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Mecha


Hit Points

Hit Dice: d6 per Mecha level
Hit Points at first Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per Mecha level after first

Proficiences

Armor: Enhanced armament & Shields
Weapons: None
Tools: Smiths tools
Saving Throws: Strength, Intelligence
Skills: Choose two from Arcana, History, Investigation, Insight, Perception, Survival, and Intimidation

Overview & Creation

[To be filled in later] {Maybe}


Class Features

Enhanced Armament: Starting when you first get access to this class, you gain an Enhanced Armament, a special device that, when attuned to the wearer, can transform into a suit of durable heavy armor on command that fits to your person (Work with your GM to determine the look of the armor). The Armament, when worn and in its passive state gives the wearer an AC of 16, a movement speed of 45 feet, shock absorption for fall damage*, an unarmed strike damage of 1d6+str, and the ability to lift things twice as heavy as they would be able to normally. The Armament has both a passive and active state when worn, at first level it can only remain in its active state for one minute and can be activated a number of times equal to your Intelligence modifier per long rest, however it gains another minute of active time every two levels after first & at level ten it's activation amounts increase to your intelligence modifier + your proficiency bonus. The suits active abilities are determined by its level and subclass. However while worn the user gains disadvantage on all stealth checks and Dexterity saving throws.   *When you take fall damage while wearing the suit in it's active or passive forms, you only take half as much as you would otherwise.   Subclass: Also starting at first level you choose which kind of Armament you are granted, currently there are two types of armament, the Powersuit Armament, and the Jaeger Armament. The Powersuit Armament when in its active form focuses on giving the user enhanced personal defenses, combat versatility, along with mobility and stealth skills. While the Jaeger Armament when in it's active form changes from a suit into more of a humanoid shaped vehicle that can reach both Large and Huge size, focusing more on group defense, and pure damage output.   Unarmed Strike Alpha: At 2nd level, while your suit is active, your unarmed strike damage increases from 1d6+str to 1d8+str.   Reinforced Armor Plating Alpha: At 3rd level, while your suit is active, your armaments AC bonus increases to 17.   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 score by 1. As normal, you can’t increase an ability score above 20 using this feature   Extra attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level with this class.   Unarmed Strike Beta: At 6th level, while your suit is active, your unarmed strike damage increases from 1d6+str to 1d10+str. When you first active your armament you may also choose if you want your attacks to do Bludgeon, Pierce, or Slashing damage.   Reinforced Armor Plating Beta: At 7th level, while your suit is active, your armaments AC bonus increases to 18.   Unarmed Strike Gamma: At 9th level, while your suit is active, your unarmed strike damage increases from 1d6+str to 2d6+str. When you first active your armament you may still chose if you want your attacks to do Bludgeon, Pierce, or Slashing damage. Your attacks are also now considered magical for the purpose of bypassing resistance.   Meta Field: At 10th level, once per short rest, when you activate your suit you can choose to grant a number of creatures equal to your Intelligence modifier around you, a bonus to their AC equal to your Intelligence modifier until you deactivate your suit or it runs out of power.   Reinforced Armor Plating Gamma: At 13th level, while your suit is active, your armaments AC bonus increases to 19. When you first activate your armament, you may chose a physical damage type to gain resistance too (Bludgeon, Pierce, Slash)   Unarmed Strike Delta: At 14th level, while your suit is active, your unarmed strike damage increases from 1d6+str to 2d8+str. When you first active your armament you may still chose if you want your attacks to do Bludgeon, Pierce, or Slashing damage. Your attacks are also now considered magical for the purpose of bypassing resistance. Your Unarmed strike critical range increases from 20 to 19.   Reinforced Armor Plating Delta: At 17th level, while your suit is active, your armaments AC bonus increases to 20. When you first activate your armament, you may chose a physical damage type to gain residence too (Bludgeon, Pierce, Slash), While your suit is active you can not be targeted by the effects of flanking from any number of creatures that surround you.   Omega Overcharge: At 20th level, once per 24 hours, you can activate this ability. When you activate this ability your suit's Unarmed strike damage increases from 1d6+s to 2d12+(Str * 2), your attacks deal Bludgeon, Pierce, and Slash damage, Your attacks are considered magical for the purpose of by passing resistances, your critical range increases from 20 to 18, your AC bonus increases to 23, your gain resistance to all physical damage, you can not be targeted by the effects of flanking from any number of creatures that surround you, you become immune to critical strikes, and your movement speed increases from 45 feet to 60 feet. However, using this ability cuts suits activation time in half and after it is inactivated the suit can not be accessed, even in it's passive state, for 24 hours to cool-down.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: (Still in dev other then your Armament)


Subclass Options

POWERSUIT ARMAMENT: When you chose this armament you gain proficiency with all Simple Melee & Martial Melee weapons, so long as they do not have the finesse property. You also gain proficiency with simple firearms regardless of if they have finesse or not.   "Thermal Enhancements": When you first chose this subclass at 1st level, while wearing your armor in either it's passive or active state, you are unaffected by temperature effects in your environment. You may also chose a single elemental damage type, other then Necrotic or Radiant, you then gain resistance to that damage type whenever your armament is in it's active state. You then choose another elemental damage type to gain resistance to at 5th, 11th, 15th, & 18th level. Once you reach 10th level, the two damage types you chose at 1st and 5th level become immunity. At 20th level you gain immunity to every damage type you chose with this ability.    Optic Camouflage: At 5th level, a number of times equal to your Int modifier per long rest, you can activate Optic Camouflage, when activated you blend into your environment for one minute, gaining advantage on all stealth checks when standing still, and negating your normal penalty to stealth when moving. This ability can be used while your armor is in it's active or passive state. At 12th level you may use this ability a number of times equal to your Int modifier per short rest.    Grav-Boots: At 11th level, you can use an action to triple your jumping distance, or sixtouple it if you have a running start. You also no longer take any damage from falling, so long as you land on your feet. A number of times equal to your Int modifier per long rest, for a number of minutes equal to your proficiency bonus, you can walk on walls and ceilings as if they were a floor as long as you keep one foot on them at all times.    Tactical Visor: At 15th level, a number of time equal to your Int modifier per long rest, you can activate your Armaments tactical visor for one minute, giving you advantage on all perception checks and the ability to see invisible objects and creatures, see through illusions, and see in any kind of light levels including magical darkness. When this ability is used in combat, you may target a number of creatures equal to 1/2 your intelligence modifier rounded down, you gain advantage on attacks made against the selected creature until Tactical Visor wears off.   Over-shield: At 18th level, Once per long rest, when you put your armament into it's active state, you can chose to activate Over-shield. When Over-shield is activated you gain temporary HP equal to Half your total HP. The Over-shield stays in place until your armament is no longer in it's active state or it's temporary HP reaches 0, however your Over-shield can also recharge it's hit-points by a # equal to your Intelligence modifier + your proficiency bonus at the start of your turn; this recharging will not take place if you were damaged the round before it would activate.   JAEGER ARMAMENT: When you chose this armament at first level, your armament, while in it's active state, doesn't just turn into a better suit of armor, but expands outward into a humanoid armament that is large in size (Standing anywhere from 10-13 feet tall and taking up a 10x10 space). This armament has HP equal to (Level * 10) + (Int Mod * Proficiency bonus) and gains a bonus to it's active AC equal to 1/2 your intelligence modifier rounded down (Min 1). This armament increases in size from Large to Huge at level 10 (Standing anywhere from 16-20 feet tall and taking up a 15x15 space, as well as gaining the siege monster trait*), this also doubles it's HP. Should your armament loose all it's HP your armament can not be used in it's active state until it is fully repaired. If your armament is below its maximum HP, you can repair it during short rests by #d6+ your Int modifier HP (# = level). During long rests you can repair it for the maximum possible roll amount during a short rest. If you spend your short or long rest repairing your Armament, you can not gain the healing benefits of a short or long rest. This Armament also modifies the Unarmed Strike skills, changing their active damage. [Alpha = 1d12, Beta = 2d8, Gama = 2d12, Delta = 3d10] While the Armament is active it's physical ability scores replace your own. [STR = 22, DEX = 12, CON = 18]   Combat Grappler: When you first chose this subclass at 1st level, when using both hands to grapple a creature the same size as you or smaller, you gain advantage on the grapple check. While you have a creature grappled in this way, you can spend an action to crush them if they are the same size or smaller then you or throw them if they are a size smaller then you. When Crushing a creature, the grappled creature must pass a Constitution saving throw (DC = 12 + Str mod) or take 4d8+Str physical damage. When you throw a creature, you can toss them in a line up to 10 * Str mod feet, if the creature does not collide with anything they can make a Dexterity saving throw (DC 10 + Str mod) to land gracefully without taking any damage; on a failed save they take 2d6 Bludgeon damage. If the thrown creature collides with a breakable object, their remaining distance is reduced by half and they take 4d6 Bludgeon damage, per breakable object they travel through, they may make a constitution saving throw (DC 12 + Str Mod) to take half damage instead. If the thrown creature collides with an unbreakable object or surface, they take 8d6+str bludgeon damage, they may make a Constitution saving throw (DC 13 + Str mod) to take half damage instead. When your size increases at 10th level, you can use this ability against medium creatures with a single hand, and when throwing medium sized or smaller creatures, you can quadrupedal their thrown distance.   Emergency Knife: At 5th level, your armament gains two special compartment at it's shoulder-blades that houses two Emergency Knifes. These knifes deal 2d8 + Str slashing damage and are considered "Daggers" and can cut through most any kind of non magical metals and other materials. At 12th level these blades become heated, dealing an extra 1d6 fire damage on attacks, and being able to melt through even most magically enhanced metals and materials. You are always considered proficient with your Emergency knives.   "AT Field": At 11th level, as an action a number of times equal to your Proficiency Bonus, you can activate your "AT Field" creating an invisible but powerful 20 foot wide by 20 foot high and 5 foot thick barrier anywhere within 50 feet of yourself that you can see. The field itself has immunity to all Physical damage and nothing physical can pass through it. You can can use an action every turn to maintain this field indefinitely as long as your armament is active and you do not move. This field can not stop magical attacks weapons with magical property or that can bypass magical resistance, or ethereal creatures. At 16th level when you make an "AT Field" you can use an action to push it outwards from wherever it is created in a 30 foot cone, dealing 4d10 + Int mod Force damage to all creatures and structures in the area of effect.   Titan's Roar: At 15th level, Once per short rest, while your armament is activated, you can let out a Titan's roar. When used, all creatures within ten feet take 4d4 force damage and must pass a DC 15 Constitution saving through, or get pushed back 30 feet in a line. All creatures within 30 feet also must pass a DC 13 Constitution saving throw, taking 2d8 thundering damage on a failed save and half as much on a successful save. Finally all creatures within 50 feet must pass a DC 12 Wisdom saving thrown out become frightened for 1d12+Prof rounds.   Hunters Fury: At 18th level, Once per long rest, while your armament is active you may activate the hunters Fury. While hunters Fury is active you gain an additional extra attack, have advantage on all attack rolls, and any damage roll that rolled lower then half, becomes half. However while Hunters Fury is active, your armament loses 5% of it's total HP every round and you loose all control of it, attacking any and all creatures within sight, starting by anything the struck you, then to whatever is closest. Once Hunter's Fury of activated it can not be de-activated until the armament's HP reaches zero or if it's activation time runs out while not in combat. If the activation time reaches zero while Hunters Fury is active and your in combat, the armament will still continue to function in it's active state until the current Target is destroyed and no other possible targets are within 100 feet, or it's HP is reduced to Zero.


LevelProficiency BonusFeaturesActive time
1st+2Enhanced Armament / Subclass / Subclass feature1 minute
2nd+2Unarmed strike Alpha
3rd+2Reinforced armor plating Alpha2 minutes
4th+2Ability score improvement
5th+3Subclass feature / Extra attack3 minutes
6th+3Unarmed strike Beta
7th+3Reinforced armor plating Beta4 minutes
8th+3Ability score improvement
9th+4Unarmed strike Gamma5 minutes
10th+4Meta field
11th+4Subclass feature / Extra attack(2)6 minutes
12th+4Ability score improvement
13th+5Reinforced armor plating Gamma7 minutes
14th+5Unarmed strike Delta
15th+5Subclass feature8 minutes
16th+5Ability score improvement
17th+6Reinforced armor plating Delta / Extra attack(3)9 minutes
18th+6Subclass feature
19th+6Ability score improvement10 minutes
20th+6Omega Overcharge

Created by

DarksonNico.

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