloting you're Mecha: Once per turn, you can use your bonus action to make an extra wepon attack.

Conjure Blade

•When piloting you're Mecha: You gain the shadow blade spell casted at 3rd level, you can cast it once per long rest.

External Sensor

•When piloting you're Mecha: You gain Tremor Sense up to 30feet And You cannot be surprised.

Grand Mecha Upgrades

At 15th level, you can gain one of the following:

Storm Overload

•When piloting you're Mecha: You gain the Chain Lighting spell at will casted at 7th level. You can’t use this at will spell again until you finish a long rest.

Juggernaut plate Armor

•When piloting you're Mecha: You gain resistance to all damage types and advantage on spell saving throws. The Mechas wight is now dubbed.

Blink Step

•When piloting you're Mecha: You can use a bonus action making Your movement become a Teleportation instead. Once per round you have advantage on your first attack roll when you teleported using this feature. This effect lasts for 1 minute.

You can’t use this feature again until you finish a long rest.

Hunters Sense

•When piloting you're Mecha: You can use an action and have a 1 mile radius around you where you can sense all things within the radius around you. knowing the Locations of all creatures and types of creatures with in the radius. This effect lasts for 1 hour.

You can’t use this feature again until you finish a long rest.

Cursed Caster

•When piloting you're Mecha: You gain the Bestow Curse spell and cast it at 7th level. When this spell is cast, creatures have disadvantage against saving throws of the Spell Save DC.

You can’t use this feature again until you finish a long rest.

Loading Bay

As a Mecha Rider, you are given a Mecha with the base features. you are also able to choose from the options and Customize to satisfy your Various needs.

•After you complete a long rest, you can change one upgrade your Mecha has with the  same upgrade level. Your Mecha must be inside the loading Bay for the upgrade to change.

The loading Bay counts as pocket dimension that's only for your Mecha. Only the Mecha enter the pocket dimension.

You can not enter the pocket dimension when You are Piloting the Mecha.

Mecha

Mecha

Large Construct, unaligned

 Armor class 15 (natural armor)

Hit points 4 + your Intelligence modifier + five times your level. (the Mecha has a number of Hit Dice [d12s] equal to your level)

Speed 40 ft.

 STR.      DEX.     CON.      INT.      WIS.     CHA.

14(+2).  14(+2). 18(+4).  4(-3).  10(+0).  6(-2).

 Saving throws Dexterity, Constitution

Skills Athletics

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, poisoned, frightened

Senses passive perception 10

Languages -

 Vigilant. The Mecha can't be surprised.

 Actions (Requires Your Bonus Action) 

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your Smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Mecha returns to life after 1 minute with all its hit points restored.

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