Arcane Tradition - Mech Pilot

by Blackbando

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Arcane Tradition

At 2nd level, a wizard gains the Arcane Tradition feature. The following option is available to a wizard, in addition to the options offered in the Players Handbook.

Mech Pilot

To many who study magic for as long as a wizard does, the body becomes a frail thing, a fragile shell that can be damaged and broken easily from just a few aimed blows. However, while the body of a wizard may remain fragile, if one uses a combination of metal, magic, and science, they can create a giant constructed set of armor-known as a mech or mecha-that can be piloted, to protect the user.

Call Mech

Beginning when you select this tradition at 2nd level, you can summon forth your mech suit, magically forming it around your body, as an action. You can use this feature twice, and you regain all expended uses when you finish a short or long rest.

While in your mech suit, the following rules apply:

  • You gain temporary hit points equal to your Intelligence modifier (a minimum of 1) + your wizard level x 4. If you start your turn with 0 temporary hit points--either the temporary hit points from this feature, or from a different source, such as the false life spell--then your mech suit is dispelled.
  • Your AC is equal to 12 + your Intelligence modifier, and you are treated as wearing heavy armor that you are proficient with.
  • You do not need to provide material components for wizard spells you cast if the components do not have any cost and you have one hand free, due to your mech's magical workings functioning like a spell focus.
  • You gain proficiency in simple and martial weapons.
  • When attacking with a melee weapon that you are proficient with, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You count as a construct for the purpose of spells and features that regain hit points.

You can stay in your mech suit for a number of hours equal to half your wizard level (rounded down). Your mech is then dispelled unless you expend another use of this feature. You can dispel your mech earlier by using a bonus action on your turn. Your mech is also automatically dispelled if you go unconscious, are reduced to 0 hit points, or die.

Mechanical Modules

Also, at 2nd level, you gain proficiency in tinker's tools. Using these tools, you can add modules your mecha.

Your mecha has two modules of your choice from the options listed at the end of the subclass description. Your mecha gains one more module of your choice at 6th, 10th, 14th, and 18th levels.

Additionally, when you gain a level in this class, you can choose one of the modules you have and replace it with another module that you could choose at that level.

 

Repair Machinery

Starting at 6th level, you can repair complex machines. You learn the mending cantrip if you did not know it already, and you can cast it on constructs. If you cast mending on a construct, you can expend a spell slot of 1st level or higher to restore hit points to the construct equal to 1d8 per slot level.

Resilient Mech

By 10th level, your mech's defenses are improved. You gain temporary hit points equal to your Intelligence modifier (a minimum of 1) + your wizard level x 5 when you summon your mech.

Backup Mech

At 14th level, you always have a mech suit on hand. When you roll for initiative and have no uses of Call Mech remaining, you regain 1 use.

Mechanical Modules

If a mechanical module has prerequisites, you must meet them to apply it to your mech. You can apply the module at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Antimagic Metal

Prerequisite: 10th level

While in your mech suit, you have resistance to damage from spells.

Ballistic Armor

While in your mech suit, your AC increases by 1, and you have resistance to thunder and force damage.

Cantrip Strike

Prerequisite: knowing at least one spell attack cantrip

While in your mech suit, you can use your bonus action to infuse your mech's fists with arcane power, and the next cantrip you cast that is a spell attack becomes a melee spell attack with a range of Touch that deals an additional die of damage.

If you make more than one spell attack as part of the cantrip, such as from eldritch blast, this only applies to the first attack.

Energy Barrier

Prerequisite: 6th level

As a reaction to you making a saving throw while in your mech suit, you can expend a spell slot of 1st level or higher to grant you a bonus to the saving throw equal to the slot level expended.

You can wait until after you see the roll to use this feature, but before the GM says whether the roll succeeds or fails.

Enhanced Combat Maneuvers

Prerequisite: 6th level

While in your mech suit, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Credit

Made using GMBinder

Created by /u/DingoChungis, aka Blackbando.

First Art by Daryl Mandryk

Second Art by Blizzard.

 
Explosive Eject

Prerequisite: 6th level

As a reaction to your mech suit being dispelled, you can expend a spell slot of 1st level or higher to cause your mech suit to explode. All creatures, except for yourself, within a 20-foot sphere centered on you must succeed a Dexterity saving throw or take 2d8 fire damage, plus an additional 1d8 fire damage for each slot level above 1st, or half the damage on a success.

Jet Propulsion

Prerequisite: 10th level

While in your mech suit, you have a flying speed equal to your walking speed.

Lightweight Servos

While in your mech suit, your movement speed increases by 10 feet, and you ignore difficult terrain.

Rocket Fists

Your mech suit's hands have rockets attached to them, letting them hit foes from afar. When you take the Attack action while in your mech suit, you can replace any number of attacks with attacks using your rocket fists. Also, when you take the Attack action on your turn while in your mech suit, you can use your bonus action to make one rocket fist attack.

Your rocket fists are ranged weapon attacks with a range of 30 feet that deal bludgeoning damage equal to 1d8 + your Intelligence modifier.

Titan Suit

Prerequisites: 14th level

While in your mech suit, you gain the benefits of the enlarge/reduce spell's Enlarge option, and the amount of temporary hit points you gain when summoning your mech is increased to your Intelligence modifier (a minimum of 1) + your wizard level x 6. You do not need to keep concentration on enlarge/reduce when it is cast on you in this way.

 

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