Attunement Requirements
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Requires attunement over 1 hour.
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User must have:
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Proficiency in Arcana or Vehicles (Mech),
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Intelligence or Dexterity 13+,
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One attunement slot available.
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Only one pilot may be attuned at a time.
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Some advanced models may require a class feature (e.g. Artificer Infuse Item).
Piloting Mechanics
While attuned and inside the mech, the pilot:
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Controls the suit's movement and attacks.
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Uses the mech’s Strength and saves unless otherwise stated.
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Retains their own mental stats (Int, Wis, Cha), but uses mech's physical stats if higher.
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Casts spells only with the Somatic and Verbal components if they are not silenced/restrained and the mech allows such movement.
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Cannot benefit from Unarmored Defense, natural armor, or similar features.
Pilot Damage Transfer:
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If the mech is reduced to 0 HP, it becomes inert and the pilot takes 3d10 force damage from psychic backlash.
Actions (per round)
You can take the following actions while piloting:
Multiattack.
The mech makes two melee weapon attacks.
Crushing Fist.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 2d10 + 6 bludgeoning damage. On a crit, target must succeed on a Strength save (DC 16) or be knocked prone.
Shoulder Cannon (Recharge 5–6).
Ranged Weapon Attack: +7 to hit, range 120 ft., one target.
Hit: 4d10 force damage.
Overdrive (1/day).
For 1 minute, the mech’s movement speed increases by 10 ft., it gains +2 to attack and damage rolls, and resists all damage except force, psychic, and lightning. Afterward, the mech is stunned for 1 round due to system overload.
Customization Modules (Optional)
Mechs may have upgrade slots (typically 2–4). Some example modules:
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Jump Jets: Gain a flying speed of 30 ft. for 1 minute (1/day).
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Arcane Shielding: Gain +2 AC for 10 minutes (recharges after long rest).
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Siege Ram: Deals double damage to objects and structures.
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Arcane Amplifier: Spells cast through the mech deal +1 damage per spell level.
Repairs
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A mech cannot regain HP via healing spells.
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Can be repaired during downtime:
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1 hour of work restores 10 HP.
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Requires tinker’s tools, smith’s tools, or magical equivalent.
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Full repair (0 to max HP) takes 8 hours and 100 gp in materials.
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Operating Notes
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Mechs are obvious, loud, and leave tracks.
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May be barred from cities or settlements.
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Can't fit in normal buildings unless designed for it.
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Vulnerable to anti-magic fields or Dispel Magic (DC 18 disables mech for 1 round).
Basic Mech Suit Stats
|
Feature |
Value |
|---|---|
| Size | Huge |
| AC | 18 (Heavy Alloy Plating) |
| HP | 150 (or use a pool equal to 10 × pilot’s level + 50) |
| Speed | 30 ft. (land) |
| Strength | 22 (+6) |
| Dexterity | 10 (–) |
| Saving Throws | Con +5, Str +6 (use mech's stats unless stated otherwise) |
| Damage Resistances | Bludgeoning, Piercing, and Slashing from nonmagical weapons |
| Damage Vulnerabilities | Lightning (overloads systems), Psychic (affects pilot) |
| Condition Immunities | Poisoned, Exhaustion, Charmed (pilot can still be affected) |
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