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 Expertise[edit]
When you adopt this specialization at 3rd level, you gain proficiency with Land Vehicles and Tinkerer's Tools. Both proficiencies count as expertises when relating to your Mech.
Mech Pilot Spells[edit]
Starting at 3rd level, while inside your Mech, you gain access to extra spells. You unlock more spells when you reach certain levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Spell Level | Spells |
---|---|
1st | shield |
2nd | scorching ray |
3rd | sending |
4th | stoneskin |
5th | destructive wave |
In The Cockpit[edit]
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 its construction. The Mech acts as both a land vehicle while being piloted and a construct while not piloted
Mechs can be constructed in three different models, found below. Each model offers a unique approach to combat. Your Mech's model can be changed by spending a long rest uninterrupted at a blacksmith's forge.
Mech Model | HP | AC | Mech STR | Mech DEX | Mech CON | Walking Speed | Size |
---|---|---|---|---|---|---|---|
Athena | (INT+PB)*4 | 14 | INT+10 | INT+10 | INT+10 | 6*INT | Medium |
Hermes | (INT+PB)*2 | 16 | INT+8 | INT+12 | INT+8 | 8*INT | Medium |
Atlas | (INT+PB)*6 | 18 | INT+12 | INT+8 | INT+12 | 4*INT | Large |
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 board the Mech and it can be exited as a Bonus Action. While inside the suit, the pilot uses the Mech's AC (Attacks specifically targeting you inside your Mech count you as having 3/4 cover), HP, walking speed, size and physical attributes. While inside the Mech, the pilot is unable to cast any of their spells, with the exception of those listed under the Mech Pilot's Spells feature.
When the Mech reaches 0 HP, it becomes inoperable and the pilot takes 1d4 fire damage for every turn they remain inside and must use their action to make a DC 16 Athletics to escape or another creature can use their action to make this check. The Mech must be repaired before it can be used again, this can be done using a set of tinker's tools on the Mech during a short or long rest, bringing the Mech back to full health. The pilot can also repair the Mech outside of a long rest by casting the Mending cantrip, bringing the Mech back to half its total HP. This action can only be taken a number of times equal to the half the pilot's proficiency bonus rounded down, and resets at a long rest.
The Mech can act as 1/2 cover during combat for any creature within 5 feet of it, If the Mech pilot chooses they can provide 3/4 cover as an action to all creatures within 5 feet, using its body as a shield or source of cover. The Mech does not have to be Humanoid.
The Right Attachment[edit]
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. Your Mech can be fitted with a number of attachments equal to half of the pilot's proficiency bonus. These attachments can be swapped in or out during repair.
Mech Attachments |
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Hydraulic Joints
Your Mech's limbs are outfitted with better hydraulics and a dash of magic which allows it to resist incredible pressure. While in your Mech, you have Advantage on Strength Saving Throws. |
Drift Link
Your Mech's sensors are wired directly into your nervous system. You gain Advantage on a Dexterity Checks and Saves while inside the Mech. Your cover inside the Mech is 1/2 cover rather than 3/4 cover. |
Integrated Armament
Choose a one-handed or versatile weapon you have proficiency with. The weapon becomes permanently attached to your Mech, unable to be disarmed. While piloting you can only use the weapon as if you were holding it one-handed, and can use your Intelligence modifier in attack and damage rolls you make with it. |
Jump Pack
You Mech is granted boosters or special speed enhancing magic that allows it to move into the air over short distances. Your Mech's horizontal and vertical leap distances are tripled and is resistant to fall damage. |
Monster Hauler
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
Your Mech is outfitted with a space to hold passengers comfortably, the amount of creatures it can hold depends on your Mechs model. Athena = 2, Hermes = 1, Atlas = 3. |
Self Destruct (Prerequisite: 6th level)
As a bonus action you can overload your Mech's Core and cause it to enter a meltdown. All creatures within 30 feet of the Mech must make a Dexterity saving throw or take fire damage equal to 8d8 + Your Intelligence modifier or half of it on a success. The Mech is then reduced to 0 HP and cannot be repaired outside of a long rest. |
Battlefield Analysis (Prerequisite: 6th level, Athena Model)
When you roll a 1 or 2 on an attack roll, the Mech makes with a weapon you're proficient with, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. |
Grappling Hook (Prerequisite: 6th level, Hermes Model)
As an action, launch a thick line of chain towards a point you can see up to 40 feet. And as a bonus action, pull the Mech towards the point of impact if it landed on a wall or grounded object. |
Overlapping Ceramic Plates (Prerequisite: 6th level, Atlas Model)
Your Mech can handle a lot more abuse than others but something will eventually give. You gain temporary HP equal to half your Mech's HP rounded down. However, when you take either piercing or bludgeoning damage; this effect subsides until your Mech is repaired. |
Core Exhaust (Prerequisite: 9th level, Athena Model)
Up to twice per long rest, As an action you can expose your Mech's core and release its excess energy. All creatures in a 50 feet long and 10 feet wide line must make a Dexterity Saving Throw (DC = Spell Save DC) On a failure they take 4d8 Radiant damage and half as much on a successful save. You can keep the effect active for up to three turns, during which you can change the direction of the effect but cannot move and your AC gets reduced by 2. |
Air Superiority (Prerequisite: 9th Level, Hermes Model)
The Mech gains a flying speed equal to 30 feet and cannot be knocked down while flying. Additionally, you learn the Magic Missile Spell while piloting the Mech. You can cast it at 1st Level without spending spell slots as long as you're in the air. |
Hail Fire (Prerequisite: 9th level, Atlas Model)
As an action, you can fire an explosive into the air, making it land one turn later on any point within 100 feet of you. When it lands, all creatures within 20 feet of the point of impact must make a Dexterity Saving Throw (DC = Spell Save DC) On a failure they take 2d6 fire damage and half as much on a successful save. You must spend a Bonus Action to reload the weapon in order to fire it again. |
Extra Attack[edit]
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Advanced Maneuvers[edit]
At 9th 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.
Unrelenting (Athena Model) [WIP]
Blinkbolt (Hermes Model) Whenever you are hit bit an attacker you can see, you can spend your reaction to add your proficiency bonus, if then the attack misses, you can immediately move up to 30 feet towards your attacker.
Bunker Down (Atlas Model) 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.
Spinal Attachment[edit]
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.
Model | Attachment | Effect |
---|---|---|
Athena | Hellfire Cannon | As an action, the cannon can cast Fire ball at 5th level, using the Mech's strength as the spellcasting ability. |
Hermes | 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. |
Atlas | 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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