Mechanic

A group of adventurer's are holding off a horde of zergling doing their best to hold them back slowly being pushed back themselves trying to buy time. Bleak looking, the party falls back behind a door to have it start being scratched and bitten until it breaks. Once it breaks a single person tightens a final screw on a vehicle as it transforms into a mech burning the zerglings alive infront of it. Creating napalm fried zergling for a barbeque.

Tired and restless from adventuring. A group near exhaustion almost on the verge of death, is greeted by a singular gnome that greets them all. They have an exchanging of words and soon after they watch as he constructs multiple different types of suits for them.

A maniacal laughter echoes from down a cave. Laughter that could make the hair stand on the back of your neck. Suddenly a gnomish person looking hurt, stabbed, and slashed all over his body starts running trying to escape the entrance of the cave to possibly save himself trips and falls face first. Holding his side from a stab he had recieved previously he stands back up just realizing that his strength is failing him. He starts to walk forward to potential safety finally reaching the entrance of the cave. He could see a nice meadow full lavender and white blossoms. A small smile appears on his face wasting his time then he hears behind him multiple spider like metalic steps clanging and tapping against the cave floor. He starts to run again just to have a sharp pain pierce into his left side. Looking down he sees the tip of a harpoon straight through him, screaming from the pain he falls over as the chord attached to the harpoon starts to real him in dragging him back into the cave.. Back into the depths of his own personal hell..

Builders of now

The mechanics are a natural job to take up in the terran sectors. They provide knowledge on how to build weapons, armor, turrets and suits. These mechanics are the technical expertise in most functions like a plumber is needed for plumbing. The mechanics often help the progression of military weapons and defenses and ensure the safety of all citizens within the borders of whatever they are protecting. Whenever multiple mechanics work together they are able to produce items and vehicles at remarkable speeds. Such as flagship starships that would and could potentially take years to build by ones self could take up to weeks and in some occasions days even to create battlecruiser or named ship. Some mechanics are even kidnapped and forced to make equiptment and vehicles for their kidnappers so do be careful!



















Mind of the Mechanic

Most mechanics often become a mechanic due to the fact of it being such a lucrative job. There are many working for companies that determine the path of the mechanic and have them develope specified items and such for the company. They also are known to have a creative mind that allows them to create new and interesting things for the worlds. They are definitely known to go to schools just to enhance their grasp over the profession of what they want to become. They are typically the ones that could go over board and get too into being a mechanic as well if not fully being watched. When creating a mechanic think on what you did to become one. Were your parents mechanics and you wanted to follow the family business? Did you want to build the technology of tomorrow? What was the reason that you chose to become a mechanic?

Often Practices

When using a Mechanic the most common practice is to have extra scrap onhand Or convincing willing compatriots to do some more heavy lifting. If you have no willing compatriot then you can most likely store some on vehicles that you craft! Remember everything has a lil bump in the trunk. Scrap is easy to come by! But you need to be constantly keeping track of it. The moment you lose track is the moment even the DM will take advantage against you!

Quick Build

You can create a Mechanic quickly by doing the following selections. Make your Intelligence ability score your first highest score followed by either Dexterity or Strength, depending if you want to be ranged or melee. Next choose the Guild Artisan background and purchase 5 lbs of any type of metal for scrap.

The Mechanic
Level Proficiency Bonus Features Scrap
1st +2 Scrap, S.C.V., Repairing shocks 5
2nd +2 Basic Vehicle Creation 10
3rd +2 Mechanics Special 15
4th +2 Ability Score Improvement 20
5th +3 Piloteer's Speed 25
6th +3 Mechanics Special Feature (1) 30
7th +3 Piloting A.I. 35
8th +3 Ability Score Improvement 40
9th +4 Mechanics Special Feature (2) 45
10th +4 Intermediate Vehicle Creation 50
11th +4 Mechanics Special Feature (3) 55
12th +4 Ability Score Improvement 60
13th +5 Vehicle Upgrade 65
14th +5 Mechanics Special Feature (4) 70
15th +5 Advance A.I. 75
16th +5 Ability Score Improvement 80
17th +6 Mechanics Special Feature (5) 85
18th +6 Advanced Vehicle Creation 90
19th +6 Ability Score Improvement, Mechanics Special Feature (6) 95
20th +6 Legendary Vehicle Creation 100

Class features

As a Mechanic, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mechanic Level.

Hit Points at 1st level: 8 + your Constitution modifier.

Hit Points at Higher levels: 1d8 (or 5) + your constitution modifier per Mechanic level after 1st.

Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor, and Shields.

Weapons: All Weapons, except intricate weapons like Snipers and medical weapons.

Tools: Engineers kit

Saving Throws: Intelligence, and Wisdom

Skills: Two from Survival, Perception, Insight, Intimidation, Deception, Investigation, Medicine or Arcana.


Equiptment

You start with the following items along with the equiptment your respective background gives you.

(a) 1 martial melee weapon and 1 martial ranged weapon (b) 2 martial melee weapons (c) 2 martial ranged weapons

(a) Chain mail or (b) Scale Mail

(a) 2 simple weapons or (b) 1 martial weapon

You also have a dungeoneers supply kit and an Engineers Kit

If you are using starting wealth, you have 3d4 x 10 gold in funds.

Using Abilities

Most abilities are used by your scrap and engineering tools. Your main ability is to use constructs that grant special abilities and are of course mechs. Your mechs are the base of this class that can and will change the way you interact with each aspect.

Scrap

Starting when you choose this class. You gain the ability to use different types of metal and wire as scrap. You can use scrap to create your vehicles but each vehicle of course has a cost and a downtime that must be reached to have it be built. You have a maximum amount of scrap shown above on the table. Scrap is obtained from any vendor, and or metals or other scrap that you find lying around the areas that you are. You do not passively gain scrap but are also able to break down your creations and regain scrap for half of the value though rounded down. You are allowed to create a number of vehicles equal to your intelligence modifier. It takes 1 full action to get into a vehicle that you create. If you have more then 1 vehicle you must find a solution that would allow them to be with you at all times such as a bag of holding or later on the AI programs or even having your fellow allies control one for you. The vehicles use your stats for saving throws and use the Scrap Att. Modifier for attacks. If you cause any creature to make a save of any sort, or are making an attack that is from your vehicle use the following. The scrap table only shows how much your person can carry at a time.

Scrap Save DC. = 8 + Intelligence Mod. + Proficiency Bonus

Scrap Att. Modifier. = Intelligence Mod. + Proficiency Bonus

Space Construction Vehicle

Starting when you choose this class. You are able to construct an S.C.V. that is able to build items and other vehicles that you pilot. The SCV is the base that you use to create your vehicles and what you use for your Mechanics Special features. To create an SCV you must spend 2 pieces of scrap and 30 minutes of downtime to create. For all vehicles see the end of this class.

Repairing Shock

Your SCV is able to shock and weld parts back together on items and your vehicles. Treat this as mending, but with the additional fact that this will heal constructs with 1d8 + your Scrap Att. Modifier hitpoints and can re-attach parts that have been detached from your vehicles.

Basic Vehicle Creation

Starting at 2nd level, you gain the ability to put more downtime in basic forms of vehicles. Follow the Basic vehicle's at the end of the class. You are able to build the base for most vehicles but gain more later on.

Mechanics Special

At 3rd level, you are now able to pick the path of the truest of mechanics. Do you specialize in Weapon Researcher which focuses on mainly perking up yours and your allies weapons? Do you specialize in Armor Researcher which would focus on granting temporary reactive armors and AC increases? Or do you follow Research & Developement which focuses on creating turrets, and combining them to the vehicles that you are able to create? You gain additional features from the chosen Special at levels 6th, 9th, 11th, 14th, 17th, and 19th levels


Ability Score Improvement

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.

Piloteer's Speed

When you reach 5th level, your speed in which it takes you to get in and out of vehicles that you create increases. You are now able to get into an vehicle as a bonus action rather then a full action now.

Piloting A.I.

At 7th level, you are able to spend 10 scrap and jerry rig an artificial intelligence to take over a vehicle that you have created. This A.I. can do everything that the vehicle can do and in addition has the same intelligence, wisdom, and charisma as you and will continue to learn and grow. You are only able to create 1 and if the vehicle that it was inside of reaches 0 hitpoints and 'blows up' or was due to acid. The A.I. is destroyed and you must make another. This A.I. takes its turn on during your turn.

Intermediate Vehicle Creation

At 10th level, you are able to deepen your understanding of building vehicles and are now able to start building Intermediate vehicles. See the end of the class for more details.

Vehicle Upgrade

At 13th level, you are able to increase the HP of your vehicles now (Your vehicles gain 2 challenge ratings). In addition they gain a +1 to attack and damage rolls they make.

Advance A.I.

At 15th level, you are now able to create multiple A.I. that can pilot multiple vehicles for you. You are now able to create up to 3 Artificial Intelligence's now.

Advanced Vehicle Creation

At 18th level, you are able to deepen your understanding of building vehicles even further and are now able to start building Advanced vehicles. See the end of the class for more details.

Legendary Vehicle Creation

At 20th level, you are able to deepen your understanding of building vehicles even further to the most intricate vehicles and are now able to start building Legendary vehicles. See the end of the class for more details.

Weapon Researcher

As a weapon Researcher you will be figuring out ways to improve the weapons and vehicles that you use. This can vary from adding on different types of attachments and increasing the potential of a weapon. You will be the ultimate person to bring out a weapons full potential.

Minor Weapon Crafter

Starting when you first choose this mechanics special. You are able to expand your crafting ability and are able to make the following listed on the chart below. See the costs and downtime required for each to make.

Weapon Damage Cost & Downtime
Plasma Charged Combat Knife 1d4 Piercing and 2d4 plasma damage 3 scrap and 1 hour
Chorded Harpoon Launcher 1d8 piercing 5 scrap and 30 minutes
M6 Magnum Sidearm 2d6 piercing 4 scrap and 1 hour
Combat Cards 1d4 Slasing 1 scrap and 5 minutes
Submachine Gun 3d6 Piercing 10 scrap and 45 minutes
Monowire Whip 2d6 Slashing 12 scrap and 1 hour

Weapon Upgrade

At 6th level, you are now able to expend 2 pieces of scrap and tune up another target weapon. This tuneup is determined by you but the user of it recieves a +1 to Attack and Damage. It has 5 uses before it disappears (the +1) and you are unable to stack this multiple times on 1 equiptment.

Major Weapon Crafter

Upon reaching 9th level, your crafting knowledge further increases and you are now able to craft the following.

Weapon Damage Cost & Downtime
Chainaxe 3d8 slashing 20 scrap and 2 hours
Shock Blade 2d8 lightning 15 scrap and 1.5 hours
C-14 Rifle Mk. I 3d6 piercing 17 scrap and 1 hour
C-20A 2d10 piercing 18 scrap and 1.2 hours
Hellfire Shotgun 2d6 piercing and 2d6 fire 22 scrap and 2 hours
C-140 Flamethrower 4d6 fire 25 scrap and 1.7 hours
Icer Rifle 3d8 cold 23 scrap and 1.6 hours

Weapon Potency

At 11th level, you are now able to tune target weapons into an even deadlier version of themselves. Spending 5 scrap you are able to grant a weapon a tune up that increases its attack and damage with an +3 bonus. This lasts for 5 uses but it disapears (the +3) and you are unable to stack this multiple times on 1 equipment.

Cyborg Attachments

At 14th level, you are now able to start crafting cyborg attachments. See the Cybernetics list for detailed description on what each would do and what would be affected. For every 25gp of the item that you are attempting to create you must spend 10 scrap and for every 10 scrap spent, the downtime to create the item is 1 hour each. For example, a Robotic Eye MK III costs 300gp, you would have to spend 120 scrap and 12 hours of downtime.

Vehicle Upgrade

At 17th level, you are able to increase the damage dealt by any vehicle that you pilot a number of their damage dies equal to your intelligence modifier.

Hammer of the Gods

At 20th level, all vehicles that you operate is able to use the following ability names Hammer of the Gods in a area up to 90ft away from you. All creatures within 30ft must make an dexterity saving throw, on fail they are stunned for 2d4 turns and take 8d10 fire damage. On pass, they take half damage and are stunned for 1d4 turns. After using this feature, you regain use once you complete a short or long rest. This can only be used while operating an vehicle of some kind and is not able to be used outside of one.

Armor Researcher

As an armor researcher, you devote your time to figuring out how the mech suits and armours work. You will be able to create reactive armor that allows you to become situational (or whoever is wearing it) if you become attacked.

Minor Armor Crafter

Starting when you choose this class. Your knowledge of creating increases and allows you to craft Combat and Technical suits to help yourself and your fellow allies. See the charts below to be able to determine what you can build, how much it would cost, and how long it will take you to craft them. See the armor page to determine stats and abilities for these suits that you will be creating.

Armor Cost Downtime
Mk I Combat suit 5 Scrap 1 Hour
Mk I Fire-Bat Suit 10 Scrap 1.5 Hours
Mk I Marauder Suit 10 Scrap 1.5 Hours
Mk I Medical Suit 5 Scrap 1 Hour
Mk I Ghost Recon Suit 15 Scrap 2 Hours

Armor Upgrade

At 6th level, you are able to increase the potency and the abilities of the suits that you create. Whenever you create a suit you are able to do one of the following to increase its stats or have it gain passive abilities. You are not able to add these on to a suit once it is already created, only during the creation phase.

  • Regenerative Biosteel. 20 additional scrap, your suit is able to passively heal 1 point of health for every 1 minute.

  • Increased Bi-pedal enhancers. 10 additional scrap, increase the movement speed of the suits by 15ft.

  • Muscular Lacing. 20 additional scrap, your suit strength and dexterity ability scores increase by 2.

  • Targeting System. 15 additional scrap, your suit has a targeting system that aids in your success. Whenever you make a melee or ranged attack vs another creature you gain advantage on that attack.

  • Increased Storage Capacity. 10 additional scrap, you are able to increase your carrying capacity by twice the amount while wearing a suit.

Refined Armor Crafter

At 9th level, you are knowledge over the suits you create increase and you are now able to create higher tiers of the suits. Use the following chart to see what you are now able to craft up to and their costs/downtimes.

Armor Cost Downtime
Mk III Combat suit 15 Scrap 3 Hours
Mk III Fire-Bat Suit 25 Scrap 3.5 Hours
Mk III Marauder Suit 25 Scrap 3.5 Hours
Mk III Medical Suit 15 Scrap 3 Hours
Mk III Ghost Recon Suit 30 Scrap 5 Hours

Armor Potency

At 11th level, level, you are able to strap on multiple pieces of scrap onto armor and suits that you create or have downtime to do. After spending 30 minutes of downtime with any piece of armor or suit you are able to temporarily increase the AC of the respective item by 2 for 2 hours. This will cost 20 scrap to do so.

Major Armor crafting

At 14th level, your knowledge expands once more and allows you to create the ultimate version of suits and bring out their maximum potential.

Armor Cost Downtime
Mk VI Combat suit 30 Scrap 3 Hours
Mk VI Fire-Bat Suit 40 Scrap 3.5 Hours
Mk VI Marauder Suit 40 Scrap 3.5 Hours
Mk VI Medical Suit 30 Scrap 3 Hours
Mk VI Ghost Recon Suit 45 Scrap 5 Hours

Vehicle Upgrade

At 17th level, you are now able to increase the AC of all vehicles that you create by a number equal to your intelligence modifier (minimum of 1) for 1 hour. You can use this a number of times equal to your intelligence modifier (Minimum 1) and regain uses after a long rest.

Shield of the Gods

At 20th level, you are now able to grant a bonus to AC to all friendly creatures within 30ft of you. As long as an ally is nearby, you grant them a bonus AC equal to your Intelligence modifier for 30 minutes. You must spend 20 scrap to activate this ability.

Research & Developement

As a R&D personnel, you focus on creating the turrets in life. The Turrets that are created can be used in a wide variety going off of healing, welding, fire, and bullets! You are the person that makes movable AI turrets that obey your commands. To turrets that attach onto armor and vehicles granting you that little bit of oomph . What will be your way?

Engineers Turrets

Starting when you choose this Mechanics Special, At 3rd level, you learn how to create Turrets of war. With your smith’s tools in hand, you can take an action to create summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.

The turret is a construct that occupies its space and that has crablike legs. It has an AC of 16 and a number of hit points equal to three times your Mechanic level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If Scrap or Repairing shock is used on it, it regains 2d6 hit points. It breaks if it is reduced to 0 hit points or after 12 hours. You can dismiss it early as an action. The timer of the turret lasts for as long as it is activated. You may deactivate this device and deactivate it at any given point via command or a press of an button.

When you create the turret, you decide which type it is, choosing from the options on the Turrets of Choice tables. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.

You can create a turret once for free and must finish a long rest before doing so again. You can also create more turrets after the first by expending 10 Scrap. You can have up to 5 seperate turrets active at a time and if you create a sixth turret, the first turret disappears in order that you created them.

As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your Flame Damage DC, taking 2d6 force damage and 1d6 fire on a failed save or half as much damage on a successful one.

Turrets of Choice

Starting when you choose this Mechanics Special, At 3rd level, you are able to choose from the following. Follow the Engineers Turrets ruling and how they apply to the following.

Turret Activation
S.C.V. Slammer Stan First Activation. The turret is able to use repairing shock and is able to help reduce downtime needed for crafting. Reduce the downtime by 10 minutes for every 1 of this turret. Second Activation. The turret makes a melee attack that launches itself up into the air then down onto its target for 1d10 Bludgeoning damage. If the hit lands the target must make a Strength save or be knocked prone.
Shot Turret Clarissa Make a ranged attack, originating from the turret, at one creature or object within 60 feet of it. On a hit, the target takes 2d8 Piercing damage.
Grenade Turret Sammy The turret is able to use any grenade it is given and is able to launch the grenades up to 120 ft away. If no grenade is given it uses whatever objects are nearby (even steal nearby items to do so be careful!).

Turret Upgrade

At 6th level, you are now able to apply one of the following effects apply to your turrets as you create them.

  • Regenerative Biosteel. 20 additional scrap, your Turret is able to passively heal 1 point of health for every 1 minute.

  • Targeting System. 15 additional scrap, your turret has a targeting system that aids them to their success. Whenever they make a melee or ranged attack vs another creature they gain advantage on that attack.

  • Claws. 5 additional scrap, your turret can now move and grab onto objects, items, and other objects. They also gain a claw attack that deals 1d6 slashing damage.

  • Artificial Intelligence. For 20 additional scrap, your turret become sentient and does not deactivate or expire after 12 hours. They also become a controllable NPC (DM's choice for this part) that has basic intelligence. They have a maximum learning capacity (determined by DM).

  • Cumulative Armor. For 10 scrap, you are able to layer the armor of your turret and increase its AC by 1 to a maximum of 20.

  • Dancing Model. For 5 scrap, your turret is able to use a move called "Dance" this ability allows your turret to dance and force all enemies and allies within 15ft of it to make a Intelligence saving throw. On fail they must DANCE for the next 2 minutes. While dancing they cannot use any other action other to dance or move.

Turrets of Choice

At 9th level, your choice of turrets increase to medical turrets that is now able to heal and protect your allies and of course yourself.

Turret Activation
Healing Betty The turret exhales Acid in an adjacent 10-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your Energy Save DC, taking 2d6 Acid damage on a failed save or half as much damage on a successful one. Allies hit by this instead heal for the damage instead.
Dart Thrower Martha Make a ranged attack, originating from the turret, at one creature or object within 60 feet of it. On a hit, the target takes 2d8 Acid damage, and if the target has Metal, it takes an additional 1d6 Acid damage.
Heal Bot 9000 The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Turret Upgrade

At 11th level, you are now able to attach your turrets to suits and vehicles that you create. In doing so, the turrets that are attached to a vehicle or suit they gain an additional attack whenever they are being piloted. For example if a goliath is being piloted by an ally and it has a Shot Turret Clarissa and a Dart Thrower Martha the user can use the attack of the goliath and the turrets all at once.

Turrets of Choice

At 14th level, your knowledge of turrets increase once more allowing you to create the Pyrotechnicians Turrets. They will most definitely bring the flame to this zerg infested barbeque and will most definitely have muta-wings.

Turret Activation
Flaming Betty The turret exhales fire in an adjacent 10-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your Fire Damage DC, taking 2d6 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Napalm Launcher Steve Make a ranged attack, originating from the turret, at one creature or object within 60 feet of it. On a hit, the target takes 2d8 fire damage, and if the target has flesh, it takes an additional 1d6 fire damage.
Exploding Carl Runners The turret can detonate and any creature that is within 10ft of it must make a Dexterity saving throw equal to your Fire Damage save or take 3d6 Fire damage and 1d8 force damage being knocked back 5ft as well. On pass they only take half damage and do not get pushed back.

Turret Upgrade

At 17th level, You are now able to have up to 12 turrets active at one time. If you create a 13th turret, the 1st will deconstruct or self destruct in order of the turrets created.

Turrets of Choice Finale

At 20th level, you are able to experiment with turrets and are able to create the following. These are testable turrets still in the works.

Turret Activation
Miniature Drakken Dragon Drill Make a ranged attack against target creature, object, item, or building up to 90ft away. On hit, target takes 1d4 radiant damage. The next time this would attack another creature it automatically hits its target without making a roll. For each turn that this drill deals damage to its target increase the damage dealt by 1d4 for each turn.
Interchangable Michonne the Trickster This turret can have any weapon attached to it. If a ranged weapon is attached it gains its damage and abilities of course. If a melee weapon is attached to it, it gains 30 hitpoints and is able to use the melee weapon that it was given/created with.
Bob the Blowing Belly acher Make a ranged AOE attack up to 120ft away. In a 15ft radius, all creatures within it must make a Dexterity saving throw against your Scrap Attack Save DC or take 4d12 Necrotic damage.

Basic Vehicle Creation

The following Stat blocks are for the basic Vehicles that you are able to create. On the stat blocks you will see the cost to create them and other crucial information.


SCV

Medium construct, Nuetral


  • Armor Class 10
  • Hit Points 6(1d4 + 2 Increase the hit die by 1d4 for every 2 scrap)
  • Speed 25ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 16 (+3) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 2 Scrap and 8 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Gathering. The SCV can gather twice the amount of resources.

Actions

Shock. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 3 (1d4 + 1)


Hellion

Large Construct, Nuetral


  • Armor Class 14
  • Hit Points 20(2d12 + 4 Increase the hit die by 2d12 for every 10 scrap)
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 10 Scrap and 16 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The Hellion can transform into a hellbat. This process takes 1 full turn.

Actions

Flaming Torch. Ranged Weapon Attack: +5 to hit, 5ft by 15ft line, all targets in this must make a Dex. saving throw of 8 + Dex. Mod + Challenge rating, or take 3d6 fire damage, half as much on save.


Hellbat

Large Construct, Nuetral


  • Armor Class 15
  • Hit Points 30(3d12 + 5 Increase the number of hit die by 3d12 for every 10 scrap spent on the hellion stat block.)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 18 (+4) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost Cannot be created.

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The Hellbat can transform into a hellion. This process take 1 full turn.

Damge Reduction. The hellbat takes reduced damage. Whenever they are dealt damage from any source they reduce that souce of damage by 2. If it reduces the damage to 0, they take a minimum of 1 damage.

Actions

Flaming Cone. Ranged Weapon Attack: +5 to hit, 15ft cone, all targets in this must make a Dex. saving throw of 8 + Dex. Mod + Challenge rating, or take 3d6 fire damage, half as much on save.


Banshee

Large Construct, Nuetral


  • Armor Class 14
  • Hit Points 20(2d8 + Increase the hit die by 2d8 for every 15 scrap)
  • Speed 45ft Flying.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 12 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 15 Scrap and 24 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sneak Attack Whenever the Banshee has adv. on an attack they deal a bonus 2d6 damage of whatever damage that they deal.

Cloaking System The Banshee can turn invisible (greater invisibility) for 1 minute and regains use after 1 minute.

Actions

Rocketeer. Ranged Weapon Attack: +6 to hit, 60ft range, shoots quad rockets at a target dealing 28 (4d12 + 4) plasma damage


Cyclone

Large Construct, Nuetral


  • Armor Class 16
  • Hit Points 40(4d10 + 2 Increase the hit die by 4d10 for every 15 scrap)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 14 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 15 Scrap and 24 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Lock On. The creature is able to lock on to a creature, the creature must make a Dex saving throw of 8 + Con. + Challenge rating every turn or take 1d12 piercing damage.

Actions

Missilee. Ranged Weapon Attack: +5 to hit, 60ft range, 15 (2d12 + 3) piercing damage


Vulture

Medium Construct, Nuetral


  • Armor Class 13
  • Hit Points 7(1d12 + Increase the hit die by 1d12 for every 4 scrap)
  • Speed 60ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 4 Scrap and 8 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Actions

Fragmentation Grenade Launcher. Ranged Weapon Attack: +5 to hit, reach 80ft/240ft, one target 6 (1d6 +3) Piercing damage and 1d6 fire damage


Viking

Large Construct, Nuetral


  • Armor Class 17
  • Hit Points 30(3d10 + 2 Increase the hit die by 3d10 for every 20 scrap)
  • Speed 35ft.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 16 (+3) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 20 Scrap and 32 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The construct can take a turn to transform into a ground variant of itself.

Actions

Missile Ranged Weapon Attack +8 to attack, 90ft range, can only hit air while in the air form. 30 (3d20 + 6) plasma damage

Auto-Cannon. Ranged Weapon Attack: +8 to hit, Range 50/100ft, one target, hit; 14 (4d8 + 6) piercing damage. Can only be used in the ground variant.


Goliath

Large Construct, Nuetral


  • Armor Class 16
  • Hit Points 30(3d10 + 3 Increase the hit die by 3d10 for every 15 scrap)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 15 Scrap and 24 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Ordinance. Whenever this construct deals damage to a target, it reduces their AC by 1 to a maximum of 2.

Actions

Auto-Cannon. Ranged Weapon Attack: +5 to hit, Range 50/100ft, one target, hit; 9 (3d8 + 3) piercing damage.


Siege Tank

Large Construct, Nuetral


  • Armor Class 18
  • Hit Points 30(3d10 + 2 Increase the hit die by 3d10 for every 20 scrap)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 13 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 20 Scrap and 32 hours of downtime

Manned. This construct must be manned by atleast 2 persons to use it. It takes 1 action to get inside and 1 action to get out of.

Sieged Mode. The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Twin Cannon. Ranged Weapon Attack: +6 to hit, 45ft range, 22 (3d12 + 4) piercing damage

Sieged Shot. Ranged Weapon Attack: up to 90ft away, all creatures within a 30ft radius must make a Dex. Saving throw of 8 + Con. + Challenge rating or take 26 (4d12 + 4) Plasma damage.

Intermediate Vehicle Creation


Wraith

Large Construct, Nuetral


  • Armor Class 15
  • Hit Points 20(2d10 + 3 Increase the hit die by 2d10 for every 20 scrap)
  • Speed 50ft fly.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 13 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 20 Scrap and 32 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sneak Attack Whenever the Wraith has adv. on an attack they deal a bonus 2d6 damage of whatever damage that they deal.

Cloaking System The Wraith can turn invisible (greater invisibility) for 1 minute and regains use after 1 minute.

Continued Fire The Wraith gains an additional attack if it attacked its previous turn.

Actions

Laser. Ranged Weapon Attack: +7 to hit, 80ft range, one target; 35 (5d12 + 5) Plasma damage.


Liberator

Large Construct, Nuetral


  • Armor Class 16
  • Hit Points 30(3d10 + 3 Increase the hit die by 3d10 for every 25 scrap)
  • Speed 30ft fly.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 14 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 25 Scrap and 40 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sieged Mode. The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Cluster Missile Ranged Weapon Attack** +6 to hit; 60ft range, 28 (4d12 + 4) piercing damage.

Situated Laser. Ranged Weapon Attack: +6 to hit, 20ft radius where it is sieged, deals 44 (10d8 + 4) plasma damage. This can only be used in sieged mode


A.R.E.S.

Large Construct, Nuetral


  • Armor Class 18
  • Hit Points 35(5d12 + 5 Increase the hit die by 5d12 for every 25 scrap)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 20 (+5) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 25 Scrap and 40 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Actions

120 mm cannon. Ranged Weapon Attack: Ranged Weapon Attack: +5 to hit, reach 80ft/240ft, one target 14 (3d6 +5) Piercing damage

T82 Missile Pod. Ranged Weapon Attack: Ranged Weapon Attack: +5 to hit, reach 80ft/240ft, one target that is more then 30ft away, 23 (6d6 +5) Plasma damage

Napalm Burninator. Ranged Weapon Attack: +5 to hit, 15ft cone, all targets in this must make a Dex. saving throw of 8 + Dex. Mod + Challenge rating, or take 4d6 fire damage, half as much on save.


Strike Goliath

Large Construct, Nuetral


  • Armor Class 17
  • Hit Points 40(4d10 + 4 Increase the hit die by 4d10 for every 20 scrap)
  • Speed 35ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 20 Scrap and 32 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Ordinance. Whenever this construct deals damage to a target, it reduces their AC by 1 to a maximum of 3.

Actions

Multi-Attack The Strike Goliath can make 2 attacks, twice with either or actions below or once with each.

Auto-Cannon. Ranged Weapon Attack: +6 to hit, Range 60/120ft, one target, hit; 12 (4d8 + 4) piercing damage.

Scatter Missiles Ranged Weapon Attack: Up to 60ft away, in a 20ft radius, creatures must make a Saving throw of 8 + Constitution + challenge rating and take 4d10 thunder damage or half as much on save.


Hellion destructor

Large Construct, Nuetral


  • Armor Class 15
  • Hit Points 40(3d12 + 5 Increase the hit die by 3d12 for every 25 scrap)
  • Speed 39ft.

STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 14 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 25 Scrap and 40 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The Hellion destructor can transform into a hellbat. This process takes 1 full turn.

Actions

Flaming Torch. Ranged Weapon Attack: +5 to hit, 5ft by 15ft line, all targets in this must make a Dex. saving throw of 8 + Dex. Mod + Challenge rating, or take 3d6 fire damage, half as much on save.


Hellbat Ranger

Large Construct, Nuetral


  • Armor Class 16
  • Hit Points 50(4d12 + 5 Increase the hit die by 4d12 for every upgrade from the Hellion Destructor)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost Cannot be created.

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The Hellbat Ranger can transform into a hellion. This process take 1 full turn.

Damge Reduction. The hellbat Ranger takes reduced damage. Whenever they are dealt damage from any source they reduce that souce of damage by 2. If it reduces the damage to 0, they take a minimum of 1 damage.

Rocketeering Jump The Hellbat Ranger is able to jump on their target and stun them for a duration. The target must make a Con. Save of 8 + Con. Modifier + Challenge rating or be stunned for 1 turn.

Actions

Flaming Cone. Ranged Weapon Attack: +5 to hit, 15ft cone, all targets in this must make a Dex. saving throw of 8 + Dex. Mod + Challenge rating, or take 3d6 fire damage, half as much on save.


Covert Banshee

Large Construct, Nuetral


  • Armor Class 15
  • Hit Points 25(3d8 + 5 Increase the hit die by 3d8 for every 20 scrap)
  • Speed 50ft fly.

STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 13 (+1) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 20 Scrap and 32 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sneak Attack Whenever the Banshee has adv. on an attack they deal a bonus 4d6 damage of whatever damage that they deal.

Cloaking System The Banshee can turn invisible (greater invisibility) for 2 minute and regains use after 1 minute.

Actions

Rocketeer. Ranged Weapon Attack: +7 to hit, 60ft range, shoots quad rockets at a target dealing 41 (6d12 + 5) plasma damage


Destructor Viking

Large Construct, Nuetral


  • Armor Class 18
  • Hit Points 40(4d10 + 3 Increase the hit die by 4d10 for every 25 scrap)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 24 (+7) 17 (+3) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 25 Scrap and 40 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Transformation. The construct can take a turn to transform into a ground variant of itself.

Actions

Missile Ranged Weapon Attack +9 to attack, 90ft range, can only hit air while in the air form. 50 (5d20 + 7) plasma damage

Auto-Cannon. Ranged Weapon Attack: +9 to hit, Range 50/100ft, one target, hit; 18 (6d8 + 7) piercing damage. Can only be used in the ground variant.

Advanced Vehicle Creation


Spec ops Wraith

Large Construct, Nuetral


  • Armor Class 16
  • Hit Points 30(3d10 + 4 Increase the hit die by 3d10 for every 25 scrap)
  • Speed 55ft fly.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 15 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 25 Scrap and 40 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sneak Attack Whenever the Wraith has adv. on an attack they deal a bonus 4d6 damage of whatever damage that they deal.

Cloaking System The Wraith can turn invisible (greater invisibility) for 2 minute and regains use after 1 minute.

Continued Fire The Wraith gains an additional attack if it attacked its previous turn. This will continue to stack until the target is dead

Actions

Triple Laser. Ranged Weapon Attack: +8 to hit, 90ft range, one target; 54 (8d12 + 6) Plasma damage.


Heavy Siege Tank

Large Construct, Nuetral


  • Armor Class 19
  • Hit Points 40(4d10 + 3 Increase the hit die by 4d10 for every 25 scrap)
  • Speed 35ft.

STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 15 (+2) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 25 Scrap and 40 hours of downtime

Manned. This construct must be manned by atleast 2 persons to use it. It takes 1 action to get inside and 1 action to get out of.

Sieged Mode. The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Twin Cannon. Ranged Weapon Attack: +8 to hit, 45ft range, 30 (4d12 + 6) piercing damage

Sieged Shot. Ranged Weapon Attack: up to 90ft away, all creatures within a 30ft radius must make a Dex. Saving throw of 8 + Con. + Challenge rating or take 42 (6d12 + 6) Plasma damage.


Raid Liberator

Large Construct, Nuetral


  • Armor Class 17
  • Hit Points 40(4d10 + 4 Increase the hit die by 4d12 for every 30 scrap)
  • Speed 35ft fly.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 16 (+3) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 30 Scrap and 48 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Sieged Mode. The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Cluster Missile Ranged Weapon Attack** +7 to hit; 60ft range, 40 (6d12 + 4) piercing damage.

Situated Laser. Ranged Weapon Attack: +7 to hit, 20ft radius where it is sieged, deals 60 (14d8 + 4) plasma damage. This can only be used in sieged mode


Scout

Medium Construct, Neutral


  • Armor Class 15
  • Hit Points/Temporary Hit Points 45/36(6d12 + 6d12 + 9 Increase the hit die by 6d12 + 6d12 for every 30 scrap)
  • Speed 75ft. Flying

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 17 (+3) - - -

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception Dependent on the operator
  • Languages None
  • Cost 30 Scrap and 48 hours of downtime

Psionic Shield. Half of the health of this unit is a shield that grants the creature temporary hitpoints. These hitpoints regenerate 1 to a maximum of their hitpoints shown above.

Actions

Multi-Attack The Scout can shoot two Photon Blasts, or one Photon blast and one Anti-Matter Missile.

Photon Blaster. Ranged Weapon Attack: +6 to hit, reach 30ft., one target. Hit 16 (4d6 + 4)

Anti-Matter Missiles. Ranged Weapon Attack: +6 to hit, reach 45ft., one target. Hit 28 (4d12 + 4)


Thor

Huge Construct, Nuetral


  • Armor Class 19
  • Hit Points 60(5d12 + 3 Increase the hit die by 5d12 for every 50 scrap)
  • Speed 25ft.

STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 18 (+4) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 50 Scrap and 80 hours of downtime

Manned. This construct must be manned by atleast 1 person to use it. It takes 1 action to get inside and 1 action to get out of.

Heavy Payload The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Heavy Shot. Ranged Weapon Attack: +8 to hit, 60ft range one target 40 (4d20 + 6) plasma damage

Heavy Payload. Ranged Weapon Attack: +8 to hit, 80ft range, one target 80 (8d20 + 6) plasma damage, after attacking twice with the Heavy Payload it must reload which takes 2 full turns before it can shoot again.


BattleCruiser

Gargantuan Construct, Nuetral


  • Armor Class 19
  • Hit Points 60(6d20 + 3 Increase the hit die by 6d20 for every 60 scrap)
  • Speed 30ft fly.

STR DEX CON INT WIS CHA
24 (+7) 26 (+8) 24 (+7) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 60 Scrap and 96 hours of downtime

Teleportation. This Construct is able to start a teleportation process and teleport itself up to 1,000ft away. The construct takes 2 full turns before its able to teleport. This ship is able to use this again after 2 hours.

Yamato Cannon. As an action, the ship is able to charge a shot for 1 turn and release it at an enemy up to 120ft away with a +10 to hit for 68 (6d20 + 8) plasma damage.

Actions

Laser Assault. Ranged Weapon Attack: +10 to hit, reach 50ft., 3 targets. Hit 30 (3d20 + 8)

Legendary Vehicle Creation


Odin

Gargantuan Construct, Nuetral


  • Armor Class 20
  • Hit Points 80(8d12 + 5 Increase the hit die by 8d12 for every 75 scrap)
  • Speed 30ft.

STR DEX CON INT WIS CHA
24 (+7) 26 (+8) 22 (+6) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 75 Scrap and 120 hours of downtime

Manned. This construct must be manned by atleast 2 persons to use it. It takes 1 action to get inside and 1 action to get out of.

Heavy Payload The Construct can take a turn to transform into a sieged mode form of itself. 1 full turn to change into this mode.

Actions

Heavy Shot. Ranged Weapon Attack: +8 to hit, 60ft range one target 88 (8d20 + 8) plasma damage

Heavy Payload. Ranged Weapon Attack: +8 to hit, 80ft range, one target 120 (12d20 + 8) plasma damage, after attacking twice with the Heavy Payload it must reload which takes 2 full turns before it can shoot again. the Constructs laser is Nuclear Launch Detected call down nuclear winter in january. Santa isn't coming this time the construct. the construct is able to pinpoint a location up to 120ft away and must hold the Constructs laser for 5 rotations if in combat if not 30 minutes. If the Construct is able to successfully do so, you are able to nuke a area with a blast radius of 110ft radius of the point you selected dealing 20d20 of fire damage, 20d20 of acid damage, 10d10 of lightning, and 20d20 of thunder damages. While this is being used, the construct is able to move and use actions to do other things.


Hyperion

Gargantuan Construct, Nuetral


  • Armor Class 20
  • Hit Points 120(12d20 + 5 Increase the hit die by 12d20 for every 100 scrap)
  • Speed 35ft fly.

STR DEX CON INT WIS CHA
28 (+9) 30 (+10) 28 (+9) - - -

  • Condition Immunities Resistant to Fire, Cold, Radiant, and Thunder Damages
  • Senses None
  • Languages None
  • Cost 100 Scrap and 160 hours of downtime

Manned. This construct must be manned by atleast a minimum 20 persons to use it. It takes 1 action to get inside and 1 action to get out of.

Teleportation. This Construct is able to start a teleportation process and teleport itself up to 1,000ft away. The construct takes 2 full turns before its able to teleport. This ship is able to use this again after 2 hours.

Yamato Cannon. As an action, the ship is able to charge a shot for 1 turn and release it at an enemy up to 120ft away with a +12 to hit for 108 (10d20 + 8) plasma damage.

Actions

Laser Assault. Ranged Weapon Attack: +12 to hit, reach 50ft., 6 targets. Hit 40 (4d20 + 10)

Nuclear Launch Detected call down nuclear winter in january. Santa isn't coming this time the construct. the construct is able to pinpoint a location up to 120ft away and must hold the Constructs laser for 5 rotations if in combat if not 30 minutes. If the Construct is able to successfully do so, you are able to nuke a area with a blast radius of 110ft radius of the point you selected dealing 20d20 of fire damage, 20d20 of acid damage, 10d10 of lightning, and 20d20 of thunder damages. While this is being used, the construct is able to move and use actions to do other things.