Beschreibung
Mech Warrior
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.
Howitzer
The oversized Cannon launches the Heavy Payload at a point at most 120ft away. Each creature in a 20-foot-radius sphere centered at the point of impact must make a Dexterity saving throw. The DC is equal to your spellcasting DC. A target takes 8d8 fire damage on a failed save, or half as much damage on a successful one. Costs your action and at least 3 Energy be used. If you make this action using More than 3 Energy, the damage increases by 1d8 for each Energy above 3. (max of 5).
Flammethrower
The muzzle engulfs enemies in fire at close range. Each creature in a 30-foot cone starting from your Mech must make a Dexterity saving throw. The DC is equal to your spellcasting DC. A creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one. Costs your action and at least 3 Energy be used. If you make this action using More than 3 Energy, the damage increases by 1d10 for each Energy above 3. (max of 5)
Particle Projector
The weird cannon like object accelerates particles at a line 60 feet long and 5 feet wide out from your Mech in a direction you choose. Each creature in the line must make a Dexterity saving throw. The DC is equal to your spellcasting DC. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. Costs your action and at least 3 Energy be used. If you make this action using More than 3 Energy, the damage increases by 1d8 for each Energy above 3. (max of 5).
Molecular Disruptor
when you hit a creature with a melee Mech Weapon attack, you can expend at least 3 Energy to deal lightning damage to the target, in addition to the weapon's damage. The extra damage is 4d10 lightning damage. If you make this action using More than 3 Energy, the damage increases by 1d10 for each Energy above 3. (max of 5).
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.