Base Class: Artificer
A mech pilot is an artificer who isn’t content to stand back and their let creations have all the fun. They give it their all to their mechs, each one a towering wonder of engineering and magic, perfectly suited and tailored made to its pilot, to wear like a second skin. No matter the confrontation, a pilot’s mech will stand out for its solid defence and its staggering destructive potential.
Mech Pilot Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mech Pilot Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Mech Pilot Spells table
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Artificer Level |
Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Tools of Trade
Beginning when you choose this specialization at 3rd level, you gain proficiency with [tool]smith’s tools[/tool].
Piloted Mech
At 3rd level, at the end of a long rest, you can construct a mech: a suit of piloted armour you can control from within. While within 5 feet of your mech, you can use your action to enter it.
Your mech is a Large magical object. It has an AC of 13 + your proficiency bonus, and a number of hit points equal to your Intelligence modifier + five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If the mending spell is cast on it, it regains 2d6 hit points. You can use your mech as a spellcasting focus for your artificer spells.
While piloting your mech, you gain the following benefits:
- Your size becomes Large, your AC equals 14 + your proficiency bonus, and your walking speed becomes 30 feet. You can't use any other speeds you have, unless that speed is granted to you by a spell or magical effect.
- When you make an ability check, attack roll, or saving throw using Strength, you can use your Intelligence modifier instead of your Strength.
- Whenever you take damage that isn't psychic, your mech takes the damage instead. If this damage reduces the mech to 0 hit points, you take any remaining damage.
- If you are subject to any effect that would have you gain temporary hit points, you may have the mech gain those temporary hit points instead.
- You can maneuver as normal, except using your mech to do so.
You can eject from your mech as a bonus action, landing in an unoccupied space you can see within 10 feet of it. If your mech is reduced to 0 hit points, you immediately eject in the same manner, and the mech is destroyed. A destroyed mech can't be piloted or teleported to you, and the mending spell has no effect on it.
You can spend 1 minute repairing your mech using your smith's tools, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The mech regains all its hit points, and if it was destroyed, you repair it.
At the end of a long rest, you can create a new mech if you have your smith's tools with you. If you already have a mech from this feature, the first one is immediately destroyed.
Mounted Weapons
Also by 3rd level, your training for combat with your mech is rewarded, as you learn to mount a specialised weapon on your mech, which you can activate as an attack.
Whenever you construct a new mech or expend a spell slot to fix it, choose between the Force Gauntlets, the Flaming Lance, the Lightning Armament, or the Thunder Cannon.
- Force Gauntlets: Each of the mech’s gauntlets only count as Mounted Weapons while you aren’t holding anything in them. When activated, make a melee spell attack against a creature within range, dealing 1d8 + your Intelligence modifier force damage on a hit. The first creature hit by the gauntlet each turn has disadvantage on attack rolls against targets other than you until the start of your next turn.
- Flaming Lance: When you activate the weapon, you unleash a lance of flaming energy in a 30 foot long and 5 feet wide line. If the lance would strike a creature, that creature must succeed a Dexterity saving throw against your spell save DC or be struck by the fiery lance. When the lance strikes something, the target takes 2d8 fire damage, and the lance dissipates.
- Lightning Armament: While on your mech, you hold a weapon with two hands, which can have the appearance of any weapon of your choice. When activated, make a melee spell attack against a creature within range, dealing 2d6 + your Intelligence modifier lightning damage on a hit. Additionally, creatures that aren’t you within 5 feet of the target that aren't the target take 1d6 lightning damage.
- Thunder Cannon: When you activate this weapon, cannons come out of the mech’s shoulders or arms and blast booming energy at a creature within 90 feet of you, or at 240 feet at a long range. Make a ranged spell attack against the target, dealing 2d4 + your Intelligence modifier force damage on a hit, and you gain temporary hit points equal to half the damage dealt.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Arcane Reactor
At 9th level, you upgrade your mech's reactor, as it can generate enough power to launch you into the air. While piloting your mech, you have a flying speed of 40 feet. Your mech can't keep you aloft for long; you fall if you end your turn in the air and nothing else is holding you aloft.
Additionally, while in the mech, you may expend a spell slot to gain temporary hit points equal to 2d8 + your Intelligence modifier + an additional d8 for each level of the spell slot above 1st.
Magnum Opus
By the time you’ve reached 15th level, your mech is as perfect as a masterpiece. Your mech has resistance to bludgeoning, piercing and slashing damage from attacks or effects that aren’t adamantine.
Additionally, while piloting your mech, you may use a bonus action on your turn to activate one of your Mounted Weapons, and you don’t fall if you end your turn in the air while you are flying.
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Posted May 28, 2024I like this. Question. Is your ac being higher thank your mech while piloting it international or a typo? Also can you use extra attack with mounted weapons?