Armored Pilot (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.

Introduction[edit]

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

Proficiencies

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

Equipment

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

Table: The Armored Pilot

Level Proficiency
Bonus
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.

Enhanced Strength

While wearing the arcane armor, you are considered to be 1 larger than your base size. In addition, you can use your Intelligence, instead of Strength or Dexterity, for Strength or Dexterity contested checks.

Gauntlets

Your armor have a pair of gauntlets attached to it, that can be used as weapons. Your gauntlets are considered simple Bound Weapons, that cause 1d6 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 armor, you can use weapons with more efficiency. When you finish a short or a long rest, you can bond with a melee weapon. You can't be disarmed from your bonded weapon, and you can use your Intelligence modifier, instead of Dexterity or Strength, for attacks and damage rolls with the weapon.

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

Starting at 5th level, you can bond with any simple ranged weapon and gain a second bonded weapon. At 9th level, you can bond with any type of non-magical weapon and gain a third bonded weapon. Finally at 17th level you can bond with any type of weapon and gain a fourth bonded weapon.

Spellcasting[edit]

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 be 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 Armored Pilot 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

Basic Magic Infusion[edit]

Starting at 2nd level, you learn how to infuse your armor with magic power, enhancing the power of your attacks, defenses and mobility.

Charged Strikes

When you make an attack with a bound weapon or with your gauntlets, you can spend a 1st-level spell slot to cause additional 2d6 lightning damage.

Arcane Defenses

When you use your bonus action to Disengage, you can spend a 1st-level spell slot to gain a bonus of +5 to your AC until the start of your next turn (not cumulative with the shield spell).

Imbued Movement

When you use your bonus action to Dash, you can spend a 1st-level spell slot to double your jump distance until the end of your turn.

Armor Improvements[edit]

At 2nd level, you can modify your armor, attaching magical improvements to it. You gain two such improvements when you gain this feature, and one additional improvement at 7th, 13th and 17th levels.

Movement Implants[edit]

At 3rd level, your armor can enhance your ability to move. When you take the Dash action, you gain a climb and swim speed equal to your movement speed.

In addition, whenever you take the Disengage action, you can move additional 10 feet as part of that action.

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, thunder or force, you can use your reaction to reduce the damage by an amount equal to 1d10 + your Intelligence modifier + your Armored Pilot level.

If the damage is reduced to 0, you can spend a spell slot to redirect that energy towards a creature within 60 feet, as part of the same reaction. The target must succeed on a Dexterity saving throw, or take damage equal to the damage caused by the effect before it was reduced.

If the effect is a spell, you must spend a spell slot with a level higher than that of the spell to redirect it. In addition, the effect causes additional 1d6 on a hit for each spell slot spent above 1st-level.

Armor Model[edit]

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

Your forged path 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[edit]

Starting at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain another additional attack at 13th and 19th level.

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 is specially resistant to spellcasting. You gain resistance to the damage from spells, and have advantage on saving throws to resist to effects from spells.

In addition, you can use a bonus action to end the effect of a spell active on you that has a level lower than your highest spell slot available.

Arcane Combat[edit]

At 9th level, when you cast an Armored Pilot spell that requires a spell slot as an action, you can make one attack with a bound weapon using your bonus action.

Improved Magic Infusion[edit]

Starting at 11th level, your magic infusions grow in power, and you can generate enhanced effects. In addition, once in each turn you can use one Basic Magic Infusion without spending a spell slot.

Charged Strikes

When you make an attack with a bound weapon or with your gauntlets, you can spend a 2nd-level spell slot to cause additional 3d6 force damage.

Arcane Defenses

When you use your bonus action to Disengage, you can spend a 2nd-level spell slot to gain a bonus of +5 to your AC until the start of your next turn (not cumulative with the shield spell) and to gain one additional reaction on your turn.

Imbued Movement

When you use your bonus action to Dash, you can spend a 2nd-level spell slot to gain a flying speed equal to your movement speed, until the end of your turn.

Overall Protection[edit]

At 14th level, your armor protects you against any type of effect. You have proficiency in all saving throws. In addition, whenever you fail a saving throw, you can spend a spell slot to roll a die, potentially causing a failure to become a success.

The die rolled depends on the spell slot spent: 1d4 (1st-level), 1d6 (2nd-level), 1d8 (3rd-level), 1d10 (4th-level) and 1d12 (5th-level).

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 by 4, to a maximum of 24.

In addition, once per turn you can use one of your Magic Infusions without spending spell slots.

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.

In addition, you can make attacks with your bond shield. The shield is considered a melee martial weapon with the light and thrown (20/60) property. The shield return to your hand after each attack, when thrown. You may use your bonus action to throw the shield to protect a creature within 30ft with +2 AC. The shield then ricochet back to you.

Moreover, your bound shield have a magical bonus of +1 for its AC, unless your shield have a higher bonus. This bonus increases to +2 at 11th level.

Surveillance

Starting at 6th level, your armor allow you to act preemptively in the defense of an area. Whenever you roll a 9 or lower on a Wisdom (Perception) check while donned in your arcane armor, you can choose a 10 instead.

Heavy Tank

Starting at 10th level, you are immune to knockback and other physical debuffs (poison, stun, bleed, etc...) from enemy attacks. When being targeted by an attack that requires you to make a Dexterity saving throw, on a failed saving throw the damage is halved and on a successful one damage is negated.

Warden Form

Starting at 15th level, you can activate your armor's warden form, enhancing its defensive capabilities. As a bonus action, you gain the following benefits for 10 rounds:

  • When an attack would hit both you and an allied creature, you block the attack attack meaning only you take damage.
  • Your AC increases in 2.
  • 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 Intellegence 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 one additional bonded weapon of your choice.

You can bond with any type of simple, martial weapon, or ranged weapon.

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.
Accuracy Implant. As a bonus action, you can temporarily enhance your accuracy. You roll the damage die of your weapon twice, instead of once, on a hit.
Infused Strikes

Starting at 6th level, whenever you cast a spell of 1st-level or higher, you can use your Charged Strikes magic infusion once, until the end of your next turn, without spending spell slots.

In addition, your bound weapons are considered magical, for the purposes of overcoming resistances and immunities to non-magical damage.

Improved Accuracy

At 10th level, you can spend one spell slot as a bonus action to gain a bonus to your attack rolls for 1 minute. The bonus equals 1d4 for a 1st-level spell, but increases depending on the level of the slot spent: 1d6 (2nd-level slot), 1d8 (3rd-level slot), 1d10 (4th-level slot) or 1d12 (5th-level slot).

Perfect Precision

At 15th level, once in each of your turns when you make an attack with a bound weapon, you can give yourself advantage on that attack.

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 high damage offenses and retreats.

Sting

Starting at 3rd level, when you make a Charged Strikes, you roll additional 2d6 damage on a hit. In addition, before or after using the Charged Strike, you can move 15 feet to any direction. You must end this movement on the ground, and this movement doesn't provoke opportunity attacks.

Dragonfly's Dodge

Starting at 6th level, when a creature moves within 5 feet of you, you can activate a jet-pack on your armor, allowing you to use your reaction to Disengage, and fly to a place up to half your movement speed. You must end this movement on the ground, or else you fall.

At 17th level, the range of the fly equals your full movement speed.

Evasive Maneuvers

At 10th level, you further enhances your defensive tactics. As a bonus action. Until the start of your next turn, you reduce any damage taken by attacks and effects that require a Dexterity saving throw to half.

You can't use this feature if you are unable to move. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and regain expended uses after finishing a long rest.

Rebuking Strike

Starting at 15th level, whenever you use your Dragonfly's Dodge, you can make an attack against that creature as part of the same reaction, causing additional 2d6 damage on a hit.

Brutal Stings

Also at 15th level, all your attacks are Charged Strikes.

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. You can increase the damage with your Charged Strikes feature.

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

Magnetic Field

Also at 3rd level, whenever you cast a spell of 1st-level or higher, you gain temporary hit points equal to your Intelligence modifier + your Armored Pilot level.

Energy Reserves

At 10th level, when you are reduced to 0 hit points, you can spend a spell slot to have hit points equal to 1d8 per level of the slot spent instead.

Magical Cannon

At 15th level, you can concentrate your arcane energy into a single and powerful arcane blast. As an action, you can spend spell slots 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.

You can spend up to 10 levels of spell slots. On a failed save the creature takes your Arcane Blast damage, plus 2d8 additional damage per levels of spell slot spent.

Armor Improvements[edit]

Deflection Shield

When you are hit by a melee attack, you can raise a deflective shield using your reaction. Doing so reduces the damage taken by 1d10 + your Intelligence modifier + your Armored Pilot level.

Mimic Pattern

prerequisite: 7th level

Your armor can mimic movements of creatures around you. Whenever a creature makes an ability check, attack roll or saving throw within 60 feet of you, you can use your reaction to record the dice rolled on that check. Whenever you make the same check, you can replace the number rolled by the number recorded.

Once you use this ability, you can't do so again until you finish a short or a long rest. The recorded number is lost after you finish a rest, if unused.

Combat Program

Your armor can memorize a style of fighting. Choose one fighting style from the fighter's fighting style options.

Physical Enhancement

Your armor aid you in controlling your movements. Whenever you make a Strength and Dexterity check or save, you can use your Intelligence modifier, instead of the usual modifier, for that check.

Movement Uninhibitors

You ignore difficult terrain created by non-magical means, and you can use your action or bonus action to end the paralyzed, restrained or grappled condition on yourself.

Sharpened Weapons

prerequisite: 13th level

Your attacks with bound weapons and gauntlets score a critical hit on a 19-20.

Arcane Battery

You can spend a spell slot with a level equal to half your Intelligence modifier (rounded up) on your Arcane Armor. The spell slot remains on your armor until you use it.

Flying Implement

prerequisite: 13th level

When you use your Imbued Movement to fly, it last for 1 hour.

Autonomous Guardian

prerequisite: 13th level

When you convert your Arcane Armor into an Automaton, the automaton can fight on its own and take the Attack action on its turn. The construct uses your spell attack, instead of its own attack bonus. In addition, it can cast any spell you have prepared, by spending your spell slots using its action.

Multiclassing[edit]

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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