Beschreibung
Mech Advanced
Merkmale
Mech Weapons
Whenever you create your Mech, you choose two of the Mech Weapons in the list below to be installed on it. Those require an action to be used.
The Mech Weapons installed can be changed at the end of a long rest.
Aktionen
Force Fists
Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB) bludgeoning damage. Can be used again as a bonus action after taking a action to attack.
Grappled targets take 1d4 + PB + INT lightning damage at the start of their turns.
Pike Bunker
Melee Weapon Attack: your spell attack modifier to hit, reach 15 ft., one target. Hit: (1d6 + PB) piercing damage. Increases Mech's AC by 2.
When a creature you can see attacks a target other than you or your Mech that is within reach of your Mech Weapon, you can use the Mech's reaction to impose disadvantage on the attack roll.
Chainsword
Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d12 + PB) slashing damage.
Before you make an attack, you can choose to take a -2 penalty to the attack roll. If you do so and the attack hits, it deals +5 damage. If you kill a target with this weapon, the damage that exceeds the creature's max hp can be dealt to any other creature that is adjacent to you.
Twin Repeaters
Ranged Weapon Attack: your spell attack modifier to hit, range 20/40 ft., one target. Hit: (2d3 + PB) piercing damage. Can be used again as a bonus action after taking a action to attack.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Siege Cannon
Ranged Weapon Attack: your spell attack modifier to hit, range 120/240 ft., one target. Hit: (2d10 + PB) piercing damage. Must be reloaded to attack again. Costs an action to reload.
On a hit, adjacent creatures to the target of the attack must make a Dexterity saving throw against your spellcasting DC. On a failure they take half the damage a 1d10 roll.
Bonusaktionen
Force Fists (after taking a action to attack)
Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB) bludgeoning damage.
Grappled targets take 1d4 + PB + INT lightning damage at the start of their turns.
Twin Repeaters (after taking a action to attack)
Ranged Weapon Attack: your spell attack modifier to hit, range 20/40 ft., one target. Hit: (2d3 + PB) piercing damage.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.