Level
4th
Casting Time
1 Action
Range/Area
Self
Components
M *
Duration
Concentration 10 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect

Credit to user: The_Leviathan_of_Levistus for the idea which I have modified to better fit a specific campaign. 

Oliver's armor and leg merges with his Homunculus Servant, Kite, and creates a mech suit, piloted by Oliver. Oliver's leg quickly shifts into a Large Bipedal Vehicle mech suit with Kite on top of the cockpit where Oliver resides. 

While in this suit, Kite cannot takes actions on their own, as they help power the suit. 

The mech is integrated with Oliver's armorer infusions (such as his Thunder Gauntlets). The mech gains the benefits of said magical infusions that Oliver currently has equipped. Range and reach is doubled to 10ft. for all weapon attacks and does an extra d4 of damage due to large size (Much like the effects of the Enlarge Spell). The mech is magical due to purposes of overcoming resistances to non-magical damage. Refer to the stat block of the Kite Mech to see all actions and bonuses.  

When the spell ends or the mech suit is reduced to 0 hit points, Oliver must make a dexterity saving throw DC 15 or fall prone. 

 

Kite MEch

Armor Class Same as Oliver's AC

Hit Points 55

Speed 40 ft.

STR
21 (+5)
DEX
13 (+1)
CON
16 (+3)
INT
0
WIS
0
CHA
0

Skills Athletics + Proficiency Bonus

Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities All except invisible and  prone

 

Pilot
The mech is piloted by Oliver. Oliver can make actions designated by the mech suit, and cannot take any bonus actions Oliver may be able to take outside of the mech normally. Oliver is still able to take reactions, but only with Opportunity Attacks and use of Flash of Genius. 

Oliver's mech counts as the creature making the attacks. Oliver has total cover in the cockpit but can still be effected himself by spells that deal psychic damage. 

The mech is able to grapple medium or smaller creatures and then use them as an improvised weapon. A creature used as an improvised weapon takes bludgeoning damage equal to half the damage dealt to the target hit with an attack. 

When either the spell ends or the mech is brought to 0 hit points, Oliver must succeed on a DC 15 Dexterity Saving throw, or fall prone. 

 

Actions

Multiattack. The mech makes a number of attacks equal to half this spell’s level (rounded up). Only one of these attacks may be with a thrown improved weapon, but any amount of them may be replaced with a shove or grapple attack. 

Slam. Melee Weapon Attack: +10 to hit (Mech STR + PB), reach 10 ft., one target. Hit: 1d12 + 6 bludgeoning damage. 

Improvised Weapon. Melee or Ranged Weapon Attack: +10 to hit (Mech STR + PB), reach 10 ft. or 20ft/60ft, one target: 2d6+6 bludgeoning damage

 

* - (Your Armor)

Available For: Artificer (Legacy) - Armorer (Legacy)

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