Wizard
Base Class: Wizard

Tool proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. 

Mech pilot spells (spell casting ability is Intelligence)

starting at 3rd level, 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, artificer level spells

3rd- shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

 3rd- thunderwave: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you.

5th- dragon’s breath: You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

5th- levitate: One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.

9th- counterspell: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

9th- lightning bolt: A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.

13th- greater invisibility: You or a creature you touch becomes Invisible for one minute. Anything the target is wearing or carrying is Invisible as long as it is on the target's person.

13th- otiluke’s resilient sphere: The spell creates a shimmering sphere of force, with a diameter of a number of feet according to the power of the caster. If large enough, it completely encloses a nearby target creature, if they could not dodge it or resist the spell. The resilient sphere contains its subject for the duration of the spell, on the order of minutes. Nothing could pass through the sphere, in or out, but the prisoner could still breathe. The sphere can not be moved, by either actions or efforts inside. Hence, the creature caught inside the globe is completely safe from all attacks, but, at the same time, is completely unable to affect the outside world. The sphere is completely immune to all damage. The only method of removing the sphere (short of its caster dismissing it) is by the use of a dispel magic spell, an item like a rod of cancellation or a rod of negation, or even a disintegrate; these would destroy the sphere and leave the prisoner inside unharmed.

17th-  conjure volley: a conjuration spell that transformes a singe missile into a volley of hundreds of missiles. After the caster throws or fires a single nonmagical missile weapon into the air and picks an area within 150 feet (46 meters), the area is pelted with a volley of hundreds of the same missiles. The selected area covers a 40-foot radius (12 meters) and a 20-foot-high cylinder (6.1 meters). If a target is quick enough, they could dodge half of the damage. The damage of the volley is of the same type as the initial missile and the missiles disappear after landing.

17th- wall of force: An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or reating on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. Adisintegrate spell destroys the wall instantly, however. The wall also extends into the ethereal plane, blocking ethereal travel through the wall.

Piloted Mech

At 3rd level you construct a mech; a suit of piloted armor you can control from within. While within 5 FT of your mech, you can use your action to enter it. If your mech isn’t within 5 FT of you but is on the same plane of existence, you can use your action to teleport it to an unoccupied space within 5 FT of you and enter it as part of the same action. Your mech is a large magical object. It has an AC of 16, a number of hot points equal to your intelligence modifier + 5 times your artificer level, and a strength score equal to your intelligence score. 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 16, and your walking speed becomes 30 FT. 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 mech’s strength instead of your own.

- 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.

You can eject from your mech as a bonus action, landing in an unoccupied space you can see within 10 FT of it. If your mech is reduced to 0 hit points, you eject, 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 one minute repairing your mech using your smith’s tools, provided you are within 5 FT of it and you expend a spell slot of 1st level or higher. The mech regains all it’s 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.

Mechanized combat

By 3rd level, your training for combat with your mech is rewarded, you gain proficiency with martial weapons. Additionally, you mount a specialized weapon on your mech. Choose the blasting cannons, the lightning lance, or the power fist, as detailed below. While piloting your mech, you can use a bonus action to activate the weapon you chose. Whenever you construct a new mech, you can replace the weapon you chose with another.

- Blasting cannons: when you activate the weapon, both cannons fire a swarm of tiny cannons at a creature or object within 90 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d8 force damage.

- Lightning lance: when you activate this weapon, you unleash a lance of lightning in a line 30 FT long and 5 FT wide. If the lance would strike a creature, that creature must succeed a Dexterity saving throw or be struck by the lance. When the lance strikes something, the target takes 2d8 lightning damage, and the lance dissipates.

- Power fist: when you activate this weapon, you slam a fist charved with explosive power towards a creature or object within 5 feet of you. Make a melee spell attack against the target. On a hit, the target takes force damage equal to 1d8+ your mechs strength modifier and is pushed up to 10 FT away from you.

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. The damage rolls of your mech’s specialized weapons all increase by 1d8. Additionally, your reactor can generate enough power to launch you into the air. While piloting your mech, you have a flying speed of 40 FT. 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.

Superior defense

by 15th level, your mech’s armor is a masterpiece. Your mech has resistance to bludgeoning, piercing, and slashing damage from non magical attacks that aren’t adamantine.

Emergency protocol

Starting at 15th level, you can over charge your mech’s reactor as a last-ditch effort. When your mech is reduced to 0 hit points while your piloting it, you can cause it to self destruct if you aren’t incapacitated (no action required). Alternatively, you can use your action within 60 FT of your mech to doom it early, causing it to self-destruct. When your mech self-destructs, you eject if you were piloting it, landing in an unoccupied space you can see within 60 FT of it, and your mech explodes. Your mech is destroyed, and each creature within 30 FT of it must make a dexterity saving throw. A creature takes 4d8 lightning damage and 4d8 force damage on a failure, or half as much on a success. Once you use this feature, you can’t use it again until you finish a long rest, even after you repair your mech.

 

Artificer mech pilot

You can still build mech pilots.

Artificer mech pilot

Yep you guessed, it you can still build mech pilots. 

Artificer mech pilot

You can now build mech pilots.

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