Battle Mecha

by The Smithy

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Barbarian

Battle Mecha

Given the cumbersome, troublesome shape of heavy weapons, diminutive races rarely find much success as barbarians. Indeed, many would say that trying to make a small race into a powerful barbarian would be a rather pointless endeavor.

But pointless endeavors are a gnomish specialty. In recent centuries a new breed of barbarian rage was constructed; one that came from the same primal emotion, funneled into a constructed exterior. It came in the form of a series of arcano-mechanical armor suits, piloted like an extension of the wearer's own form, that could be conjured for a brief burst of power and blown to smithereens with equal rapidity. Their wearers called them "Battle Mecha".

Battle Mecha Features
Barbarian level Feature
3rd Bonus Proficiencies, Mecha Pilot
6th Walking Garrison
10th Autotargeting Visor
14th Megaforce Fusion

Bonus Proficiencies

When you reach 3rd level in this class, you begin delving into arcanomechanical inventions. You gain proficiency with the smith's tools, and two other tools of your choice.

Mecha Pilot

Beginning when you choose this primal path at 3rd level, when you enter your rage, you can choose to enter a Mecha Rage: you summon a magical suit of power armor known as a battle mecha, that absorbs the fervor of your Rage to empower arcanomechanical effects. When you do this, all creatures within 5 feet of you are immediately pushed 5 feet directly away from you. Your Mecha Rage grants the following benefits in addition to those of your regular rage.

Giant Battle Suit. Your size increases to Large if it isn’t already greater, and you ignore difficult terrain.

Random Gizmos. The powerful but disorganized gnomish contraptions attached to your mech suit fire off at random as you rage. As a bonus action, you can roll a d4 and activate the effect from the Mecha Pilot Gizmos table corresponding to the result.

The Mecha Rage lasts for 1 minute, and ends early only if you fall unconscious. You can also end your mecha rage on your turn as a bonus action.

Absolute Units

In the Player's Handbook, being Large affects several capabilities: you can grapple or shove Huge creatures, you can't be grappled or shoved by creatures that are Small or smaller, and you can move through spaces occupied by hostile creatures of Small size or smaller. For the purposes of this subclass, size doesn't affect damage.

Mecha Rage Gizmos
d4 Gizmo Effect
1 Circle Slam You can choose a creature within your reach, making a Strength (Athletics) check contested by the target's Strength (Athletics check). If you succeed, you move it to an unoccupied space on the ground in your reach, and it takes 1d12 bludgeoning damage.
2 Flame Thrower Creatures in a 20-foot cone originating from you must succeed on a Dexterity saving throw against a DC of 8 + your Proficiency bonus + your Constitution modifier or take 1d8 fire damage.
3 Swarm Missiles You create two missiles, which each hit a creature of your choice that you can see within 10 feet. A missile deals 1d4 thunder damage to its target. The missiles hit simultaneously, and you can direct them to hit one creature or many.
4 Tornado Thruster Until the start of your next turn, ranged attacks against friendly creatures within 10 feet of you have disadvantage, and you gain a flying speed equal to half your movement.

Walking Garrison

Once you reach 6th level, you upgrade your mech with potent defensive capabilities. You gain the following benefits.

Blast Shields. Once per rage, when you see one or more creatures within 10 feet of you make a saving throw against an effect that deals damage, you can use your reaction to grant all of those creatures resistance to that damage.

Ejector Seat. When a creature hits you with a melee weapon attack, you can use your reaction to detonate your mech and hurl yourself away. The attack misses, and your Mecha Range ends as your mech explodes and deals 2d4 fire damage to hostile creatures within 5 feet of you.

You then launch up to 30 feet in a direction you choose, without provoking opportunity attacks, and land prone.

Autotargeting Visor

Once you reach 10th level in this class, you begin work on augmenting yourself with a targeting visor that allows you to locate and identify well-hidden threats. You are aware of the location of any hidden or invisible creature within 10 feet of you. Additionally, you can cast detect magic as a ritual.

Megaforce Fusion

Beginning at 14th level, when you enter a Mecha Rage, you can choose to fuse your battle mecha with your allies to form a collossal moving fortress. Your size becomes Gargantuan, your speed increases by 20 feet, and you can then choose up to three willing creatures within 30 feet of you. Those targets are instantly teleported into a location of your choice within your space, and remain aboard you for the duration of the rage or until they use their movement to leave your space.

Creatures aboard you are carried with you as you move, can end their movement in your space, and can't be moved from your space unwillingly. Those creatures have resistance to bludgeoning, slashing, and piercing damage, and can use a bonus action to roll a d4 and activate the effect from the Mecha Pilot Gizmos table corresponding to the result.

Once you use this feature, you must finish a long rest before you use it again.

 

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