Mech Pilot, 2nd Variant (5e Class)

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The Mech Pilot[edit]

Introduction[edit]

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 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
4th +2 Ability Score Improvement
5th +3 Mech Specialization feature
6th +3 Size Increase
7th +3 Crushing Grasp
8th +3 Ability Score Improvement
9th +4 Hunker Down improvement
10th +4 Mech Fighting Style
11th +4 Mech Specialization feature
12th +4 Ability Score Improvement
13th +5 Field Repairs
14th +5 Power Surge
15th +5 Extra Attack
16th +5 Ability Score Improvement
17th +6 Crushing Grasp improvement
18th +6 Extended Duration
19th +6 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 atributes:

  • It has a Strength, Dexterity, and Constitution score of 20.
  • It has proficiency in either Strength or Dexterity saving throws, your choice.
  • It has an AC equal to 10 + its Dexterity or Constitution modifier + your proficiency bonus.
  • Your mech uses your proficiency bonus for any features it has proficiency.
  • It has a movement speed of 45 feet.
  • Your mech is immune to Poison and Psychic damage.
  • Your mech is immune to the poisoned, frightened, charmed and unconcious conditions.
  • Your mech counts as a magic item for the sake of effects like disintegrate.
  • Your mech can be targeted by the mending spell, whenever it is cast on it the mech will regain hit points equal to your hit die + your Intelligence modifier.

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. When you spend hit dice from this class to regain your hit points during a short rest, you may cause your mech to regain the rolled hit points instead. For each hit die spent in this way, you roll the die and add your Intelligence modifier to it. The mech regains hit points equal to the total. 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 is enclosed with a single hatch. While your mech has at least 1 hit point and the hatch closed, any effects that target a creature inside your mech that have a physical component (i.e. fireball, an attack from a sword; not power word kill) instead target the mech itself. A creature grappling your mech may attempt a DC 8 + your mech's Dexterity modifier + your proficiency bonus Strength (Athletics) check as an action, opening it on a success. Any creature may close your mech's hatch as an action.

Your mech has occupancy for 1 creature, who controls all of its actions. If any creature other than you fulfills this occupancy, the mech ceases to function. While no creature is occupying your mech, you may order it to follow you. Any additional damage dealt to your mech due to a critical hit is instead dealt to its occupant, if any.

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. While inactive, you may only order your mech to follow you or do nothing. While your mech has its maximum minutes of operation, you may reduce it to 0 minutes as an action to teleport it to any open space within 5 ft. 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

Mech Specialization[edit]

Also at 1st level, you have a specific way of building your mechs, choosing from Rushdown, Sniper, Mech, 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.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice of your own, and one of your mech's ability scores, by 2, or you can increase two ability scores of your choice, and two of your mech's ability scores, by 1. As normal, you can't increase your own ability scores above 20 using this feature, or any of your mech's ability scores above 30.

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 movement 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 +1 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.

Mech Fighting Style[edit]

At 10th level, you adopt a particular style of fighting with your mech as your specialty. Choose one of the following options. A mech benefits from this feature only while you pilot it.

Automated Protection

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

Balanced Weapon Fighting

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

Defensive Bulwark

The mech gains a +1 bonus to AC.

Precision Aiming

The mech gains +2 bonus to ranged attacks.

Field Repairs[edit]

At 13th level, you're intrinsically familiar with your mech's functions, and can make quick repairs when necessary. As an action while you are touching your mech, you may spend one hit die gained from this class as if you were taking a short rest.

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 minute of your mech's operational time 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 it's own. You will now add your Intelligence modifier to the total amount of minutes your mech is active.

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.

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 unarmed strike 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.

Extended Pistons

At 11th level, when you take the Attack action while piloting your mech and only makes unarmed strikes using your mech, you may reduce the number of attacks you can make by 1 to extend the pistons in your mech's wrist and forearms, increasing your mech's reach by 5 feet until the beginning of your next turn. You may do this any number of times on your turn before the number of attacks you can make becomes 0.

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 that only a being of its size can use 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.

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 within 60 feet of you. 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 counts as a critical.

Overdraw

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

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 minute of your mech's operational time 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 11th 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 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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