Mechmaster (5e Class)

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Mech Master[edit]

A Gnome is trapped with his back against the wall with six Orcs closing around him. It is dark and there are no allies nearby. Quickly, he glances at his gauntlet and taps in a pattern. Suddenly, with a huge roar, a huge brass mech leaps down from the cliff face and crushes one of the Orcs. The mech swivels its hand cannons towards the now cowering Orc scum. As it comes to bear, there is a blaze as the two Orcs are peppered by shrapnel and left with barely anything to show of their existence apart from a bloody pulp on the floor. The mech draws a huge sword and turns to the remaining Orcs but, as one would, they are running away. The mech then turns to face its creator. It grasps him firmly and gently pulls him into its cockpit which has opened up. The Gnome then sits in comfortably and places a helm above his head. He grasps the controls and suddenly the mech is off again...

Creating a Mech Master[edit]

Have you ever wanted to be that one giant who can actively move around the field with ease? Crushing enemies underfoot without a care in the world? Or wanted to be the one thing between a town and its attackers? Well, this can offer you a highly important role. It is recommended to use this class as a multiclass.

Quick Build

You can make a Mech Master quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Soldier background.

Class Features

As a Mech Master you gain the following class features.

Hit Points

Hit Dice: 1d10 per Mech Master level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Mech Master level after 1st

Proficiencies

Armor: Light Armour, Medium Armour
Weapons: Simple Weapons
Tools: Mason's Tools, Smith's Tools, or Tinker's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Insight,, Medicine, Perception and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two daggers and Hand Crossbow or (b) Quarterstaff and 3 javelins
  • (a) Studded Leather armor or (b) Hide armor
  • (a) Tinker's Tools or (b) Mason's Tools or (c) Smith's Tools
  • (a) Playing Card Set or (b) Fold-away Dragonchess set
  • Titan gauntlet

Table: The Mech Master

Level Proficiency
Bonus
Features
1st +2 Titan Gauntlet
2nd +2 Synchronized Armour, Mech
3rd +2 Gauntlet Upgrade
4th +2 Ability Score Improvement
5th +3
6th +3 Manufacturing And Weaponry
7th +3 Specialization
8th +3 Ability Score Improvement
9th +4 Power Fists
10th +4 Jump Kit, Bullet Improvement
11th +4
12th +4 Ability Score Improvement
13th +5 Specialization
14th +5
15th +5 Manufacturing: Weaponry Upgrade
16th +5 Ability Score Improvement
17th +6 Specialization
18th +6 Nuclear Reactor
19th +6 Ability Score Improvement
20th +6 Titan, Bullet Improvement

Titan Gauntlet[edit]

At 1st level, you are proficient in controlling the Titan gauntlet. This is quite possibly your most useful piece of equipment. If destroyed, you must expend 8 hours and 400 GP and have access some other high-quality metal to create a new one. With this, you can monitor your mech. This allows you to be able to see its current hit points and ammo reserves. It also allows you to monitor and communicate with your pocket dimension so that you can keep on top of your business. It obtains an earpiece that works with magic, allowing you to coordinate with creatures from afar. The creature must be cross-linked to your gauntlet (see below) and must be within 2000 feet of you. You may give cross-link ability to any person who is willing, this process uses a short rest. A cross-linked creature may use your Mech(s) without being thrown out of them. If the gauntlet is lost, it can be tracked by a cross-linked creature if they have a gauntlet. You are automatically cross linked.

The Titan gauntlet also has a repair tool augment. The repair tool starts with 5 charges and at the end of each long rest, the tool gains 1d4+1 charges and has a max of 7. You can take one full action to use a charge, restoring your MechMaster level x2 hit points (rounded down) to your Mech/Titan. It is worth 100gp, can be used by anyone crosslinked, and if lost it can be located by your Titan Gauntlet or recreated with 100gp of high-quality metal.

The Titan Gauntlet allows you to shoot forth a bolt of electricity, allowing you to cast the shocking grasp cantrip. In addition, your gauntlet can overcharge. You can cast the spell Lightning bolt at will twice a day without the need for any components, regaining use of this feature after a long rest. However, this spell does not deal damage, and instead is used for the purpose of recharging you Mech or Titan.

Synchronized Armour[edit]

At 2nd level, your armor is surrounded in a telekinetic overlay that will be linked to your Mech/Titan so it can track your position and status. If your Mech/Titan detects you have taken damage, it will start to travel to your destination unless given the order not to by a neuro-linked teammate. If someone that is cross-linked to your cyber gauntlet is alive and willing, then they receive a basic idea of the two following stats:

  • Your current hit points
  • A rough idea of where you are (within a 10-mile radius)

Mech[edit]

At 2nd level, you gain the ability to create a Mech. This Mech is nothing more than a simple automata when not being piloted, only obeying rudimentary commands. Mechs are limited to large size, reaching a maximum of 14 feet, and can only be piloted by creature of Medium size or smaller. Entering and exiting your Mech takes an action. These heavy machines aren't incredibly agile, and as such can't jump effectively, and have a small horizontal jump range of half the Mech's movement speed. Building the Mech requires you to spend 2 days worth of time building and require 680 GP of high-quality metal and requires Tinker's Tools. Your mech comes equipped with one of the weapons from the table when it is first built. The spell Lightning Bolt or some other substantial amount of electricity must be cast on the Mech at the end of the building period. You can restore 20 hit points to the Mech during a short rest and full hit points on a long rest.

Gauntlet Upgrade[edit]

At 3rd level, you can call in your Titanfall as an action, an ability that allows you to place a marker with your gauntlet. That marker is where your mech/titan will land. After 10 minutes all creatures within 10ft of the marked area (including you) must roll a DC 15 Dexterity saving throw or take 1d12 bludgeoning damage when your mech lands or 3d12 if its your titan. Titanfall works only if it's in the factory pocket dimension.

Ability Score Increase[edit]

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.

Manufacturing And Weaponry[edit]

At 6th level, your magical and technological prowess has led to the creation of a pocket dimension factory, you can use your full turn (action, bonus action and movement) to stow materials into the pocket dimension, this pocket dimension factory can only store up to 500 GP worth of materials 3 Mech and 1 Titan. The factory is automated and can receive commands through your Titan gauntlet. Commands include using an action to summon your Titan or Mech into the pocket dimension, upgrading the Titan or Mech using the materials deposited into the dimension (only works if Titan or Mech is present in the factory dimension and is functioning), construction of ammunition or weapons, and repairing the Mech or Titan. All of these commands will be completed after their allotted times so long as the material and gp requirements are met. Required materials will be consumed after the command is completed. If your factory doesn't have enough materials to finish a build, the time required to finish the build will be deducted by the amount of materials used. (time deduction is up to your DM) Now your pocket dimension factory has now started to produce huge melee weapon and ranged weapon blueprints for your Mech/Titan to use, every melee weapon built has a set durability and every ranged weapon jams on a rolled 1 or 2, requiring a full turn to unjam it (full turn means action, bonus action and full movement must be spent unjamming it).

A Titan or Mech can be summoned out of the factory dimension by sacrificing 20GP and using the gauntlet to place an emergency Titanfall signal, the emergency Titanfall in this case takes 3 minutes to arrive and does not cause damage to any creatures. Summoning you Mech/Titan without using the emergency Titanfall costs nothing but takes 10 minutes to summon.

In addition, you may, along with up to 4 other willing creatures who are within 10ft of you, send yourself(selves) to the factory dimension. There, there, you can view the sprawling factory that produces your items. Aside from the assebly line, there are also basic items and furnishing there, like a bathroom with running water, an infinite supply of oxygen, a workbench and space for personal tinkering, as well as a single cot for you. The size, layout, complexity, and utilities of the factory are largly up to your DM, but I would recommend these.

Specialization[edit]

At 7th level, you pick a specialization for your Mech/Titan. Your choices, all detailed at the end of this class, are the Ronin, Tank, or Shadow specialization. At 13th, and 17th level, you gain additional features.

Power Fists[edit]

At 9th level, the fists of your Mech are imbued with bio-electrical pulses that give them siege damage to structures and changes the damage dice for unarmed strikes from 1d6 to 2d6 Bludgeoning damage, your Mech's fists now count as magical weapons.

Jump Kit[edit]

At 10th level, a newly augmented Jump Kit can be made from a compressed air canister, adrenaline injector and air compressor with a iron frame. This takes 24 hours to make, and costs 400 GP. You can use an action to activate the jump kit. This will give you a new jump height of 20 feet, and allows you to wallrun on a flat surface for 20 feet. You must end your turn on the ground, and cannot wall run again until you have landed on a flat surface.

Bullet Improvement[edit]

Additionally, at 10th level, the bullets of your Mech/Titan deal increased damage and have a higher velocity, increasing range. They will deal extra one extra damage dice (ex. 2d8 will go up to 3d8) and do magical damage as opposed to non-magical damage, they also have a +50% range. At 20th level, the bullets of your Mech/Titan deal even more damage and have an even higher velocity, increased range. They now add one extra damage dice (ex. 3d8 will increase to 4d8) and can now cause preexisting immunity to damage to count as resistances instead, plus they now have +100% range instead of +50%.

Manufacturing: Melee Upgrade[edit]

At 15th level, The weapons you manufacture now have two times their normal durability.

Nuclear Reactor[edit]

At 18th level, when your Mech/Titan is doomed and about to be destroyed, it will automatically eject you 20ft from the cockpit and the reactor will explode dealing 8d6 fire damage in a 15ft radius.

Titan[edit]

At 20th level you can now use the Mech's bigger brother: Titans. Titans have a machine spirit placed inside of them giving them near sentience, and with that a brazen and unshakable loyalty to their masters. To save yourself an action, and maybe even yourself, the Titan can instead take an action to place you inside of it. Titans also have ridged, clawed almost feet. These can help them grip the surface of slippy surfaces. A Titan can attempt to crush an enemy that is size Large or smaller as a grapple action, dealing 12d6 bludgeoning damage. The hulking titans can attempt to grapple units size Gargantuan and smaller. When creating the new and improved Titan, the lightning bolt spell must be 5th level or higher. Titans require 1 month worth of time to build and 2000 GP worth of materials.

Mechs and Titans[edit]

Mechs[edit]

A created Mech has the following stats:

  • Damage immunities: poison, pyschic
  • Damage vulnerabilities: acid
  • Condition immunities: frightened, charmed, paralyzed
  • Size Large (10 - 14 ft)(Medium and smaller can fit inside) construct, unaligned
  • Walk 40 ft, climb 25 ft
  • AC: 20 (natural armor)
  • HP: 65 (12d6 +15)


Your Mech grants Darkvision out to a range of 60 feet while piloting. If you already have Darkvision, its range increases by 60 feet. Climbing in or out of the Mech requires an action. If the creature in the Mech is not cross-linked to your cyber gauntlet, when it climbs in, it is hurled out of the Mech 20 feet and falls prone, taking 2d6 bludgeoning damage.


If a lightning attack made against the Mech is a critical hit, the Mech must take its turn rebooting, trapping the pilot inside. Similarly, the Mech cannot be exhausted in the traditional sense, but rather runs low on power, still receiving the same effects as normal exhaustion would. Mechs are not air-tight.


At 18th level, you have advantage on Initimidation checks while within the Mech/Titan or while standing 10 feet of it. If you already have proficiency, your proficiency bonus is doubled.

Mechs have a small arsenal that can hold up to two hand held weapons, Mechs aren't created with weapons, they must be built. These are hand-held weapons, and take a full action to switch between.

While not piloting your Mech, you can tell it basic commands that it will try to follow to the best of its ability, additionally your Mech can attack without a pilot but it uses up your action to attack as it requires a command to act.

You can have a unlimited amount of Mechs in your pocket dimension, but you can only have 1 summoned at a time.

Titans[edit]

The Titan's stats use the Mech's unless detailed differently below:

  • Walk 60 ft, climb 30 ft.
  • Huge (25 - 32 ft)(Medium and smaller can still fit inside) construct, unaligned
  • AC: 22 (natural armor)
  • HP: 150 (18d12 +15)
  • Loses vulnerability to lightning, but still has vulnerability to acid
  • A Titan's spirit can be saved to your Titan gauntlet and uploaded to every new replacement titan crafted.
  • Only 1 Titan created by a single person can exist at a time, and it can only be controlled by the holder of the Titan gauntlet that created it.

Since gaining a machine spirit allows the Titan near sentience, they can now be Persuaded and Intimidated, these saving throws are made with the Titan's Constitution. Both you and your Titan gain advantage on Intimidation saving throws if you are within 10 feet of eachother. Despite losing the damage vulnerability to lightning damage, a critical hit still causes the system shutdown in a Titan. A Titan is considered airtight and can support the pilot for up to half an hour without air.

For the pilots comfort, the Titan can play music. This is just for comfort and being natural. Music selection can be whichever the pilot wants and may play a song that the other players want. The Titan can either contain this music to the interior of itself for the Pilot alone, or can project the music up to 300 ft.

Titans have a larger arsenal consisting of two hand held weapons, and one shoulder mounted weapon platform allowing for the use of two weapons at one time (shoulder mounted weapons must be guns). If the Titan is of the Tank variant, it has two shoulder mounted weapons, though only one of the two can be used in a multi-attack action. Titans aren't built with weapons, they must be built separately.

Additionally your Titan can attack without a pilot but it uses up your action to attack as it requires a command to act.


Special Maneuvers[edit]

The following are maneuvers only possible while in your Titan or Mech and can only be used a number of times equal to half of your Proficiency+1, you regain all uses after a long rest.

Precise Shots: +5 to hit, on hit: The target takes 3d8 piercing. Damage rolls for Precise Shots increase to d12s at 20th level. This can be used with the Machine Gun (12 Ammo) and 40MM Cannon (3 Ammo).

Bullet Spray:Spray covering fire in a cone of half the weapon's max range, targets in range must make a DC 16 dexterity saving throw, taking 3d8 of the weapons respective damage to all enemies in range that fail or dealing no damage if they succeeded. This can be used with the Machine Gun (12 Ammo) and Flamethrower (16 Ammo).

Entrench: Takes one action to enter and exit. While entrenched the Mech/Titan can't move and is restricted to the use of the 40mm Cannon and the Beam Rifle, and adds 100 ft to the maximum and minimum range of both weapons. Range values extended 200 ft at 20th level. Entrenched also allows the unhindered use of a shoulder mounted multi-attack, akin to two-weapon fighting. Titans with the Tank upgrade can multi-attack with both shoulder mounted weapons and the main weapon. Your Mech/Titan cannot switch weapons while entrenched.

Mech Upgrades[edit]

Your Mech/Titan is able to be customized with certain modifications and upgrades. If your Mech/Titan is destroyed in the line of duty, it loses all upgrades, so when building a replacement, the upgrade costs should be factored in. Upgrades do not stack and are replaced when you buy the next level. Each upgrade take 1 hour to build and increase in increments of 1 for each upgrade. (level 1=1 hour, level 2=2 hours and so on)

Chassis[edit]

These are linear upgrades, and every level needs to be bought. For example: to get from level 0 armor to level 3, it would cost 3000 (500 + 1000 + 1500) GP, and you would add 3 AC to your Mech/Titan. Mech/Titan can't benefit from the AC boost if you picked Ronin, but you can still get Electric Coils.

Armor
GP Cost Effect at Current Level
500 GP +1 AC
1000 GP +2 AC
1500 GP +3 AC
2000 GP +4 AC
2500 GP +5 AC
3000 GP +6 AC, Electric Coils

Electric Coils

After the final upgrade, the Mech/Titan has electric coils that deal 2d8 lightning damage on enemies performing a melee attack on the Mech/Titan.

Movement
GP Cost Effect at Current Level
500 GP +5ft Walking
1000 GP +10ft Walking, +5ft Climbing
1500 GP +15ft Walking, +5ft Climbing
2000 GP +20ft Walking, +10ft Climbing
2500 GP +25ft Walking, +10ft Climbing
3000 GP +30ft Walking, +15ft Climbing, Long Jump

Long Jump

Finishing your final movement upgrade, your Mech/Titan's jump increases to 3/4 that of it's movement speed up from 1/2. This upgrade doesn't apply if the Tank upgrade is applied

Weapons[edit]

Starting from lvl6 you can start building weapons for your Mech/Titan. Each damage dice you roll for the attacks cost 1 ammo if you are using a gun.

Machine Gun: 4d4 piercing damage, has a range of 50/250 ft, costs 100 GP, 5 GP worth of resources for 12 Ammo. If the Attack action was already taken, Mechs/Titans can make an attack with this weapon as a bonus action.

40mm Cannon: 3d10 piercing damage, has a range of 100/375 ft, costs 150 GP, 15 GP worth of resources for 3 Ammo.

Flamethrower: 2d8 fire damage, DC 12 Dex saving throw; on a failed save it sets target on fire for 5 rounds and deals 1d4 fire damage at the start of their turn and doesn't set enemies on fire if they succeed the save, has a range of 20/55 ft, 1 GP worth of resources for 16 Ammo.

Beam Rifle: 3d8 damage based off of gem, has a range of 200/600 ft, costs 200 GP, Special Ammo: Any colored Gem (except red) charged with Lightning Bolt, has 20 Charges and is non rechargeable, gem is destroyed after all charges are used, gem cannot be changed until fully used.

Greataxe: 2d12 slashing damage, has a range of 10 ft, costs 150 GP, requires Manufactoring: Melee Takes 30 minutes to build.

Sword: 2d8 slashing damage, has a range of 10 ft, costs 120 GP, requires Manufactoring: Melee Takes 30 minutes to build.

Warhammer: 2d12 bludgeoning damage, has a range of 10 ft, costs 150 GP, requires Manufactoring: Melee Takes 30 minutes to build.

Specializations[edit]

All specializations are immediately applied to the Mech/Titan you are currently piloting, and can only be applied to the one you are piloting.

Ronin[edit]

The Ronin specialization focuses on direct combat with melee weapons, prioritizing mobility over survivability. When you pick Ronin your Mech/Titan permanently lose 2 AC

Vertical Booster[edit]

At 7th level, your Mech/Titan gains an enhanced jump system. Its jump height is increased by 10 feet, and both you and your Mech/Titan can hover the top of their vertical jump for 15 seconds (2 rounds of combat) while still being able to take actions and reactions. This can be ended as a free action.

Speed and Precision[edit]

At 13th level, your Mech/Titan’s movement speed is increased by 20ft. In addition, after moving its entire movement speed, it gains a +2 on its next melee attack roll.

Blademaster[edit]

At 17th level, you and your Mech perfectly master blades. While your Mech/Titan is wielding a sword, it deals 4d8 slashing damage, instead of 2d8, and has a reach of 15ft. The Sword melee weapon now costs half as much and takes half the amount of time to build.

Tank[edit]

Tanks specialize in holding down an area at all costs. While moving like dead brick moving through a swamp made of molasses, it makes up for killing everything around it before they can kill it.

Mobile Weapons Platform[edit]

At 7th level, your Mech has 1 and your Titan has 2 slots for ranged weapons on its shoulders. In addition, its movement speed is reduced by 15 feet, and it gains +1 AC for every specialization feature gained, including this one. It also has advantage against affects that would move it against its will.

Squad Barrier[edit]

At 13th level, as a action your Mech/Titan can create a large, ethereal shield. The shield has 100 hit points, lasts until it is destroyed and can be used two ways: a dome with 15 ft Radius (25 for Titan) or a one way wall, 10 ft in width and 15 ft in height (20 ft x 25 ft for Titan). It lasts until destroyed or dismissed as a bonus action. While the shield is active your Titans movement is reduced by 20ft and your Mech cannot move. Any affects that would cause damage made from the other side of the shield that would hit a creature inside the shield instead hit the shield. You may use this once, regaining use of it at the end of a long rest.

Unwavering Mountain[edit]

At 17th level, your Mech/Titan gains a personal shield. Mechs now have 90 or 12d10+15 hit points, while Titans have 200 or 12d20+15. In addition, your shield gains an additional 50 hit points. Melee weapon durability lost is now always 10, gun unjamming now takes only action and bonus action and 40mm cannon jams on 1 and 2 instead of breaking.

Shadow[edit]

Shadows are a strange thing. While still being giant killer magic robots, the madmen who create these machines believe they would be perfect for stealth. But hey, magic can do anything, right?

Disorientation Matrix[edit]

At 7th level, your Mech/Titan is capable of distorting its image. Both Mechs and Titans gain +2 Dexterity every time a specialization feature is gained, including this one, and may add your Proficiency bonus to Stealth checks.

Silent[edit]

At 13th level, you become a master of assassination. You are able to craft suppressors for 50 gp, and attach them to your Mech/Titan’s ranged weapons, except for the flamethrower. You also deal an additional 1d6 damage when you make an attack with advantage.

False Transparency[edit]

At 17th level, your Mech/Titan can effectively turn invisible. As a bonus action, you can become invisible 3 times. Until the end of your next turn, while stationary, you are invisible as if under the effect of Greater Invisibility. While moving or attacking with suppressed or melee weapons, enemies have disadvantage on Perception checks against you, and their Passive Perception is reduced by 5. You regain all uses of this feature at the end of a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mech Master class, you must meet these prerequisites: Strength of 15 and Intelligence of 10

Proficiencies. When you multiclass into the Mech Master class, you gain proficiency of one of the following skills, tools: Insight, Medicine, Perception or Stealth . Mason's Tools, Smith's Tools, or Tinker's Tools. You also gain proficiency with the tinkering skill.



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