Base Class: Artificer
Artificers who wanted to push the boundaries of what armor, weapons, and magic can accomplish together created the first Magically Energized Combat Hardsuits, or M.E.C.H.s. These constructs combine armor and weapon into a single unit capable of dominating the battlefield. Whether on the frontlines, smashing through opponents, or launching a barrage of projectiles for a distance, these artificers and their construct are a force to be reckoned with.
Tools of the Trade
When you chose this specialization at level 3, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency in one artisans tool of your choice.
Pilot Spells
Starting at level 3, you always have certain spells prepared after you reach particular levels in this class, as show below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Level 3: Magic Missile, Shield
Level 5: Scorching Ray, Dragon’s Breath
Level 9: Fireball, Lightning Bolt
Level 13: Fire Shield, Greater Invisibility
Level 17: Wall of Force, Destructive Wave
Pilot
At 3rd level, at the end of a long rest, you can create a M.E.C.H.: a suit of piloted armor and weapons you control from within. This armor counts as a magical object that is one size larger than you. You can enter or exit it by using a bonus action while within 5 feet. The M.E.C.H. has a number of hit points equal to 1 + (5 + your Intelligence modifier) * your artificer level. If the Mending spell is cast on it, it regains 2d6 hit points.
While piloting your M.E.C.H., you gain the following benefits:
- You become one size larger (i.e. Medium becomes Large), your AC becomes 14 + PB, and your walking speed becomes 40.
- When making an ability check, attack roll, or saving throw using Strength, you can instead use your Intelligence modifier.
- The M.E.C.H. takes all damage, except psychic and necrotic, meant for you. If this damage reduced it to 0 hit points, you take any remaining damage.
When your M.E.C.H. is reduced to 0 hit points, you are immediately ejected and land in an unoccupied space within 10 feet, and the M.E.C.H. is destroyed. A destroyed M.E.C.H. cannot be piloted and the Mending spell has no effect on it. A destroyed M.E.C.H. can be repaired by spending 1 hour using smith’s tools, after which it is repaired and regains all hit points. This can coincide with a short or long rest.
Although the M.E.C.H. is a magical object, it is still capable of receiving your artificers infusions. The M.E.C.H. is considered to have armor, boots, and a helmet for infusion that require them.
Integrated Weapons
Starting at level 3, your design work has paid off and you’ve created specialized weapons for your M.E.C.H., which you use as part of your Attack action. These weapons are integrated into your M.E.C.H. and you cannot be disarmed of them while you live.
Force Gauntlets: Each of the M.E.C.H.s gauntlets count as a simple melee weapon while you aren’t holding anything in them. When used, make a melee spell attack against a target within range, dealing 1d8 + your Intelligence modifier force damage on hit.
Force Cannon: You’ve created a magical cannon, with a range of 60/120, that is mounted on your M.E.C.H.s shoulder or the back of one gauntlet (your choice). When used, make a ranged spell attack against a target, dealing 2d6 + your Intelligence modifier on hit.
Self Repair: You’ve created a magical system for the M.E.C.H. to repair minor damage. As a bonus action, you can activate the system, which restores 2d8 + PB hit points to the M.E.C.H.. You can use this system a number of times equal to your Intelligence modifier and the number resets after a long rest.
Although your integrated weapons are magical, they can still be infused with your artificers infusions.
Extra Attack
Starting at level 5, you can attack twice, rather than once, whenever you take the Attack action on your turn. The extra attack can be with different weapon as long as both weapons are integrated into your M.E.C.H.
Additionally, the number of items you can infuse at once increases by 1, but the extra item must be part of your M.E.C.H. or integrated weapons.
Protective Field
Starting at level 9, you’ve perfected an invisible, protective field of magic that surrounds your M.E.C.H.. As a bonus action, you can activate the field, granting your M.E.C.H. temporary hit points equal to your Intelligence modifier + twice your artificer level. Additionally, while the field is active, your M.E.C.H.has resistance to bludgeoning, slashing, and piercing damage, both nonmagical and magical, as well as resistance to one damage type of your choice: fire, cold, lightning, acid, thunder.
Additionally, improvements made to your integrated weapons have increase their power. The damage of your integrated weapons is increased by an additional dice.
Perfected M.E.C.H.
Starting at level 15, your constant work on your M.E.C.H. has reached its pinnacle, granting you the following benefits:
- Your M.E.C.H. gains a +2 bonus to its Armor Class
- When you make two attacks against the same target in a turn, you can make a third attack against the same target.
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Posted Feb 28, 2026Is the mech on my character sheet somewhere?