Remove these ads. Join the Worldbuilders Guild

Mech Pilot


Disclaimer
This class has a lot of room for interpretation in regard to what the Mech looks like, and how it is configured. For instance, my player is playing the class with a Steam Punk and humanoid design. However if you want to play the class with an animalistic or mythological creature inspired Mech design, the class was designed to be compatible with any campaign setting or RP style.

Description

The Mech Pilot class revolves around a pilot steering an automated armorsuit. This armorsuit 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.

Creating a Mech Pilot

  When creating a Mech Pilot, think about the way your character got their mech. Try to think of the reasons why this mech was needed in the first place. Did someone teach you engineering skills or did you learn everything by yourself? What did you do before you created a huge war machine? And what will you do if you find yourself in a situation without your mech?     Quick Build   You can make a Mech Pilot quickly by following these suggestions: First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Urchin background. Third, choose a crossbow, a dagger and the Explorer's pack. Fourth, chose Perception and Stealth as Skills.
hit dice: 1d6
hit points at 1st level: 6
hit points at higher levels: 1d6 (or 4) + Constitution modifier per Mech Pilot level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons
tools: Tinker's Tools
saving throws: Dexterity, Intelligence
skills: Chose two from Acrobatics, History, Perception, Slight of Hand, and Stealth
starting equipment:
(a) Handaxe or (b) Dagger or (c) Hand Crossbow and 20 Crossbow Bolts

(a) Dagger or (b) two Darts

(a) Dungeoneer's Pack or (b) Explorer's Pack

Tinker's tools
spellcasting:
class features:

The Mech

  At 1st level you have your own self-built mech, and you are proficient with it. 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 change as well.     AC. The mech’s AC is equal to 12 + the mech’s Strength modifier (which is the same as your Intelligence modifier).   Size. The mech is size Large, unless you are size Tiny or Large, in which case your Mech is one size larger than you are. It weighs 16 times as much as you, 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.

Speed. The mech's movement speed is 20-ft, however this can be changed with the addition of various modules.   Hit Points. The Mech's hit points are equal to 12, and 1d12 + your mech's Constitution modifier per Mech Pilot level after 1st.

Automaton. The mech doesn’t need to eat, drink, sleep, or breath, but it also cannot regain hit points by resting. The mech is also immune to any effect that would reduce its hit point maximum. The mech may, as a reaction to having the spell mending or similar magic cast upon it, regain 1d6 hit points plus another 1d6 for each level the spell was cast at. The mech cannot use this feature again until it finishes a long rest.

Cockpit. A creature that is one or more sizes smaller than the mech can fit inside the mech. A creature inside the mech while the mech is activated has full cover from attacks and effects from outside the mech. Air, water, and gasses can still seep into the mech, though. After applying weaknesses/resistances/immunities, if there is at least one creature inside the mech, the mech takes half damage from cold, fire, lightning, radiant, and thunder damage and each creature inside the Mech takes the same amount of damage. If an attack that deals poison, necrotic, or psychic damage hits the mech, the Pilot takes the damage instead. A spell or effect that requires the mech to make an Intelligence, Wisdom, or Charisma saving throw has a random creature inside the mech make the save against the effect instead, with the creature making the save being subjected to the spell or effect instead.

Anchoring. You can expend a bonus action and become anchored. While anchored, the Mech's movement speed is 0. Also while anchored, the mech automatically fails Dexterity saving throws but has advantage on Strength saving throws. The mech is also immune to the prone condition while anchored. During its turn on subsequent turns, you may expend an additional bonus action and become unanchored. Some class features will require your Mech to be anchored.

Modules

  Disclaimer
This class is designed to allow the player to add most of the "flavor" and design details. however if you would prefer something more thought out and easy to understand, the Mech, in it's most basic form, is a normally configured humanoid with two arms and legs. the melee Module is located where the right hand would be, the ranged Module is located over the shoulder, and the utility Modules are located on the wrists, torso, or back of the Mech depending on what makes sense to the player. the Fist is located where the left hand would be, however it could also very easily be the head of the mech if it is four legged.     The Mech has a one melee interface, one ranged interface, and one utility interface. You are also proficient with all Modules that are attached to these interfaces. these interfaces will be compatible with their respective Modules. The amount of utility Modules you have increases to 2 at 4th level, 3 at 8th level, 4 at 12th level, 5 at 16th level, and 6 at 19th level. The amount of melee Modules you have access to increases to 2 at 10th level. Any Module may be swapped out and replaced with a different one. This process takes 1 day per Module.

Melee

The melee interface starts out with a weapon that does 1d8 slashing damage. (the description of this weapon is left up to the Pilot to add, as to make the Mech as unique to the individual as possible.)
 

Ranged.

  ranged interface starts out with a weapon that has a range of 100/400 ft, and deals 1d10 piercing damage.

 

Utility.

  Headlights.   The mech has two bullseye lanterns mounted to the front of it. They do not require fuel to function. They can be lit or snuffed as a bonus action while the mech is activated, and they last for one hour each. They regain all expended time when the mech finishes a short or long rest. The maximum duration of the lanterns increases to 2 hours at 9th level and to 3 hours at 17th level.

Ejection Seat.
The mech is equipped with a spring-loaded seat that can throw you out of harm’s way at the pull of a lever. A creature in the mech may, as a bonus action or a reaction to the mech being targeted by an attack or spell or being included in the area of a spell or effect, launch the seat and any creatures inside the mech up to 20-ft in any direction. If the mech is not deactivated when the Pilot is ejected, the mech will fall Prone, and will require an additional action to activate the mech. After the seat has been ejected, you must spend 25 minutes reattaching the seat to the mech before you may use this feature again.

 

Spare Parts.

You always have spare parts for your mech lying around, and you have started using these parts to repair your mech. You may expend some of your mech's hit dice during a short or long rest to repair your mech by half what is rolled + the mech's Constitution modifier.


Audio Overload.

You are always tinkering and creation gadgets and contraptions regardless of weather or not they have any use or not. At 2nd level, you have created a small device that emits a very loud and painful noise. This device weighs 2 pounds, and takes an action or bonus action to use, and makes a noise that deals 2d4 Thunder damage in a 10-ft radius. (also, if the GM wants to, 1d4 Psychic damage can be dealt in addition, if the noise that the player makes is annoying enough.)


 

Optical Optimization.

  Your latest invention is a pair of very stylish lenses that help increase your awareness. (these can be contacts if you don't want your character to have glasses.) At 3rd level, you gain proficiency in Perception if you do not have it already.


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.


More Modules.

At 5th level you gain access to more Modules.

 

Melee.

  Flamethrower.
This weapon is a large flamethrower that deals 3d8 fire damage to a creature that is within 5-ft of the mech. this weapon uses your Dex mod when making a melee attack with this weapon. At 10th level you will have the option to choose between two upgrades for this weapon. these upgrades are not permanent, and can be swapped for each other. this process takes 2 hours.

Flail.
This weapon is a large Flail/Morningstar that has the Reach property, and deals 2d10 bludgeoning damage. this weapon uses your Dex mod when making a melee attack with this weapon.

 

Ranged.

  Ballista.
This weapon is a siege weapon that has been attached to your mech, and does 4d12 piercing damage. You must be Anchored to fire this weapon. This weapon requires one action to reload, and one action to fire at disadvantage, however you may expend a bonus action to aim the Ballista and fire without disadvantage.
At 10th level, you may fire this weapon without disadvantage without needing to expend a bonus action.
At 15th level, reloading takes an action or bonus action.
At 20th level, you may expend a bonus action to to aim the Ballista and fire with advantage.


Utility.

Grappling Hook.
This is a grappling hook attached to a metal chain, with a winch. You must be Anchored to use the Grappling Hook. The hook can be launched up to 60 feet away from the mech, allowing it to climb up steep slopes and even vertical ascents. The mech’s climbing speed for a vertical ascent is 1/4 its movement speed, or twice that for a steep slope. These speeds cannot be increased by other features. The mech does not need to be against a solid surface to pull itself up vertically. The hook must have something for it to catch on to be used to climb, as normal.
At 8th level you may also make a ranged attack, and fire your grappling hook at any creature that is large, medium, or small sized. You must also be Anchored to do this as well. This creature takes 2d4 bludgeoning damage, and must succeed on a DC 15 strength saving throw, or be Grappled. You may use your movement speed to move the grappled creature 1/4 your movement speed closer to you.

Thrusters.
This module allows your mech may take the dash action as a bonus action. Your Mech’s movement speed is also increased by 5-ft. This increases to 10-ft at 10th level, and to 15 at 15th level.


PA System

Starting at 6th level, the mech is equipped with sound-amplifying components. When a creature speaks while in the mech, it may choose to make its voice be able to be heard clearly from up to 300 feet away from the mech.
subclass options:

Created by

Kvasir_.

Statblock Type

Class Features

Link/Embed