Mecha (5e Class)
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- 1 '''***WARNING***'''
- 2 Mecha
- 3 Mechanical Men
This is currently incomplete and I will keep working on it. It is currently a reskin of the druids and I do want to hear people's feedback on this idea as I keep building upon it.
The abilities and stuff will be added later (most likely tonight) when I have a chance to add them in.
Please send some feedback my way and I will keep tweaking this class
Holding an iron rod with a bright orb at the end, a human calls forth destructive energy and summons explosive bolts of lightning to smite the torch-bearing orcs who threaten to disassemble her friends.
Staying hidden in the trees, a dwarf summons a swarm of mechanical beasts to scout ahead for him.
The Mecha are spellcasters that have almost completely removed themselves from nature. They focus on tinkering and constructs.
Creating a Mecha
Think about why your character became enthralled with technology. What drives them to become more attuned to gears and steel?
- Quick Build
You can make a Mecha quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Guild Artisan (Smiths or Tinkers) background. Third, choose a shortsword, a sling, and studded leather armor.
As a Mecha you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: All simple weapons, scimitars, shortswords
Tools: Smith's tools or Tinker's tools
Saving Throws: Intelligence and Dexterity
Skills: Choose two from Arcana, Athletics, Insight, Investigation, Perception, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A shield or (b) Any simple weapon
- (a) A scimitar or (b) Any simple melee weapon
- If you are using starting wealth, you have 4d4 x 10 gp
You cast mecha spells (which are mostly reworked druid spells with some slight additions and removals). Intelligence is your spellcasting ability for these spells, for setting the saving throw DC for a spell you cast and for attacking with a spell. The power of your spells comes from your understanding of technology and your study of machinery.
At 1st level, you know two Cantrips of your choice from the mecha (druid) spell list. You learn additional mecha (druid) Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the druid table.
- Preparing and Casting Spells
The table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of Spells equal to your Intelligence modifier + your mecha level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
For example, if you are a 3rd-level mecha, you have four 1st-level and two 2nd-level Spell Slots. With a Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Detect Magic, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Mecha Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use a Runic Symbol (such as a staff with runes engraved on it) as a spellcasting focus for your mecha Spells. in funds.
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|2nd||+2||Geared Form (Wild Shape), Mecha Wheel (Druid Circle)||2||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Geared Form Improvement||3||4||3||—||—||—||—||—||—||—|
|6th||+3||Mecha Wheel Feature||3||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Geared Form Improvement||3||4||3||3||2||—||—||—||—||—|
|10th||+4||Mecha Wheel Feature||4||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||4||4||3||3||3||2||1||—||—||—|
|14th||+5||Mecha Wheel Feature||4||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||4||4||3||3||3||2||1||1||1||—|
|18th||+6||Mechanical Body (Timeless Body), Geared Spells (Beast Spells)||4||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||4||4||3||3||3||3||2||1||1||1|
|20th||+6||Of Machine and Man (Archdruid)||4||4||3||3||3||3||2||2||1||1|
While inside the Mecha, that has the following properties:
- Your size becomes medium, if it is lower.
- You gain a number of temporary hit points equal to 8 per level you have on this class. If the temporary hit points are reduced to 0, it begins to collapse, and you are ejected from it on a empty space within 5 feet.
- Your movement speed becomes 20 feet.
- You gain darkvision out to a range of 60 ft
- You can breathe air and water while within the mecha.
- As a reaction when you hit a creature with a melee weapon attack, you can use your reaction to deliver a charge of electricity. The creature must make a Dexterity saving throw, or take 1d8 lighting damage.
Starting at 2nd level, your AC inside the mecha increases in 1 point.
At 2nd level, you no longer no longer need to use your reaction to deal additional lighting damage, releasing the charge automatically once in each of your turns.
In addition, you can replace this lighting charge for other functions from your mecha:
You can activate these special functions a number of times equal to your Intelligence modifier (minimum 1), and regains all uses when you finish a short or long rest.
Overcharge. You can increase the power of the electrical charge. The target takes an additional 1d8 lighting damage. This damage increases to 2d8 at 9th level, and 3d8 at 14th level.
Charge. Your mecha can charge towards a creature within 10 feet of it. The target must make a Strength saving throw, with the DC being equal to 8 + your proficiency bonus + the mecha Strength modifier. On a failed save, the target is knocked prone. Your movement increases by 5 feet at 9th level, and an additional 5 feet at 14th level.
Force Field. Creatures of your choice within 10 feet of you must make a Strength saving throw, with the DC being equal to 8 + your proficiency bonus + your mecha Strength modifier. On a failed save, a creature is pushed 10 feet away from you. The radius of the push and distance a creature is pushed on a failed save increase by 5 feet at 9th level, and an additional 5 feet at 14th level.
At 3rd level, you can choose a trope, either Piloting Ace, Magitech, Mecha Armor, Platinum, or Shadow. These practices are detailed at the end of the class description.
Your choice grants you features when you choose it at 3rd level and again at 7th, 10th, 15th, and 18th level.
Beginning at 5th level, you can attach weapons to your weapon. You can attach any melee weapon without the heavy or the two-handed properties. When you take the Attack action on your turn, while you are piloting the mecha, you can make one additional attack with one of its integrated weapons.
Also at 6th level, your mecha's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Beginning at 11th level, you develop a suit of armor to protect you in and out of your mecha. While using the suit, you gain resistance to slashing, piercing and bludgeoning damage from nonmagical sources. In addition, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
At 20th level, your mecha becomes a extension of yourself. Whenever you are target by an attack while inside the mecha, you can choose how to spread the damage between your's and your temporary hit points.
- Tactical Combat
Starting at 3rd level, when you make an attack while inside the mecha, the creature has disadvantage on any attack roll that doesn't target you.
Additionally, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to attempt to grapple or shove the creature.
At 3rd level, you can add your Intelligence modifier to your initiative rolls.
Additionally, while inside the mecha, creatures can't gain advantage on attack rolls against you as a result of being hidden from you.
- Dragon's Scale
Starting at 7th level, while inside your mecha, when you take the Dodge action, you can make a single attack with a integrated weapon as a bonus action.
Additionally, you can use an action to repair your dragon, without needing to make a check.
- Sky Lord
Starting at 10th level, you don't take falling damage if you fall from 20 feet or less. Additionally, your mecha can fly up to 20 feet in a straight line upward as an action. This movement doesn't provoke opportunity attacks.
- Magic Charged Strikes
At 3rd level, whenever you cast a spell of 1st level or higher, you can imbue yours or the integrated weapon with residual arcane energy. The next time you would hit a creature with a weapon attack before the end of your next turn, that creature takes an additional 1d4 force damage.
- Arcane Integration
Beginning at 7th level, when you use your action to cast a cantrip while inside your mecha, you can use your reaction to make an melee attack with the integrated weapon.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: