Wondrous Item, legendary

Attunement Requirements

  • Requires attunement over 1 hour.

  • User must have:

    • Proficiency in Arcana or Vehicles (Mech),

    • Intelligence or Dexterity 13+,

    • One attunement slot available.

  • Only one pilot may be attuned at a time.

  • Some advanced models may require a class feature (e.g. Artificer Infuse Item).

Piloting Mechanics

While attuned and inside the mech, the pilot:

  • Controls the suit's movement and attacks.

  • Uses the mech’s Strength and saves unless otherwise stated.

  • Retains their own mental stats (Int, Wis, Cha), but uses mech's physical stats if higher.

  • Casts spells only with the Somatic and Verbal components if they are not silenced/restrained and the mech allows such movement.

  • Cannot benefit from Unarmored Defense, natural armor, or similar features.

Pilot Damage Transfer:

  • 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:

  • Jump Jets: Gain a flying speed of 30 ft. for 1 minute (1/day).

  • Arcane Shielding: Gain +2 AC for 10 minutes (recharges after long rest).

  • Siege Ram: Deals double damage to objects and structures.

  • Arcane Amplifier: Spells cast through the mech deal +1 damage per spell level.


Repairs

  • A mech cannot regain HP via healing spells.

  • Can be repaired during downtime:

    • 1 hour of work restores 10 HP.

    • Requires tinker’s tools, smith’s tools, or magical equivalent.

    • Full repair (0 to max HP) takes 8 hours and 100 gp in materials.


Operating Notes

  • Mechs are obvious, loud, and leave tracks.

  • May be barred from cities or settlements.

  • Can't fit in normal buildings unless designed for it.

  • 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)
BlooBoink

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