Armored Pilot (5e Class)
Armored Pilot
The armor is considered by the game as a construct and it is a blend of action, strategy and power. The Pilot class is built to be a well rounded arcane warrior.
Introduction
Sometimes in the world, a certain someone can achieve arcane or spiritual power to control their power combined with another piece of power. They achieve this with a Suit of armor that they found or built in some way or another. The way they get this piece is through whatever means they wish as long as the DM approves it. They could have found it, Built it, or Inherited it from a family member. The Armour is called whatever the world Chooses to call it, Though I will refer to it as armor Throughout.
Creating a Armored Pilot
This Class is a Development off a Mech-pilot, it has 2 primary identities, the Willpower type and the technological type. This Class is primarily focused on combat and fast movement. One type focuses on charisma and Dexterity and the other is focused on intelligence and dexterity.
Questions to help player develop character
Quick Build; You can make a Armored Pilot quickly by following these suggestions. First, Charisma or Intelligence (depending on archetype) should be your highest ability score, followed by Dexterity. Second, choose the Noble, or Artisan background. Third, choose some kind of crafting tools to rebuild ones armor and several tools to add on to the armor, you will not need many weapons.
Class Features
As a Armored Pilot you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Armored Pilot level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Armored Pilot level after 1st
- Proficiencies
Armor: Heavy Armour
Weapons: Choose 2 simple or marshal weapons
Tools: Smiths tools, Tinkers tools
Saving Throws: Intelligence and Constitution
Skills: Choose 2 from intimidation, acrobatics, athletics, investigation, persuasion, and history
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Your Spirit Armour (plate armor)
- Any one weapon your proficient with
- (a) Tinkers tools or (b) Smiths tools
- (a) Explorers pack or (b) Scholars pack
Level | Proficiency Bonus | Features | Bound Weapons | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | ||||
1st | +2 | Spirit armor Awakens, Weapon Proficiency | - | — | — | — | — |
2nd | +2 | Fighting Style, forged path | - | — | — | — | — |
3rd | +2 | Forging path feature, Spell-casting, Bound weapon(s) | 2 | 2 | — | — | — |
4th | +2 | Ability Score Improvement | 2 | 3 | — | — | — |
5th | +3 | Heroism, Bonus feat, Weapon proficiency (2) | 2 | 3 | — | — | — |
6th | +3 | Empowered weapon, Empowered gauntlets | 2 | 3 | — | — | — |
7th | +3 | Forging path feature | 3 | 4 | 2 | — | — |
8th | +3 | Ability Score Improvement | 3 | 4 | 2 | — | — |
9th | +4 | Improved endurance | 3 | 4 | 2 | — | — |
10th | +4 | Forging path feature | 3 | 4 | 3 | — | — |
11th | +4 | Bonus feat, Weapon proficiency (3) | 3 | 4 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3 | 4 | 3 | — | — |
13th | +5 | Light feet | 4 | 4 | 3 | 2 | — |
14th | +5 | Bonus Feat, Fighting style, Weapon proficiency(4) | 4 | 4 | 3 | 2 | — |
15th | +5 | Forging path feature | 4 | 4 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | — |
17th | +6 | Bonus feat, Weapon proficiency (5) | 4 | 4 | 3 | 3 | — |
18th | +6 | Forging path feature | 5 | 4 | 3 | 3 | — |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 1 |
20th | +6 | We are one | 5 | 4 | 3 | 3 | 1 |
Spirit Armour Awakens
Your spirit armor is the main piece and source of the wearer's power, and can come from many places. The spirit armor could have been built, found or inherited. The armor appearance and the materials from what the armor is made off is determined by you, and can look like a normal suit of armor, can have several mechanical or magical aesthetics to it, but, whatever its appearance may be, this does not change its properties. While wearing the armor, a small character can decide to have a bigger armor, increasing its size to medium while wearing the armor. The size of a medium or larger creature does not change.
The spirit armor have the properties of a plate armor. While wearing the spirit armor, the wearer have advantage on Strength (Athletics) checks when making a shove contested check. The armor also has a pair of gauntlets, that are considered simple melee weapons you are proficient with, and that deal damage equal to 1d4 + your Strength modifier on a hit.
When you doff the armor, it becomes a construct, with the same statistics of the animated armor, though it has a number of hit points equal to 10 + your level in this class. Your animated armor is considered a familiar, following the same rules. While you are not wearing the armor, and is within 5 feet of it, you can use both your senses and its to perceive the environment around you, gaining advantage on Wisdom (Perception) checks.
Weapon Proficiency
At 1st level, while wearing your spirit armor, you can use weapons with more efficiency. Chose one simple or martial weapon, and while you are wearing the spirit armor, you can add your proficiency bonus to attacks made with it.
You can chose a new weapon to become proficient with at 2nd level, and again at 5th, 11th, 14th, and 17th level.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Once the pilot leaves the armor, this ability goes away.
Archery
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Forged Path
Once you have understood your armor and limitations more, you know now the true potential and core idea of what makes your armor tick. you chose between the following paths:
Arcane Strategist: This path involves a lot of strategies, technological and arcane mastery to upgrade and improve ones armor understanding of a battlefield and self construction. If you choose this Path you will primarily focus on arcane construction as well as knowledge.
Willpower Warrior: This path has very little brains attached to it, you only act on intuition and the armor follows. The armor is a piece of you and it listens to your willpower. This build focuses on charisma and heavy combat along your allies, inspiring and battling with them as a true leader.
Your forged path grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.
Bound Weapons
At 3rd level you have learned in conjunction with your armor additional weapons to learn and master bound by some arcane power to your armor. You can chose one nonmagical weapon, you have become proficient with through your Weapon Proficiency feature to become a bound weapon. Whenever you finish a long rest, you can touch another weapon to turn it into a bound weapon. The bound weapon is considered magical for the purposes of overcoming resistance to nonmagical attacks.
You are telepathically linked to your weapon, and you can always sense its presence and general direction, while both and the weapon are in the same plane of existence. If the weapon is within 100 feet, you can summon a bound weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Spellcasting
You have discovered how to connect to the weave, channeling magic trough your armor. As a result, you have gained a limited ability to cast spells. Your armor seems to be cast from your armor, that shimmers and glimmers covered and arcane glyphs when you cast a spell.
- Armor Required
You produce your armored pilot spell effects through your armor. You must be wearing your spirit armor, or within 5 feet of it, when you cast any spell with this Spellcasting feature.
- Cantrips (0-Level Spells)
At 3rd level, you know two cantrips of your choice from the Armored Pilot Spell List. At higher levels, you learn additional armored pilot cantrips of your choice, as shown in the Cantrips Known column of the Armored pilot table.
When you gain a level in this class, you can replace one of the armored pilot cantrips you know with another cantrip from the Armored Pilot Spell List.
Preparing and Casting Spells The Armored pilot table shows how many spell slots you have to cast your armored pilot spells. To cast one of your armored pilot spells of 1st level or higher, 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 armored pilot spells that are available for you to cast, choosing from the Armored Pilot Spell List. When you do so, choose a number of armored pilot spells equal to your Intelligence modifier + half your armored pilot level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level armored pilot , you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 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 armored pilot spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability Intelligence is your spellcasting ability for your armored pilot spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an armored pilot spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an armored pilot spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting You can cast an armored pilot spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Ability Score Impovement
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.
Heroism
At 5th level, as a reaction, you can ward an creature with your armor. When a creature you can see within 15 feet of you suffer an attack, you can use your reaction eject your armor to protect that creature. If the attack roll is lower than the spirit armor AC, the attack misses. On a hit, the armor suffer damage instead of the creature.
In addition, you can now doff your armor as a bonus action and move it to a place you can see within 15 feet
Bonus Feat
At 5th level, you learn more ways to improve your armor. Unlike may classes, you have the ability to improve your armor with human feats. The first feat is applicable to the pilot, but any feats after that apply to the armor. Any additional feat means your armor improves and specializes in something. You gain additional Bonus feat at level 11, level 14 and level 17.
Empowered weapon
At 6th level, the power of the bound weapons grows stronger, and you now can harness inner power to make a weapon more powerful by giving one bound weapon elemental power, when you finish a short rest. You can have only one empowered weapon at the time, and if you chose to empower another weapon, the previous one will lose the power. The empowered weapon will deal additional damage equal to 2d6. The type of damage is fire, cold, acid, or lightning (chose one).
The additional damage increases as you gain levels in this class. At 9th level it becomes 3d6, at 12th level it becomes a 4d6, and at 18th level it becomes a 5d6.
Empowered Gauntlets
At 6th level, the power of the gauntlets grows stronger. The gauntlets are considered magical for the purposes of bypassing resistance to nonmagical attacks.
Improved Endurance
After such a long time spent in the armor, you have learned how to move and act with it to a better extent. The amount of mental and physical resistance to the elements has improved to an extent. When inside the armor you now have resistance to poison and gain advantage to resist the poisoned condition. Your armor now is resistant to slashing, piercing and bludgeoning damage from nonmagical sources, while you are not wearing it.
You have advantage on Wisdom, Intelligence or Charisma saving throws against any effects that would impose the frightened or charmed condition while wearing the armor.
Light Feet
At 13th level, you and the armor feel like one, the armor feels so much lighter on you, and it feels like you're the one weighing it down rather than the other way around. As a bonus action, while wearing the armor, you can now levitate up to 20 ft in the air. Once activated, this power lasts for 1 hour, and it can be used again after a long rest.
We Are One
Now you have learned all there is about the armor, it is a part of you. As an action, you can grab all friendly creatures in the area and pull them towards you to combine into a magnificent specimen of power. They learn temporarily all there is to know about the armor and they pilot their own for the time being. You and them then forge together a massive armor controlled by all of you. (the Arcane strategist makes the allies control his un-piloted armors, and allied armors don't count as allies)
-You all have as many turns as there are allies in the one armor, and each player gets to control the armor.
-The armor grows 2 sizes bigger than its previous size.
-For every ally controlling it, any damage dealt increases by {number of allies}d4.
-The armors stats are that of the pilots original armor.
-Strength score and AC all increase by the number of players inside
Tech Tinker
At 3rd level, you gain knowledge of the arcane and technological. You gain advantage on Fixing your armor and the spells mending, identify, and detect magic as cantrips even outside your armor. -Your armor has the ability to take commands, though it follows the same rules as the spell Unseen servant and this power becomes available at 3rd level with the Arcane Strategist Forge pathway.
Exploit Defects
At 7th level, you understand positioning and exploiting enemies weaknesses is key to victory. When you activate this power, it gives all allies a critical strike range of 17-20, this power ends once an ally has landed a critical strike, you may use this power again after a short rest.
Advanced Strategy
At 10th level, your strategic knowledge has rubbed off on your teammates and they have learned more about movement in combat and your careful planing. Any time an enemy attacks an ally, they may move as a reaction 1 + (your intelligence modifier) spaces. All allies have this power. You will regain this power after a long rest.
Defense matrix
At 15th level, you have set a barrier around your armor to defend yourself and it from harm. The barrier has a reflection of damage as 1d6 of any damage type of your choosing. Also, the matrix pushes the attacker towards the nearest ally on a successful Intelligence check from you.
-The barrier has 1d12 temporary hit points and once broken, you get the barrier back at the end of a long rest. The barrier is also near invisible unless seen by some sort of magic or true vision.
Complete assimilation
At 18th level, you now understand the true potential of your armor and can duplicate it given that you have the materials. You may have as many armors as your intelligence modifier and they all broke their original ideology of the unseen servant spell and can in fact follow and assist you in combat and perform many more tasks. You are telepathically linked to all and any armors you have.
-The armors have the same stats as an animated armor along with whatever feats you attached to them (they have as many feats as your original armor does, though they can be different ones).
-Their stats are the same as yours.
-In combat, they have the same initiative as you and they all share the turn with you, they cannot however cast spells without someone being inside them. They also have the same or different bound weapons as you, though its the same amount that you have.
Morpheus metal
At 3rd level, you have advanced your understanding of the metal surrounding your armor and can morph it around. The metal can change into any shape as long as there is enough material to make it. The metal cannot fix itself and it cannot duplicate. At 6th level, the metal can assimilate other pieces of the same metal into itself and repair itself with a successful charisma save of 20 - proficiency bonus + Charisma bonus.
Incredible resilience
At 7th level, the armor increases in power as well as your bond with it. Your carry load is doubled and you become immune to effects that can move your position. and you gain the power to double your movement as well as removing any status effects for an hour, they return back to you after the hour passes. to use this feature again after a long rest.
Blasting frenzy
At 15th level, you and the armor feel the force together and you become adept in combat as one. When you activate this power, you attack with advantage, you then continue to attack that target once you have struck it with disadvantage until you miss. You may use this power however many bound weapons you have, and you may regain the uses after a short rest.
Overwhelming spirit
At 18th level, Your spirit increases so much that the armor increases along with it. The armor grows one size larger than what it originally was and stays that way. All the effects are the same as the Enlarge person spell. Also one additional person can fit in the armor as long as they are one size smaller.
Armored Pilot Spell List
- 1st Level
Arcane Strategist: Alarm, Burning Hands, Charm Person, Chromatic Orb, Color Spray, Comprehend Languages, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Grease, Illusory Script, Jump, Longstrider, Mage Armor, Magic Missile, Protection from Evil and Good, Ray of Sickness, Shield, Silent Image,cure wounds, Sleep, Tasha's Hideous Laughter, Tenser's Floating Disk, Thunderwave, Unseen Servant, and Witch Bolt.
Willpower Warrior: Burning Hands, Charm Person, Color Spray, Comprehend Languages, Detect Magic, Disguise Self, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Jump, Mage Armor, Magic Missile, Shield, Silent Image, Sleep, and Thunderwave.
- 2nd Level
Arcane Strategist: Alter Self, Arcane Lock, Blindness/Deafness, Blur, Cloud of Daggers, Continual Flame, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Enlarge/Reduce, Flaming Sphere, Gentle Repose, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Magic Weapon, Melf's Acid Arrow, Mirror Image, Misty Step, Nystul's Magic Aura, Phantasmal Force, Ray of Enfeeblement, Rope Trick, Scorching Ray, See Invisibility, Shatter, Spider Climb, Suggestion, and Web.
Willpower Warrior: Alter Self, Blindness/Deafness, Blur, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Mirror Image, Misty Step, Scorching Ray, See Invisibility, Shatter, Spider Climb, Suggestion, and Web.
- 3rd Level
Arcane Strategist: Animate Dead, Bestow Curse, Blink, Clairvoyance, Counterspell, Dispel Magic, Fear, Feign Death, Fireball, Fly, Gaseous Form, Glyph of Warding, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Lightning Bolt, Magic Circle, Major Image, Nondetection, Phantom Steed, Protection from Energy, Remove Curse, Sending, Sleet Storm, Slow, Stinking Cloud, Tongues, Vampiric Touch, and Water Breathing.
Willpower Warrior: Blink, Clairvoyance, Counterspell, Daylight, Dispel Magic, Fear, Fireball, Fly, Gaseous Form, Haste, Hypnotic Pattern, Lightning Bolt, Major Image, Protection from Energy, Sleet Storm, Slow, Stinking Cloud, Tongues, Water Breathing, and Water Walk.
- 4th Level
Arcane Strategist: Arcane Eye, Banishment, Blight, Confusion, Conjure Minor Elementals, Control Water, Dimension Door, Evard's Black Tentacles, Fabricate, Fire Shield, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Locate Creature, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Phantasmal Killer, Polymorph, Stone Shape, Stoneskin, and Wall of Fire.
Willpower Warrior: Banishment, Blight, Confusion, Dimension Door, Dominate Beast, Greater Invisibility, Ice Storm, Polymorph, Stoneskin, and Wall of Fire.
Multiclassing
Prerequisites. To qualify for multiclassing into the Armored Pilot class, you must meet these prerequisites:
13 Intelligence, Heavy Armour Proficiency
Proficiencies. When you multiclass into the Armored Pilot class, you gain the following proficiencies: Smith Tools, Tinkers Tools, Heavy Armour
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