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 an ultimate layer of defence. No matter the confrontation, a pilot’s mech will stand out for its solid defence and its staggering destructive potential.
Tools of Trade
Beginning when you choose this specialization at 3rd level, you gain proficiency with smith’s tools
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 12 + your proficiency bonus, and a number of hit points equal to 10 + five times your artificer level. It is immune to poison damage, psychic damage, and all conditions other than restrained, grappled and prone. If the mending spell is cast on it, it regains 2d6 hit points.
While piloting your mech, you gain the following benefits:
- Your size becomes Large, your AC equals 12 + 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 cannot cast spells while inside the mech.
In addition, your DM may decide if your character cannot use certain racial abilities or magical items while inside the mech.
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, 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. These weapons increase in damage by 1 die at level 9
- 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 creature hit by the gauntlet has their speed reduced by 10ft until the start of your next turn. (2d8 at level 9)
- 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. (3d8 at level 9)
- Lightning Armament: While in 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 or your allies within 5 feet of the target that aren't the target take 1d6 lightning damage. (3d6 at level 9)
- 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 thunder damage on a hit. (3d4 at level 9)
Also in the weapons arsenal is an additional protective shield ability, as a bonus action, you can expend a 1st level spell slot, granting the mech 1d8 THP, and an additional 1d8 for every slot used above 1st.
The mech also is able to deliver a small punch, make a melee attack, using your intelligence for the attack roll, on hit, you deal 1d4 + your Intelligence modifier bludgeon damage.
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 can now overcharge your reactor to be able to phase shift, granting a 30ft teleport equal to your proficiency bonus as a bonus action. This resets every longrest.
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 non magical attacks.
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.
Previous Versions
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1/15/2023 10:54:20 AM
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