Base Class: Artificer
A Mech pilot is an artificer who isn't content to stand back and let their creations have all the fun. Pilots give their all to their Mechs—each one a towering wonder of engineering, perfectly suited and tailored to its pilot—and wear them into battle like a second skin. No matter the confrontation, a pilot's Mech will stand out for its solid defense and its staggering destructive potential
Maintenance Tools
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
3rd-level Mech Pilot feature
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.
Armorer Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
faerie fire, shield |
|
5th |
flock of familiars, rime's binding ice |
|
9th |
conjure barrage, stinking cloud |
|
13th |
grasping vine, stoneskin |
|
17th |
conjure volley, steel wind strike |
Piloted Mech
Over the course of a long rest, you create a Mech: an oversized mount that you can control from a cockpit held within. Only you or a creature proficient in land vehicles can pilot your mech.
At 3rd level, you create a special suit of armor that is your Magical Mech which you can control from within. Your Mech has an AC of 18, and gains +1 when you reach 5th, 11th, and 17th level in this class.
While piloting your Mech, you gain the following benefits:
- Your size is large
- Your AC is equal to the Mech's AC
- Use your Mech as a spellcasting focus for your artificer spells
- You can eject from your Mech as a bonus action, landing in an unoccupied space you can see within 10 feet of it.
- While in your Mech, you can use your intelligence in place of your Strength for any Strength saves or checks.
You enter the Mech at the cost of half your movement
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 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 piece of equipment on your Mech, as detailed below. While piloting your Mech, you can use the specified action to activate the equipment you chose. Whenever you construct a new Mech or take a long rest, you can replace the equipment you chose with another. You gain the ability to have two equipped at the same time at level 9 and a three at the same time at level 15 in this subclass.
Specialized Equipment
Chain Cannon. When you activate this weapon with a Bonus Action, you unleash a barrage of machine-gun fire. Each creature or object of your choice in a 15-foot-cube no further than 30 feet from the Mech must make a Dexterity saving throw. A target takes 1d8 piercing damage on a failed save, or half as much damage on a successful one.
The damage increases by 1d8 when you reach levels 5 (2d8), 9 (3d8), and 15 (4d8) in this Class.
Pile Bunker. As a Bonus Action, you slam your fist into a creature or object foe, driving a metal spike into them with an electrified node shortly after. Make a melee attack against the target. On a hit, the target takes piercing damage equal to 1d10 plus your Intelligence modifier and is pushed up to 10 feet away from you.
On your next turn, you can spend your bonus action while the target is within twenty feet of you to automatically shock the target for 1d10 lightning damage and destroy the spike.
Both damage rolls increase by 1d10 when you reach levels 5 (2d10 and 2d10), 9 (3d10 and 3d10), and 15 (4d10 and 4d10) in this class.
Smoke Canister When you activate this equipment with a Bonus Action, you send out a shell that explodes on the ground, creating a line of sight blocker, as if you cast Fog Cloud at 1st level; it does not require concentration. This Fog Cloud dissipates after one round at the start of your next turn.
The duration increases by 1 round when you reach levels 5 (2), 9 (3), and 15 (4) in this class.
Allied Intercept System (7th Level) A reaction, when an ally within 15 feet of you is struck by a spell or an attack, you can expend one use of your Flash of Genius feature to grant a bonus to their AC equal to your Intelligence modifier (Minimum of 1) until the start of your next turn or if they use a reaction that increases their AC.
Allied Intercept System
A reaction, when an ally within 15 feet of you is struck by a spell or an attack, you can expend one use of your Flash of Genius feature to grant a bonus to their AC equal to your Intelligence modifier (Minimum of 1) until the start of your next turn, potentially turning the hit into a miss. They lose this bonus early if they use a reaction that increases their AC.
Chain Cannon
When you activate this weapon with a Bonus Action, you unleash a barrage of machine-gun fire. Each creature or object of your choice in a 15-foot-cube no further than 30 feet from the Mech must make a Dexterity saving throw. A target takes 1d8 piercing damage on a failed save, or half as much damage on a successful one.
The damage increases by 1d8 when you reach levels 5 (2d8), 9 (3d8), and 15 (4d8) in this Class.
Pile Bunker
As a Bonus Action, you slam your fist into a creature or object foe, driving a metal spike into them with an electrified node shortly after. Make a melee attack against the target. On a hit, the target takes piercing damage equal to 1d10 plus your Intelligence modifier and is pushed up to 10 feet away from you. On your next turn, you can spend your bonus action while the target is within twenty feet of you to automatically shock the target for 1d10 lightning damage and destroy the spike.
Both damage rolls increase by 1d10 when you reach levels 5 (2d10 and 2d10), 9 (3d10 and 3d10), and 15 (4d10 and 4d10) in this class.
Smoke Canister
When you activate this equipment with a Bonus Action, you send out a shell that explodes on the ground, creating a line of sight blocker, as if you cast Fog Cloud at 1st level; it does not require concentration. This Fog Cloud dissipates after one round at the start of your next turn.
The duration increases by 1 round when you reach levels 5 (2), 9 (3), and 15 (4) in this class.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can use one of your Specialized Equipment in place of one of those attacks.
Arcane Reactor
At 9th level, you upgrade your Mech's reactor, your reactor can generate enough power to launch you into the air. While piloting your Mech, you gain a flying speed equal to your walking speed and can hover.
Personalized Modifications
Starting at 9th level, your familiarity with your Mech has allowed you to adapt it to fit a variety of situations and piloting styles. You gain two modifications of your choice. You gain another at 15th level, and can swap them out for a different modification on a level up.
All Terrain Mobility
- Your Mech gains a Swim and Climb Speed equal to your Speed, it ignores difficult terrain and gains 2 hours worth of its own air supply.
Adaptive Munitions
- You’ve learned to use a variety of special ammunition and weapon patterns to best help you take on a given situation. Your Specialized Equipment damage type can now be changed to lightning, fire, or force, choosing whenever you use the equipment.
Enhanced Targeting Systems
- You have improved the sensors used when calculating your long range attacks. The range of your spells with a range greater than touch or self, your Chain Cannon, Allied Intercept System and Smoke Canister increases by 30 ft.
CQC Protocols
- Your reach with all melee weapons increases by five feet, including your Pile Bunker. You can use the topple mastery, determining it’s DC based on your intelligence modifier.
Self Destruct
- You overload your Mech's Arcane Reactor, setting it to produce energy far beyond its limits and turning it into a bomb. Each creature within 30 feet of the Mech must make a Dexterity saving throw. On a fail, the creature takes 12d6 force or half as much on a pass. You can additionally concentrate on the Mech before detonation to further charge the explosion, increasing the damage by 1d6 for each round you hold concentration up to 1 minute. After you use this ability, your Mech is left inoperable and you must take a long rest to repair it or make a new one.
Adaptive Munitions
You’ve learned to use a variety of special ammunition and weapon patterns to best help you take on a given situation. Your Specialized Equipment damage type can now be changed to lightning, fire, or force, choosing whenever you use the equipment.
All Terrain Mobility
Your Mech gains a Swim and Climb Speed equal to your Speed, it ignores difficult terrain and gains 2 hours worth of its own air supply.
CQC Protocols
your reach with all melee weapons increases by five feet, including your Pile Bunker. You can use the topple mastery, determining it’s DC based on your intelligence modifier.
Enhanced Targeting Systems
You have improved the sensors used when calculating your long range attacks. The range of your spells with a range greater than touch or self, your Chain Cannon, Allied Intercept System and Smoke Canister increases by 30 ft.
Self Destruct
You overload your Mech's Arcane Reactor, setting it to produce energy far beyond its limits and turning it into a bomb. Each creature within 30 feet of the Mech must make a Dexterity saving throw against your Spell Save DC. On a fail, the creature takes 12d6 force or half as much on a pass. You can additionally concentrate on the Mech before detonation to further charge the explosion, increasing the damage by 1d6 for each round you hold concentration up to 1 minute, if concentration is broken for any reason, then the Mech detonates. After you use this ability, your Mech is left inoperable and you must take a long rest to repair it or make a new one.
Ace Pilot
By 15th level, your Mech and your ability to pilot it has reached its perfected state and is operating at peak performance. You gain access to Ace Pilot Abilities, all of which give a level of exhaustion.
Ace's Intuition
Your time as a pilot has sharpened your reflexes beyond what could even be considered natural. You look at the world in ways others just can't.
As a Bonus Action, you activate your Ace's Intuition, a magical effect that grants advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration. You gain a level of exhaustion once it ends and can only use this feature again if you expend a level 5 spell slot.
Maximized Synchronization
People oftentimes refer to their weapons as extensions of their beings. The bond you share between you and your Mech makes that very much the case. While not piloting your Mech, you can imbue it with limited functionality for one hour, by linking your mind to it. Your mech functions as normal, as if you were inside it and gains THP equivalent to ten times your artificer level, using concentration to control it as a free action on your turn for one hour. When the THP is gone, the concentration is dropped. You gain a level of exhaustion if your concentration drops or if you use the Mind Sharpener to prevent loss of concentration.
Previous Versions
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7/2/2025 9:57:39 PM
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