User:BigShotFancyMan/Some Class (5e Class)

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Exosuit Pilot[edit]

Highly intelligent, you've always been crafting, building, tinkering and engineering things. The marvels of discovery make the gears in your head turn unlike any other artificer of the multiplanes. Your years of practice have finally developed something extraordinary beyond others' comprehension. An exosuit.

Creating a Exosuit Pilot[edit]

What drove you to create an exosuit? Were you sick as child and grew up to make something to protect you? Maybe get revenge on people who tormented you when you were weak? Or did you build your suit so you could protect the ones who are weak?
Were you hired by someone to design something to win them their war? Or was this your own inspiration to end a war and all other wars?

Quick Build

You can make a exosuit pilot quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose any background.

Class Features

As a Exosuit Pilot you gain the following class features.

Hit Points

Hit Dice: 1d8 per Exosuit Pilot level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Exosuit Pilot level after 1st


Armor: Light and medium armor
Weapons: Simple weapons
Tools: Thieves tools and any 2 artisan's tools of your choice
Saving Throws: Dexterity and Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Investigation, Insight,Perception


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

Table: The Exosuit Pilot

Level Proficiency
1st +2 Exosuit, Power Core
2nd +2 Tool Expertise, Item Analysis
3rd +2 Engineering
4th +2 Ability Score Improvement
5th +3 Power Core Improvement
6th +3 Intelligent Servant
7th +3 Warded Armor
8th +3 Ability Score Improvement
9th +4
10th +4 Power Core Improvement
11th +4 Advanced Exosuit
12th +4 Ability Score Improvement
13th +5
14th +5 Use Magic Device
15th +5 Power Core Improvement
16th +5 Ability Score Improvement
17th +6
18th +6 Intelligent Servant Improvement
19th +6 Ability Score Improvement
20th +6 Power Core Improvement

Power Core[edit]

Beginning at 1st level, you've discovered a way to generate and maintain energy into an orb. This orb, also known as a Power Core, operates the majority of your exosuit and later it enhances different class features at level 5, 10, 15, and 20.


At level 1, gathering various pieces of metal and meticulous putting them together, you've manufactured a suit of armor built for you. Any other creature that attempts to where this armor doesn't know how it operates and it provides no bonuses. The armor takes 1 minute to don and doff. You also have the following benefits while wearing your exosuit:

  • Your AC is equal to 13 + your Dexterity modifier. You cannot wield a shield while wearing your power suit.
  • You have advantage on Strength skill checks and Strength saving throws
  • Your unarmed strikes deal 1d4 damage.
  • You are able to shoot beams of energy from your palms. As an action, you can make a ranged attack roll to deal 1d6 damage. These energy beams have a range of 60 feet.
  • At level 1 your exosuit is capable of limited flight. You can fly up to 30 feet on your turn as part of your movement but you must land on a surface before your turn ends or fall. At level 5, your Power Core is able to sustain your flight further and longer-you no longer need to land on surface before the end of your turn and you can fly for 1 hour between long rests. At level 10, your fly speed increases to 60 feet and you can fly for 8 hours between long rests. At level 15, your fly speed is now 90 feet and at level 20, your fly speed is 120 feet and there is no duration to how long you can fly.

Your exosuit is capable of gaining more benefits. These benefits come from blueprints that you learn later.

Tool Expertise[edit]

Beginning at 2nd level, your proficiency bonus is doubled for any tools you are proficient with.

Item Analysis[edit]

Starting at 2nd level, your understanding of items allows you to analyze and understand their secrets. You can spend a short rest studying an item and learn from it anything you would had you casted the spells detect magic and identify on it.


You have a codex containing blueprints that show the first glimmerings of your true power.

At 3rd level, you have a codex containing 3 blueprints of your choice.
The blueprints that you add to your codex as you gain exosuit pilot levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other blueprints during your adventures. You could discover a design recorded on a scroll in an evil villain’s chest, for example, or in a dusty tome in an ancient library.
Copying a Blueprint into the Codex.
When you find a blueprint, you can add it to your codex if you can spare the time to decipher and copy it.
Copying a blueprint into your codex involves reproducing the basic form of the design, then deciphering the unique system of notation used by whoever wrote it. You must practice the design until you understand the processes required, then transcribe it into your codex using your own notation. For each blueprint, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the design to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the design just like your other blueprints.
Replacing the Codex. You can copy a blueprint from your own codex into another one—for example, if you want to make a backup copy of your codex. This is just like copying a new blueprint into your codex, but faster and easier, since you understand your own notation and already know how to build the design. You need spend only 1 hour and 10 gp for each blueprint.
If you lose your codex, you can use the same procedure to transcribe the blueprints that you have prepared into a new codex. Filling out the remainder of your codex requires you to find new blueprints to do so, as normal. For this reason, many exosuit pilots keep backup codex in a safe place.
The Codex’s Appearance.
Your codex is a unique compilation of blueprints, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous codex in a mishap.

Using Blueprints
You can use a number of blueprints with your exosuit equal to your proficiency bonus. To use one of these blueprints, you must take time during a long rest to install the design to your armor. You may change the blueprints you are using after each long rest.
Engineering Ability
Intelligence is your engineering ability for your blueprint designs, since you learn your blueprints through dedicated study and memorization. You use your Intelligence whenever a blueprint refers to your engineering ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an exosuit feature you use and when making an attack roll with one.
Blueprint save DC = 8 + your proficiency bonus + your Intelligence modifier
Blueprint attack modifier = your proficiency bonus + your Intelligence modifier
Learning Blueprints Beyond 3rd Level
Each time you gain an odd exosuit pilot level, you can add one blueprint of your choice to your codex. On your adventures, you might find other blueprints that you can add to your codex.

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.

Intelligent Servant[edit]

At level 6, your work towards a creating a smart exosuit is complete. Your intelligent servant is part of the exosuit that acts as a second pair of eyes and improves the suits functions. The armor is able to handle one function that enhances a blueprint design on the suit.
Your intelligent servant can handle an additional function at level 18.

Warded Armor[edit]

Beginning at 7th level, you have resistance to damage from spells.

Advanced Power Suit[edit]

At level 11, you can switch your blueprint designs and intelligent servant functions after a short rest. You can also don and doff your exosuit as an action.

Use Magic Device[edit]

By 14th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Exosuit Pilot Blueprint List[edit]

Superhumanoid Strength - Your Strength score increases by 1.

Power Core improvement
Level 5-+1 bonus damage
Level 10-Your Strength increases by 1.
Level 15-+1 bonus to hit
Level 20-+1 bonus to hit and damage rolls
Intelligent Servant
May use a shield while wearing power suit

Reinforced Armor - You gain temporary hit points equal to your half your exosuit pilot level after a long rest.

Power Core improvement
Intelligent Servant
The number of temporary hit points increases to your exosuit pilot level.

Durable Armor - Your AC increases by 1.

Power Core improvement
Intelligent Servant
As a reaction, when you are hit by an attack, you can add your proficiency bonus to your AC and attempt to make the attack miss.

Superhumanoid Reflexes - You advantage on Dexterity saving throws.

Power Core improvement
Level 5-+1 AC
Level 10-double proficiency bonus on Dexterity skill checks.
Level 15-+2 AC
Level 20-Evasion
Intelligent Servant
When you are hit by a melee attack, you may use your reaction to attack the creature that just hit you.

Missiles - shorthand: magic missile. 1 per short rest.

Power Core improvement
Level 5-3rd Level spell, twice per short rest.
Level 10-5th Level spell, 3 times per short rest.
Level 15-8th Level Spell, 4 times per short rest.
Level 20-9th Level spell, 5 times per short rest.
Intelligent Servant
add Intelligence to damage

All Terrain Boots - Movement speed increased by 10 feet.

Power Core improvement
Level 5-ignore difficult terrain.
Level 10-movement speed increased by 10 ft.
Level 15-cannot be slowed by any means.
Level 20-movement speed increased by 10 ft.
Intelligent Servant
gain a climb speed equal to your movement speed

Aqua Suit - Can breathe underwater.

Power Core improvement
Intelligent Servant
gain a swim speed equal to your movement speed

Pneumatic Fists - Unarmed Strikes deal 1d6 damage.

Power Core improvement
Level 5-unarmed strikes are treated as magical for overcoming damage reduction.
Level 10-unarmed strike deals 1d8.
Level 15-unarmed strike deals 1d10.
Level 20-Stunning Strike, 1 per short rest.
Intelligent Servant
Extra Attack, may attack twice instead of once.

Power Core Blast - 5 ft wide, 60 ft long, 2d10 radiant, dex for half, 1 per long rest

Power Core improvement
Level 5-3d10, 2 per long rest
Level 10-5d10 damage, 10 ft wide, 90 ft long, 2 per short or long rest
Level 15-8d10 damage, 10 ft wide, 90 ft long, 3 per short or long rest.
Level 20-9d10 damage, 10 ft wide, 120 ft long 3 per short or long rest.
Intelligent Servant
add Intelligence to damage and increase the number of uses by 1.

Warrior - gain a fighting style.

Power Core improvement
Level 5-Extra Attack (x1), attack twice instead of once.
Level 10-Extra Attack (x2), attack 3 times instead of twice.
Level 15-gain an additional fighting style.
Level 20-Extra Attack (x3), attack 4 times instead of 3 times.
Intelligent Servant
action surge

Light - shorthand: cantrip light

Enhanced Vision - Darkvision 30'

Power Core improvement
Level 5-You can see in magical and non-magical darkness 30'.
Level 10-extends to 60'.
Level 15-Blindsight 30'.
Level 20-Truesight 30'.
Intelligent Servant
Cannot be surprised. advantage on perception checks

Hidden Compartment - store a light weapon, papers, other small items

Transmitter - shorthand: comprehend languages

Palm Beam - add your int to the damage.

Power Core improvement
Level 5-two beams, deal 1d8 damage.
Level 10-three beams, deal 1d10 damage.
Level 15-four beams, deal 1d12.
Level 20-as a bonus action, you may shoot one beam.
Intelligent Servant
Your beams have a distance of 200 feet.


Prerequisites. To qualify for multiclassing into the Exosuit Pilot class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Exosuit Pilot class, you gain the following proficiencies: one tool proficiency, simple weapons, and one skill

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