Fighter
Base Class: Fighter

The tell-tale grinding of heavy iron and metal fills the stone rooms of an unsuspecting dungeon. Within the maze-like walls a brutish figure pushes through the hoards of enemies. A small gnome woman mows down rows and rows of enemies. As she slides to a stop, lit dimly in torchlight, the clockwork machinery is able to be seen. Her body is protected inside of a suit of archanomechanical armor. With a burst of energy the mechanical armor moves forward, and she swings the large metal fist at the nearest energy. A spark ignites at her wrist, propelling her fist forward with great force and sending the foe flying backwards. This is just a glimpse of the power a Clockwork Pilot possesses. 

Those who call themselves Clockwork Pilot are adept fighters, skilled in using their cunning intellect and mechanical knowledge to defeat their foes using armor to enhance their natural abilities. This armor is often referred to as a Clockwork Mech. It is a mixture of both magic and old fashioned iron and steel. A Clockwork Mech is often created to specifically suit the wearer. A dwarf's armor may give them the height and strength of an average sized creature. The armor of a human may allow them to see in the dark or breath underwater. 

A Clockwork Pilot is a technical genius and have often spent years practicing and perfecting their craft and skills. 

Clockwork Pilot Features

Fighter Level

Feature

3rd

Tinkersmith, Clockwork Mech, Insurance Policy

7th

Spell Charges

10th

Idle Hands, Devil's Work

15th

Critical Burst

18th

Clockwork Commander

 

Tinkersmith

At 3rd level, you gain proficiency with the tinker's tools and smith's tools. 

Clockwork Mech

Your sleepless nights of tinkering have finally paid off. At 3rd level you have created your own Clockwork Mech. There are a number of potential boons your armor may give you depending on what you have created it for. A smaller race may create a mech that allows them to count as a size larger and do more damage (a +2 to melee attacks). Those who wish to be more hearty in battle may create a heavier set of armor to boost their defense (a +1 to AC) and protect others. Those who want a longer reach with a weapon may create elongated limbs (a melee range of 10ft). The possibilities are up to the discretion of the player. Be sure to work with your DM to make sure the mech is not overpowered. These are not massive battle mechs. They are machinery meant to boost a small handful of abilities, some that may aid in combat and some that may not. 

While piloting the mech your AC is equal to 12 + your INT modifier (minimum of 1) and you're suit of armor takes on any properties that you have, acting as an extension of yourself. and your mind. Weapons and Shields are able to be wielded, any spells that are able to be cast through feats or multiclassing are able to be cast, etc etc.

When you are not wearing your mech armor, it takes the form of a medium-sized metal item of your choice, that you may carry or store. When you are knocked unconcious, the link to your mind breaks, sending the Clockwork Mech into it's carrying form. While it is in it's carrying form, you may use a bonus action to activate your armor and wear it.

Insurance Policy

You have put a lot of time and effort into creating the perfect Clockwork Mech. At 3rd level, if for some reason, your mech is destroyed or stolen you have the blueprint memorized down to the wrinkles in the paper. With 500gp worth of high-quality, relevant materials you are able to reconstruct your armor in 1d4 days. 

Spell Charges

Your knowledge of mixing arcane and machinery has allowed you to charge your mech with a number of spells. At 7th level you gain the ability to charge spells into your Clockwork Mech. The spells able to be charged into a Clockwork Mech must come from either the Illusion or Evocation School of Magic (using the wizard's spell list) and any material cost of the spell is absorbed when charging the spell. To activate a charge you only need the Verbal and Somatic components to the spell (and line of sight when applicable).

Once per long rest, you choose 4 spells from either the Illusion or Evocation schools of magic. You can choose 2 first level spells, 1 second level spell, and either an additional second level spell or a 3rd level spell. You may charge the same spell multiple times, using higher level slots to cast it at both the second and/or third level. 

For the purpose of the charges, your spellcasting ability modifier is Intelligence. 

Idle Hands

At 10th level you gain proficiency with the Alchemist Supplies, Mason's Tools, Jewler's Tools, and Leatherworker's Tools. You are also granted expertise with the Tinker's Tools and Smith's Tools.

With your knowledge of crafting and creating in different mediums increasing, you have gained the ability to perfect the look and appearance of your Clockwork Mech. At level 10, any aesthetic changes you wish to make to your armor can be done in 1d4 days. Your mental blueprint adjusts to this change, but recreating your Clockwork Mech if necessary will now cost 750gp. 

Critical Burst

You have mastered the art of combat with your Clockwork Mech. At 15th level, your mind has perfectly synced to your mech and your weapon attacks critical hit on a roll of 19 or 20. The attack does an additional 1d4 force damage (that is not doubled by the critical) 

Clockwork Commandeer

Not only are you a force to be reckoned with on the battlefield, but your mind has absobred a great wealth of technical knowledge. You are no longer ranked a Pilot, but a Clockwork Commander. At 18th level you gain the ability to use your Spell Charges more effectively in combat. You are granted the following features: 

  • You are able to charge 1 fourth level spell from either the Illusion or Evocation school of magic into your mech in addition to your other charges. 
  • Additionally, lower level spells can be charged into that spell slot and cast at 4th level.
  • When in combat, if you use your action to attack, you may expend one 1st or 2nd level spell charge as a bonus action. 

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