Mech Pilot
A mech pilot is an artificer who isn't content to stand back and let their creations have all the fun. Pilots give their all to their mechs—each one a towering wonder of engineering, perfectly suited and tailored to its pilot—and wear them into battle like a second skin. No matter the confrontation, a pilot's mech will stand out for its solid defence and its staggering destructive potential.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Mech Pilot Spells
Starting at 3rd level, you gain the following spells at the designated levels. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Mech Pilot Spells
Spell Level | Spells |
---|---|
3rd | shield, thunderwave |
5th | dragon's breath, kinetic jaunt |
9th | counterspell, lightning bolt |
13th | greater invisibility, Otiluke's resilient sphere |
17th | conjure volley, wall of force |
Piloted Mech
At 3rd level, you construct a mech: a suit of piloted armor you can control from within. While within 5 feet of your mech, you can use half your movement to enter it. If your mech isn't within 5 feet of you but is on the same plane of existence, you can use your bonus action to teleport it to an unoccupied space within 5 feet of you and enter it as part of the same action.
Your mech is a Large magical object. It has number of hit points equal to 10 + five times your artificer level. If the mending spell is cast on it, it regains 2d6 hit points. If your mech is not being piloted it stays in its position and its AC is equal to 10. You can use your mech as a spellcasting focus for your artificer spells.
While piloting your mech, you gain the following benefits:
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Your size becomes Large, your AC equals 16 (You can use a shield), and your walking speed becomes 35 feet. You can use any other speeds you have, except flight speed.
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Whenever you expend a spell slot, your mech regains a number of hit points equal to five times the spell level.
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When you make an ability check, attack roll, damage roll, or saving throw using Strength, you can use your Intelligence instead.
- Whenever you take damage that isn't psychic, your mech takes the damage instead. If this damage reduces the mech to 0 hit points, you take any remaining damage.
You can eject from your mech as a bonus action, landing in an unoccupied space you can see within 10 feet of it. If your mech is reduced to 0 hit points, you eject, and the mech is destroyed. A destroyed mech can't be piloted or teleported to you, and the mending spell has no effect on it.
You can spend 1 minute repairing your mech using your smith's tools, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The mech regains all its hit points, and if it was destroyed, you repair it.
Suit and Armor
The mech does not necessarily have to be a robot which you control, it can also be a super armor or an advanced exoskeleton that helps you fight.
Combat Pilot
By 3rd level, your training for combat with your mech is rewarded. You gain proficiency with martial weapons.
Additionally, you mount a specialized weapon on your mech. Choose the blasting cannons, the lightning lance, or the power fist, as detailed below. While piloting your mech, you can use a bonus action to activate the weapon you chose. Whenever you have a long rest, you can replace the weapon you chose with another.
Blasting Cannons. When you activate this weapon, both cannons fire a swarm of tiny missiles at a creature or object within 90 feet of you. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to 1d8 + Intelligence modificer.
Thunder Lance. When you activate this weapon, you unleash an arcane lance at a creature within 30 feet of you. If the lance would strike a creature, that creature must succeed a Dexterity saving throw or be struck by the lance. When the lance strikes something, the target takes 2d8 thunder damage, and the lance dissipates.
Power Fist. When you activate this weapon, you slam a fist charged with explosive power towards a creature or object within 5 feet of you. Make a melee spell attack against the target. On a hit, the target takes force damage equal to 1d8 + Intelligence modifier and is pushed up to 10 feet away from you.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Arcane Reactor
At 9th level, you upgrade your mech's reactor. The damage rolls of your mech's specialized weapons all increase by 1d8.
Additionally, you can now have 2 specialized weapons mounted on your mech (they can be the same) and you can activate both with a bonus action.
Superior Defense
By 15th level, your mech's armour is a masterpiece. Your mech has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
Emergency Protocol
Starting at 15th level, you have an action you can overcharge your mech's reactor as a last-ditch effort. Your mech moves (up to your speed) so fast that it appears to teleport to within 5 feet of the target without provoking attacks of opportunity and makes a weapon attack against it. If it hits, the mech self-destructs, releasing all of its force on that hit. The creature takes the weapon's damage plus a number of d8s equal to the artificer's level of force damage. The mech cannot be repaired until you finish a long rest.
Credits
Created By: u/NotTheSmoooze and edit by Amon.