The Gundam Rider

by SebastianAnton

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The Gundam Rider

Overview

While every Artificer tinkers with merging arcane magic and mechanical devices, an Gundam Rider specializes in using their knowledge of the arcane and the mechanical arts to assemble an automaton that can augment their own physical capabilities.

This automaton—known as an Gundam, or mech—enables the Rider to readily engage in physical combat, with the Gundam providing the strength for their blows and helping to shield them from harm.

Gundams vary greatly in appearance and form. Some are built like a hulking automaton, but with the addition of a cockpit canopy containing a control panel of buttons and levers. Others are suits of power armor, whose movements mimic those of the wearer and enhance them with mechanical force.

Subclass Features

Expanded Spell list

You always have certain spells prepared after you reach particular levels in this class, as shown in the Gundam Rider Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Level in Subclass Spells unlocked
3st Magic Missile, Shield
5th Shadow Blade, Warding Bond
9th Crusader's Mantle, Spirit Shroud
13th Fire Shield, Shadow of Moil
17th Steel Wind Strike, Wall of Force

Gundam Engineer

Starting at level 3, you gain proficiency with martial weapons. You also learn the mending cantrip, which doesn’t count against your number of cantrips known.

The Gundam

  • Starting at level 3, you gain a construct only you can mount and control directly. When not being controlled it tries to reach you by the shortest route possible, ending its turn within 5ft of you.

  • The Gundam can be used as a spellcasting focus for your artificer spells and you can do somatic and material components of a spell. When you enter the cockpit of your Gundam using half your movement, you immediately take control of it (no action required). You CANNOT wield a shield or weapon while controlling the Gundam.

  • It's Hitpoints are equal to 5 times (your artificer level + intelligence modifier). Whenever the Gundam must make an Intelligence, Wisdom or Charisma saving throw or skill check, you can make the save or skill check in its stead. You must however makes saves for both yourself and your mech if both are targeted.

  • The Gundam can take an action, bonus action, movement and reaction only at the cost of its pilot's action, bonus action, movement and reaction, respectively. When you take the Attack action on your turn while mounted on your Gundam, you can make attacks through your Gundam using its statblock.

  • It gains a bonus of +1 to all its skills and saving throws whenever your proficiency bonus increases. It is proficient in all weapons and armor you are proficient in.

  • It receives an ASI whenever you receive an ASI/feat from this class. You can’t increase your mech's ability scores above 20 using this feature. It benefits from all feats you are benefiting from.

  • It cannot attune to any items, however it gains the benefits of all the items you are attuned to. It can however attune to your artificer infusions. It gains any bonuses to saves from any bonuses to saves you receive due to your attunements.

  • Whenever you are targeted by a spell or any other magical effect that does not deal damage or applies a harmful effects to the target, you can choose to have the spell or effect also affect your Gundam. You can treat the Gundam as yourself for triggers of reactionary spells.

  • You can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Gundam returns to life after 1 minute with all its hit points restored. It gains 2d6 + proficiency modifier in hitpoints while being targeted by the mending spell.

  • When a hostile creature mounts the Gundam, the mech can use its reaction to shake the creature off. The creature must succeed on a Dexterity saving throw against your spell save DC, or take 1d6 bludgeoning damage and be knocked prone.


Standard Gundam

Large Construct, Unaligned


  • Armor Class 13 + Artificer Intelligence Modifier
  • Hit Points 5*(Artificer level + Intelligence mod)
  • Speed 35ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+2) 4 (-3) 10 (10) 6 (-2)

  • Saving Throws STR (proficient), CON (proficient)
  • Skills Athletics (expertise), Perception (expertise)
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Frightened, Poisoned, Incapacitated, Exhaustion
  • Senses darkvision 60ft, Passive Perception 14
  • Languages Only understands the languages of its creator
  • Proficiency Bonus Artificer Proficiency Bonus

Elevated Cockpit: The cockpit of the giant Gundam is elevated 10 feet off the ground. Melee combatants at ground level with less than 10ft reach have disadvantage on attack rolls against you.


Actions

Repair(3/day) (Requires the pilot's bonus action.) The magical mechanisms inside the Gundam restore hit points equal to 2d8 + the pilot's proficiency modifier (2d8 + PB) to itself.

Unarmed Strike: Attack Style: (Requires either pilot's action or bonus action.) Melee Weapon Attack: reach 5 ft., one creature; use the Gundam's STR modifier (+4) and the pilot's proficiency modifier (+PB) to make the attack. Hit: 1d6 + mech's STR modifier (1d6 + 4) bludgeoning damage.

Weapon Attack Makes a weapon attack with any weapon it has equipped, using appropriate modifiers.


Reactions

Shake Off: When a hostile creature tries to climb or grapple the Gundam, the mech can use its reaction to shake the creature off. The creature must succeed on a Dexterity saving throw against your spell save DC, or take 1d6 bludgeoning damage and be knocked prone.


Gundam Inventor

  • You are always striving for ways to improve your Gundam.

  • When you reach 5th level, you develop two designs which can be used to improve your Gundam, provided at every level. You learn two additional designs of your choice when you reach 9th level, and two more once you reach 15th level.

Artificer Level Total Models Available
5 2
9 4
15 6
  • Whenever you gain a level in this class, you can replace one of the Gundam designs you learned with a new one.

Prodigious Inventor

  • When you reach 9th level, you learn two additional designs for your Gundam.
  • You also learn how to use Energy Cores, a small hand held device that can fold and unfold into your Gundam whenever you use the command word as a free action, conjuring it within 5 ft of you. It is retracted back into the Energy Core when you use the command word as a free action.

  • If you Gundam lacks the room to unfold completely, it stays the appropriate size while retaining the benefits of its size and design.

Level 5 Designs

Extra Attack

When you use the Attack action to attack through your Gundam, it can make two attacks instead of one.

Reinforced Plating

Your Gundam gains a bonus to its Armor Class equal to half your proficiency bonus, rounded down.

Secure Cockpit

You has advantage on saving throws against being dismounted, and gain a bonus to your Armor Class and Dexterity Saving throws equal to your Proficiency Bonus.

Spellcannon Attachment

Whenever you cast an spell using your Gundam as a spellcasting focus, you gain a bonus of 1d8 to the spell’s damage rolls.

Level 9 Designs

Enhanced Repair

  • When the mending spell is cast on your Gundam, or it uses its Repair action on itself, it recovers additional hit points equal to your Intelligence modifier (minimum 1).

  • Your Gundam can use its Repair action once more each day. When you reach 15th level in this class, you gain one further use of the Gundam's Repair action.

Giant Gundam

You can create a giant Gundam.

  • The size of your Gundam increases from Large to Huge.

  • Its Strength (or Dexterity) and Constitution scores increase by 1, to a maximum of 21.

  • The reach of the weapons it wields is increased by 5 ft. It can now wield a two-handed weapon in one of its hands.

  • The damage of its unarmed strike increases to 1d8 + its Strength modifier.

  • The cockpit of the giant Gundam is elevated 15 feet off the ground. Melee combatants at ground level with less than 15ft reach have disadvantage on attack rolls against you.

  • The DC of the Gundam's Shake Off reaction increases by 1, and its damage increases to 2d6.

If you also know the Agile Gundam design, you can choose to create an agile giant Gundam instead.

Agile Gundam

You can create an agile Gundam.

  • The speed of your Gundam increases to 40 feet, and it gains a flying speed equal to its walking speed.

  • It is proficient in Dexterity Saving Throws.

  • Its Dexterity score increases by 6, and Strength decreases by 2.

  • It can wield ranged weapons in one or both arms.

  • The DC of its Shake Off reaction increases by 1.

If you also know the Giant Gundam design, you can choose to create an agile giant Gundam instead.

Level 15 Designs

Recurrent Memory Module

  • Your Gundam's Intelligence score increases by 2.

  • If you have used your Spell-Storing Item feature to store a spell in your Gundam, as a bonus action you can verbally command it to produce the effect of the stored spell. If the spell requires concentration, either your or your Gundam must concentrate on it.

Mega Zord

You can create a mega Zord. (Prerequisite: Giant Gundam)

  • The size of your Gundam increases from Huge to Gargantuan.

  • Its Strength (or Dexterity) and Constitution scores increase by 1, to a maximum of 22.

  • The reach of weapons it wields increases by 10ft. It can now wield a two-handed weapon in each hand.

  • The damage of its unarmed strike increases to 2d6 + its Strength modifier.

  • The cockpit of the mega Zord is elevated 20 feet off the ground. Melee combatants at ground level with 15ft reach or less have disadvantage on attack rolls against you.

  • The Gundam's Shake Off reaction affects all creatures attempting to mount it until the start of its next turn, and its damage increases to 3d6. The creature triggering the reaction has disadvantage on their save.

If you also know the Agile Gundam design, you can choose to create an agile mega Zord instead.

 

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