Base Class: Artificer
Mastery of the modern battlefield requires a hybrid approach of technology and magic, and no combat specialist epitomizes this approach better than the Mech Pilot. Armed and armored in an enchanted mobile suit, the battle mech is a flexible weapons platform built to be reconfigurable. This allows it to fit into any tactical situation on evolving battlefields. The Mech Pilot’s bond to their battle mech is critical to their success. The battle mech is attuned to their pilot’s magic, and strong fluctuations of that power source can cause instability, desynchronization, and mission failure. However, a Mech Pilot with mind and mech united can become an unstoppable force.
Battle Mech
3rd-level Mech Pilot feature
At 3rd level, your knowledge of arcane mechanics has allowed you to develop a sophisticated mechanical suit that you pilot into battle meaning, you gain proficiency in Heavy Armor. Over the course of a long rest, you can use your tinker’s tools to create a battle mech, which functions as a magical suit of heavy armor. The armor weighs 200 pounds, which you can ignore while you wear it. The armor can be the target of one of your artificer infusions. You gain one armor once you reach lvl 3, whereas to build the other armors, you would need to buy the components for 1000gp in the local shop (one-time purchase for each armor, stating which armor components are being bought). The armors are listed in the Tactical Assault Array section. You gain the following benefits while wearing the battle mech:
- When you attack with a weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- You gain proficiency with Martial Weapons.
The armor is powered by your magic, and any creature other than you that dons the battle mech receives no benefits and their movement speed becomes 0.
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.
Mech Pilot Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Tactical Assault Ray
3rd-level Mech Pilot feature
Also at 3rd level, you can adjust your armor for a given combat situation. When you create your battle mech, choose one of the following modes: hellion, valkyrie, or titan. The mode you choose gives you special benefits while you wear the battle mech, and determines its properties as armor per the Battle Mech Armor table. You can change your battle mech’s mode whenever you finish a short or long rest, provided you have tinker’s tools in hand. Hellion - AC 15 + DEX Modifier (max 2, Disadvantage on Stealth) Valkyrie - AC 13 + DEX Modifier Titan - AC 18 (Disadvantage on Stealth)
HELLION This battle mech mode sacrifices armor and mobility, preferring instead to rain destruction on foes from long range with heavy weaponry. It has the following features: You can ignore the reloading property on firearms, as it fuses with the mech's body, using ammunition from the mech until it runs out and your short range on firearms increases by 30ft. Bombardment: As a bonus action, you can assume a braced firing stance if you are standing on a solid surface. While in this stance, your speed becomes 0, you also gain the effects of Half Cover and you cannot be pushed or pulled by any effect. You can exit this stance again as a Bonus Action. At 9th Level, this provides 3/4th cover, rather than Half Cover.
VALKYRIE This battle mech mode is adept at skirmishing in mobile battlefronts. It has the following features: Blitz: You can Dash or Disengage as a bonus action. When you Dash, you gain the effects of the jump spell until the end of your turn, and if you move at least 10 feet in a straight line straight toward a target before hitting it with a weapon attack, it takes an extra 1d8 lightning damage. You can deal this extra damage only once on each of your turns, upto a number of enemies equal to your proficiency Bonus. This extra damage increases to 2d8 at 9th level.
TITAN This battle mech mode is focused on close quarters combat with its ironclad defense. It has the following features: You can ignore the two-handed property on a single melee weapon you’re holding. Your current and maximum hit points increase by an amount equal to your artificer level. Rebuff: When you hit a creature that is no more than two sizes larger than you with a melee weapon attack, you can immediately use a bonus action to force it to make a Strength saving throw against your spell save DC. On a failed save, you can push the creature up to 10 feet away from you, and they take 2d8 thunder damage on a failed save or half on a pass. This can be done upto a number of times equal to Proficiency Bonus. This mode’s AC increases by 2 when you reach 5th level. At 9th level, this mode's AC increases by 4.
Using an attunement slot, all of the Battle Mech suits can be upgraded in the form of infusing it with a magical armor of the appropriate type, giving you the benefits except the base AC of the armor:
- Hellion -> Any Medium Armor
- Valkyrie -> Any Light Armor
- Titan -> Any Heavy Armor
for example, Plate Armor +1 can be used to upgrade the Titan, granting it the +1 modifier, Serpent Scale Armor can be used on Hellion to grant the full Dexterity Modifier and remove disadvantage on Stealth etc.
Extra Attack
5th-level Mech Pilot feature
Starting at 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn.
Overdrive
9th-level Mech Pilot feature
At 9th level, you can push your battle mech to its limits. As an action, you can activate your battle mech’s Overdrive ability, which grants you effects based on its mode that lasts for a minute upon use, as shown below. This ability requires a loud vocal component. Once you have used a mode’s Overdrive ability, you cannot use that mode’s Overdrive ability again until you have finished a long rest. You also gain proficiency with Computers.
Hellion Artillery Specialist: You may substitute an attack for an Explosive shot, centered on a point with a radius of 15ft, and enemies are forced to make a DEX save against your spell-save DC. This shot deals 3d8[fire] dmg + 2d8[bludgeoning] damage on enemies who passes and half damage on a failure. You may expend a spell slot to add 1d8 more fire dmg (1st level slot -> 1d8, 2nd level slot -> 2d8 and so on). Explosive Shot can only be done once per turn.
Valkyrie Swift Warrior: You are placed under the effects of the haste spell without verbal, somatic, or material components and without requiring your concentration. While under the effects of this ability, you can add half your strength/dexterity modifier (rounded up) to your attack rolls. Additionally, your swift speed makes it harder for enemies to hit you, making them attack you with disadvantage if you use the Dash action on your turn, while also giving you advantage on DEX saves.
Titan Armored Specialist: Your Titan mech is now Huge in size. While piloting it you gain advantage on Strength ability checks and saving throws, all weapon attacks you make deal one extra die of damage that weapon would normally deal on a hit, and your reach with melee weapon attacks increases by 5 feet. When you use your Rebuff feature against a target, each creature of your choice within 10 feet of the original target takes 1d8 Thunder damage. Additionally, when an ally you can see is hit with an attack, you may as a reaction, move upto half your movement speed and intercept that attack, taking the damage and the effects of the attack on yourself.
Air Supremacy
15th-level Mech Pilot feature
At 15th level, your battle mech can take to the skies and unleash its full potential. You have a flying speed equal to your current walking speed while wearing the armor Additionally, your battle mech gains benefits based on its mode, as shown below.
Hellion: When you hit a target with a ranged weapon attack, you can deal an extra 1d8 fire, force, thunder or magical piercing damage (your choice) to that target, additionally, you may change your entire weapon's damage to any of the types mentioned.
Valkyrie: When you use your Blitz feature, you instead deal an extra 1d12 lightning damage for every 10 feet you move in a straight line straight toward a target before hitting it with a weapon attack, to a maximum of 3d12.
Titan: When you use your Rebuff feature to push a creature away from you, you can instead choose to knock them prone, dealing 4d8 extra thunder damage if they're pushed down. The Rebuff feature is now applicable to creatures 3 sizes larger than you.
Previous Versions
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9/17/2024 3:22:27 PM
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