Rolling Fortress (5e Class)
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Rolling Fortress[edit]
Long time ago, when demons reigned over world and heroes only lived for decade at best, world was plunged in total chaos as no one was capable of defending themselves from monsters that still roam the face of the world. Naturally, heroes started to seek ways to achive immortality in order to gain peotected from heroes that would last much longer. They found two ways: a way of crucifix, ehich attached a special magical device to person's soul, allowing it to rebuild its body over and over again from the crucifix, and fusing the soul of a mortal into the machine, allowing it to take control of huge or large war machines to combat infernal threats.
Sentinels against the chaos[edit]
Rolling Fortresses, also called fused ones, have sacrificed all humanity thst they possessed to become machines capable of unleashing devastation magnitudes higher than their crucifix bretheren, made specifically to destroy giant monsters and house a crew of guardians to dispatch swarms of smaller monsters. Able to traverse multitude of terrains, they are adept at protecting any frontier thst needs its help. Many Rolling Fortresses form special groups called coalition, which unites them as a strong army capable of responding to army sized threats. Other coalitions defend kingdoms and enforce laws in them while others form small countries of their own.
Creating a Rolling Fortress[edit]
Quite obviously, making a Rolling Fortress character can be quite hard when you start to think about it. Turned to a giant war machine? Near endless lifetime, being as sncient as a millenia or as young as one decade? How can you settle on this?
Obviously, first question you have to answer is why your character was chosen for the fusion ritual that binds the soul to a machine. Fusion requires soul to be tainted with clockwork spirit (a feat that is listed at the end of class description, which can ne aqquired freely at 1st level or when you gain ASI festure), a special suseptibility to fall in monotorous actions, podsibly bring a boon or a curse. Were you born eith this taint, or were you "gifted" by something else? Maybe another Rolling Fortress blessed you eith this taint, or maybe a cleric or even god gave it to you.
You also have to determine which coslition you are part of.
- Quick Build
You can make a Rolling Fortress quickly by following these suggestions. First, Intellgence should be your highest ability score, followed by Constitution. you can choose background as it pays little role to why you were fused into the machind.
Dont be decieved by D6 hit die. Most schematics have features that either increase their hit point maximum, increase their contitution modifier or both. D6 hit die serves as a way to make so that fortresses are hard to repair on fly (AKA with short rests) and that some of their subclasses are quite fragile.
Class Features
As a Rolling Fortresses you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Rolling Fortresses level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Rolling Fortresses level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Heavy Weapons, Siege Weapons
Tools: Tinkerer's Tools, Smith's Tools
Saving Throws: Constitution, Strength
Skills: Choose any 3
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One Heavy Crossbow and quiver containing 20 crossbow bolts or (b) Longbow and quiver containing 20 arrows
- Smith's Tools and Tinkerer's Toolz
- Chain Mail, Shield and Martial Melee Weapon
- If you are using starting wealth, you have 5d4x20gp in funds.
Level | Proficiency Bonus |
Features | Cannon Damage |
---|---|---|---|
1st | +2 | Construct Nature, Fortress Schematic, Arcane Cannon, Fusion Body, Manual Repairs | 2d10 |
2nd | +2 | — | 2d10 |
3rd | +2 | Manufacturer | 2d10 |
4th | +2 | Ability Score Improvement | 3d10 |
5th | +3 | Fortress Schematic feature | 3d10 |
6th | +3 | Pilot Extra Attack | 3d10 |
7th | +3 | Crew Compartment | 4d10 |
8th | +3 | Ability Score Improvement | 4d10 |
9th | +4 | Fortress Schematic feature | 4d10 |
10th | +4 | Pilot Remote Control | 5d10 |
11th | +4 | — | 5d10 |
12th | +4 | Ability Score Improvement | 5d10 |
13th | +5 | Fortress Schematic feature | 6d10 |
14th | +5 | — | 6d10 |
15th | +5 | Armored Shell | 6d10 |
16th | +5 | Ability Score Improvement | 7d10 |
17th | +6 | Fortress Schematic feature | 7d10 |
18th | +6 | Turret Cannon | 7d10 |
19th | +6 | Ability Score Improvement | 8d10 |
20th | +6 | Leveling | 8d10 |
Construct Nature[edit]
Rolling Fortress and Pilot are constructs (not humanoids) and don't rewuire to eat, drink, breathe or sleep. Rolling Fortress gains benefit of long rest or short rest if it spends all 8 hours (for long rest) or 1 hour (for short rest) stationary, being repaired by Pilot. Pilot gains benefits of short or long rest by spending 8 hours (for long rest) or 1 hour (for short rest) in light activity or repairing/maintaining Rolling Fortress.
Fusion Body[edit]
Your spirit has been fused into Rolling Fortress and in it's Pilot, allowing you to control both them perfectly.
- How features are applied
You are split in two parts: Rolling Fortress and Pilot.
Rolling Fortress benefits from all your class features that don't explicitly tell that it applies to pilot only, including your class hit points, hit dice and proficiencies. Rolling Fortress DOES NOT benefit from racial features or background features. Rolling Fortresses speed and size is determined by chosen subclass.
Your Pilot benefits from all class features that explicitly state that it applies to the pilot and every class features other than Rolling Fortress Class, including hit dice and hit points gained. Pilot has same ability scores that you had at character creation, Pilot's maximum hit points per level are 1d4+Pilot Constitution Modifier, Pilot has number of hit dice equal to Rolling Fortress level and has all racial features and all background features. Pilots size and speed is determined by your race.
Your spirit is inhibiting the pilot and you are alive as long as pilot is alive. All spells that restore hit points but don't restore hit points to constructs restore Pilot half the amount instead.
- Controlling Rolling Fortress and Pilot
Your pilot can enter or exit Rolling Fortress as an action. While Pilot is inside the Rolling Fortress, Pilot has full cover from outside sources and Pilot is considered incapacited but can still use action to leave Rolling Fortress. While pilot is outside Rolling Fortress, Rolling Fortress is incapacited. Rolling Fortress contains thin sheet of lead around the Pilot's cockpit, keeping him safe from some spells that can penetrate walls.
Both Pilot and Rolling Fortress have seperate initiatives and have seperate actions, bonus actions, reactions and movement. Your spirit inhibits Pilot while it is outside the Rolling Fortress or it inhibits Rolling Fortress if Pilot is inside it.
- How death works
As your spirit is trapped inside a Pilot, You do not die when Rolling Fortress is reduced to 0 hit points- instead, Your Pilot is forced to leave it the moment Rolling Fortress is reduced to 0 hit points. Rolling Fortress does not make death saving throws as it can't die by function. Rolling Fortress is also considered as magical object, even inside effects that dispel magic, so it has immunity against spell traitss that destroy or damage objects (such as Disentigrate destroying large chunk from object). Only way to destroy Rolling Fortress is through Wish spell or divine intervention, in which case Pilot Instantly dies when Rolling Fortress is destroyed.
If Pilot dies then you die. Pilot makes death saving throws as normal.
As long as pilot is concious, Rolling Fortress can take short and long rests if Pilot spends all that time repairing the damaged Rolling Fortress.
Arcane Cannon[edit]
Your rolling fortress is equipped with arcane cannon, a cumbersome, slow firing weapon that has capacity to deal devastating damage to single enemy.
As an action on your turn, you can aim with your cannon, projecting a 60 feet cone of purple light that stays projected until your next turn. This cone is called an Aiming Cone. When you project aiming cone your speed drops to 0 until end of your next turn.
On your turn, if you have an aiming cone projected from you, you can target one creature or object within projected aiming cone with an Arcane Cannon attack. You have disadvantage on the attack if target is a creature and it is within 15 ft of you.
Arcane Cannon is Ranged (60/120) Weapon that has Loading, Cruiser, Attached and Arcane Properties.
Cruiser: only large or larger creatures can use this weapon.
Attached: only creature this weapon is attached to can use this weapon.
Arcane: Weapon uses Intelligence as an attack modifier for weapon attack and damage rolls.
You are considered Proficient in Arcane Cannon Attacks, Arcane Cannon Attack uses Your Intelligence Modifier for Attack and Damage rolls. Arcane Cannon's Damage starts as 2d10 and increases as you gain levels in this class (as shown in Cannon Damage Column of Rolling Fortress Table).
Manual Repairs[edit]
Your Pilot is capable of repairing Rolling Fortress on the fly, prolonging its lifespan in combat. As a pilot, you can use a bonus action using Tinkerer's Tools or Smith's Tools to restore 2d6+Your Intelligence Modifier Hit points to the Rolling Fortress, provided you are standing within 5 feet of Rolling Fortress.
You can use this feature number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
Fortress Schematic[edit]
Your Rolling Fortress was predesigned when you fused with it, giving you certain type of vehicle for you to command. At 1st level, you chose a schematic, ehoch defines what type of vehicle youe Rolling Fortress represents. Choose between a Bombard Schematic, Strifer Schematic or Wallbreaker Schematic, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 5th, 9th, 13th and 17th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase your Rolling Fortresses one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 and you can increase your Pilots 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. You can't choose to take a feat instead for Rolling Fortress, but you can choose to do so for Pilot.
Manufacturer[edit]
When you reach 3rd level, you augment interior of your Rolling Fortress to become capable of manufacturing mundane goods. Once every day, you can magically produce enough food inside your Rolling Fortress to feed 6 medium sized creatures three times. You can allow other creatures to pick food from the outside if you are willing.
In addition, you now house a smithing equipmrnt inside of you, allowing you and one other medium sized creature to create mundane equipment. You eork four times as fast as normal smith would when doing so as internal machinery assists you in creation.
Pilot Extra Attack[edit]
Starting from 6th level, when you take an attack action on your turn as a Pilot, you can make two attacks as part of that sction, instead of one.
Crew Compartment[edit]
At 7th level your Rolling Fortress expands, allowing you to house crew inside it alongside your pilot. Your Rolling Fortress's size category increases by one. Rolling Fortress can now accomodate house 4 creatures if it is large, 8 if it is huge and 12 if it is gargantuan. Creature can enter or exit your Rolling Fortress only if Rolling Fortress is not incapacited and is willing, using an action. While Rolling Fortress is incapacited creature can leave the Rolling Fortress with an action but not enter it. Rolling Fortress's size can't increase over gargantuan.
While creature is inside the Rolling Fortress, it is considered to have full cover from outside world. Creature inside can't target other creatures inside or outaide Rolling Fortress (including Rolling Fortress itself) with harmful abilities, spells or attacks as machinery interferes and stops the agressor from performing a spell, swinging a seord, ext.
Creature inside the Rolling Fortress don't suffer from extreme heat or cold of the environment.
If Rolling Fortress is willing or incapacited, creature can climb Rolling Fortress in order to get on its top deck. If Rolling Fortress is unwilling and not incapacited then creature that attempts to climb it must make an Athletics or Acrobatics check (DC equal to 10+(your highest movement speed)/10) as an action, climbing Rolling Fortress if they succeed on the skill check. While creature is standing on top of the Rolling Fortress it has three wuarters cover from enemies that are on lower elevation that the creature, half cover if it is on higher elevation than the creature, no cover from enemies that are flying on top of the creature or is on top deck of the Rolling Fortress and full cover from creatures directly below Rolling Fortress.
Pilot Remote Control[edit]
Beginning from 10th level, Pilot can use an action on its turn to incapacite itself until end of Pilot's next turn. While Pilot is incapacited only with this feature, Rolling Fortress can take its turn normally, as if Pilot was still inside the Rolling Fortress.
Armored Shell[edit]
When you reach 15th level, Rolling Fortress becomes resistant towards nonmagical Slashing, Piercing and Bludgeoning damage.
Turret Cannon[edit]
Starting from 17th level, if you have projected aiming cone you can use a bonus action on your turn to rotate that projected aiming cone around.
(so you can, for instance, project aiming cone in reverse to target creature that maneuvred itself behind you after you projected aiming cone on it)
Leveling[edit]
When you reach 20th level, your cannon becomes cspable of unleashing extreme destructive potential. When you have projected aiming cone, when you use an action to make an Arcane Cannon attack on one target, you can instead suffer 10d10 force damage to attack every creature or object inside one of your projected aiming cones. Once you do so, you can't use this feature again until you finish a short or long rest.
Bombard Schematic[edit]
Bombard schematic is all about demolishing from afar, firing its arcane ordinance from larger distances and hurling it faster than other schematics. They are also capable of detonsting those ordinance in larger areas.
- Schematic Size, Speed, Health and Armor
Your Rolling Fortress's size is large, your Rolling Fortress have 45ft movement speed, Your Rolling Fortress's Maximum Hit Points increase by 2 for every Rolling Fortress level and your Rolling Fortress's Natural Armor is 16.
- Energy Extender
Starting from 1st level, augmentations in your Rolling Fortress allows you to hurl arcane cannonballs at longer ranges. Your Arcane Cannon's Aiming Cone is extended to 120 feet. Targeting creature that is more than 60 fret awa6 from you imposes disadvantage on Arcane Cannon attack roll.
- Quickfire
Starting from 5th level, when you project an Aiming Cone as an action on your turn, you may use bonus action to make one Arcane Cannon Attack against one creature or object within your Aiming Cone. Attack does not add your Intelligence Modifier to attack or damage rolls, unless modifier is negative.
When you use this feature Aiming Cone instantly dissapears, making you unable to use your Arcane Cannon on your next turn if you do not project Aiming Cone again. your speed remains 0 until end of your next turn.
- Siege Engine
Beginning from 9th level, your Arcane Cannon attacks deal double damage to structures.
- Energy Capacitor
Starting from 13th level, you can detonate ordinence fired from your cover mid flight to affect multiple targets simultaneously. As an action while yoy have Aiming Cone projected, you can designate one point within that cone. Every creature or object within 5 feet radius sphere around that point must make a dexterity saving throw (DC equal to 8+Your Proficiency Bonus+Your Intelligence Modifier) or take 3d10 force damage on failure and half on sucess.
- High-End Energy Capacitors
Your Energy Capacitor feature's Area Of Effect increases to 10 feet radius sphere and damage increases to 4d10 force damage.
Strifer Schematic[edit]
Strifer schematic makes Rolling Fortress into Flying Fortress instead, allowing you to fly and bombard enemies from above. While more mobile than other schematics, strifers are much less armored and csnan be taken down more easily.
- Schematic Size, Speed, Health and Armor
Your Rolling Fortress's size is large, your Rolling Fortress has 60 feet flying speed and can hover, Rolling Fortress's Maximum Hit Points increase by one for every Rolling Fortress level and Rolling Fortress has natural armor eith AC 14.
- Bombing Runs
Starting from 1st level, as a action you can project Aimung Cone right below you until end of your next turn. When you make an Arcane Cannon Attack inside that cone your speed drops to 0 until end of your turn.
- Broadside Cannons
Beginning from 5th level, when you project Aiming Cone, you project another Aiming Cone in opposite direction. When you take an attack action on your turn to attack using your Arcane Cannon, you can make two attacks instead of one, provided that targets are not in same Aiming Cones.
- Evasive Maneuvrs
At 9th level, whenever you take a dodge action you also add half your dexterity modifier rounded down (minimum +1) to your AC.
- Boosters
Beginning at 13th level, you become cspsble of temporarily engaging acceleration boosters to give you temporary speed boost. You can use a binus action to dash. You can use this feature three times and you regain all expended uses when you finish short or long rest.
- Skydropper
At 17th levels, your cannons become capable of temporarily distrupting windflow around the target to rid it from capacity to fly. Whenever you hit a large or smaller creature or object with Arcane Cannon attack, target loses its flying speed and loses hovering feature until end of target's next turn.
Wallbreacker Schematic[edit]
Wallbreaker schematic focuses on straightforwardly ramming people over and blasting them with its cannons from close range. They are very sturdy and are larger than other schematics, though their cannons are somewhat diminished through the schematic's main focus of being a living ram.
- Schematic Size, Speed, Health and Armor
Your Rolling Fortress is huge, your Rolling Fortress has 45ft walking speed and 5 climbing speed, Rolling Fortress is capable of walking on walls and ceilings (albeit slowly), Rolling Fortress's Maximum Hit Points increase by 4 per Rolling Fortress level and your Rolling Fortress has natural armor with AC 18. In addition, Your Strength and Constitution Scores increase by 4. You can increase your Strength and Constitution ability scores over 20 but not over 24.
- Ramcannon
Starting from 1st level, your cannon is repurposed to act as a melee weapon rather than ranged one. Your Arcane Cannon attack is now considered a melee weapon attack, losing range (60/120) property and gaining reach (15 ft) property. You can also use strength instead of intelligence when making attack rolls with ramcannon. when you project Aiming Cone, Aiming Cone's size is reduced to 15ft.
- Run Over
Beginning from 5th level, your massive posture combined with spiked tracks and capacity to charge made it dangerous to stand in front of you. When you move 30 feet or more in straight line, you can also go through medium or smaller creature's spaces. When you do so, run over creature must make a Dexterity Saving Throw (DC 8+Proficiency Bonus+Your Strength Modifier) or be run over by you, dropping prone and taking 1d10 bludgeoning damage on failure. On success, target can move up to its movement speed to get out of your way. If creature is unwilling or unable to get away from your path they suffer same effects as if they have failed the saving throw.
If you take dash action on your turn, increase damage by 1d10 for every 20 feet traveled in line before you roll over a creature, to maximum of 6d10 bludgeoning damage.
- Doorbreaker
Starting from 9th level, whenever you hit an object with your Ramcannon attack, you deal double damage to that object.
- Spider Tracks
At 13th level, your track spikes upgrade to have better hold onto the ground. Your climbing speed increases to 30 feet and your walking speed increases to 60 feet.
- Run em down
Starting at 17th levels, your tracks become even more deadly when you trample others. When you use your Run Over feature and creature fails its saving throw, it takes additional bludgeoning damage, dealing amount of d10's equal to difference between Rolling Fortress and target's sizes, minimum of 2d10 bludgeoning damage, alongside your Run Over feature damage.
Multiclassing[edit]
Multiclassing into Rolling Fortress is tideous as you have to find a caster with high magical potency and rolling fortress artifact. otherwise, your spirit must be somehow capable of withstanding physical and mental strain nececarry to be fused with the machine.
Prerequisites. To qualify for multiclassing into the Rolling Fortress class, you must meet these prerequisites: Constitution 15, Intelligence 15
You gain no new proficiencies when you multiclass into the Rolling Fortress as you have not undergone basic pilot training from the moment of infusement.
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