Base Class: Fighter
Many warriors seek the finest tools available to hone their craft, and of these tools, there are little that are more complex than those that are afforded to Pilots, who are an elite class of their own. When the field of engineering has been highly refined, or applications of magic have been distributed, it becomes possible for someone to enhance their own martial techniques with the power and protection of an external construct. Those who are fortunate enough to be granted this opportunity are usually kept close to a civilization's chest, until they and the weapons they control may be mobilized to deal with the greatest threats.
Bulwark
At level 3, you gain the ability to summon a large construct named a Bulwark as a bonus action, in a space within 30ft of you. The Bulwark remains inert until you mount it, which takes 1 action and half of your movement speed. While mounting the bulwark, you may not wield or hold items; the cockpit is open, and as such you may be targeted by attacks and spells, but you are treated as if in half cover. The Bulwark has enough fuel to remain operational for one hour or until it’s destroyed. The bulwark is directly controlled by you, and takes its turn together with yours, assuming you spend your full turn to pilot it. if you exit the bulwark or do not pilot it, it takes the dodge action. If an effect causes you to become unable to act (stunned, paralyzed, incapacitated etc) you are unable to control the bulwark. It benefits from your fighting styles, and you can expend a use of your action surge feature to have it take an additional action.
After using this feature, you must take a long rest to utilize it again.
Bulwark specialisation
Also at 3rd level, you choose what type of Bulwark to utilize in battle. This choice determines what passive traits and abilities your Bulwark possesses.
- Warden: Your Bulwark gains a +2 bonus to its armor class. It gains an energy sword attack that deals 1d8 slashing damage; it has a range of 5 feet and counts as a martial melee weapon (longsword)
Rusher: Your Bulwark gains a 5 foot bonus to its movement speed, and a vibroblade attack that deals 2d6 slashing damage; it has a range of 5 feet and counts as a heavy martial melee weapon (greatsword) - Buster: Your Bulwark deals double damage to structures with it attacks. It gains a Shotgun ranged attack that deals 2d6 piercing damage; it has a range of 10/40 feet, and it counts as a firearm with a misfire score of 2 (blunderbuss).
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Every time you take a long rest, you can choose to change the type of Bulwark you wield in battle.
Remarkable Mobility
At 7th level, you have mastered the ability to move in unorthodox ways: You no longer require any movement speed penalty to board your Bulwark. Your movement speed increases by 10 feet, and you can also run sideways on walls for an amount of feet equal to half your base movement speed.
Standard Issue Chassis Upgrade
at levels 7th, 10th and 15th you can choose to either increase your Bulwark's Strength or Dexterity scores by 2.
Extraordinary Enhancements
At 10th level, your prowess with your Bulwark has granted your mechanical companion increased benefits. Your bulwark receives the following enhancements:
- Your bulwark's hit point maximum is raised by 20.
- Your bulwark's armor class is raised by 1.
- Your bulwark's movement speed increases by 5ft
Mechanical attunement
at 10th level, you learn how to transfer the properties of the weapons you wield to your Bulwark's armaments. If you are attuned to a magic weapon, you can transfer the magical properties of that weapon to your Bulwark's armament, so long as the two are compatible. For example, if you are attuned to a Dragon's Wrath longsword, a Rusher's Vibroblade and a Warden's Energy Sword may gain its benefits, however a Buster's shotgun may not, as firearms are not eligible as dragon's wrath weapons.
Additionally, from now on, your bulwark's weapon attacks count as magical for the purpose of overcoming resistances and immunities.
Extra Gadgets
At 15th level, your Bulwark gains additional array of tools at its disposal to combat your enemies, depending on its type.
- Warden: As a reaction to you being targeted by a melee attack, you can command your bulwark to intercept it: your armor class is raised by 2 against that attack.
- Rusher: when your bulwark makes a melee weapon attack, you can charge your Vibroblade with energy, causing it to deal an extra amount of lightning damage equal to your proficiency bonus. You can use this ability a number of times per day equal to your proficiency bonus and you regain all expended uses on a long rest.
- Buster: Your bulwark can use its action to shoot a barrage of missiles at a point within 60ft of you that you can see. Creatures within 20ft of it must succeed on a Dexterity save, the DC of which is equal to 8 + your proficiency modifier + your dexterity modifier. They take 4d6 fire and 4d6 thunder damage on a failed save, or half as much on a succesful one. Structures always take maximum damage from this attack. You have three uses of this feature and regain all of them on a long rest.
Loyal Companion
At 18th level, your bulwark becomes a trusted companion that can support you in battle.
Its size increases to huge, and its power supplies allow it to remain operational for 24 hours instead of only one, or until it is destroyed. You can now also call upon your Bulwark a number of times per day equal to your proficiency bonus, though two instances of it cannot exist at the same time.
Its intelligence score becomes 10, and it becomes sentient, with a Lawful Neutral alignment. It gains the ability to speak every language you know. When not directly piloted, it can now take the Dash, Dodge, and Disengage actions, and can move. If you are not able to communicate with it, it acts of its own accord, aiming to protect you in the best way that it can.
In addition to all this, its categories receive an upgrade:
- Warden: you count as being in 3/4 cover when inside the cockpit, and your bulwark's reach with its melee attacks increases by 5 feet.
- Rusher: Your Bulwark gains the ability to jump up to 30 feet in the air, and no longer takes fall damage as long as it doesn't fall from a height that exceeds 40ft. Its melee reach is increased by 5ft and it gains a +1 bonus to its attack rolls.
- Buster: Your Bulwark's shotgun ranged weapon attack is replaced by a Rail Cannon, which counts as a firearm with a range of 200/600ft that deals 2d10 thunder damage on a hit, without a misfire score.
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