Introduction
The battle seems lost. The body of your party´s fighter dangles from a spear held by a hatefully laughing orc, meanwhile your sorcerer, that ran out of spells a while ago, screams in panic while being chased by three blood-hungry mercenaries, stabbing him with their daggers and cackling hysterically. And you? You lay in the puddle of what's left from your party. You are bleeding profusely while slowly losing consciousness. The only thing you can see now, is an army, walking towards you in perfect synchronization, eagerly awaiting to finally fulfill their duty and collect their toll...
Suddenly, from the corner of your eye, you see a four-legged beast, completely made of metal appear from thin air, firing five extremely fast objects, leaving a huge cloud of smoke. A fraction of a second later, hundreds of soldiers are sent flying into the air, carried by an enormous shockwave that shakes you to the bone.
As you look towards the rest of you party, you see the three mercenaries getting skewered by an enormous humanoid made of steel. It tackles them over the battlefield with abnormal speed while a tiny goblin, sitting where this thing should have its chest and neck, cackles even more insanely and happily than his victims did before. With a crunch the mercenaries are smashed against a nearby wall.
You turn around to see the battlefield engulfed in flames while the first metal beast unleashes a nova of deafeningly loud shots, mowing down dozens of soldiers. The metal humanoid charges into the flames and disappears, just to erupt again in the middle of that army, flinging around soldiers like leaves in the wind. Seconds later, it becomes silent. The battlefield has turned into an enormous bloodbath and some leftover stragglers run away in horror while one after another is taken out by a precise shot to their heads.
You look over to your sorcerer, that still stares at the smashed remains of these mercenaries. You whisper: "Are we the ones being saved?"
The humanoid walks between you, blocking your sight at the sorcerer, while the first metal construct bows down to you, loading the next shot with a snaring sound....
Description
The Mech Pilot class revolves around a pilot steering an automated armor suit. This armor suit protects you and grants you access to unique and powerful abilities.
When you start the game, you get your own personal mech. Over the course of the game it can be modified by adding modules.
hit dice:
1d6
hit points at 1st level:
6 + constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier per class level after 1st
armor proficiencies:
Light Armour
weapon proficiencies:
Simple weapons, Scimitar, Shortsword, Tridant
tools:
Tinker's tools
saving throws:
Dexterity, Intelligence
skills:
Choose two from Acrobatics, Arcana, History, Investigation, Nature, Persuasion, Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) A simple melee weapon or (b) a light crossbow and 20 bolts
(a) Two Daggers or (b) six Darts
(a) Dungeoneer's Pack or (b) Explorer's Pack or (c) Scholar's Pack
Tinker's tools
If you are using starting wealth, you have 4d4 x 10 GP in funds.
spellcasting:
Level | Proficiency
Bonus | Features | Combat Modules | Utility Modules |
1 |
+2 |
The Mech, Mech Specialization |
0 |
0 |
2 |
+2 |
Modules |
1 |
1 |
3 |
+2 |
— |
1 |
1 |
4 |
+2 |
Ability Score Improvement |
1 |
1 |
5 |
+3 |
Mechanical Understanding |
2 |
1 |
6 |
+3 |
Mech Specialization feature |
2 |
2 |
7 |
+3 |
Universal Upgrade |
2 |
2 |
8 |
+3 |
Ability Score Improvement |
3 |
2 |
9 |
+4 |
Mech Fighting Style |
3 |
3 |
10 |
+4 |
Piloting Instincts |
3 |
3 |
11 |
+4 |
Excessive Force |
4 |
3 |
12 |
+4 |
Ability Score Improvement |
4 |
4 |
13 |
+5 |
Universal Upgrade |
4 |
4 |
14 |
+5 |
Mech Specialization feature |
5 |
4 |
15 |
+5 |
Mechanical Expertise |
5 |
5 |
16 |
+5 |
Ability Score Improvement |
5 |
5 |
17 |
+6 |
Excessive Force |
6 |
5 |
18 |
+6 |
Universal Upgrade |
6 |
6 |
19 |
+6 |
Ability Score Improvement |
6 |
6 |
20 |
+6 |
Mech Specialization feature |
7 |
6 |
class features:
The Mech
At 1st level you have your own self-built mech. A monster stat block is provided at the end of this supplement to represent your mech, with additional features and traits providing a basis for the features of this class. The stat block is designed to be used with the features provided here, and much of the information here is repeated in the stat block in the form of special features. Some information is shown twice, once in this feature and again in the sample stat block, but is not intended to be applied twice, such as how the mech interacts with different types of damage. Your mech has the following modifications to its traits:
Ability Scores. The mech uses your Intelligence for its Strength, your Wisdom for its Dexterity, and your Charisma for its Constitution. The mech does not have its own mental ability scores. If your Intelligence, Wisdom, or Charisma scores should change, the mech’s corresponding ability scores do not change until you spend an hour modifying it.
Size. The mech is one size larger than you are. It weighs 16 times as much as you, is twice your height, and is twice as wide and thick as you are. The space inside of it is large enough to house a creature your size or smaller as well as the gear it is wearing or carrying (within reason). Creatures and objects inside the mech don’t count towards encumbrance.
AC. The mech’s AC is equal to 9 + the mech’s Strength modifier + the mech's Constitution modifier.
Hit Points. The mech has hit points equal to 6 + its Constitution modifier for each level you have in this class. A 5th level mech pilot with a Charisma of 14 would have a mech with 40 hit points. The mech cannot regain hit points normally. If you would roll a hit die to regain hit points during a short rest, you may instead add your Intelligence modifier to the roll and apply the result to your mech’s hit points rather than your own. Spells and magical effects that repair objects can also provide limited healing for the mech, as described in the stat block.
Impact Damage: Acid, bludgeoning, force, piercing, and slashing damage is dealt to the mech as normal.
Irrelevant Damage: The mech is immune to poison and psychic damage.
Buffered Damage: Cold, fire, lightning, necrotic, radiant, and thunder damage is halved against the mech while a creature is inside it, and each creature in the mech takes the same damage. These damage calculations are applied before vulnerability, resistance, and immunity.
If the mech is reduced to 0 hit points, the mech falls prone and deactivates, and excess damage is dealt to the creature piloting it. The mech cannot be reactivated until it regains at least half of its hit points, and the creature piloting it is prone until it leaves the mech. The mech is considered unconscious while deactivated, whatever the reason for it being deactivated.
Speed. The mech’s movement speed is entirely dependent on its size and how well its pilot can control it. The mech’s base movement speed is calculated as follows: For each size it is above Tiny, its speed is increased by 5 feet. Its speed increases by another 5 feet x the pilot’s Dexterity modifier (a minimum of 5 ft). Additionally, the mech cannot swim, crawl, or jump, and it must use its full speed to stand up from prone.
Actions and Combat. The mech has two arms, each of which can be equipped with an integrated weapon. Choose one nonmagical melee one-handed weapon you are proficient with for each arm. The Integrated Weapon attack action uses that weapon for the attack’s stats, which then gains the Light property and loses the versatile property. If the integrated weapon has the Thrown property, the mech can store up to three copies of that weapon in the chosen arm.
Arm Cannon. The ranged weapons in both of your mech’s arms have the Ammunition (range 60/180), Heavy, and Loading properties, deal a base of 1d8 piercing damage, and they use the mech’s Strength modifier for attack and damage rolls. Each arm can store up to 3 pieces of ammunition for these weapons, which replenish when the mech finishes a short or long rest. If the mech fires either Arm Cannon while not anchored, it must succeed on a Dexterity saving throw against a DC of 8 + your Intelligence modifier + your proficiency bonus or fall prone.
Hands. The mech also has a three-fingered claw hand for each arm that is typically used when not in combat. These hands can be used for clumsy or simple tasks, such as to grasp things or grapple targets, but cannot be used for anything complex or tasks that require finesse, such as picking a lock, turning book pages, holding cards, tying knots, holding weapons, etc.
The various types of things that make up a mech's arm are called "modes". Each arm of the mech can only have one mode equipped at a time. The mech must use a bonus action to change between these modes, but both arms can be changed with the same bonus action. The integrated weapon, the arm cannon, and the hands are all different modes. If the mech can change its arms into other things besides these three options, it takes a bonus action to do so, as described in this feature. Some modules that require a Right Arm or Left Arm slot, such as the Mining Drill utility module, add a new mode to the arm, while other modules, such as the Shock Bolt combat module, make use of an existing mode.
The mech cannot do anything unless it is activated and being piloted by another creature. The mech does not roll initiative and instead takes its turn whenever the creature piloting it takes a turn.
Attacks and Saving Throw DCs. The mech is considered proficient with all of its attacks and abilities, all of which use the mech’s Strength as the ability modifier. The mech uses your proficiency bonus in place of its own. If one of the mech's features forces any creature (including itself) to make a saving throw, the DC of that save is equal to 8 + the mech’s Strength modifier + your proficiency bonus.
Mech Destruction and Rebuilding. The mech can be irreparably destroyed in much the same way that a player character can die: from massive damage and failed death saves. The mech does not make death saving throws, but it can accumulate death saving throw failures. If the mech is at 0 hit points, any time it would receive damage equal to or greater than one third its maximum hit points in a single damage roll, it suffers 1 death saving throw failure. If it takes an amount of damage equal to or greater than its maximum hit points in a single damage roll, it is instantly destroyed. The mech keeps all death saving throw failures until it has at least half its maximum hit points again.
The mech can be rebuilt by salvaging the remaining components and collecting replacement parts, which can be costly in both time and money. It takes 8 hours to rebuild the mech + 1 hour for each module it is equipped with, and costs 100gp for each level you have in this class + 100gp for each module the mech is equipped with. You always have the choice of building a mech without any modules. If you build a mech without the full number of modules, you must spend the appropriate amount of time and gold to add the modules (except when adding modules from gaining levels in this class).
Building Additional Mechs. You can also build other mechs, which can then in turn be piloted by other creatures. However, any of your mechs that isn’t piloted by you has disadvantage on all ability checks, attack rolls, and saving throws, and everything has advantage on saving throws against the mech’s abilities, effects, and features. A creature piloting the mech can, as an action during its turn, attempt to succeed on an Intelligence check with a DC of 15 + half your mech pilot level (rounded down) to allow the mech to not have these penalties for next two turns. It costs 10 times as many gold pieces to build a mech from scratch, and it takes four times as long. There is no limit on how many mechs you can build.
Note: Much of this feature, while important to read, is statistical information that can easily be sorted in different areas of your character sheet. Ideally, you won’t actually have to write very much down in the Features and Traits section as it can all be distributed to other spaces in your character sheet or remembered.
Mech Specialization
Also at 1st level, you have a specific way of building your mechs, choosing from the Body Mech, the Enchanted Mech, and the Machine Mech. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 20th level.
Modules
Starting at 2nd level, you can equip your mech with various types of modules, granting your mech new features and abilities. Your mech has one combat module from the list at the end of the class description. As you gain levels in this class, your mech gains more modules as shown in the Combat Modules and Utility Modules columns of the Mech Pilot table. When you gain a new module with this feature, it must be from the corresponding module list. Additionally, you can choose to change one of your mech’s modules for a different one instead of expending hit dice during a short rest, or instead of regaining your choice between hit points and hit dice during a long rest.
The mech cannot sustain infinite complexity, nor can the individual parts of it. Some modules modify specific portions of the mech, and the limit to how complex each portion of the mech can be is represented by a number of slots for that portion. The mech has 2 Body slots, 2 Right Arm slots, 2 Left Arm slots, 2 Leg slots, and 2 Pilot slots. If a module requires a slot, it consumes the chosen slot. If a module requires one of the mech's arm slots, the module is placed in the chosen arm and can only be used from that arm.
Ability Score Improvement
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.
Mechanical Understanding
By 5th level, your tinkering with your mech has given an innate understanding of machines and other constructs, allowing you to grasp the functions of unknown machines more easily. Whenever you make an Intelligence check relating to constructs, machines, or siege weaponry, you are considered proficient in the check, and you double your proficiency bonus for that check.
Universal Upgrade
At 7th level, choose one module from either module list. This module is your universal module and is applied to each mech you build. This module does not count against the total number of modules the mech may be equipped with, and it cannot be changed. This module also does not increase the cost of rebuilding mechs or when building new ones. Alternatively, you may choose a feat from the list of Feats in chapter 5 of the Player’s Handbook for your mechs to gain, if your DM allows it. The number of modules your mechs may have equipped in this way increases to two at 13th level and to three at 18th level.
Mech Fighting Style
At 9th level, you adopt a particular style of fighting with your mech as your specialty. Choose one of the following options. A mech benefits from this feature only while you pilot it.
Automated Protection
When a creature within 30 feet of the mech attacks a target that is within 5 feet of the mech, the mech can impose disadvantage on the attack roll (no action required). The mech can’t do so again until the start of your next turn.
Balanced Weapon Fighting
When the mech engages in two-weapon fighting, it can add its ability modifier to the damage of the second attack.
Defensive Bulwark
The mech gains a +1 bonus to AC. The mech gains another +1 bonus to AC while anchored.
Precision Aiming
The mech gains +2 bonus to ranged attacks.
Piloting Instincts
At 10th level, you have enhanced instincts and reflexes from having piloted your mech for so long. While you are piloting your mech, the mech has advantage on Dexterity saving throws against effects you can see, and you also have advantage on Dexterity saving throws against effects you can see. You also have advantage on Initiative checks.
Excessive Force
Beginning at 11th level, your mech gets an upgrade to one of its core features. Choose one of the following options for your mech, which is incorporated into the mech’s relevant body part. The chosen option provides two passive effects and one activated ability. Once the mech uses one of this feature’s activated abilities, it can’t use that ability again until it finishes a short or long rest.
At 17th level, you can choose an additional option to incorporate into the mech, choosing a different part of the mech with the option. These options do not count towards the maximum number of modifications the body part can receive.
Armament
Multiple weapons can be integrated into this arm, granting a wider variety of ways to fight. The arm can have up to three different weapons incorporated into it, but only one can be equipped at a time. The weapons can all be the same or different weapons. In addition, once during each of its turns the mech may switch between modes on that arm without using a bonus action.
As an action, the mech can temporarily equip all the incorporated weapons in this arm at once, making a melee weapon attack against a target within 5 feet of it. On a hit, the target takes the damage of each weapon, making separate damage rolls for each weapon and adding the mech’s Strength modifier to each damage roll. Roll this damage once for each attack the mech can make during an Attack action.
Ballista
The mech’s arm is much thicker than before as it houses a larger supply of ammunition for that arm’s Arm Cannon, allowing the arm to hold up to 7 pieces of ammunition for the Arm Cannon weapon. The ranges of the Arm Cannon weapon on this arm are also increased by 60 feet each.
As an action while this arm’s Arm Cannon is equipped, the mech can fire three pieces of ammunition at once from this arm, making a ranged weapon attack against a target within 240/600 feet. On a hit, the target takes 8d8 + the mech’s Strength modifier piercing damage, or half as much damage on a miss. The mech cannot use that arm until the end of its next turn.
Crushing Grip
The fingers on your mech’s hand are reinforced with extra-tough metal plating, of which there are now five. The mech has advantage on Strength (Athletics) checks made to grapple creatures with this hand, and this hand is now capable of finer interactions with objects, such as opening doors, wielding weapons without the finesse property, and picking up coins and other similarly-sized objects.
As an action while this arm’s hand is equipped, the mech makes a melee weapon attack against a target within 5 feet of it. On a hit, the target takes 5d8 + the mech’s Strength modifier bludgeoning damage and is grappled by this hand. The target is restrained while grappled in this way.
Dual Purpose
The end of the mech’s arm is now capable of using two different modes at once. While using only one mode, the arm deals an additional die of damage with each of its attacks and modules, and the arm may have an additional module that modifies this arm.
As a bonus action, this arm splits into any two different modes from among those the arm can use. This lasts for 1 minute, after which the arm reforms into the mech’s choice of the two modes it was using. The mech can still use a bonus action to swap out modes with this arm, choosing one or both to change.
Pressure Overload
The mech’s legs are specially designed to build up massive amounts of pressure, increasing its mobility. The mech’s speed increases by 10 feet, and any effect that would reduce the mech’s speed has the speed reduction reduced by 10 feet, to a minimum of 0. For example, the spell ray of frost would not not reduce the mech’s speed, but effects that don’t specify a specific amount of reduction (such as being grappled) are unaffected.
As a bonus action, the mech can release all the stored pressure in its legs to take the Dash action (no action required) and gain a high jump distance and a long jump distance equal to half its movement speed until the end of the turn, with or without a running start. If the mech were to fall during this turn, it increases the distance it can fall before calculating the distance it fell by a number of feet equal to 10 x the mech’s combined Strength and Constitution modifiers (minimum of 20 feet). The mech then does not benefit from the passive speed benefits of this feature until it regains use of this feature. For example, a mech with a Strength and Constitution of 16 each could fall 80 feet, but only take fall damage for 20 of those feet.
Mechanical Expertise
Starting at 15th level, your knowledge of the inner workings of machines and other constructs makes you a master at identifying them and how they work. If you spend at least 1 minute with a construct or mechanical device outside of combat, you can learn some of its characteristics. If it’s a creature, the DM will state true or false for if the construct has up to ten of the stats in the following list. You can pick the same option twice. If it’s an object, this feature has the same effects as the spell identify.
Choose one ability score, then choose above 20 or below 16.
Choose AC 20 or higher, or AC 19 or lower.
Choose speed 40 or higher, or speed 35 or lower.
Choose one condition immunity.
Choose one saving throw proficiency.
Choose one damage type, then choose immunity or resistance or vulnerability
Mech Specializations
Each pilot designs their mech to their own specifications. Some prefer to build massive, hulking monstrosities of metal while others rely on magical enhancements to improve their builds. Some try to make their mechs as small as possible, fitting them to their body like a suit of armor. How you build your mech defines what it can do.
Body Mech
Mech Suit
When you choose this personalization at 1st level, your mech is designed more like a suit of armor than a vehicle. Rather than build a massive machine that you sit inside, you instead build a mechanized suit of armor that you can wear. This mech suit functions with the following modifications:
Size. The mech is the same size as you are, at only 1/10 your height taller and 1/10 your width and thickness wider and thicker than you. It also only weighs twice as much as you do, and when not being worn fits inside of a backpack, filling it completely.
Speed. The mech’s speed is no longer based on size. Instead, the mech’s base speed is half your speed plus 5 x the mech’s Dexterity modifier.
Ability Scores. You can use your Strength, Dexterity, and Constitution modifiers in place of the mech’s when making ability checks, attack rolls, or saving throws if your scores are higher.
Actions. The mech gets either the integrated weapon or the arm cannon for each arm, not both. A creature’s hands fit into the mech’s arms, which then pull on strings or push buttons to use the weapons and modules equipped to the extra length of the mech’s arms.
Features and Traits. The mech is considered heavy armor for the purposes of taking a long rest and for donning and doffing it, instead of requiring a creature’s movement and action to enter and activate it. In addition, only you or creatures of similar shape, size and physique may use the mech. The mech activates as soon as it is fully equipped, and must be deactivated before you can start doffing it. The mech also has only 1 of each slot type except for Pilot slots, of which it has 0 slots.
Improved Mechanics
Starting at 6th level, the mech can stand up from prone by spending the normal amount of movement, instead of all its movement. In addition, the mech may anchor itself by spending only half its movement, and while anchored it only has disadvantage on Dexterity saving throws as described in the stat block at the end of the class description, and its speed is only reduced by half when anchored, not to 0.
The mech also gains 1 Right Arm slot and 1 Left Arm slot (2 total for each).
Power Core
At 14th level, you have developed a special magical energy source for your mech suit, which fits into the chestplate for the mech. This helps fuel each of your mech’s modules, increasing the number of times they can be used. The power core has a number of charges equal to half your mech pilot level (rounded down), which can be expended whenever the mech uses one of its modules in place of one of the module’s uses. If the module regains expended uses when the mech finishes a short or long rest, it costs 1 charge. If the feature regains expended uses when the mech finishes a long rest, it costs 2 charges. The core regains 1d4 charges when the mech finishes a short rest, and all expended charges when it finishes a long rest.
The mech also gains 1 Legs slot (2 total).
Biomechanical Fusion
By 20th level, you have learned how to combine your mech with the flesh of your body. Anytime after gaining this feature, you may spend three consecutive days fusing the pieces of your mech into your body. At the end of the three days, you and the mech are one, and gain the following benefits:
You and the mech share the same pool of hit points, the mech cannot be doffed until you die, and the mech cannot be deactivated until you fall unconscious. You and the mech are now considered to be the same creature, but you are still considered to be inside of it.
The mech does not impede your ability to take long rests and instead allows you to finish a long rest in half the time it would normally take you, nor does it impede any of your abilities to move or jump. For example, if you can crawl or swim faster than it can, then you use that speed instead.
The mech’s Strength, Dexterity, and Constitution scores each increase by 4, to a maximum of 16, or if the scores were already 15 or higher, they instead increase by 3, to a maximum of 20, or if the scores were already 20 or higher, they instead increase by 2, to a maximum of 24. You may then use those scores in place of your own if they are higher than yours.
Once during each of your turns, you can spend 10 of your hit points to give your Power Core feature one charge.
Your creature subtype (i.e. elf, human, gnome, demon, etc) becomes "mech". You are still a humanoid, and you keep your racial features.
In addition, whether or not you fuse yourself with your mech, your power core is permanently fused with one of your mech’s modules. Choose one of your mech’s modules. The power core has an additional 4 charges, which can only be used for that module.
The mech also gains 1 Pilot slot and 1 Body slot, and an extra module (as described under Universal Module) that requires 1 Pilot slot.
subclass options:
Mech Specializations
Each pilot designs their mech to their own specifications. Some prefer to build massive, hulking monstrosities of metal while others rely on magical enhancements to improve their builds. Some try to make their mechs as small as possible, fitting them to their body like a suit of armor. How you build your mech defines what it can do.
Body Mech
Mech Suit
When you choose this personalization at 1st level, your mech is designed more like a suit of armor than a vehicle. Rather than build a massive machine that you sit inside, you instead build a mechanized suit of armor that you can wear. This mech suit functions with the following modifications:
Size. The mech is the same size as you are, at only 1/10 your height taller and 1/10 your width and thickness wider and thicker than you. It also only weighs twice as much as you do, and when not being worn fits inside of a backpack, filling it completely.
Speed. The mech’s speed is no longer based on size. Instead, the mech’s base speed is half your speed plus 5 x the mech’s Dexterity modifier.
Ability Scores. You can use your Strength, Dexterity, and Constitution modifiers in place of the mech’s when making ability checks, attack rolls, or saving throws if your scores are higher.
Actions. The mech gets either the integrated weapon or the arm cannon for each arm, not both. A creature’s hands fit into the mech’s arms, which then pull on strings or push buttons to use the weapons and modules equipped to the extra length of the mech’s arms.
Features and Traits. The mech is considered heavy armor for the purposes of taking a long rest and for donning and doffing it, instead of requiring a creature’s movement and action to enter and activate it. In addition, only you or creatures of similar shape, size and physique may use the mech. The mech activates as soon as it is fully equipped, and must be deactivated before you can start doffing it. The mech also has only 1 of each slot type except for Pilot slots, of which it has 0 slots.
Improved Mechanics
Starting at 6th level, the mech can stand up from prone by spending the normal amount of movement, instead of all its movement. In addition, the mech may anchor itself by spending only half its movement, and while anchored it only has disadvantage on Dexterity saving throws as described in the stat block at the end of the class description, and its speed is only reduced by half when anchored, not to 0.
The mech also gains 1 Right Arm slot and 1 Left Arm slot (2 total for each).
Power Core
At 14th level, you have developed a special magical energy source for your mech suit, which fits into the chestplate for the mech. This helps fuel each of your mech’s modules, increasing the number of times they can be used. The power core has a number of charges equal to half your mech pilot level (rounded down), which can be expended whenever the mech uses one of its modules in place of one of the module’s uses. If the module regains expended uses when the mech finishes a short or long rest, it costs 1 charge. If the feature regains expended uses when the mech finishes a long rest, it costs 2 charges. The core regains 1d4 charges when the mech finishes a short rest, and all expended charges when it finishes a long rest.
The mech also gains 1 Legs slot (2 total).
Biomechanical Fusion
By 20th level, you have learned how to combine your mech with the flesh of your body. Anytime after gaining this feature, you may spend three consecutive days fusing the pieces of your mech into your body. At the end of the three days, you and the mech are one, and gain the following benefits:
You and the mech share the same pool of hit points, the mech cannot be doffed until you die, and the mech cannot be deactivated until you fall unconscious. You and the mech are now considered to be the same creature, but you are still considered to be inside of it.
The mech does not impede your ability to take long rests and instead allows you to finish a long rest in half the time it would normally take you, nor does it impede any of your abilities to move or jump. For example, if you can crawl or swim faster than it can, then you use that speed instead.
The mech’s Strength, Dexterity, and Constitution scores each increase by 4, to a maximum of 16, or if the scores were already 15 or higher, they instead increase by 3, to a maximum of 20, or if the scores were already 20 or higher, they instead increase by 2, to a maximum of 24. You may then use those scores in place of your own if they are higher than yours.
Once during each of your turns, you can spend 10 of your hit points to give your Power Core feature one charge.
Your creature subtype (i.e. elf, human, gnome, demon, etc) becomes "mech". You are still a humanoid, and you keep your racial features.
In addition, whether or not you fuse yourself with your mech, your power core is permanently fused with one of your mech’s modules. Choose one of your mech’s modules. The power core has an additional 4 charges, which can only be used for that module.
The mech also gains 1 Pilot slot and 1 Body slot, and an extra module (as described under Universal Module) that requires 1 Pilot slot.
Enchanted Mech
Magical Mechanics
When you choose this personalization at 1st level, your mech functions primarily on magic effects that you infuse the mech with. The enchantments that allow it to function cause its weapon attacks to be magical. In addition, if subjected to a spell or effect that negates magic, the mech is considered a magic artifact for the purpose of resisting that effect, and merely deactivates for no longer than 24 hours if a spell or effect would remove its enchantments.
Integrated Magic Items
At 6th level, you have learned how to combine your mech with other magical items. Whenever you attune to a magical item, you may incorporate it into the mech. Magic weapons can replace integrated weapons, magic armor properties are applied to the mech (but not the armor’s AC), and the mech can use all of any magic item’s properties as though it were attuned to the item instead of you. Magic items incorporated into the mech have no effect while the mech is deactivated.
The mech can only have one magic item incorporated into it, and the item can be no rarer than uncommon. This number and rarity increases to two and rare at 14th level and to three and very rare at 20th level.
Elemental Enhancement
Beginning at 14th level, the enchantments that allow your mech to function combine with certain modules in your mech and some of magical effects that your mech may be able to create through the use of any incorporated magic items. Any time the mech rolls damage for a module, spell, or effect that deals acid, cold, fire, lightning, poison, or thunder damage, it can reroll any 1s or 2s that are rolled and must use the new rolls, even if it’s another 1 or 2.
In addition, if the mech has resistance to cold, fire, or lightning damage, any creature inside the mech while it is activated is immune to that damage type.
Antimagic Systems
At 20th level, the mech runs on such powerful enchantments that other magical effects have extreme trouble affecting it. The mech and all creatures inside of it can’t be affected or detected by spells of 4th level or lower unless they want to be. They have advantage on saving throws against all other spells and magical effects.
Machine Mech
High-Tech Systems
When you choose this personalization at 1st level, you build your mechs with incredible precision, using techniques for technologies far more advanced than anyone would have thought possible. When determining all of your mech’s statistics, each of your ability scores are considered to be 1 point higher than they normally would. For example, if you have a Charisma of 17, the mech treats that score as an 18 when determining its Constitution, hit points, etc. If you have a Dexterity of 11, the mech treats that as a 12 when determining its speed.
Enhanced Weaponry
At 6th level, the innate weapons in the mech are upgraded to hit devastating force. Both the integrated weapons and the Arm Cannons deal an additional die of damage, and critical hits with them also deal an additional die of damage.
Massive Machine
By 14th level, your constant improvements to your mech have allowed you to increase its size to massive proportions. When you gain this feature, and each time you rebuild your mech, you may choose to build it two sizes larger than your normal size instead of one. If you do, you double its height, width, and thickness, and multiply its weight by 8. Other mech stats that are based on size also change as well. In addition, the mech gains one additional Right Arm, Left Arm, Legs, and Body slot. However, the mech’s Dexterity score decreases by 2, to a minimum of 6. The mech can now only have creatures two or more sizes smaller than it enter it, instead of one. A creature must be three or less sizes smaller than the mech to activate it from inside the inside. When rebuilding your mech or building additional copies, building it at an increased size doubles the amount of time it takes to do so, and it costs 10 times as many gold pieces.
Remote Control
At 20th level, you create a hand-held mechanical device infused with enough magic to allow it to control your mech from the outside. A creature no longer needs to enter the mech to activate it: instead, a creature within 300 feet of the mech and holding the remote may use an action to activate the mech. The remote has enough controls to use all of the mech’s modules and features, but requires the creature’s action each turn to continue moving and taking actions and bonus actions. The mech takes its own actions, bonus actions, and can move by itself so long as the creature with the remote is using its action each turn to tell the mech to do each of those things. The creature with the remote can still take its own bonus actions, reactions, and can move. The creature with the remote must be able to see the mech to be able to pilot it with the remote, and the creature must also be able to see any target or point for the mech to be able to choose that target or point for each of its attacks and features.
If a creature was piloting the mech from the inside when another creature begins piloting the mech with the remote, the creature inside the mech loses complete control of the mech and cannot deactivate it until the end of its next turn. The creature regains control of the mech if the creature with the remote stops piloting the mech.
If you have multiple mechs, you may only pilot one mech at a time, and each mech requires its own remote. Each additional remote requires 2 hours of time and 500gp to create. Each mech can have multiple remotes that it can be piloted with, but the mech still has the usual penalties for being piloted by creatures other than you even if the other creatures use the remote.