User:ZarHakkar/Exosuit Pilot (5e Class)

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Exosuit Pilot[edit]

Highly intelligent, you've always been crafting, building, tinkering and engineering things. The marvels of discovery make the gears in your head turn unlike any other artificer of the multiplanes. Your years of practice have finally developed something extraordinary beyond others' comprehension. An exosuit.

Creating a Exosuit Pilot[edit]

What drove you to create an exosuit? Were you sick as child and grew up to make something to protect you? Maybe get revenge on people who tormented you when you were weak? Or did you build your suit so you could protect the ones who are weak?
Were you hired by someone to design something to win them their war? Or was this your own inspiration to end a war and all other wars?

Quick Build

You can make a exosuit pilot quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose any background.

Class Features

As a Exosuit Pilot you gain the following class features.

Hit Points

Hit Dice: 1d8 per Exosuit Pilot level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Exosuit Pilot level after 1st

Proficiencies

Armor: Light and medium armor
Weapons: Simple weapons
Tools: any 2 artisan's tools of your choice
Saving Throws: Dexterity and Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Investigation, Insight,Perception

Equipment

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

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) scale mail or (b) studded leather
  • thieves' tools
  • explorer's pack

Table: The Exosuit Pilot

Level Proficiency
Bonus
Features
1st +2 Exosuit, Power Core
2nd +2 Tool Expertise, Item Analysis
3rd +2 Engineering
4th +2 Ability Score Improvement
5th +3 Power Core Improvement
6th +3 Intelligent Servant
7th +3 Warded Exosuit
8th +3 Ability Score Improvement
9th +4
10th +4 Advanced Exosuit
11th +4 Power Core Improvement
12th +4 Ability Score Improvement
13th +5
14th +5 Use Magic Device
15th +5 Power Core Improvement
16th +5 Ability Score Improvement
17th +6
18th +6 Intelligent Servant Improvement
19th +6 Ability Score Improvement
20th +6 Power Core Improvement


Design Note: This class was designed without subclasses in mind because the various options provided by the blueprints

Power Core[edit]

Beginning at 1st level, you've discovered a way to generate and maintain energy into an orb. This orb, also known as a Power Core, operates the majority of your exosuit and later it enhances different class features at level 5, 11, 15, and 20.

Exosuit[edit]

At level 1, gathering various pieces of metal and meticulously putting them together, you've manufactured a suit of armor built for just you. This process takes 8 hours to complete and must be repeated if it is ever destroyed or lost. Any other creature that attempts to wear your suit doesn't know how it operates and it provides no bonuses. The armor takes 1 minute to don and doff. You also have the following benefits while wearing your exosuit:

  • Your AC is equal to 13 + your Dexterity modifier. You cannot wield a shield while wearing your exosuit.
  • You have advantage on Strength skill checks and Strength saving throws.
  • You are able to shoot beams of energy from your palms. As an Action, you can make a ranged attack roll to deal 1d6 force damage. These energy beams have a range of 60 feet. This beams damage increases by 1d6 (2d6) When You Reach 5th level, 11th level (3d6), and 17th level (4d6)
  • At level 1 your exosuit is capable of limited flight. You can fly up to 30 feet on your turn as part of your movement but you must land on a surface before your turn ends or fall. At level 10, your fly speed increases to 60 feet . At level 15, your fly speed is now 90 feet and at level 20, your fly speed is 120 feet and there is no limit to how long you can fly.

Your exosuit is capable of gaining more benefits. These benefits come from blueprints that you learn later.

Tool Expertise[edit]

Beginning at 2nd level, your proficiency bonus is doubled with one tool you are proficient with.

Item Analysis[edit]

Starting at 2nd level, your understanding of items allows you to analyze and understand their secrets. You can spend a short rest studying an item and learn from it anything you would had you casted the spells detect magic and identify on it.

Engineering[edit]

You have a codex containing blueprints that show the first glimmerings of your true power.

Codex
At 3rd level, you have a codex containing 3 blueprints of your choice.
The blueprints that you add to your codex as you gain exosuit pilot levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other blueprints during your adventures. You could discover a design recorded on a scroll in an evil villain’s chest, for example, or in a dusty tome in an ancient library.
Copying a Blueprint into the Codex.
When you find a blueprint, you can add it to your codex if you can spare the time to decipher and copy it.
Copying a blueprint into your codex involves reproducing the basic form of the design, then deciphering the unique system of notation used by whoever wrote it. You must practice the design until you understand the processes required, then transcribe it into your codex using your own notation. For each blueprint, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the design to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the design just like your other blueprints.
Replacing the Codex. You can copy a blueprint from your own codex into another one—for example, if you want to make a backup copy of your codex. This is just like copying a new blueprint into your codex, but faster and easier, since you understand your own notation and already know how to build the design. You need spend only 1 hour and 10 gp for each blueprint.
If you lose your codex, you can use the same procedure to transcribe the blueprints that you have prepared into a new codex. Filling out the remainder of your codex requires you to find new blueprints to do so, as normal. For this reason, many exosuit pilots keep backup codex in a safe place.
The Codex’s Appearance.
Your codex is a unique compilation of blueprints, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous codex in a mishap.

Blueprints
Using Blueprints
You can use a number of blueprints with your exosuit equal to your proficiency bonus. To use one of these blueprints, you must take time during a long rest to install the design to your armor. You may change the blueprints you are using after each long rest.
Engineering Ability
Intelligence is your engineering ability for your blueprint designs, since you learn your blueprints through dedicated study and memorization. You use your Intelligence whenever a blueprint refers to your engineering ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an exosuit feature you use and when making an attack roll with one.
Blueprint save DC = 8 + your proficiency bonus + your Intelligence modifier
Blueprint attack modifier = your proficiency bonus + your Intelligence modifier
Learning Blueprints Beyond 3rd Level
Each time you gain an odd exosuit pilot level, you can add one blueprint of your choice to your codex. On your adventures, you might find other blueprints that you can add to your codex.

Ability Score Increase[edit]

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

Intelligent Servant[edit]

At level 6, your work towards a creating a smart exosuit is complete. Your intelligent servant is part of the exosuit that acts as a second pair of eyes and improves the suits functions. Your intelligent servant is able to handle one function that enhances a blueprint design on the suit.
Your intelligent servant can handle an additional function at level 18.

Warded Exosuit[edit]

Beginning at 7th level, you have resistance to damage from spells of 3rd level or lower.

Advanced Exosuit[edit]

At level 10, you can switch your blueprint designs and intelligent servant functions after a long rest. You can also don and doff your exosuit as an action.

Use Magic Device[edit]

By 14th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Exosuit Pilot Blueprint List[edit]

Superhumanoid Strength - Your Strength score increases by 1.

Power Core improvement
Level 5-You gain a +1 bonus to Strength based damage rolls.
Level 10-Your Strength increases by 1.
Level 15-You gain a +1 bonus to Strength based attack rolls.
Level 20-You gain an additional +1 bonus to Strength based attack and damage rolls.
Intelligent Servant
You gain proficiency with shields and may use one while wearing your exosuit.

Reinforced Suit - You gain temporary hit points equal to your half your exosuit pilot level after a long rest.

Power Core improvement
Level 5-You gain resistance to non-magical bludgeoning, slashing, and piercing damage.
Level 10-Your AC increases by 1.
Level 15-After being hit by a melee attack, you may use your reaction to ignore the damage dealt. You must finish a long rest before using this feature again.
Level 20-The number of temporary hit points you gain after a long rest increases to your exosuit pilot level.
Intelligent Servant
As a reaction, when you are hit by an attack, you can add your proficiency bonus to your AC and attempt to make the attack miss. This effect last until the start of your next turn. You may use this feature a number of times equal to your Intelligence modifier. You regain all uses after a long rest.

Superhumanoid Reflexes - You advantage on Dexterity saving throws.

Power Core improvement
Level 5-You may use the Dodge action as a bonus action.
Level 10-Double proficiency bonus on Dexterity skill checks.
Level 15-Your AC increases 1.
Level 20-When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Intelligent Servant
When you are hit by a melee attack, you may use your reaction to attack the creature that just hit you.

Magic Missiles - As an action, you create three darts of magical energy. Each dart hits a creature of your choice that you can see within 120 feet. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. You must finish a short or long rest before using this feature again.

Power Core improvement
Level 5-The number of darts you create is 5, and you my use this feature twice between rests.
Level 10-The number of darts you create is 7, and you my use this feature three times between rests.
Level 15-The number of darts you create is 10, and you my use this feature four time between rests.
Level 20-The number of darts you create is 11, and you my use this feature five times between rests.
Intelligent Servant
You add your Intelligence modifier to the damage.

All Terrain Boots - Your movement speed is increased by 10 feet.

Power Core improvement
Level 5-You can ignore difficult terrain.
Level 10-Your movement speed is increased by 10 feet again.
Level 15-You cannot be slowed by any means.
Level 20-Your movement speed is increased by an additional 10 feet.
Intelligent Servant
You gain a climb speed equal to your movement speed

Aqua Suit - You can breathe underwater.

Power Core improvement
None
Intelligent Servant
You gain a swim speed equal to your movement speed

Pneumatic Fists - Your unarmed Strikes deal 1d6 damage.

Power Core improvement
Level 5-Your unarmed strikes are treated as magical for the purpose of overcoming damage reduction.
Level 10-Your unarmed strike deals 1d8.
Level 15-Your unarmed strike deals 1d10.
Level 20-When you hit another creature with a melee weapon attack, you can attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. You can use this feature a number of time equal to your Intelligence modifier. You regain all uses after a short or long rest.
Intelligent Servant
You may attack twice instead of once when you use the attack action.

Power Core Blast - As an Action, you can shoot a beam of energy from your power core 5 feet wide and 60 feet long. It deals 2d10 radiant damage, or a successful Dexterity saving throw to take half. You must finish a long rest to use this feature again.

Power Core improvement
Level 5-Your beam's damage increases to 3d10, and you may use it twice between long rests.
Level 10-Your beam's damage and area of effect increases to 5d10 damage and 10 feet wide by 90 feet long. You may now use the feature twice and regain all uses after you finish a long rest.
Level 15-Your beam's damage and area of effect increases to 8d10 damage and 10 feet wide by 90 feet long. You may now use the feature three times and regain all uses after you finish a long rest.
Level 20-Your beam's damage and area of effect increases to 9d10 damage and 10 feet wide by 120 feet long. You may now use the feature three times and regain all uses after you finish a long rest.
Intelligent Servant
You add your Intelligence modifier to the damage rolls of your Power Core Blast and increase the number of uses by 1.

Warrior - Gain a fighting style from the list below:

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Close Quarters Shooter: You are trained in making ranged attack at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
  • Tunnel Fighter: You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Power Core improvement
Level 5-You may attack twice instead of once when you use the attack Action.
Level 11-You may attack three times instead of twice when you use the attack Action.
Level 15- gain the indomitable fighter feature. Once between long rest you can re roll a saving throw that you fail, if you do so you must use the new roll.
Level 20-You may attack four times instead of three when you use the attack Action.
Intelligent Servant
On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a long rest before you can use it again

Light - shorthand: cantrip light

Enhanced Vision - Darkvision 30'

Power Core improvement
Level 5-You can see in non-magical darkness 30'.
Level 10-extends to 60', and you can now see in magical Darkness
Level 15-Blindsight 30'.
Level 20-Truesight 30'.
Intelligent Servant
Cannot be surprised. advantage on perception checks

Hidden Compartment - store a light weapon, papers, other small items

Transmitter - shorthand: comprehend languages

Palm Beam - as an action on your turn, you may shoot two or more beams on your turn, and you add your int to the damage.

Power Core improvement
Level 5-two beams, deal force 2d4 damage. And may be used twice between long rests
Level 11-three beams, deal 4d4 force damage. And maybe use three times between long rests
Level 15- four beams, deal force 6d4. And may be used four times between long rest
Level 20-as a bonus action, you may shoot one beam, dealing 4d6 force damage
Intelligent Servant
Your beams have a distance of 200 feet.

Flamethrower - as in action, a thin sheet of flame shoots forth from your outstretched wrist. Each creature in a 15-foot cone must make a dexterity saving throw, all the failed save they take 3d6 fire damage or half as much on a successful save. The fire ignites any flammable objects in the area that aren't being worn or carried.

Level 5- damage increases to 5d6,and a 20- foot cone. And it may be used twice between long rest.
Level 11- damage increases to 7d6, and a 25- foot cone. Maybe use three times between long rest.
Level 15- damage increases to 9D6, and a 30- foot cone. May be used 4 times between long rest.
Level 20- damage increases to 11D6 and a 40-foot cone. may be used five times between long rests
Intelligent Servant
You add your Intelligence modifier to the damage.

Cloud Generator - Fog cloud, as the spell

Level 5- stinking cloud - as the spell
Level 11 - cloudkill - as the spell
Level 15 - incendiary cloud- as the spell
Intelligent Servant
for fog Cloud and stinking cloud add some black ink, which also gives the effect of the darkness spell. For the other clouds, You add your Intelligence modifier to the damage.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Exosuit Pilot class, you gain the following proficiencies: one tool proficiency, simple weapons, and one skill


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