T'au Battlesuit Pilot (5e Class)
t'au battlesuit pilot[edit]
pilots of mechas or exoesqueletos names battlesuits that fights for the T'au Empire and the greater good
t'au battlesuit pilot[edit]
Battlesuit pilots are the most important and emblematic soldiers of the Tau Empire and honorable warriors of the greater good.
Creating a t'au battlesuit pilot[edit]
size It is highly recommended that you play a medium-sized character.
Quick Build You can make a t'au battlesuit pilot quickly by following these suggestion. your highest ability score should be dexterity.
Class Features
As a t'au battlesuit pilot you gain the following class features.
- Hit Points
Hit Dice: 1d6 per t'au battlesuit pilot level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per t'au battlesuit pilot level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: range simple weapons, range martial weapons, firearms weapons (in case of a campaign with the firearms rule)
Tools: none
Saving Throws: Dexterity and wisdom
Skills: Pick 3 from Acrobatics, Athletics, Perception, Survival, Stealth, Insight, Investigation, Medicine
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Light armor or (b) medium armor
- (a) 1 ranged martial weapon or (b) 1 firearm
- (a) 1 ranged simple weapon or (b) 1 pistol or a weapon that your master considers a pistol
- 1 simple melee weapon
- an explorer's pack
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | For The Greater Good |
2nd | +2 | Tactical Drone |
3rd | +2 | tactical philosophy |
4th | +2 | Ability Score Improvement, Ability Score Improvement |
5th | +3 | Tactical Drone |
6th | +3 | tactical philosophy |
7th | +3 | Evasion |
8th | +3 | Ability Score Improvement, Ability Score Improvement |
9th | +4 | improved observation |
10th | +4 | veteran of the fire caste |
11th | +4 | tactical philosophy |
12th | +4 | Ability Score Improvement, Ability Score Improvement |
13th | +5 | improved observation |
14th | +5 | tactical philosophy |
15th | +5 | Blindsense Failsafe Detonator |
16th | +5 | Ability Score Improvement, Ability Score Improvement |
17th | +6 | tactical philosophy |
18th | +6 | hero of the fire caste |
19th | +6 | Ability Score Improvement, Ability Score Improvement |
20th | +6 | legend of the tau’va |
For The Greater Good[edit]
You are training with t'au combat tactics, starting at level 1 you gain the ability to "observe" an enemy that you can see with a bonus action, when you "observe" an enemy you and all your allies who can see you and the enemy get +2 attack with ranged attacks. some skills will force the enemy to make a saving throw, If that enemy is also observed it has a disadvantage in that salvation.
Tactical Drone[edit]
At level 2 you are awarded with a drone, choose one of these 3 options starting at level 5 you can use 2 at the same time, you can change your drone for any of the other options during a long rest
Gun Drone
Once per turn you can spend your free action or your bonus action to make an attack (If you use 2 gun drones they become 2 attacks) of 2d6 fire damage, with a range of 120 feet with, this attack does not use any statistics but receives a bonus in attack and damage equal to your proficiency bonus
Market Drone
The "observe" ability can now be done with a free action (it can also be used with a bonus action) In addition, if the enemy you are observing has a cover bonus, you and any allies who benefit from the cover bonus observation can ignore it.
Shield Drone
increases your AC by 1->
tactical philosophy[edit]
you choose your t'au warfare style, starting at level 3 you choose your tactical philosophy from the 3 options detailed at the end of the class Your tactical philosophy choice grants you features at 3rd level and then again at 6th, 11th, 14th and 17th level.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. .
improved observation[edit]
you become a genie of the t'au tactics, starting at level 9, you and all your allies ranges attacks gain a critical hit with a roll 1 (becomes 2 at level 13) number less than normally required (so if a weapon's critical is 20 it becomes 19 but if it is 19 it becomes 18) against creatures you observed.
veteran of the fire caste[edit]
Your agility and weapon handling is impressive. At level 10, your dexterity increases by 2 and your maximum dexterity becomes 22.
Blindsense[edit]
Starting at 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 15 feet of you.
Failsafe Detonator[edit]
A Failsafe Detonator is attached to your battlesuit, a powerful kamikaze explosive designed to make the ultimate sacrifice if necessary. Starting at 15th level, you can spend your standard action to self-destruct your battlesuit. Every enemy within 5 feet of your battlesuit must make a dexterity saving throw with disadvantage or take d12 fire damage equal to your level, half as much on the save. After that, roll a d4. On a roll of 3 or less, your character automatically dies in the explosion. On a roll of 4, your character is thrown 15 feet in any direction you choose. In both cases, your battlesuit's life drops to 0.
hero of the fire caste[edit]
Your skill and weapon handling has no equal, you are a living legend like few others the empire has known, from level 20 your dexterity increases by 2 and the maximum of this ability becomes 24.
legend of the tau’va[edit]
You are everything that the greater good represents, you are its sword and its shield. At 20th level, you gain advantage on ranged attacks against observed enemies, as well as any allies who can see you and the enemy. some skills will force the enemy to make a saving throw, If that enemy is also observed the DC increases by 5.
Ability Score Improvement[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.
tactical philosophy[edit]
At 3th level, you chose a tactical philosophy. Choose between Kauyon wear-out combat, Mont'ka hunting tactics and Mont'ka quick impact, all detailed at the end of the class description. Your choice grants you features at 3th level and again at 6th, 11th, 14th and 17th level.
Kauyon wear-out combat[edit]
Kauyon is one of the two schools of thought of the fire warriors, its name means patient ravager, and is based on patiently securing victory, in this case exhausting the enemy with heavy and resistant armor and taking advantage of its superior range.
- missile drones
tarting at level 3 you get a new type of drone to choose from, called the missile drone, it acts the same as the gun drone but deals 2d8 fire damage instead of 2d6. Also, instead of acting on your bonus action, it acts as if it were an extra attack
- XV88 Broadside Battlesuit
you get a XV88 Broadside Battlesuit, a high firepower heavy mecha. Starting at level 6, you can get on a battlesuit that has the following characteristics:
- has hits points equal to 8 for each level of t'au battlesuit pilot
- It has an AC of 18
- it size is large (although its melee range is 5)
- has a flying speed of 20 feet
- it has a strength and constitution of 16, the rest of his abilities are the same as yours.
- has proficiency in constitution saving Throws (and intelligence, wisdom or charisma if you are proficient in any of those)
- is proficient in the same skills as you unless they are dexterity
- has disadvantage on any dexterity check or saving throw (not attacks)
- If your battlesuit's life reaches 0 you must make a dexterity saving throw with a challenge rating of 15, if you fail your hit points drop to 0, if you pass you are thrown 15 feet from the battlesuit in any direction you want
- While you are inside of the battlesuit you gain the following ability:
blacksun filter:
- you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. In addition, you have resistance to being blinded by strong lights.
has one of these two main weapons in its hands, you can switch to the other during a long rest Heavy rail rifle: 1 range attack, with 240 ft. range, 2d12+12 piercing damage. High-yield missile pods: Select two 20 foot radius that you can see within 120 feet. All entities within the radius must make a dexterity saving throw or take 6d4 fire damage, half if they pass.You can put both radius in the same spaces, and if an entity is inside both radius the damage will be 12d4 you have one of these two secondary weapons integrated into the body of your battlesuit, you can switch to the other during a long rest, this weapons attacks with a bonus action Twin plasma rifle: 1 attack at 60 ft. range, 2d10 fire damage Twin smart missile system: in a 15 foot radius , within 120 feet regardless of whether you can see it or not. All entities within that radius must make a dexterity saving throw or take 3d4 fire damage, half if they pass.
- seeker missile
You gain a Seeker Missile, an antitank ballistic missile integrated into the back of your Broadside. Starting at 11th level, once per long rest, your XV88 Broadside Battlesuit can make an attack with its free action that has advantage against marked enemies, has a 240-foot range, and deals 4d12+24 damage.
- XV104 Riptide Battlesuit
you get the XV104 Riptide Battlesuit, One of the largest battlesuits that T'au technology has. Starting at level 15, you can get on a mecha that has the following characteristics
- has hits points equal to 9 for each level of t'au battlesuit pilot
- It has an AC of 18 but on his left arm he has a shield that increases his AC by 2
- it size is huge (although its melee range is 10)
- has a flying speed of 50 feet
- He has a strength and constitution of 18, the rest of his abilities are the same as yours.
- has proficiency in constitution saving Throws (and intelligence, wisdom or charisma if you are proficient in any of those)
- is proficient in the same skills as you
- While you are inside of the battlesuit you gain the following ability:
blacksun filter: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. In addition, you have resistance to being blinded by strong lights. advanced sensors: You have advantage on perception rolls based on your sight, and you are able to see enemies even through walls. nova charge Once per long rest, you can use your free action to overload the nova reactor of your battlesuit, greatly increasing your firepower for one turn. However, this exposes you to dangerous amounts of radiation, dealing you 10d12 Force damage at the end of your turn.
- has one of these two main weapons, you can switch to the other during a long rest
Heavy burst cannon: in a 40 foot radius, within 150 feet. All entities within that radiusmust make a dexterity saving throw or take 12d6 fire damage, half if they pass. If you use the Nova Charge ability this turn, you can make this attack twice. You can put both radius in the same spaces, and if an entity is inside both radius, the damage will be 24d6. Ion accelerator: 2 attacks per turn at 260 feet, 3d12 fire damage, Before making your attack action, you can decide to "overcharge " your weapon, If you do, each attack increases 1d12 damage and turns the attacks into a 10 X 10 foot area attacks, but, just after doings the attacks you must roll 1d4 and if you roll 1 your battlesuit takes 3d10 force damage. If you use the Nova Charge ability this turns the damage of the attacks 6d12, the extra damage from overcharge your weapon becomes 2d12 and you and you get a +5 attack bonus.
- you have one of these two secondary weapons integrated into the body of your battlesuit, you can switch to the other during a long rest, this weapons attacks with a free action
Twin plasma rifle: 1 attack at 60 ft. range, 2d10 fire damage Twin smart missile system: in a 15 foot radius , within 120 feet regardless of whether you can see it or not. All entities within that radius must make a dexterity saving throw or take 3d4 fire damage, half if they pass. fusión blaster: 1 range attack per turn, at 20 feet range, dealing 1d20 force damage, however if you attack an enemy within 10 feet or less the attack gains an extra +15 force damage.
- XV107 R'varna Battlesuit
You get the XV107 R'varna Battlesuit The heaviest battlesuit the T'au Empire has ever designed, made to fight the most fearsome threats. Starting at level 17, you can upgrade to a mech that has the following characteristics:
- has hits points equal to 10 for each level of t'au battlesuit pilot
- It has an AC of 20
- it size is huge (although its melee range is 10)
- has walking speed of 40 feet
- has a strength and constitution of 20, the rest of his abilities are the same as yours.
- has proficiency in constitution saving Throws (and intelligence, wisdom or charisma if you are proficient in any of those)
- is proficient in the same skills as you
- While you are inside of the battlesuit you gain the following ability:
blacksun filter: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. In addition, you have resistance to being blinded by strong lights. advanced sensors: You have advantage on perception rolls based on your sight, and you are able to see enemies even through walls. Multi-Tracker: any time you use multiple weapons at the same time, you can use the attacks from each in the same action as if it were an extra attack. Flechette Discharger As a reaction action, if an enemy comes within 5 feet of you, you can launch an attack at it, with 2d6 piercing damage. Dark Matter Nova Reactor Once per short rest, you can use your free action to overload your engine by gaining one of the following buffs during a turn: a) nova-charge Pulse Submunitions Cannons You get an extra attack with both weapons, being able to attack 4 times in total b) nova-charge leg locomotive systems Your speed becomes 80 feet (you can still do the dash action) c) nova-charge integrated Shield Generator You gain a +10 bonus to the ac
- It comes equipped with two Pulse Submunitions Cannon that can each make one attack with a 20-foot radius at a range of 240 feet whit 6d12 fire damage
Mont'ka hunting tactics[edit]
Mont'ka is one of the two schools of thought of the fire warriors, its name means lethal blow and is based on finishing off the enemy quickly and in one blow, in this case using stealth tactics to quickly recognize the enemy's weak points and exploiting them.
- Cunning Action
Starting at 3nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
- Sneak Attack
Beginning at 3st level, you know how to strike subtly and exploit a foe's distraction. Once per turn , you can deal an extra damage equal to an amount of d6 equal to your proficiency bonus to one creature you hit with an attack if you have advantage on the attack roll.
- XV25 Stealthsuit
you get a XV25 Stealthsuit, a highly technological stealth armor, starting at level 6 you get armor that has the following characteristics:
- grants an AC of 12 + dexterity modifier
- While equipped you get +2 to strength and constitution.
- While equipped, you gain a flight speed of 40 feet
- While you have it equipped you gain the following abilitys:
blacksun filter: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. In addition, you have resistance to being blinded by strong lights. holographic disruption field (passive mode): Every time an entity uses divination magic or magical scrying sensors to reveal your position or know if you are in a place, it has disadvantage or you have advantage saving from the spell. holographic disruption field (active mode): three times per long rest, you can use your bonus action to act as if you were under the effects of the invisibility spell, only instead of requiring concentration, the spell can last up to a maximum of one minute. This gives you advantage on Stealth checks. Additionally, while you have this effect active, any entity that tries to detect you by hearing has disadvantage.
- The battlesuit is equipped with one of the following weapons, choose one of them, you can switch to the other during a long rest
burst cannon: 2 range attacks per turn, up to 30 feet range, dealing 2d6 fire damage
fusión blaster: 1 range attack per turn, at 20 feet range, dealing 1d20 force damage, however if you attack an enemy within 10 feet or less the attack gains an extra +15 force damage.
- supreme observation
Your ability to study your prey is unrivaled. Starting at level 11, when you are going to make a sneak attack, if the enemy is observed, the sneak attack damage becomes d8 instead of d6.
- XV22 Stealthsuit
you get the XV22 Stealthsuit, an experimental and more advanced Stealthsuit model, from level 15 you get armor that has the following characteristics:
- grants an AC of 14 + dexterity modifier
- While equipped you get +4 to strength and constitution.
- While equipped, you gain a flight speed of 60 feet
- While you have it equipped you gain the following abilitys:
blacksun filter: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. In addition, you have resistance to being blinded by strong lights. Multi-Tracker: any time you use multiple weapons at the same time, you can use the attacks from each in the same action as if it were an extra attack. Advanced Sensor Array: You have advantage on perception rolls based on your sight, and you are able to see enemies even through walls or are invisible or camouflaged. holographic disruption field (passive mode): Every time an entity uses divination magic or magical scrying sensors to reveal your position or know if you are in a place, it has disadvantage or you have advantage saving from the spell. holographic disruption field (active mode): Six times per long rest you can use your bonus action to act as if you were under the effects of the invisibility spell, only instead of requiring concentration, the spell can last up to a maximum of one minute. This gives you advantage on Stealth checks. Additionally, while you have this effect active, any entity that tries to detect you by hearing has disadvantage.
- You can carry up to two weapons from a large catalog of weapons to choose from (you can choose the same weapon twice) You can change your weapons during a long rest:
burst cannon: 2 range attacks per turn, up to 40 feet range, dealing 2d6 fire damage
fusión blaster: 1 range attack per turn, at 20 feet range, dealing 1d20 force damage, however if you attack an enemy within 10 feet or less the attack gains an extra +15 force damage.
flamer: In a 15-foot cone area attached to you, all entities must make a Dexterity saving throw or take 2d8 fire damage half if they save it.
misile pod: 1 attack at 120 ft. range, 2d10 fire damage plasma rifle: 1 attack at 30 ft. range, 3d10 fire damage
ciclick ion blaster: 1 attack at 30 ft. range, 2d12 fire damage. Before making your attack action, you can decide to "overcharge " your weapon. If you do, each attack increases 1d12 damage but, just after doing the attacks you must roll 1d4 and if you roll 1 you take 1d12 of force damage.
- XV95 Ghostkeel Battlesuit
You get the XV95 Ghostkeel Battlesuit, the pinnacle of T'au stealth technology created specifically for use behind enemy lines in the most grueling conditions. Starting at level 17, you can get on a mecha that has the following characteristics:
- has hits points equal to 8 for each level of t'au battlesuit pilot
- It has an AC of 18
- it size is huge (although its melee range is 10)
- has a flying speed of 60 feet
- it has a strength and constitution of 16, the rest of his abilities are the same as yours.
- has proficiency in constitution saving Throws (and intelligence, wisdom or charisma if you are proficient in any of those)
- is proficient in the same skills as you
- If your battlesuit's life reaches 0 you must make a dexterity saving throw with a challenge rating of 15, if you fail your hit points drop to 0, if you pass you are thrown 15 feet from the battlesuit in any direction you want
- While you have it equipped you gain the following abilitys:
blacksun filter: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. In addition, you have resistance to being blinded by strong lights. Multi-Tracker: any time you use multiple weapons at the same time, you can use the attacks from each in the same action as if it were an extra attack. Advanced Sensor Array: You have advantage on perception rolls based on your sight, and you are able to see enemies even through walls or are invisible or camouflaged. holographic disruption field (passive mode): Every time an entity uses divination magic or magical scrying sensors to reveal your position or know if you are in a place, it has disadvantage or you have advantage saving from the spell. holographic disruption field (active mode): you can use your bonus action to act as if under the effects of the invisibility spell, only instead of requiring concentration, the spell can last up to a maximum of one minute. This gives you advantage on Stealth checks. Additionally, while you have this effect active, any entity that tries to detect you by hearing has disadvantage.
- has one of these two main weapons, you can switch to the other during a long rest:
Fusión Collider: 2 attacks per turn, at 30 feet range, dealing 2d12 force damage, however if you attack an enemy within 15 feet or less the attack gains an extra +20 force damage.
Cyclic Ion Raker: 1 attack in a 15 for radius, at 60 feet range, dealing 6d12 force damage Before making your attack action, you can decide to "overcharge " your weapon. If you do, each attack increases 2d12 damage but, just after doing the attacks you must roll 1d4 and if you roll 1 you take 2d10 of force damage.
- you have one of these three secondary weapons integrated into the body of your battlesuit, you can switch to the other during a long rest, this weapons attacks with a bonus action:
burst cannon: 2 range attacks per turn, up to 40 feet range, dealing 2d6 fire damage
flamer: In a 15-foot cone area attached to you, all entities must make a Dexterity saving throw or take 2d8 fire damage half if they save it.
fusión blaster: 1 range attack per turn, at 20 feet range, dealing 1d20 force damage, however if you attack an enemy within 10 feet or less the attack gains an extra +15 force damage.
Mont'ka quick impact[edit]
Mont'ka is one of the two schools of thought of the fire warriors, its name means lethal blow and is based on finishing off the enemy quickly and in a single blow, in this case overwhelming it with enormous speed and firepower.
- improved movement
Starting at level 3, as long as you do not have heavy armor, your speed increases by 10 feets.
- Multi-Tracker
<!-You gain a Multi-Tracker, a cybernetic enhancement that allows you to use dual weapons more effectively. Starting at level 3, any time you use multiple weapons at the same time, you can use the attacks from each in the same action as if it were an extra attack.->
- XV8 Crisis battlesuit
you get the XV8 Crisis battlesuit, an agile and short-range combat armor, Starting at level 6, you can get on a mecha that has the following characteristics.
- has hits points to 6 for each level of t'au battlesuit pilot
- It has an AC of 16
- it size is large (although its melee range is 5)
- has a fly speed of 60 feet
- has a strength and constitution of 14, the rest of his abilities are the same as yours.
- has proficiency in dexterity saving Throws (and intelligence, wisdom or charisma if you are proficient in any of those)
- is proficient in the same skills as you
- If your battlesuit's life reaches 0 you must make a dexterity saving throw with a challenge rating of 15, if you fail your hit points drop to 0, if you pass you are thrown 15 feet from the battlesuit in any direction you want
- While you are inside of the battlesuit you gain the following ability:
blacksun filter: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. In addition, you have resistance to being blinded by strong lights. advanced sensors: You have advantage on perception rolls based on your sight, and you are able to see enemies even through walls.
- You can carry up to two weapons from a large catalog of weapons to choose from (you can choose the same weapon twice) You can change your weapons during a long rest:
burst cannon: 2 range attacks per turn, up to 40 feet range, dealing 2d6 fire damage
flamer: In a 15-foot cone area attached to you, all entities must make a Dexterity saving throw or take 2d8 fire damage half if they save it.
fusión blaster: 1 range attack per turn, at 20 feet range, dealing 1d20 force damage, however if you attack an enemy within 10 feet or less the attack gains an extra +15 force damage.
misile pod: 1 attack at 120 ft. range, 2d10 fire damage
plasma rifle: 1 attack at 30 ft. range, 3d10 fire damage
- XV8-02 Crisis Iridium Battlesuit
You get the XV8-02 Crisis Iridium Battlesuit a reinforced version of your previous battlesuit given to high ranking people, starting at level 11 your battlesuit receives the following upgrades:
- the hits points increase to 7 per t'au battlesuit pilot level
- the ac increases to a base ac of 18
- its has a Twin smart missile system integrated into your shoulders, a weapon separate from your other two that does the following:
Twin smart missile system: in a 15 foot radius , within 120 feet regardless of whether you can see it or not. All entities within that radius must make a dexterity saving throw or take 3d4 fire damage, half if they pass.
- XV85 Enforcer Battlesuit
you get the XV85 Enforcer Battlesuit, A larger and more powerful version of your previous battlesuit designed for commanders, Starting at level 15, you can get on a mecha that has the following characteristics:
- has a life equal to 8 for each level of t'au battlesuit pilot
- It has an AC of 18
- it size is large (although its melee range is 5)
- has a fly speed of 80 feet
- has a strength and constitution of 16, the rest of his abilities are the same as yours.
- has proficiency in dexterity saving Throws (and intelligence, wisdom or charisma if you are proficient in any of those)
- is proficient in the same skills as you
- If your battlesuit's life reaches 0 you must make a dexterity saving throw with a challenge rating of 15, if you fail your hit points drop to 0, if you pass you are thrown 15 feet from the battlesuit in any direction you want
- While you are inside of the battlesuit you gain the following ability:
blacksun filter: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. In addition, you have resistance to being blinded by strong lights. advanced sensors: You have advantage on perception rolls based on your sight, and you are able to see enemies even through walls.
- You can carry up to four weapons from a large catalog of weapons to choose from (you can choose the same weapons as many times you want) You can change your weapons during a long rest:
ciclick ion blaster: 1 attack at 30 ft. range, 2d12 fire damage. Before making your attack action, you can decide to "overcharge " your weapon. If you do, each attack increases 1d12 damage but, just after doing the attacks you must roll 1d4 and if you roll 1 you take 1d12 of force damage.
Airbursting Fragmentation Projector: in a 15 foot radius , within 120 feet regardless of whether you can see it or not. All entities within that radius must make a dexterity saving throw or take 4d4 fire damage, half if they pass. if you equip this weapon multiple times, you can place all the radius in the same space, and if an entity is within both radius, the attack damage increases by 4d4 for each radius.
burst cannon: 2 range attacks per turn, up to 40 feet range, dealing 2d6 fire damage
flamer: In a 15-foot cone area attached to you, all entities must make a Dexterity saving throw or take 2d8 fire damage half if they save it.
fusión blaster: 1 range attack per turn, at 20 feet range, dealing 1d20 force damage, however if you attack an enemy within 10 feet or less the attack gains an extra +15 force damage.
misile pod: 1 attack at 120 ft. range, 2d10 fire damage
plasma rifle: 1 attack at 30 ft. range, 3d10 fire damage->
- <!-XV9 Hazard Battlesuit->
<!-You get the XV9 Hazard Battlesuit, one of the most powerful and sophisticated pieces of technology in the T'au Empire. Starting at level 15, you can get on a mecha that has the following characteristics:
- has a life equal to 8 for each level of t'au battlesuit pilot
- It has an AC of 18
- it size is large (although its melee range is 5)
- has a fly speed of 80 feet
- has a strength and constitution of 16, the rest of his abilities are the same as yours.
- has proficiency in dexterity saving Throws (and intelligence, wisdom or charisma if you are proficient in any of those)
- is proficient in the same skills as you
- If your battlesuit's life reaches 0 you must make a dexterity saving throw with a challenge rating of 15, if you fail your hit points drop to 0, if you pass you are thrown 15 feet from the battlesuit in any direction you want
- While you are inside of the battlesuit you gain the following ability:
blacksun filter: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. In addition, you have resistance to being blinded by strong lights. advanced sensors: You have advantage on perception rolls based on your sight, and you are able to see enemies even through walls. Vectored Retro-Thrusters You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash or Disengage actions
- You can carry up to two weapons from a large catalog of weapons to choose from (you can choose the same weapon twice) You can change your weapons during a long rest:
twin-linked Burst Cannons: 2 attacks whit a 20 foot radius area, within 40 feet. 6d6 fire damage
Phased Ion Gun: 2 attack at 30 ft. range, 3d12 fire damage. Before making your attack action, you can decide to "overcharge " your weapon. If you do, each attack increases 2d12 damage but, just after doing the attacks you must roll 1d4 and if you roll 1 you take 1d20 of force damage.
fusión cascade: 2 range attack per turn, at 20 feet range, dealing 2d12 force damage, however if you attack an enemy within 10 feet or less the attack gains an extra +20 force damage.
Pulse Submunitions Rifle: in 2 30 foot radius , within 120 feet regardless of whether you can see it or not. All entities within that radius must make a dexterity saving throw or take 4d10 fire damage, half if they pass. You can put both radius in the same spaces, and if an entity is inside both radius, the damage will increase 4d10 for each attack.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the T'au battlesuit pilot class, you must meet these prerequisites:
- Your dexterity ability must be 14 or higher.
- your size must be medium
Proficiencies. When you multiclass into the T'au battlesuit pilot class, you gain the following proficiencies: range simple weapons, range martial weapons, firearms weapons (in case of a campaign with the firearms rule)
Back to Main Page → 5e Homebrew → Classes<!-creates machinery or other non-consumable unique equipment-><!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-uses guns or other ranged weapons-><!-stealthy, often with low hit points-><!-transforms into something completely different-><!-keep this category if the class uses multiple tags->