Brave: The Liberator pilot has advantage on saving throws against being frightened.
Allomantic Bond: While bonded to a Liberator, the Liberator pilot can choose to see and hear through the liberator's eyes and ears as long as the Liberator is within 120 ft.
Field Maintenance: During a short rest, the Liberator pilot can perform field repairs on the Liberator, allowing it to roll hit dice as a living creature would.
Allomantic Harmony: Bonding to a Liberator only takes one minute for the Liberator pilot
Multiattack: The Liberator pilot makes two attacks
Katana: Melee Weapon Attack: +3 to hit, reach 5 ft., Hit: 6 (1d8+1) Slashing Damage
Wakizashi: Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 7 (1d6+3) Slashing Damage
Tanto: Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 6 (1d4+3) Piercing Damage
Elloran Revolving Pistol. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 1 target. Hit: 13 (2d6 + 3) piercing damage.
Description
- Count as constructs
- Use the pilot’s Int, Wis, and Cha
- Use their own proficiency bonus (4) unless the pilot’s is higher
- Have proficiency in Athletics and Perception, as well as Dex and Con saving throws and, while bonded, gain all of the pilot’s proficiencies.
- Have darkvision
- Do not regain hit points during rests
- Are immune to psychic damage, however psychic effects that target the mecha effect the pilot instead
- Require attunement
- Once attuned, can be entered as an action and exited as a bonus action
- Uses all non-magical class features of the pilot
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