Base Class: Artificer
Sometimes you just want a mech.
Tools of the Trade
You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
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
| Artificer Level | Spell |
|---|---|
|
3rd |
magic missile, burning hands |
|
5th |
scorching ray, misty step |
|
9th |
fireball, lightning bolt |
|
13th |
wall of fire, greater invisibility |
|
17th |
hold monster, flame strike |
Mech Suit
Starting at 3rd level, you can create a mechanical suit that you pilot from inside. Only you can pilot your mech, and exiting or entering the mech requires a bonus action. While inside of your mech, you are treated as if you had half cover, however you cannot take any actions that are not using your mech, using a class ability, or casting a spell. The mech can be treated as a spellcasting focus, and you can still perform somatic and verbal components while inside it.
The mech has a Strength score of 16, Dexterity score of 10, a Constitution score of 14. It uses your proficiency bonus, as well as your Intelligence, Charisma, and Wisdom scores. It has your proficiencies, and has your speed. It's Armor Class is equal to 13 plus your Intelligence modifier, and hit points equal to five times your artificer level plus your intelligence modifier.
The mech is not treated as a creature, nor is it sentient. When not being piloted it can only follow you or remain wherever it is ordered to stay, taking the Dash action if necessary to catch up to you when moving again. Due to not being a creature, the mech is immune to psychic or necrotic damage, all of which is instead passed over as damage to you as the pilot.
While inside the mech you can have it wield any one-handed melee weapon you are proficient with, and you can use your action to command your mech to take the Attack, Dash, Disengage, Dodge, or Grapple action. If your mech has a weapon in both of it's hands, you can make it use make a Two-Weapon Fighting attack as your Bonus Action.
If your mech is destroyed, you can repair it to it's full hit points as part of a long rest. During a short rest you can repair it for up to half of it's maximum hit points.
Mechanical Investments
Also starting at 3rd level, you can choose different ways to upgrade your mech suit. You get two choices at 3rd level, two more at 5th, and one at 9th.
Adjustive Optics
While inside your mech, you have darkvision up to 60ft, or if you already had darkvision it extends for an additional 60ft.
Co-Pilot Chamber (Prerequisite: 5th Level)
Your pilot chamber now extends to the other side of your mech. As an action, any creature you allow can use it's action to climb into the back of your mech. It gains half cover, however it's movement speed becomes 0 and is moved whenever you and the mech move. Only one such creature can benefit from this, and as a bonus action on any of your turns, you can eject them from the chamber launching them up to 15ft into an unoccupied space you can see, away from the mech, without provoking opportunity attacks. Due to the nature of the chamber, there is not room to perfect somatic components of spells in the co-pilot chamber. The co-pilot chamber faces the opposite direction of the pilot chamber. Any abilities of your mech that can effect you as the pilot, can effect you or your co-pilot, not both.
Defensive Field (Prerequisite: 9th level)
As an action you can cause the mech to project a 15ft cone of magic. Any ranged attacks from hostile sources that pass through the cone are treated as if their targets had resistance to the damage. This cone lasts until the start of your next turn, and you can change the direction of the cone or turn it off early as a reaction during anyone else's turn. Once you do this, you cannot do so again for 1d4 rounds.
Emergency Repair Systems
While piloting your mech, you can use a Bonus Action to repair the mech for 1d4 hit points, adding half your artificer level rounded up to the total. You can do this once per short rest.
Enhanced Weapon Programming (Prerequisite: 5th Level)
You can now use your mech to wield two handed weapons, ranged weapons or shields that you are proficient with. Ranged weapon attacks use your dexterity modifier instead of the mech's.
Lightweight Chassis
The mech's movement speed is increased by 10ft, and the mech gains a climbing speed.
Powerlift Hydraulics
The mech counts as one size larger when determining it's carrying capacity and the weight it can push, drag, or lift.
Protective Measures (Prerequisite: 5th level)
Whenever you would take damage from an area of effect damage source that isn't psychic or necrotic damage, you can use your reaction to cause your mech to shield you. The mech automatically fails it's saving throw, however you take only half damage if you fail, and no damage on a success.
Reinforced Armor (Prerequisite: 5th level)
The Armor Class of the Mech is now 15 + your intelligence modifier.
Secure Pilot Chamber (Prerequisite: 9th level)
While inside your mech, you are treated as if you have three quarters cover.
Spellfuel Engine (Prerequisite: 9th level)
As a bonus action, you can expend a spellslot of 1st level or higher to give your Mech the benefits of the Haste spell for a number of turns equal to the level of the slot expended. However giving the benefits this way produces none of the downsides the Haste spell has. You can only do this once per short rest.
Extra Attack
Starting at 5th level, when you or your mech take the attack action, you or your mech may make an additional attack.
Emergency Eject
When your mech is destroyed, you are launched from your speed a distance up to your movement without provoking opportunity attacks. If you would take fall damage as part of this feature, you have resistance to the damage, and do not land prone. If you have the Co-Pilot Chamber option for your Mechanical Investment, they also get this benefit, using their own movement to determine the distance they can go.
Self-Destruct
Starting at 15th level whenever your Emergency Eject feature activates, or as an action during your turn, you can choose to self destruct your mech. At the end of the turn that this feature activated on, the mech explodes, forcing a Dexterity saving throw from all creatures within a 30ft sphere centered on the mech using your spell save DC.
If this feature activates as part of Emergency Eject, creatures take 10d6 force damage on a failed save, half as much on a successful one and you are immune to the damage.
If you chose to activate this as an action, you can launch the mech in a straight line up to 20ft long as part of the action, and creatures instead take force damage equal to the mech's current hit points plus your artificer level, half as much on a successful save.
If this action is taken, the mech is destroyed and must be rebuilt as part of a long rest.
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Posted Feb 3, 20241. I really hope they enjoy it! Feel free to let me know how it goes! I'm willing to communicate over Discord if you'd like to give me any updates on the kobold kid.
2. If you're using D&D Beyond as your means of controlling sheets please know that while I did my best to implement everything, some of the abilities simply just won't work for the sheets reflecting them. SO may need to track certain things manually!
3. Happy to save you time.
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Posted Feb 1, 2024Thanks FrostFirePrince! I run D&D at a school, and one of my students wanted to create a mech for his Kobold. You just saved several hours of my life!