Mech Pilot, 2nd Variant (5e Class)

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Mech Pilot[edit]

Introduction[edit]

A group of bandits sets their sights on a wealthy merchant moving his goods through their neck of the woods. The covered wagon is guarded by two burly swordsmen and some sort of robed spellcaster, but the three should be no problem with superior numbers.

As the bandits waylay the wagon, the three guards are quickly surrounded. As one bandit peaks under the wagon's cover, however, something massive reaches out and squeezes him into pulp before a rain of crossbow bolts tears through his comrades. Through the tatters of the wagon's cover, the bandits catch a glimpse of a massive mechanical monstrosity before turning tail and hoping it doesn't decide to give chase.

Creating a Mech Pilot[edit]

When creating a mech pilot, think about the way your character got their mech. Try to think of the reasons why this mech was needed in the first place. Did someone teach you engineering skills or did you learn everything by yourself? What did you do before you created a huge war machine? And what will you do if you find yourself in a situation without your mech?

Quick Build

You can make a mech pilot quickly by following these suggestions: First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Soldier background. Third, choose a hand crossbow, two daggers, and the Explorer's pack.

Class Features

As a Mech Pilot you gain the following class features.

Hit Points

Hit Dice: 1d4 per Mech Pilot level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Mech Pilot level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, martial ranged weapons
Tools: Tinker's tools, Vehicles (Land and Water)
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Acrobatics, Arcana, History, Investigation, Nature, Persuasion, Stealth, Animal Handling

Equipment

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

Table: The Mech Pilot

Level Proficiency
Bonus
Features
1st +2 Mech, Mech Specialization
2nd +2 Hunker Down
3rd +2 Mechanical Understanding, Mech Enhancement
4th +2 Ability Score Improvement, , Mech Ability Score Improvement
5th +3 Mech Specialization feature
6th +3 Size Increase
7th +3 Crushing Grasp
8th +3 Ability Score Improvement, , Mech Ability Score Improvement
9th +4 Hunker Down improvement
10th +4 Mech Enhancement improvement
11th +4 Mech Specialization feature
12th +4 Ability Score Improvement, , Mech Ability Score Improvement
13th +5 Field Repairs
14th +5 Power Surge
15th +5 Extra Attack
16th +5 Ability Score Improvement, , Mech Ability Score Improvement
17th +6 Crushing Grasp improvement
18th +6 Extended Duration
19th +6 Ability Score Improvement, , Mech Ability Score Improvement
20th +6 Mech Specialization feature

Mech[edit]

At 1st level, you have acquired your own mech. Your mech acts as a vehicle with a size category 1 higher than your own (minimum Large), and has the following statistics:

  • Your mech has a Strength, Dexterity, and Constitution score of 20.
  • Your mech has proficiency in either Strength or Dexterity saving throws, your choice.
  • Your mech has an AC equal to 10 + its Dexterity or Constitution modifier + your proficiency bonus.
  • Your mech uses your proficiency bonus.
  • Your has a walking speed of 45 feet.
  • Your mech's unarmed strikes deal 1d4 + its Strength or Dexterity modifier bludgeoning damage on a hit if it is Large, 1d6 + its Strength or Dexterity modifier bludgeoning damage if it is Huge, and 1d8 + its Strength or Dexterity modifier bludgeoning damage if it is Gargantuan.
  • Your mech is immune to poison and psychic damage.
  • Your mech is immune to the poisoned, frightened, charmed and unconscious conditions.
  • Your mech counts as a magic item for the sake of effects like disintegrate.
  • When your mech is targeted by the mending spell or if a creature that is proficient with and in possession of tinker's tools spends 1 minute repairing it, can immediately expend a Hit Die to cause your mech to regain hit points equal to 8 + the caster's spellcasting modifier (minimum of 1 hit point).

Your mech's maximum hit points increase by 8 + your Intelligence modifier every time you gain a level in this class, including the level you gain this feature. If your mech is reduced to 0 hit points, it becomes paralyzed until it regains at least 1 hit point. Your mech regains its maximum hit points at the end of a long rest. You must be able to touch your mech to cause it to regain hit points in this way.

Your mech's cockpit can contain one creature of your size category, and is enclosed with a single hatch. While your mech has at least 1 hit point and the hatch closed, any attacks and area effects, such as a red dragon's fiery breath or an ice storm spell, instead target your mech itself. Any creature touching your mech's hatch may close it as an action. Any additional damage dealt to your mech due to a critical hit is instead dealt to its occupant, if any.

A creature grappling your mech may attempt a Strength (Athletics) check as an action, opening it on a success. The DC for this check is equal to 8 + your mech's Dexterity modifier + your proficiency bonus.

Your mech may be active for a number of minutes equal to your proficiency bonus, regaining its maximum at the end of your next long rest. You may activate your mech as an action while occupying it, and you may deactivate it as at will.

While you are occupying your mech while it is active, you may pilot your mech as an action, which lasts until the beginning of your next turn. While your mech is not being piloted, your mech is incapacitated, and you can use your bonus action on your turn to command your mech to move while it is within 60 feet of you.

Some features from this class require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Mech save DC = 8 + your proficiency bonus + your Intelligence modifier

Mech attack modifier = your proficiency bonus + your Intelligence modifier

Optional Feature: Mech Teleport[edit]

At 1st level, you are fundamentally linked to your mech, either through magic or technology. While your mech has its maximum active minutes, you may reduce it to 0 minutes as an action to teleport it to any open space within 5 ft. of you.

Mech Specialization[edit]

Also at 1st level, you have a specific way of building your mechs, choosing from Rushdown, Sniper, Sentinel, Soldier, Mage, Eva, and Gunmen all detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 5th, 11th, and 20th level.

Hunker Down[edit]

At 2nd level, you are aware that for as much of a walking tank your mech is, you're squishier than most. As an action, you may hunker down, causing you to become prone and halving any damage you take until the beginning of your next turn, or until you are no longer prone. At 9th level, you may do this as a bonus action.

Mechanical Understanding[edit]

By 3rd level, your tinkering with your mech has given an innate understanding of machines and other constructs, allowing you to grasp the functions of unknown machines more easily. Whenever you make an Intelligence check relating to constructs, machines, vehicles, or siege weaponry, you are considered proficient in the check, and you double your proficiency bonus for that check.

Mech Enhancement[edit]

At 3rd level, you apply minor improvements to your mech. Choose one of the following options:

Automated Protection

When a creature within 30 feet of your mech attacks a target that is within 5 feet of your mech while you are piloting it, your mech can impose disadvantage on the attack roll (no action required). Your mech can't do so again until the start of your next turn.

Balanced Weapon Fighting

When your mech engages in two-weapon fighting, it can add its ability modifier to the damage of the second attack.

Defensive Bulwark

Your mech gains a +1 bonus to its AC.

Precision Aiming

Your mech gains a +2 bonus to attack rolls it makes with ranged weapons.

Submersible

Your mech gains a swimming speed equal to its walking speed. While your mech has at least 1 hit point and its hatch is closed, you may engage its seals until its hatch is opened or you disengage its seals. While your mech's seals are engaged, any gas or liquid is sealed inside the cockpit. If this is air, the cockpit is filled with a pocket of air that creatures can breathe for a number of hours equal to your proficiency bonus.

Exterior Lights

At will while you are in your mech's cockpit, you may engage your mech's lights until you disengage them as at will. Your mech's lights cast bright light in a 60-foot cone and dim light for an additional 60 feet.

Low-Lights Sensors

While your mech is active, creatures inside your mech's cockpit can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of gray.

Transport

Your mech's cockpit can contain one additional creature of your size category.

Mobile Armor
Prerequisite
10th level

Your mech gains a flying speed equal to its walking speed.

Defoliant Systems
Prerequisite
10th level

While you are piloting your mech, it can cast dragon's breath on itself without expending a spell slot or components. You may use this feature once, regaining use at the end of a short rest.

At 10th level, you gain an additional enhancement. You can not take the same enhancement more than once, with the exception of Transport.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 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.

Mech Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one of your mech's ability scores of your choice by 2, or you can increase two of your mech's ability scores of your choice by 1. You can't increase an ability score above 30 using this feature.

Size Increase[edit]

At 6th level, cumulative upgrades to your mech have resulted in it "growing". Your mech becomes Huge, your mech's maximum hit points increase by 14, your mech gains an additional 2 hit points every time you gain a level in this class, and its walking speed increases by 15 feet.

At 18th level, your mech increases in size yet again, causing it to become Gargantuan, your mech's maximum hit points increase by 36, and your mech gains an additional 2 hit points every time you gain a level in this class.

Crushing Grasp[edit]

At 7th level, your mech's large size lends itself to powerful strikes, even with its fists. Your mech gains a +2 bonus to melee damage rolls. While your mech is grappling a creature, you may cause the creature it is grappling to take your mech's unarmed strike damage as a bonus action. At 17th level, your mech deals twice as much damage in this way.

Field Repairs[edit]

At 13th level, you're intrinsically familiar with your mech's functions, and can make quick repairs when necessary. You may repair your mech with tinker's tools as an action rather than over the course of 1 minute.

Power Surge[edit]

Beginning at 14th level, you may overdrive your mech's core temporarily to increase its functionality. While you are piloting your mech, you may lose 1 active minute to take an additional action on your turn, make one additional bonus action on your turn, make one additional reaction, reroll one ability check or saving throw you failed, or reroll one attack you missed.

Extra Attack[edit]

Beginning at 15th level, you or your mech can attack twice, instead of once, whenever you take the Attack action on your turn.

Extended Duration[edit]

At 18th level, due to facing harder and longer battles, you had to upgrade your mech so it could hold its own. Your mech gains an additional number of active minutes equal to your Intelligence modifier.

Mech Specializations[edit]

Each pilot designs their mech to their own specifications. Some prefer to build massive, hulking monstrosities of metal while others rely on magical enhancements to improve their builds. Some try to make their mechs as small as possible, fitting them to their body like a suit of armor. How you build your mech defines what it can do. Each specialization grants equipment at 1st level. This equipment, or any replacements if the original is lost (but not duplicates), changes size categories along with your mech (see DMG pg. 278).

Rushdown[edit]

Your mech was designed for close-range combat.

Specialization Equipment

At 1st level, your mech gains a shield, fitted to its size.

Oversized Brawler

At 1st level, your mech's fist motors move far faster when unhindered by clunky weapons. When you take the Attack action while piloting your mech and only makes unarmed strikes using your mech, you may make an additional unarmed strike with your mech.

Fist Lock

At 5th level, when a creature makes a melee attack against a creature within your mech's reach, you may catch it with your mech's fist as a reaction. The attack's damage is reduced by your mech's unarmed strike damage. If this reduces the attack's damage to 0, the attacker is grappled by your mech.

Powerful Pistons

At 11th level, your mech's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

As a bonus action, you may engage your mech's pistons, increasing its reach by 5 feet or causing its unarmed strikes to deal an additional die of damage.

Barrage of Metal Hands

At 20th level, your mech's fists are unstoppable. The number of attacks you can make using Oversized Brawler increases to 2. When you use Fist Lock, you may regain your reaction by reducing the number of attacks you can make on your next turn, though if you do not take the Attack action on your next turn you can not take any action.

Sniper[edit]

Your mech was designed as a piece of mobile artillery, utilizing oversize weaponry to barrage targets from a safe distance.

Specialization Equipment

At 1st level, your mech gains a longbow and 20 arrows, fitted to its size.

Focus

At 1st level, as a bonus action, you may activate various targeting routines within your mech. Until the end of your turn, you may make attacks with ranged weapons against targets within their long range without disadvantage.

Servo Stabilization

At 5th level, as an action while piloting your mech, you may freeze most of its servos in place, only making fine adjustments to maximize damage against one creature you can see. The next ranged attack your mech makes before the end of your next turn must be against this creature. If this creature didn't move and the attack hits, it automatically scores a critical hit.

Overdraw

At 11th level, when you make a ranged attack with your mech, you may lose 1 active minute to increase your mech's linear strength, allowing you to draw ranged weapons with far more force, causing the attack to deal an extra die of damage on a hit.

Final Shot

At 20th level, you can combine your various improvements into a single powerful shot. When you make a ranged attack that is under the effects of Focus, Stabilization, and Overdraw, the attack has advantage or deals twice as much damage.

Sentinel[edit]

Your mech was designed with a simple idea, wield a bigger weapon than your enemies, and make sure you can use it.

Specialization Equipment

At 1st level, your mech gains one simple or martial melee weapon, fitted to its size. If such weapon is usable in a single hand, also gain one shield, also fitted to size.

Reinforced Plating

At 1st level, your mech's maximum hit points increase by 2, and your mech gains an additional 2 hit points every time you gain a level in this class.

Good Timing

At 5th level, when you take the Attack action while piloting your mech, you may use your bonus action to make one melee attack with disadvantage with a weapon or your mech. At 20th level, this attack does not have disadvantage.

Keep Them There

At 11th level, when you make a melee attack with your mech, you may expend 1 active minute to gain advantage on an attack roll. If the attack hits, the target's movement speed is halved and any attack the target makes that does not target you has disadvantage until the end of their next turn. At 20th level, the target is knocked prone as well.

Total Lockdown

At 20th level, when your mech hits a prone creature with a melee attack, the creature's movement speed is reduced to 0, and they become restrained as they are driven into their surroundings. A creature restrained in this way or a creature touching such a creature must succeed on a Strength (Athletics) check as an action to stop being restrained. The DC for this check is equal to 8 + your mech's Strength modifier + your proficiency bonus.

Soldier[edit]

Your mech was designed to send as much ammunition downrange as physically possible. Whether powder and shot or bow and arrow, you're meant to be stuck in the mud.

Specialization Equipment

At 1st level, your mech gains a dagger, one simple or martial ranged weapon, and 30 of the appropriate ammunition, fitted to its size.

Trained For This

At 1st level, your mech ignores the loading property of ranged weapons with which you are proficient, and you and your mech do not have disadvantage on ranged weapon attacks from the target being within 5 feet.

First One In

At 5th level, as a bonus action while piloting your mech, you may choose to approach with a Marching Fire. Your mech's movement speed doubles and you may make an additional ranged attack with your mech when you take the Attack action, but your mech makes all ranged attacks with disadvantage until the end of your turn.

Stuck In Deep

At 11th level, you attach a secondary weapon system to the body of your mech. Choose one of the following:

  • Main Cannon: as a bonus action, each creature in a 20-foot radius sphere centered on one point within 150 feet of your mech must succeed on a Dexterity saving throw or take bludgeoning damage equal to a number of d10s equal to your proficiency bonus. On a success, a creature takes half as much damage.
  • Pepperbox: as a bonus action, your mech takes the Attack action. These attacks are made with one ranged weapon of your choice that your mech is in possession of, and requires that weapon's ammunition.
  • Smoke Projector: as a bonus action, your mech emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Your mech can use the chosen secondary weapon system once, regaining use at the end of a short rest.

Last One Out

At 20th level, as an action while piloting your mech, you may provide suppressing fire. Until the beginning of your turn, when a creature you can see takes an action or moves at least 10 feet, you may make a ranged attack against it as a reaction, you may spend 1 active minute to regain your reaction, and friendly creatures within 30 feet of your mech gain advantage on saves against being frightened and charmed.

Mage[edit]

Your mech is capable of using its pilot as a conduit to access the weave, enabling it to cast spells.

Specialization Equipment

At 1st level, your mech gains a quarterstaff, fitted to its size.

Mech Spellcasting

At 1st level, your mech can barely draw from the weave. While you are piloting your mech, you may lose 1 active minute to cast any cantrip of your choice, using your Intelligence modifier as your spellcasting modifier, and you use your mech save DC and attack modifier for spells cast in this way.

Improved Spellcasting

At 5th level, when you cast a spell using Mech Spellcasting, the spell cast may be of 2nd level of lower. Additionally, while piloting your mech, you may activate a suite of magic detection routines, allowing you to cast identify non-magically as an action.

Superior Spellcasting

At 11th level, when you cast a spell using Mech Spellcasting, the spell cast may be of 4th level of lower. Additionally, while piloting your mech, you may activate a suite of magic deflection routines as an action, allowing you to cast counterspell non-magically as if using a 3rd level spell slot once before the end of your next turn.

Supreme Spellcasting

At 20th level, when you cast a spell using Mech Spellcasting, the spell cast may be of 6th level of lower. Additionally, your mech has advantage on saving throws to resist magical effects.

Eva[edit]

Your mech is not a machine but a living thing, the nature of which you might not even know.

Specialization Equipment

At 1st level, your mech gains a dagger, an automatic rifle, and 30 rifle rounds, fitted to its size.

AT-Field

At 1st level, your mech is capable of producing a barrier that manipulates reality on a fundamental level. As a bonus action while piloting your mech, you may spend 1 minute of operational time to grant it a number of AT points equal to your level. When you make a melee attack while piloting your mech, you may spend a number of AT points up to half your level to deal an equal amount of additional force damage.

As a bonus action, you may spend a number of AT points up to half your level to grant yourself a damage reduction equal to the spent points until the end of your next turn.

Additionally, your mech is not immune to poison or psychic damage, and its type changes from Construct to Aberration. While your mech has at least 1 hit point, the process to open its hatch takes 1 minute of sustained effort.

Syncronization

At 5th level, when you gain AT points, you may attempt a Charisma (Persuasion) check. Depending on the roll, you gain one of the following:

  • On a roll of 5 or lower, your mech is paralyzed for 1 minute. You may retry the check at the end of each of your turns.
  • On a roll of 6-14, your mech functions as normal.
  • On a 15-20, your mech gains twice as many AT points.
  • On a roll of 21-26, your mech goes berserk and deals twice as much damage with its melee attacks for 1 minute. When your mech takes damage, you automatically take 1 necrotic damage. If it would drop to 0 operational minutes during this time, it instead drops to 1. You must retry the check at the end of each of your turns.
  • On a roll of 27+, your individuality completely dissipates. Your mech becomes paralyzed, and if your mech's hatch is opened, you die instantly.
Mental Piloting

At 11th level, your mech's controls have been superseded by your Synchronization. You may pilot your mech while incapacitated, but not unconcious.

AT Regeneration

At 20th level, you are able to reconstruct your mech with raw AT. When you make a field repair, you may spend AT points to cause your mech to regain an equal number of hit points. Additionally, when you gain AT points, you gain 5 additional AT points.

Gunmen[edit]

Your mech, though fully mechanical, reacts to the energy that comes from your emotional state.

Specialization Equipment

At 1st level, your mech gains a shield, fitted to its size.

Spiral Power

At 1st level, your mech begins resonating with your emotions. When you pilot your mech, and again with disadvantage whenever you become frightened or with advantage whenever you become charmed, you must attempt a Charisma saving throw. Depending on the roll, you gain one of the following:

  • On a roll of 5 or lower, your mech is paralyzed for 1 minute. You may retry the saving throw at the end of each of your turns.
  • On a roll of 6-14, your mech functions as normal.
  • On a 15-20, your mech gains a +1 bonus to its attack and damage rolls for 1 minute.
  • On a roll of 21-26, your mech gains a +2 bonus to its attack and damage rolls for 1 minute.
  • On a roll of 27+, your mech gains a +3 bonus to its attack and damage rolls for 1 minute and regains 1 minute of operational time.
Giga-Weapon

At 5th level, when you make an attack while piloting your mech, you may fuel spiral power into the weapon, enlarging it. When you do so, the attack deals 1 additional die of damage for every minute of your mech's operational time you choose to lose.

Hope!

At 11th level, your life within your mech has rewarded a positive outlook on life. You gain proficiency in Charisma saving throws. Additionally, when you make a field repair, you may replace your Intelligence modifier with your Charisma modifier.

Assimilation

At 20th level, your spiral energy allows for interfacing with any technology. When you kill a construct with a melee attack from your mech, you may incorporate parts of it into your mech, causing it to gain one of the construct's movement speeds, one of its features that does not grant advantage or the ability to cast a spell, or regain 1 minute of operational time.


Multiclassing[edit]

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

Proficiencies: When you multiclass into the Mech Pilot class, you gain the following proficiencies: Simple weapons and Tinker's tools.

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