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.

Piloted Mech

At 3rd level, you construct a mech: a suit of piloted armour you can control from within. 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.

Your mech is a Large magical object. It has an AC of 16, a number of hit points equal to your Intelligence modifier + five times your artificer level, 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 30 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, attack roll, or saving throw using Strength, you can use your mech's Strength instead of your own.
  • 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 minute 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. At the end of a long rest, you can create a new mech if you have your smith's tools with you. If you already have a mech from this feature, the first one is immediately destroyed.

Mechanized Combat

By 3rd level, your training for combat with your mech is rewarded. You gain proficiency with martial weapons. Additionally, you mount a specialized 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.

Extra Attack

Starting at 5th level, you can attack twice, rather than once,
whenever you take the Attack action on your turn.

Arcane Reactor

At 9th level, you upgrade your mech's reactor. The damage
rolls of your mech's specialised 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 Defense

By 15th level, your mech's armour is a masterpiece. Your
mech has resistance to bludgeoning, piercing, and slashing
damage from nonmagical attacks that aren't adamantine.

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.

Mech Pilot Image