Pilotable: 1) Whenever the Gundam must make an Intelligence, Wisdom or Charisma saving throw or skill check, the pilot can make the save or check in its stead. The Gundam can take an action, bonus action, movement and reaction only at the cost of its pilot's action, bonus action, movement and reaction, respectively.
2) It gains a bonus of +1 to all its skills and saving throws whenever your proficiency bonus increases. It is proficient in all weapons and armor the pilot is proficient in.
3) It cannot attune to any items, however it gains the benefits of all the items the pilot is attuned to. It can however attune to its pilot's artificer infusions.
Share Spells: When the pilot is targeted by a spell that does not deal damage or applies a harmful effects to the target, the pilot can choose to have the spell also affect the Gundam.
Elevated Cockpit: The cockpit of the mega Zord is elevated 20 feet off the ground. Melee combatants at ground level with 10ft reach or less have disadvantage on attack rolls against you.
Huge Design: The reach of weapons it wields increases by 10ft.
Action Name. (Requires either the pilot's or creator's bonus action.) The magical mechanisms inside the Gundam restore hit points equal to 2d8 + the creator's proficiency modifier (2d8 + 5) to itself or to one construct or object within 5 feet of it.
Primary Armed Strike. (Requires pilot's action.) Melee Weapon Attack: make an attack with the weapon held in the mech's primary arm using the mech's STR modifier (+4), and add the pilot's proficiency modifier (+5) if they are proficient with the weapon. Hit: weapon damage + mech's STR modifier (+4).
Secondary Armed Strike. (Requires pilot's bonus action.) Melee Weapon Attack: make an attack with the weapon held in the mech's secondary arm using the mech's STR modifier (+4), and add the pilot's proficiency modifier (+5) if they are proficient with the weapon. Hit: weapon damage + mech's STR modifier (+4).
Unarmed Strike: (Requires either pilot's action or bonus action.) Melee Weapon Attack: reach 5 ft., one creature; use the mech's STR modifier (+4) and the pilot's proficiency modifier (+5) to make the attack. Hit: 1d8 + mech's STR modifier (2d4 + 4) bludgeoning damage.
Shake Off. When a hostile creature attempts to mount the Gundam, the mech can attempt to throw them off. Until the start of the Gundam's next turn, each creature that attempts to mount it must succeed on a Dexterity saving throw against the pilot's artificer save DC or take 3d6 bludgeoning damage and be knocked prone. The Gundam imposes disadvantage on the save of the creature which triggered this reaction.
Previous Versions
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12/14/2022 7:16:09 PM
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Coming Soon
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