Artificer
Base Class: Artificer

A mech pilot is an artificer who isn't content to stand back and let their creations have all the fun. Pilots give their all to their mechs—each one a towering wonder of engineering, perfectly suited and tailored to its pilot—and wear them into battle like a second skin. No matter the confrontation, a pilot's mech will stand out for its solid defense and its staggering destructive potential.

 

Tool Proficiency

3rd-level Mech PiIot feature

You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Mech Pilot Spells

3rd-level Mech Pilot feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Mech Pilot Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Battle Smith Spells

Artificer Level Spell

3rd

thunderwave, shield

5th

dragon's breath, levitate

9th

counterspell, lightning bolt

13th

greater invisibility, Otiluke's resilient sphere

17th

conjure volley, wall of force

Mechanized Combat

3rd-level Mech Pilot feature

By 3rd level, your training for combat with your mech is rewarded. You gain proficiency with martial weapons.

Additionally, you mount a specialised weapon on your mech. Choose the blasting cannons, the lightning lance, or the power fist, as detailed below. While piloting your mech, you can use a bonus action to activate the weapon you chose. Whenever you construct a new mech, you can replace the weapon you chose with another.

Blasting Cannons. When you activate this weapon, both cannons fire a swarm of tiny missiles at a creature
or object within 90 feet of you. Make a ranged
spell attack against the target. On a hit, the
target takes 2d8 force damage.

Lightning Lance. When you activate this
weapon, you unleash a lance of lightning in
a line 30 feet long and 5 feet wide. If the
lance would strike a creature, that creature
must succeed a Dexterity saving throw or be
struck by the lance. When the lance strikes
something, the target takes 2d8 lightning
damage, and the lance dissipates.

Power Fist. When you activate this weapon, you
slam a fist charged with explosive power towards a
creature or object within 5 feet of you. Make a melee
spell attack against the target. On a hit, the target takes
force damage equal to 1d8 + your mech's Strength modifier and is pushed up to 10 feet away from you.

Mechanized Combat Weapon

Choose the blasting cannons, the lightning lance, or the power fist, as detailed below.

Piloted Mech

3rd-level Mech Pilot feature

At 3rd level, you construct a mech: a large suit of piloted armor you can control from within. This Mech can have 2 or 4 legs and can use weapons as normal either with its hands if it has them, or by having them mounted to the frame if it does not have hands to wield them with. While within 5 feet of your mech, you can use your action to enter it. If your mech isn't within 5 feet of you but is on the same plane of existence, you can use your action to teleport it to an unoccupied space within 5 feet of you and enter it as part of the same action.

The Mech can be treated as Armor for the purposes of using Artificer Infusions, and can be considered to also have its own boots and helmet to allow infusions to these aspects of the mech as well.

Your mech is a Large magical object. It has an AC of 16, a number of hit points equal to five times the sum of your level in this class + half of your Intelligence modifier (rounded up), and a Strength score equal to your Intelligence score. It is immune to poison damage, psychic damage, and all conditions. If the mending spell is cast on it, it regains 2d6 hit points. You can use your mech as a spellcasting focus for your artificer spells.

While piloting your mech, you gain the following benefits:

  • Your size becomes Large, your AC equals 16, and your walking speed becomes 50 feet. You can't use any other speeds you have, unless that speed is granted to you by a spell or magical effect.
  • When you make an ability check, or saving throw using Strength, you can use your mech's Strength instead of your own.
  • When you make an attack roll with a weapon that is wielded by or mounted to your mech, you can use your Intelligence instead of your Strength or Dexterity for the attack and damage rolls. 
  • Whenever you take damage that isn't psychic, your mech takes the damage instead. If this damage reduces the mech to 0 hit points, you take any remaining damage.

You can eject from your mech as a bonus action, landing in an unoccupied space you can see within 10 feet of it. If your mech is reduced to 0 hit points, you eject, and the mech is destroyed. A destroyed mech can't be piloted or teleported to you, and the mending spell has no effect on it. 

You can spend 1 hour repairing your mech using your smith's tools, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The mech regains all its hit points, and if it was destroyed, you repair it. This can be done during a short or long rest. Additionally, this action does not expend a spell slot if taken during a long rest. 

Creatures you designate have the ability to access rudimentary functions of the Mech, allowing them to cause it to move as if it were a mount, with a movement speed reduced to half. No other functions of the mech can be taken by anyone other than you. 

At the end of a long rest, you can create a new Mech if you have smith's tools with you. If you already have a Mech from this feature, the first one immediately becomes unusable. The Mech also loses all functionality if you die.

Extra Attack

5th-level Mech Pilot feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Reactor

9th-level Mech Pilot feature

At 9th level, you upgrade your mech's reactor. The damage rolls of your mech's specialized weapons all increase by 1d8.

Additionally, your reactor can generate enough power to launch you into the air. While piloting your mech, you have a flying speed of 40 feet. Your mech can't keep you aloft for long; you fall if you end your turn in the air and nothing else is holding you aloft.

Superior Defence

15th-level Mech Pilot feature

By 15th level, your mech's armor is a masterpiece. Your mech has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Emergency Protocol

Starting at 15th level, you can overcharge your mech's reactor as a last-ditch effort. When your mech is reduced to 0 hit points while you're piloting it, you can cause it to self-destruct if you aren't incapacitated (no action required). Alternatively, you can use your action while within 60 feet of your mech to doom it early, causing it to self-destruct.

When your mech self-destructs, you eject if you were piloting it, landing in an unoccupied space you can see within 60 feet of it, and your mech explodes. Your mech is destroyed, and each creature within 30 feet of it must make a Dexterity saving throw. A creature takes 4d8 lightning damage and 4d8 force damage on a failure, or half as much on a success.

Once you use this feature, you can't use it again until you finish a long rest, even after you repair your mech.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/21/2022 11:14:51 AM
49
16
--
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes