Artificer
Base Class: Artificer

A pilot is able to take control of any vehicle and move it like an extension of their own body. Their carefully crafted battle mechs are like a second skin. While skilled in combat outside of their powerful creation, a pilot inside their mech is a titan on the battlefield.

Tool Proficiency

3rd-level Pilot feature

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. You also become proficient with all vehicles.

Pilot Spells

3rd-level Pilot feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Pilot Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Pilot Spells

Artificer Level Spell

3rd

burning hands, shield

5th

flame blade, shatter

9th

ashardalon's stride, lightning bolt

13th

freedom of movement, fire shield

17th

destructive wave, steel wind strike

Battle Mech

At 3rd level, you construct a Battle Mech: A suit of piloted armor you can control from within. While within 5 feet of your Battle Mech, you can use your bonus action to enter it. If your Mech isn't within 5 feet of you but is on the same plane of existence, you can use your action to teleport it to an unoccupied space within 5 feet of you and enter it as part of the same action.

Your Mech is a large magical object. It has a number of hit points equal to your Intelligence modifier + five times your Artificer level. If the mending spell is cast on it, it regains 2d6 hit points. You can use your Battle Mech as a spellcasting focus for your Artificer spells. Only you can pilot your Mech and while not piloting it, the Battle Mech is a static and stationary object.

While piloting your Battle Mech, you gain the following benefits:

  • Your size becomes Large, and your melee attack reach is increased by 5 feet.
  • You gain 60 feet of darkvision.
  • When you make an ability check, attack roll, or saving throw using Strength, you can use your Intelligence instead.
  • Your Armor Class is equal to 13 plus your Intelligence modifier, and you may still use a shield.
  • Whenever you take damage that isn't psychic, you may choose to have your Battle Mech take 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 60 feet of it. If your mech is reduced to 0 hit points, you eject automatically, 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 10 minutes 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.

Mech Fighting

By 3rd level, you have trained yourself and modified your Battle Mech for deadly combat. You gain proficiency with martial weapons.

Additionally, you have equipped your Battle Mech with specialized weaponry. While piloting your Battle Mech and taking the Attack action, you may choose between the two following attack options:

Arcane Cannon - You fire a concentrated beam of arcane energy at a target. Make a ranged spell attack against a creature or object you can see within 120 feet of you. On a hit, the target takes 2d6 force damage.

Energy Blade - You lash out with a blade of solidified plasma. Make a melee spell attack against a creature or object within range. On a hit, the target takes 2d6 force damage.

Extra Attack

At 5th level, you have bolstered the combat capabilities of your Battle Mech to be able to attack more efficiently in combat. You can attack twice, rather than once, whenever you take the Attack action on your turn. This second attack also applies while you are piloting your Battle Mech.

Additionally, while you are piloting your Battle Mech, you can use a bonus action to expend one spell slot to restore 1d8 hit points to your Battle Mech per level of the spell slot expended.

Next Gen Mech

By 9th level, you have outfitted your Battle Mech with top-of-the-line weaponry and armor, and modified the reactor for significantly higher output. While piloting your Battle Mech, your Armor Class is now 16 plus your Intelligence modifier, and you may still use a shield. Attacks made by your Mech now deal an additional 1d6 force damage on a successful hit, and you gain a flying speed equal to your walking speed and can hover while piloting your Mech.

Nuclear Ejection

At 15th level, as a last-ditch-effort, you are able to overload the energy output of your Battle Mech's reactor core to create a devastating explosion. 

When your Mech is reduced to 0 hit points while you're piloting it and you aren't incapacitated, you can cause it to violently self-destruct as part of the automatic ejection system. Alternatively, you can use your action while piloting your Battle Mech to doom it early.

When your Battle Mech explodes this way, it is completely destroyed and each creature within 30 feet of it must make a Dexterity saving throw against your Artificer spellcasting DC. A creature takes 10d10 force damage on a failure, and half as much on a success. If you detonate your Battle Mech this way, it cannot be repaired in the conventional 10 minutes, and you must spend a full long rest to rebuild it.

Armored Core

Also at 15th level, you have reinforced your Battle Mech and it's precious reactor core with nigh-unbreakable armor. While piloting your Battle Mech, you have resistance to bludgeoning, piercing, and slashing damage from attacks that aren't from an adamantine weapon.

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