Mech Update 3.0
Art by Jeshields
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Over five years ago I posted my idea for fifth edition D&D mecha on this blog. Then I posted an update a year after that. Now that we have some vehicle rules in Ghosts of Salt Marsh and Baldur’s Gate: Descent into Avernus, I figured it was time for yet another update (four years later). This week I am showing off the war mechs. Next week it will be the labor mechs!
Mechs
Mechs are special suits of mechanically powered armor which completely surround a single driver. The following rules apply to mechs:
- A mech can only hold one Medium or Small driver at a time.
- All mechs have a damage threshold.
- Getting into or out of a mech requires an action. You can only drive a mech while inside it.
- While driving a mech, you can use your action to activate one of the mech’s action options.
- While driving a mech, in lieu of moving yourself, you can move the mech its speed. You can also take the Dash action to move the mech instead of yourself.
- Mech’s can climb, jump, and swim like creatures.
- While inside of a mech you have three-quarters cover against attacks made outside the mech.
- Mechs provoke opportunity attacks as normal. When a mech provokes an opportunity attack, the attack can target the mech or the creature inside.
Destroyer
The heavily armored destroyer is a bipedal tank. Its slow speed doesn’t hinder it in combat as much as other mechs, since it can attack a distance with a powerful miniature cannon arm. For those creatures which get too close, the destroyer has a backup defense – a mighty hammer arm.
Destroyer
Large vehicle (5,000 lb.)
Armor Class: 17
Hit Points: 150 (damage threshold 10)
Speed: 15 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 8 (-1) | 20 (+5) | 0 | 0 | 0 |
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Actions
Multiattack. The destroyer makes two attacks with its hammer, or one attack with its hammer and one with its cannon.
Cannon. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.
Hammer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Explosive Shot. Every destroyer carries a special explosive cannon ball. The ball can be shot 100 feet and explodes in a 20-foot-radius sphere on impact. Creatures in the area must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Because of the sensitive way this ball must be carried, each Destroyer can only carry one explosive ball at a time.
Gladiator
The gladiator is one of the first mechs designed for combat. It stands tall, is quicker than most mechs, and has an impressively long trident arm. The mech suit sports a second arm capable of launching nets into throngs of enemies.
Gladiator
Large vehicle (3,000 lb.)
Armor Class: 16
Hit Points: 125 (damage threshold 10)
Speed: 20 ft.
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 14 (+2) | 16 (+3) | 0 | 0 | 0 |
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Actions
Multiattack. The gladiator makes two attacks with its trident, or one attack with its trident and uses its Net Launcher ability.
Trident. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 16 (3d8 + 3) piercing damage.
Net Launcher. The gladiator launches a net 30 feet. The net covers a 15-foot-square area. Creatures in the area must succeed on a DC 15 Dexterity saving throw or become restrained in the net. On its turn a creature use its action to make a DC 10 Strength to free itself or another trapped creature from the net. Dealing 5 slashing damage (AC 10) to the net also frees a creature.
Knight
The knight is fast, super armored, and ready to cut through anything with its powerful sword arm. Its heavy metal shield arm protects the mech and allies in battle.
Knight
Large vehicle (5,000 lb.)
Armor Class: 20
Hit Points: 200 (damage threshold 10)
Speed: 20 ft.
STR | DEX | CON | INT | WIS | CHA |
20 (+5) | 14 (+2) | 20 (+5) | 0 | 0 | 0 |
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Actions
Multiattack. The knight makes three melee attacks.
Sword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) slashing damage.
Shield. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and the target is knocked prone.
Reactions
Shield Defense (Reaction). When a creature adjacent to the knight is targeted with an attack, the knight’s driver can use their reaction to impose disadvantage on that attack roll. The knight’s driver must declare the use of this ability before the result of the attack roll is announced.
Pyro
Sometimes it’s all about making your enemies fear you. That’s certainly what the pyro’s inventors had in mind. The mech moves through the battlefield, spouting flame out of one arm and hacking down enemies with the axe in its other.
Pyro
Large vehicle (4,000 lb.)
Armor Class: 17
Hit Points: 150 (damage threshold 10)
Speed: 15 ft.
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 8 (-1) | 16 (+3) | 0 | 0 | 0 |
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Actions
Multiattack. The pyro makes two attacks with its axe.
Axe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) slashing damage.
Fire Spray. The pyro shots a line of fire 100 feet long and 5 feet wide. Creatures in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.
Flame Jet. The pyro shoots a 15-foot cone of fire. Creatures in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.
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