| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +10 |
| DEX | 12 | +1 | +1 |
| CON | 21 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 8 | −1 | +3 |
| CHA | 5 | −3 | −3 |
Pilot Dependent. The Arcanomech Guardian cannot function without a wizard attuned to it. A wizard must spend a short rest attuning to the Arcanomech, after which they control its actions completely while piloting it. The wizard may use their own Intelligence and spellcasting ability when casting from within the construct. Without the wizard, the mech becomes an inert object.
Arcane Defense Matrix. While piloting the Arcanomech, the wizard gains a +2 bonus to AC when using a reaction to cast a spell that increases their defense (e.g., Shield or Absorb Elements). Additionally, the mech emits an aura of arcane energy that grants the wizard resistance to force damage.
Multiattack. The Arcanomech Guardian makes two Arcane Fists attacks or one Arcane Fist attack and casts one spell the wizard knows while piloting.
Arcane Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Force Cannon. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 27 (6d6) force damage. The Force Cannon ignores nonmagical cover.
Arcane Barrage (Recharge 6). The Arcanomech Guardian channels multiple energy projectiles from its core. Enemies in a 15-foot cone in front of it must make a DC 16 Dexterity saving throw. On a failed save, creatures take 35(8d8) force damage, or half as much on a successful save. Creatures that fail their saving throw are also pushed back 10 feet.
Overcharge Core (Recharge 5-6). As a bonus action, the wizard can command the Arcanomech to overcharge its arcane core, causing it to radiate arcane energy. For 1 minute, all spell damage cast through the mech increases by 1d8 force damage. After this effect ends, the mech becomes overheated and cannot take reactions until it cools down (another 1 minute).
The Arcanomech Guardian can take 1 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Arcanomech Guardian regains spent its legendary action at the start of its turn.
Arcane Empowerment. The Arcanomech Guardian momentarily enhances the wizard's spellcasting, allowing them to cast one spell of 2nd-level or lower.
Description
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/4/2026 8:08:58 PM
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6
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12
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Coming Soon
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