Mech Pilot (5e Subclass)

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Mech Pilot[edit]

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Artificer Subclass

Someday you’ll notice – I pray that you’ll realize, these wings on your back aren’t a dream. At last, you’ll have all you need to escape to the world where you’ll finally be free!

Your intelligence and engineering prowess have earned you a special bond with a warforged suit of advanced armor enhanced by magic, whether you built it yourself or you were selected from some specialized program. Entering your mech suit gives you new combat abilities that you wouldn't normally have access to. The artificer bonds with their mech suit, becoming one with it even as they experiment with it and refine its magical capabilities.


Pilot's kit

When you adopt this specialization at 3rd level, you gain proficiency with land vehicles.


Pilot's Spellcasting

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Pilot Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

(1) Pilot Spells
Artificer level Pilot spells
3rd Shield, Alarm
5th Enlarge/Reduce, Scorching Ray
9th Slow, Spirit Guardians
13th Ice Storm, Fire Shield
17th Wall of Force, Cone of Cold
Mech Suit

Starting at 3rd level, you form a special bond with an advanced exoskeleton enchanted with magic. Your mech suit grants you new abilities while wearing it based on how it is constructed. The mech acts as a land vehicle piloted by the artificer which can be operated during combat.

Mechs can be constructed in three different models, found in table 2. Each model offers a unique approach to combat. Your mech's model can be changed by spending a long rest at a blacksmith's forge.

The mech suit is piloted from the inside and can only be piloted successfully by its pilot. (Any creature with an intelligence of 9 or higher can attempt to pilot the mech, but will make every check, save and attack with disadvantage.) It takes an action to enter the mech and it can be exited as a bonus action. While inside the suit, the pilot uses the Mech's AC and Health pool. At 3rd level, the Mech suit's HP is 3d12 plus the mech's con modifier, and increases by 1d12 plus the mech's con modifier at every level. The mech's level is equal to the Pilot's Artificer level. The Mech stats can be found in Table 2. Inside the mech, the pilot is unable to cast any of their spells, as well the pilot does not have access to their weapons while piloting the mech.

When the mech reaches 0 health points, it becomes inoperable and must be repaired before it can be used again. While the mech is inoperable, the pilot is considered behind full cover and must use their action to make a DC 20 athletics check to escape or another creature can use their action to make this check. The mech can be repaired by using a set of tinker's tools on the mech during a short or long rest. During a short rest, the pilot may spend one or more of the mech's hit dice (1d10 per level) at the end of the short rest, up to the mech's maximum number of hit dice. For each Hit die spent in this way, the pilot rolls the die and adds the mech's Constitution modifier to it. The mech regains Hit Points equal to the total. The pilot can also repair the mech outside of a long rest by casting the Mending cantrip, which allows the pilot to roll two of the mech's hit dice and add the result to the mech's health pool. This action can only be taken a number of times equal to the half the mech's level rounded down, and resets at a short rest.

Much like the artificer that pilots it, the mech is not restricted to only one set of weapons. Using their technical knowledge, the pilot can add attachments to the arms of their mech which act as different weapons or tools, found in tables 3a-3c. These attachments can be used to make a single attack action with a weapon or be used as a tool depending on the attachment, each arm of the mech can be fitted with one attachment. These attachments can be changed by tinkering with the mech using a set of tinker's tools during a long rest.

The mech can act as 1/2 cover during combat for any creature within 5ft of it, If the mech pilot chooses they can provide 3/4 cover as an action to all creatures within 5ft, using its body as a shield or source of cover. The mech does not have to be Humanoid.

(3) Mech Model
Build Type Strength Dexterity Constitution HP Bonus AC Speed Climb Speed Size
Combat 4 + Pilot's Int Pilot's Dex + 2 16 +10 15 + Pilot's dex mod 30 feet N/A Large
Agility 0 + Pilot's Int Pilot's Dex + 4 14 +0 13 + Pilot's Dex mod 35 feet 15 feet Medium
Armored 2 + Pilot's Int Pilot's Dex + 0 20 +25 18 25 feet N/A Huge
Mech for the right job

Every time you gain a feat or an ability score increase as an artificer you may also choose to give your mech a universal upgrade. Every time you gain a level in this class you can also choose swap out a universal upgrade for another one.

(1a) Universal Mech Attachments
Attachment Placement Effect
Hydraulic legs Legs Your mechs legs are outfitted with better hydraulics and a dash of magic which allows it to leap incredible distances. You horizontal leap and vertical leap are tripled.
Booster Packs Back/Legs You mech is granted boosters or special speed enhancing magic that allows it to move at blinding speeds. Your mech increases its movement speed by 15ft. You may also choose to double your mechs movement speed until the end of your current turn. Your mech must not move for at least one turn before taking this action again.
Monster Hauler Torso/Legs Your mech is capable of moving mountains with enough time, your mech's carrying capacity is doubled. And your mech is considered a beast of burden when pulling carts or moving objects.
Increased Capacity Shoulders/Back Your mech is outfitted with a space to hold passengers comfortably, the amount of creatures it can hold depends on your mechs model. Combat - 4, Agility - 1, Armored - 9.
Self Destruction (Prerequisite: Level 9th ​​Artificer level) Shoulders/Back As a bonus action or reaction, ejects out of the Mecha a distance within 60 feet, all creatures within 30 feet of Radius must make a Dexterity saving throw or take energy damage equal to 8d8 + Your Intelligence modifier or half of it on a success. Exclusive to Combat Mech only
Mechanized Wings (Prerequisite: Level 9th ​​Artificer level) Shoulders/Back The Mecha gains a flying speed equal to 30 feet and cannot be knocked down while flying. Exclusive to Agility Mech only
Armored Legs (Prerequisite: Level 9th ​​Artificer level) Legs This mechanism helps your mecha deal with difficult locations and Strong Opponents. When equipping this equipment, difficult terrain does not double your speed while inside the armored mecha and you have advantage in tests based on Strength, Athletics and Strength resistance test. Exclusive to Armored Mech only


(3A) Combat Mech Attachments
Attachment To hit Damage Type Effect
Unnarmed Str Mod + Proficiency bonus 1d8+Mech level Bludgeoning Attack or grapple as an action. The mech can hold items.
Thunder Cannon Dex Mod + Proficiency bonus 1d10+Mech level Force Make a ranged attack as an action (150ft)
Shield N/A N/A N/A +2 to AC, When a creature you can see hits a target, other than the mech, within 5 feet of the mech with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).
Great Sword Str Mod + Proficiency bonus 2d6+Mech level Slashing Make a melee attack as an action
Hammer Str Mod + Proficiency bonus 2d6+Mech level Bludgeoning Make a melee attack as an action
Spiral Spear Str Mod + Proficiency bonus 1d10+Mech level Piercing Make a melee attack as an action and increase your reach by 5ft
Dragon's maw Anyone in range must succeed a dex saving throw against the pilot's spell save dc 2d6+Mech level Fire As an action, spew flames in a 15 foot cone
Escalibur (Prerequisites: Artificer level 14th, Greatsword Equipped) Str Mod + Proficiency bonus 2d6 + Mech level Slashing Make a melee attack as an action and increase your reach by 5ft. When hitting a target, the creature must have a successful Wisdom check or be left with the Blind condition within 1 minute. The DC is equal to the DC of your saving throws against your spells.
(3B) Agility Mech Attachments
Attachment To hit Damage Type Effect
Unnarmed Dex Mod + Proficiency bonus 1d8+Mech level Bludgeoning Attack or grapple as an action. The mech can hold items.
Thunder Cannon Dex Mod + Proficiency bonus 1d10+Mech level Force Make a ranged attack as an action (150ft)
Great Sword Str Mod + Proficiency bonus 2d6+Mech level Slashing Make a melee attack as an action
Grapple Hook N/A N/A N/A As an action, launch a thick line of chain up to 60 feet where it can attach to any wall or grounded object, A bonus action will pull the mech towards it
Gliding Pack N/A N/A N/A When falling you can choose to glide instead using a pair of wings or magical propellant. For every 1 foot your mech falls vertically it can move 4 ft horizontally.
Repeating Crossbow Dex Mod + Profiency Bonus 1d4+Mech level Piercing Use an action to make 3 separate ranged attacks (75/250)
Casting focus N/A N/A N/A The mech's pilot can attach a spell-casting focus to the mech, which allows them to cast their Artificer spells from inside the mech.
Acid Tail (Prerequisites: Artificer level 14th,back equipment) Dex Mod + Profiency Bonus 1d4 + Artificer Level (Acid Effect: 1d8 + Intelligence Modifier, duration 1 minute) Piercing UMake a melee attack as an action.When making the Athletics check with the tail, use your spellcasting modifier to grab the target. On a success, the creature takes piercing damage and, when thrown, at the end of each turn, the creature takes acid damage from the d8 roll. The acid can be removed with a medicine check equal to 10 + your Intelligence Modifier or using the lesser restoration spell.
(3C) Armored Mech Attachments
Attachment To hit Damage Type Effect
Unnarmed Str Mod + Proficiency bonus 1d8+Mech level Bludgeoning Attack or grapple as an action. The mech can hold items.
Shield N/A N/A N/A +3 to AC, When a creature you can see hits a target, other than the mech, within 5 feet of the mech with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).
Hammer Str Mod + Proficiency bonus 2d6+Mech level Bludgeoning Make a melee attack as an action
Spiral Spear Str Mod + Proficiency bonus 1d10+Mech level Piercing Make a melee attack as an action and increase your reach by 5ft
Dragon's maw Anyone in range must succeed a dex saving throw against the pilot's spell save dc 2d6+Mech level Fire As an action, spew flames in a 15 foot cone
Casting focus N/A N/A N/A The mech's pilot can attach a spell-casting focus to the mech, which allows them to cast their Artificer spells from inside the mech
Lightning Hammer (Prerequisite: Level 14th Artificer level, Hammer equipped) Str Mod + Proficiency bonus 1d10+Mech level (Electrical damage: 3d8 + your Intelligence modifier) ​​ Bludgeoning Make a melee attack as an action and increase your reach by 5ft. On a success, the creature must make a Const saving throw equal to its spell DC or be Paralyzed until the end of its next turn.You can only use this effect once. You must roll 1d6 to recharge the electrical charge and you must get a 6 on the result
Call Mech

Also at 3rd level, A pilot can use their bond with their mech to take an action to summon the mech suit to their position. If the mech is within the vicinity of its pilot it uses its movement speed to reach them (Max 3 rounds). If the distance between the mech and the pilot is greater than one mile it takes the mech 5-10 minutes to reach its pilot(Or more depending on DM's discretion)


Combat Modification

At 5th level, the mech can be fitted with new modifications that give it new abilities based on its model. One combat modification may be chosen from the list below and installed on the mech whenever its model is changed.Additionally, you can make 2 attacks instead of 1 when using the attack action while you are piloting the Mecha.

Two Weapon Fighting(Combat, Armored)- The mech can use a weapon attachment equipped to its off-hand to make a second attack after it attacks with its primary hand.

Uncanny Dodge(Agility)- When an attacker that you can see hits the agility mech with an attack, you can use your reaction to halve the attack's damage against the mech.

Evasion (Agility, Combat) — You can nimbly dodge certain area effects, such as a red dragon's flaming breath or an ice storm spell. When you are targeted by an effect that requires a Dexterity saving throw to take half damage while inside one of the mechs designated for this upgrade, you take no damage if you succeed, and only half damage if you fail.


Leap(Agility)- As a bonus action, the mech can launch itself forward or upwards a distance equal to its movement speed.

Interception (Any) - When a creature makes an attack (other than you) on an ally within 5 feet of you, you can use your reaction to reduce the damage by 1d12 + your proficiency bonus. You can only do this if you use the mech's melee weapon or shield.

Armored Protection (Any) - When a creature makes an attack (other than you) on an ally within 5 feet of you, you can use your reaction to put disadvantage on the attack of the creature making the attack. You can only do this if you have the shield on one of the mechs.


Combat Analysis(Any)- When you roll a 1 or 2 on a damage die for an attack the mech makes with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.


Brutal Throw(Combat)- As an action, the combat mech can give any grappled creature the thrown property, dealing 1d6 damage plus half the distance the creature is thrown. Thrown distance is calculated by rolling 2d12 plus the mech's strength modifier

Siege Bunker(Armored)- As an action, the Armored mech can bunker itself, making itself an impenetrable fortress that can make three attacks per turn, but the mech cannot take any movement actions while bunkered. Taking this modification allows a Thunder Cannon to be attached to the Armored mech.

Siege Weapon (Any)- By equipping your mech with either special ammunition or special vibration equipment your mech becomes a siege monster capable of taking down castles and fortresses. You attacks deal double damage to structures and deals max damage to structures.

Enhanced Servo's (Armored) - By enhancing your mechs lifting capacity they can carry more than normal and travel longer distances. Your mechs carrying capacity is doubled, and while traveling your mech can travel 24 miles in a day (8 hours).

Remote Access

Starting at 9th level, a pilot can use their bond to control their mech from outside the cockpit, using their movement action or standard action to take the equivalent action as the mech. Any attacks made in this manner are made at disadvantage. In addition when you call your mech to your location it will always come to your side in 3 turns or less, if it’s not possible to get to you within 3 turns it teleports to your side after 3 turns.

Spinal Attachment

At 15th level, the mech can be fitted with a powerful attachment that fits onto its back. The attachment is different for each mech model, and can be found in table 4. This attachment can only be used once per long rest.

(4) Spinal Attachments
Model Attachment Effect
Combat Hellfire Cannon As an action, the cannon can cast Fire ball at 5th level, using the Mech's strength as the spellcasting ability.
Agility Ballista turret As an action, target any number of creatures within a 180-foot radius and fire a devastating volley of arrows. Every targeted creature must succeed on Dexterity check with a dc of 8 + the pilot's proficiency bonus + The mech's Dexterity modifier. If the target fails, they take 7d6 piercing damage, if they succeed they take no damage.
Armored Tank Shell Shield As an action, form an impenetrable defensive wall around the mech. The Shield has the same AC as the mech, and has 75 HP. The shield absorbs all damage that would be put into the mech until it is broken. While the shield is activated, the mech can still attack and the mech can be used as full cover.
Any Auto-pilot As an action, You can engage an auto pilot on your mech allowing it to function to its full capacity while your not inside it. Your mech's Int, Wis, and Cha become 10. Your mech acts on your initiative and you can command it as a bonus action, if no action is commanded it takes the dodge action. While not in combat you can also give simple commands to your mech such as follow me, lift this, or patrol this area.
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