Armored Pilot, Variant (5e Class)

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Armored Pilot[edit]

The armor is considered by the game as a construct and it is a blend of action, strategy and power. The Pilot class is built to be a well rounded arcane warrior.


Sometimes in the world, a certain someone can achieve arcane or spiritual power to control their power combined with another piece of power. They achieve this with a Suit of armor that they found or built in some way or another. The way they get this piece is through whatever means they wish as long as the DM approves it. They could have found it, Built it, or Inherited it from a family member. The Armour is called whatever the world Chooses to call it, Though I will refer to it as armor Throughout.

Creating a Armored Pilot[edit]

When creating an armored pilot, ask yourself how did you acquire your armor. It was a gift from an artificer, an artifact found on some ancient tomb or you built it yourself? With what purpose do you use the armor? To help yourself in adventure, to protect the weak or to aid you in combat and war?

Quick Build; You can make a Armored Pilot quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Noble or Artisan background.

Class Features

As a Armored Pilot you gain the following class features.

Hit Points

Hit Dice: 1d8 per Armored Pilot level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Armored Pilot level after 1st


Armor: Heavy Armor, shields
Weapons: Simple weapons
Tools: Smiths tools, tinkers tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Perception


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Armored Pilot

Level Proficiency
Arcane Armor AC Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 16 Arcane Armor, Weapon Bonding
2nd +2 16 Spellcasting, Basic Magic Infusion, Armor Improvements 2
3rd +2 16 Armor Model, Movement Implants, Energy Deflection 3
4th +2 17 Ability Score Improvement 3
5th +3 17 Extra Attack 4 2
6th +3 17 Armor Model Feature, Empowered Weapon 4 2
7th +3 17 Magical Defenses 4 3
8th +3 18 Ability Score Improvement 4 3
9th +4 18 Arcane Combat 4 3 2
10th +4 18 Armor Model Feature 4 3 2
11th +4 18 Improved Magic Infusion 4 3 3
12th +4 19 Ability Score Improvement 4 3 3
13th +5 19 4 3 3 1
14th +5 19 Overall Protection 4 3 3 1
15th +5 19 Armor Model Improvement 4 3 3 2
16th +5 20 Ability Score Improvement 4 3 3 2
17th +6 20 4 3 3 3 1
18th +6 20 Energy Recharge 4 3 3 3 1
19th +6 20 Ability Score Improvement 4 3 3 3 2
20th +6 20 Armored Genius 4 3 3 3 2

Arcane Armor[edit]

Starting at 1st level, you build your arcane armor. Your arcane armor is the main piece and source of the wearer's power, and can come from many places. The arcane armor could have been built, found or inherited. The armor appearance and the materials from what the armor is made off is determined by you, and can look like a normal suit of armor, can have several mechanical or magical aesthetics to it, but, whatever its appearance may be, this does not change its properties, that are the following:

Armor Model

The arcane armor is a suit of heavy armor that gives the wearer an AC value of 16. This AC increases to 17 at 4th level, to 18 at 8th level, to 19 at 12th level, and to 20 at 16th level.

Enhanced Strength

While wearing the arcane armor, you are considered to be medium sized, if your size is lower. In addition, you can use your Intelligence, instead of Strength, for Strength contested checks.


Your armor have a pair of gauntlets attached to it, that can be used as weapons. Your gauntlets are considered simple Bound Weapons, that you are proficient with. They cause 1d6 bludgeoning damage on a hit and have the light property. They don't count against your limit of bound weapons.

Weapon Bonding[edit]

At 1st level, while wearing your Arcane armor, you can use weapons with more efficiency. When you finish a short or a long rest, you can bond with a melee weapon that has the light property. You can't be disarmed from your bonded weapon, and you can use your Intelligence modifier, instead of Dexterity, for attacks and damage rolls with the weapon.

Whenever you take the Attack action and attack with a bonded weapon, you can make another attack with it, as a bonus action. In addition, when wielding the bound weapon, you can store it in a dimensional space inside your armor, or retrieve the weapon from it as a bonus action.

Starting at 9th level, you can bond with any type of one handed melee weapon and gain a second bound weapon. Finally at 17th level you can bond with any type of melee weapon and gain a third bound weapon.


Starting at 2nd level, you have discovered how to connect to the weave, channeling magic trough your armor. As a result, you have gained a limited ability to cast spells. Your spells seem to cast from your armor, that shimmers and glimmers covered and arcane glyphs when you cast a spell.

Armor Required

You produce your armored pilot spell effects through your armor. You must be wearing your spirit armor, or within 5 feet of it, when you cast any spell with this Spellcasting feature.

Preparing and Casting Spells

The Armored pilot table shows how many spell slots you have to cast your armored pilot spells. To cast one of your armored pilot spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of armored pilot spells that are available for you to cast, choosing from the Artificer spell list. When you do so, choose a number of armored pilot spells equal to your Intelligence modifier + half your armored pilot level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level armored pilot , you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of armored pilot spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your armored pilot spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an armored pilot spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an armored pilot spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Energy Deflection[edit]

Starting at 3rd level, your magic armor can ward you against energy attacks. Whenever you take damage from acid, cold, fire, lightning, or thunder, you can use your reaction to reduce the damage by an amount equal to 1d8 + your Intelligence modifier.

Advanced Armor Model[edit]

Also starting at 3rd level, once you have understood your armor and limitations more, you know now the true potential and core idea of what makes your armor tick. you chose between the following advanced armor models: Defender Model, Knightmare Model, Dreadnought Model, and Stinger Model.

Your advanced model grants you features at 3rd level, and again at 6th, 11th and 17th level.

Ability Score Impovement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack OR Cantrips[edit]

Starting at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you can forego the extra attack feature and gain two cantrips from the Artificer spell list instead.

Empowered Weapon[edit]

Starting at 6th level, your bonded weapons and gauntlets are considered magical for the purposes of overcoming resistances and immunities to nonmagical damage.

Magical Defenses[edit]

Starting at 7th level, your arcane armor becomes resistant to spellcasting. When a spell forces you to make a saving throw, the caster's spell save DC is reduced by 1. You must be wearing the armor for this effect to apply.

Physical Defenses[edit]

At 14th level, your armor's Magical Defenses feature now also applies to non-magical saving throws. Whenever you’re forced to make any saving throw, the save DC is reduced by 1.

Energy Recharge[edit]

Starting at 18th level, you can use your action to regain your highest spell slot level. You can't use this ability again until you finish a short or a long rest.

Armored Genius[edit]

Starting at 20th level, your Intelligence score increases in 4, to a maximum of 24.

Defender Model[edit]

The defender model is, as the name implies, focused on channeling the arcane power trough the armor to create magical barriers and defenses.

Bound Shield

Starting at 3rd level, you can use your Weapon Bonding feature to bond with a shield. This bound shield doesn't count against the maximum amount of weapons you can bond with.

You can make attacks with your bound shield. The shield does 1d6 bludgeoning damage on hit.

Your bound shield gains a +1 bonus to its AC. If your shield already has a bonus to its AC, this effect does not stack.

Invisible Barrier

At 6th level, you have learned to create a force barrier that limits the ability of your enemies to move. As a bonus action, while wielding your bound shield, you can spend a spell slot to create a barrier in a 15-foot cube centered on you, lasting for 1 minute or until you fall unconscious.

This area becomes difficult terrain for any creature of your choice, and the chosen creatures can't make opportunity attacks while in the area.

The if the spell slot you spend is 3rd level or higher, the cube is 25 feet centered on you instead.


Starting at 11th level, your armor allow you to act preemptively in the defense of an area. You can no longer be surprised while you are conscious, and you gain proficiency in perception checks. If you already have proficiency, you gain expertise instead.

Warden Form

Starting at 17th level, you can activate your armor's warden form, enhancing its defensive capabilities. As a bonus action, you gain the following benefits for 1 minute:

  • The Invisible Barrier activates, without requiring you to spend spell slots, in a 25 foot cube centered on you.
  • You gain a +2 bonus to AC.
  • Creatures of your choice in the area have advantage on all saving throws.
  • Once in each turn you can choose one creature of your choice in the area as a bonus action. That creature gains temporary hit points equal to 1d8 + your Intelligence modifier.

This effect ends earlier if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Knightmare Model[edit]

The knightmare model is the armor model focused on combat and war, both at close and range distance. Specialized in using weapons and make most of them, this is the perfect model to send to wars as elite squadrons.

Improved Weapon Bond

Starting at 3rd level, your combat-focused model can bond with additional weapons. You gain two additional bound weapons of your choice.

You can bond with any type of simple or martial melee weapon that lacks the heavy property. Weapons with the two-handed property still require two hands, as do weapons with the versatile property. You can also bond with simple and martial ranged weapons. The loading property is ignored for bound weapons. You gain one additional weapon to bond with at 6th, 11th and 17th levels. The weapon chosen at 17th level can have the heavy property.

Combat Implants

Also at 3rd level, you develop new tactics using your bound weapons, and become specialized in switch from close to ranged combat with ease. You gain the following Implants:

Quick Sheath Implants. You can use a bonus action to replace one bound weapon you are holding for another.
Arcane Synapse Boost. In addition, when you are hit by a melee attack, you can use your reaction to add +2 to your AC. You can use this feature a number of times equal to your intelligence modifier. You regain all uses upon completing a long rest.
Improved Accuracy

Starting at 6th level, you can spend one spell slot as a bonus action to gain a bonus to your attack rolls for 30 seconds. The bonus equals 2 for a 1st-level spell, but increases depending on the level of the slot spent: 3 (2nd-level slot), 4 (3rd-level slot), 5 (4th-level slot) or 6 (5th-level slot).

Advanced Combat Techniques

Starting at 11th level, you have gained enough experience fighting in your armor to devise some crafty techniques. Once per turn, you can inflict an added effect to your weapon attacks, based on their type of damage. When you deal bludgeoning damage, you can push the target 5 feet away from you as a free action if it is no more than one size larger than you. When you deal slashing damage, you can hit a second target as part of the same attack if it is within your reach and within 5 feet of your first target. When you deal piercing damage, you can attempt to grapple the target as a bonus action.

Arcane Combat Versatility

Starting at 17th level, your powerful magic makes your weapons are more deadly than ever.

You may choose to deal lightning, thunder, fire, cold, or acid damage in place of piercing, slashing, or bludgeoning damage. Your Advanced Combat Techniques feature can still be used, and which technique can be applied depends on the weapon's original damage type.

Stinger Model[edit]

The stinger is focused on both hitting fast and hard, moving quickly on the battlefield while striking with deadly precision. This model is the perfect attacker, focused on skirmishing tactics with fasts offenses and retreats.


Starting at 3rd level, when you successfully hit with an attack or a spell, you can fly 10 feet to any direction as a bonus action. This movement doesn't provoke opportunity attacks. If you don't end this movement on the ground, you fall.

Dragonfly's Dodge

Starting at 6th level, when a creature moves within 5 feet of you, you can use your reaction to fly up to 10 feet. This movement does not provoke opportunity attacks. You must end this movement on the ground, or else you fall.

At 11th level, the range of the fly equals half of your current movement, and if you end the movement in the air, you gain the effect of the Feather Fall spell until you land.

Evasive Maneuvers

At 17th level, your mobility-based defensive capabilities improve even further. Whenever an damaging effect forces you to make a dexterity saving throw, you may use your reaction to take half damage on a failed save, and zero damage on a pass.

Dreadnought Model[edit]

The dreadnought model is a walking artillery tower, firing powerful arcane blasts and creating strong defenses at the same time. They are the arcane tanks of the armor models.

Arcane Blast

Starting at 3rd level, when you take the attack action, you can make a special ranged attack. This attack requires a spell ranged attack against a creature within 30 feet. On a hit, it deals 2d4 force damage.

The damage increases to 2d6 at 5th level, 2d8 at 9th level, 2d10 at 13th level and 2d12 at 17th level.

Magnetic Field

Starting at 6th level, whenever you cast a spell of 1st-level or higher, you gain temporary hit points equal to your 1d6 + your Intelligence modifier.

Energy Reserves

Starting at 11th level, when you are reduced to 0 hit points, you can choose to drop to 1 hit point instead. You gain the effect of the Shield spell for your next two turns. You can't use this feature again until you finish a long rest.

Magical Cannon

At 17th level, you can concentrate your arcane energy into a single and powerful arcane blast. As an action, you can a spend spell slot to charge your blast and force all creatures in a line of 5-foot by 60 feet to make a Dexterity saving throw against your spell save DC. Alternatively, you can choose to make it a 20-foot cone instead.

On a failed save, target takes 2d10 of your choice of fire, cold, lightning, or thunder damage. If you spend a spell slot above 1st level, the damage increases by 1d10 for each spell slot level above 1st level that you spent


Prerequisites. To qualify for multiclassing into the Armored Pilot class, you must meet these prerequisites: 13 Intelligence

Proficiencies. When you multiclass into the Armored Pilot class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, smith's tools, tinker's tools.

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