You are on page 1of 11

`.

The Pilot
A tiefling sits on the shoulder of a giant suit of armor as they
gaze out into the sunset, the mountain they stand on looks
over a battlefield of conquered foes, scorched earth
everywhere in sight.
A human woman rides in the chasse of her Titan as she
roves the swamps looking for the hydra that has been
terrorizing the village nearby. As the water stirs her Titan
readies its sword and leaps forward into the fray.
A nimble elf faces down a orc warband that has forced him
into a corner. Suddenly, he begins running across the cliff wall,
turning a sheer vertical surface into a flanking route.
Pilots are powerful combatants, widely considered to wield
the force of an entire strike force all on their own. Each pilot's
unique bond with its titan forges unique tactics that set him
apart from other pilots. Despite their differences, pilots are all
united by two things, their powerful mechs known as Titans
and their discovery of a powerful pocket dimension known as
The Garage.
The Garage
All pilots have a knack for technology and an innate need for
invention. This desire has led them each to discover The
Garage, a sentient pocket dimension that imbues it's finders
with the tools and designs to build technology the like the
world has never seen. The Garage is where pilots keep their
implements of reconnaissance and weapons of war and are
able to pull them out at a moment's notice. Further, The
Garage will replicate and repair any designs that pilots put
inside of it. The true nature of The Garage is unclear, but all
pilots own their skill and prowess to it.
Titan of War
The greatest designs The Garage has to offer are known as
titans, sentient mechs that know no equal on the battlefield.
Titan are highly customized engines of war telepathically
linked to their pilots, capable of immense destruction and
wide exploration.
Soldier of Fortune
Pilots rank among the most sought after mercenaries by
kings, dictators, and other leaders of men seeking to conquer
and command the world around them. Due to their ability to
fight on the frontline and their ability to move behind enemy
lines undetected, pilots remain in demand in and out of
peacetime.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Pilot
Proficiency Tacticals Lethal Primary Defensive Utility Offensive
Level Bonus Features Known Uses Uses Uses Uses Uses
The Garage, Jump Kit, Pilot
1st +2 1 — — — — —
Tactical
2nd +2 Pilot Lethal, Data Knife 1 2 — — — —
3rd +2 Titan, Pilot Lethal (2) 1 3 ─ ─ — —
4th +2 Ability Score Improvement 1 3 ─ ─ — —
5th +3 Extra Attack 1 4 2 ─ — —
6th +3 Improved Jump Kit, Magi-Mech 2 4 2 ─ — —
Neural link, Pilot Boost, Titan
7th +3 2 4 3 ─ — —
Feature
8th +3 Ability Score Improvement 2 4 3 ─ — —
Improved Data Knife, Pilot
9th +4 2 4 3 2 — —
Lethal (3)
10th +4 Pilot Lethal Improvement 2 4 3 2 — —
11th +4 Aegis Rank, Titan Feature 3 4 3 3 — —
12th +4 Ability Score Improvement 3 4 3 3 — —
13th +5 Titan Feature 3 4 3 3 1 —
Nuclear Ejection, Pilot Boost
14th +5 3 4 3 3 1 —
(2 uses)
15th +5 Autotitan 4 4 3 3 2 —
16th +5 Ability Score Improvement 4 4 3 3 2 —
17th +6 ─ 4 4 3 3 3 1
18th +6 Pilot Boost (3 uses) 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Titan Feature 4 4 3 3 3 2

Creating a Pilot Class Features


When creating a pilot, try to think of what drove you to As a pilot, you gain the following class features.
discover The Garage. Perhaps you were driven by an
insatiable curiosity for industry and innovaiton. Maybe you Hit Points
desired to use your natural gift for invention to aid a nobler Hit Dice: 1d8 per pilot level
cause. Hit Points at 1st Level: 8 + your Constitution modifier
What is your piloting style? Do you desire to be fast and Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
agile on the battlefield, or perhaps a steady, unmoving bastion modifier per pilot level after 1st.
of war? Or maybe you seek to be a jack-of-all-trades, able to
fulfill many rolls on the battlefield? Proficiencies
Quick Build
Armor: light armor
Weapons: simple weapons, martial weapons, shortarms,
You can make a pilot quickly by following these suggestions. longarms
First, make Dexterity you highest ability score followed by Tools: Engineer's tools
Intelligence. Second, choose the soldier background.
Saving Throws: Dexterity, Constitution
Skills: Choose two from Athletics, Acrobatics, Intimidation,
Investigation, Perception, and Stealth.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Equipment Pilot Tactical
You start with the following equipment, in addition to the Your jump kit has also be outfitted with other features that
equipment granted by your background: lend you a tactical advantage on the battlefield. At 1st level,
leather armor you learn one pilot tactical. You gain additional tacticals at 6th,
(a) one longarm or (b) 2 sidearms 11th, and 15th level. All pilot tacticals are listed at the end of
Engineer's Tools this class description.
an explorer's pack Some of your pilot features ask for a Pilot ability modifier or
require your target to make a saving throw to resist the
The Garage feature’s effects. The saving throw DC and Pilot ability
You have discovered the methods and tools needed to access modifier are calculated as follows:
The Garage, a sentient pocket dimension full of technology
and designs unlike any seen before. The Garage is where you Pilot Save DC = 8 + your proficiency bonus +
keep most of your inventions and gear. However, The Garage your Intelligence modifier
rejects all foreign matter and thus nothing can be sent to The
Garage that did not originate there. Your jump kit, and later Pilot ability modifier = your proficiency bonus +
your data knife and titan, count as originating in The Garage, your Intelligence modifier
and can be stored there by taking 10 minutes to do so. You do
not have to be near your gear to send it to The Garage. Pilot Lethal
Conversely, each can be summoned from the garage using an Your access to The Garage has allowed you to invent potent
action. Further, if a piece of gear is destroyed, then you must technologies to use against your enemies. Starting at 2nd
wait 24 hours before pulling a new piece of the same gear out level, choose a pilot lethal from the list at the end of the class
of The Garage. description. You can use a lethal a number of times as shown
Jump Kit on the Pilot class table. You regain all expended lethal uses
when you complete a long rest. You can choose an additional
You have created a technological marvel known as a “Jump lethal option at 3rd and 9th levels.
Kit.” This small backpack allows movement far beyond the
normal person's ability. You have received special training to Data Knife
operate this machine. While wearing the jump kit, your At 2nd level, you have created a melee weapon designed for
maximum jump height is 20 feet, you take no fall damage espionage and reconnaissance. Your data knife has the
from any fall under 100 ft, and you have the ability to run on statistics of a shortsword except it deals lightning damage
vertical surfaces. While doing so you can go 20 feet in one instead of piercing damage. It deals additional lightning
jaunt, only counting as 10 feet of movement. damage equal to your pilot level when used against a creature
Your jump kit also allows you to take actions and bonus that is not aware of your location.
actions in the air, or on a vertical surface. However, you cannot Additionally, your data knife has a number of charges equal
end your turn on a vertical surface or in the air. Your jump kit to your Intelligence modifier. You can expend a charge to open
cannot function while you are wearing any armor other than a non-magical lock by inserting the tip of the knife into the
light armor and takes an action to don or doff. Also, whenever lock. You regain expended charges after completing a long
you jump or run on a vertical surface your jump kit makes a rest.
sound that can be heard up to 100 ft away.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Titan You can communicate with your titan telepathically while
you are within 300 feet of each other.
At 3rd level you are able to access the best The Garage has to As part of a short rest, you can repair your titan. When you
offer, a massive piloted mech known as a Titan. A titan is akin expend a hit dice, you can choose to restore hit points
to a large animated suit of armor in which you are enclosed equal to the amount rolled plus your Intelligence modifier
within the chest piece of the armor. Choose one of three to your titan instead of yourself.
unique titans: Ronin, Ion, or Scorch. These Titans have Your titan is restored to full hit points after you complete a
unique features and traits and gain additional features and long rest while it is in The Garage.
traits as your pilot level increases. These features can be used Each titan has a slam attack with the reach property
a number of times as shown on the Pilot class table and your dealing 2d6 bludgeoning damage + it’s strength modifier.
titan regains expended uses after you complete a long rest As part of a short or long rest, you can integrate firearms
while it is in The Garage. into the arms of your titan. You can integrate up two
When you call your titan out of The Garage, it will appear in firearms into the the arms of your titan. The titan is
the nearest unoccupied location to you. As a bonus action, you considered wielding these weapons and is proficient with
can enter or exit your titan to or from a space within 5 feet of them.
it. Your titan has the following features: When you are not piloting your titan it will either follow
you as closely as it can or remain stationary (your choice)
Your titan’s size is large. and cannot take any actions other than the help or dodge
It acts on your initiative and your titan uses your pilot actions.
ability modifier and pilot save DC for its attack bonus and
some of its features. Ability Score Improvement
Your titan has hit points equal to 10 + (your pilot level x 3). When you reach 4th level, and again at 8th, 12th, 16th, and
When your titan reaches 0 hit points it explodes and deals 19th level, you can increase one ability score of your choice by
1d6 fire damage to all creatures within 5 feet of it, and if 2, or you can increase two ability scores of your choice by 1. As
you are inside when it explodes you are launched 30 ft into normal, you can’t increase an ability score above 20 using this
the air, and do not take damage from the explosion. If your feature.
titan is destroyed, you must wait 24 hours before you can
pull a new one out of The Garage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Extra Attack Aegis Rank
Beginning at 5th level, you can attack twice, instead of once, At 11th level, you have added a significant upgrade to your
whenever you take the Attack action on your turn. This feature titan. Choose one of the following options:
also applies to your titan while it is being piloted. Additionally, Adamantine Casing. Your titan's armor class is increased
while your titan is not being piloted and you take the attack by 2. Additionally, any critical hit against it becomes a normal
action on your turn, your titan can make one attack in place of hit.
your second attack. Assault Chip. Your titan's melee attack deals an additional
damage die of damage. Additionally, It's melee attacks score a
Improved Jump Kit critical hit on a roll of 19 or 20.
When you reach 6th level, you have upgraded your jump kit to
be able to accomplish even greater feats. Your maximum jump Nuclear Ejection
height is now 30 feet and running on walls no longer provokes At 14th level, as a reaction to your Titan dropping to 0 HP, you
opportunity attacks. Additionally, your jump kit is now silent can cause your Titan to explode with an additional surge of
and is not detectable by its sound. massive energy. Ejecting in this way deals 6d6 fire damage to
any creature within 15 feet of the Titan.
Magi-Mech
Starting at 6th level, your titan's attacks count as magical for Autotitan
the purpose of overcoming resistance and immunity to At 15th level, you have upgraded your titan's artificial
nonmagical attacks and damage. intelligence to give it an increased independence. Increase
your titan's intelligence score by 4. When you are not piloting
Neural link your titan, it can now use its action to make a single attack or
You have established an unbreakable mental link between you use its titan primary.
and your titan. Starting at 7th level, you can communicate
telepathically with your titan as long as you are both on the
same plane of existence. Additionally, your titan's navigation
system has been upgraded to always know which way is
north.
Pilot Boost
At 7th level, you invent a potent technology to boost your
heightened abilities. Choose one of the following boosts.
Smart pistol. You pull out a pistol that locks on to enemy
combatants. As an action, you fire three rounds from the
smart pistol. Each round hits a creature of your choice that
you can see within 150 feet. A round deals 1d12 piercing
damage to its target. The rounds all strike simultaneously, and
you can direct them to hit one creature or several.
Titan Battery. As a bonus action while inside your titan,
you install a fresh titan battery from The Garage. Your titan
regains hit points equal to twice your pilot level.
Amped Weapons. As a bonus action, you amp up the power
of your pilot weapons. For the rest of your turn, all pilot
attacks you make deal an additional 3d6 lightning damage.
Once you use this feature, you must finish a long rest before
you can use it again. You can use this feature twice between
long rests starting at 14th level and three times between long
rests starting at 18th level.
Improved Data Knife
At 9th level, you have upgraded your data knife to deliver a
high voltage shock. When you hit another creature with a
melee attack with your data knife, you can expend 2 charges
to attempt a taser strike. In addition to the normal damage,
the target must succeed on a Constitution saving throw or be
stunned until the end of your next turn. If the target is
unaware of your location, you it makes it's save with
disadvantage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Titans Ronin
Ronin Large, Neutral
Ronin is a hit and run specialist. He can do a lot of damage in
short bursts, but his fragility makes it suboptimal to stay in Armor Class 14 (natural armor)
melee for long. His speed, combined with his lightning Hit Points 10 + (Pilot level x 3)
reflexes and massive sword, gives him the tools to get into and Speed 45
out of any fight.
STR DEX CON INT WIS CHA
Titan Primary: Lead Wall
At 5th level, you have installed a powerful shotgun into Ronin. 12 (+2) 19 (+4) 16 (+3) 12 (+1) 11 (+0) 10 (+0)
As an action, he can fire the lead wall. Each creature in a 20-
foot cone must make a Dexterity saving throw. A creature Damage Immunities poison, psychic
takes 4d6 piercing damage on a failed save, or half as much Damage Resistances non-magical bludgeoning,
damage on a successful one. piercing, and slashing
Condition Immunities charmed, exhaustion,
Titan Defensive: Sword Block frightened, paralyzed, petrified, poisoned
At 9th level, you have installed a core that allows Ronin to Senses passive Perception 10
predict incoming projectiles. As a reaction to being hit with a Languages Common
projectile, Ronin can reduce the damage to 0. After doing so,
he can immediately make a melee attack as part of the same Pilotable. When he is being piloted, Ronin uses the
reaction. pilot's Intelligence, Wisdom, and Charisma ability
scores. Any effect that would charm, frighten, or deal
Titan Utility: Phase Dash psychic damage to Ronin targets the pilot instead.
Add the pilot's pilot ability modifier to Ronin's attack
At 13th level, you have installed a device similar to your phase rolls, as well as ability checks and saving throws the
shift into Ronin. As a bonus action, Ronin can activate his pilot is proficient with.
phase dash until the end of your turn. While his phase dash is
active and he takes the Attack action, it can teleport up to 15 Lightning Reflexes. Attacks of opportunity made
feet before each attack to an unoccupied space you can see. If against Ronin have disadvantage.
he attacks at least two different creatures with the action, he Sword Master. Ronin has a Sword attack with the
can make one additional attack with it against a third reach property, dealing 2d6 slashing damage + his
creature. Dexterity modifier on a hit.
Titan Offensive: Arc Wave Chasis Agmentation. At 7th and 13th levels, increase
Ronin's Dexterity score by 2. This increase does not
At 17th level, you have installed a lightning reactor onto affect Ronin's armor class.
Ronin's sword. As an action, Ronin causes a stroke of lightning
forming a line 100 feet long and 5 feet wide to blast out from Kinetic Saber. Starting at 11th level, whenever Ronin
his sword in a direction you choose. Each creature in the line deals damage to a creature with his sword attack, he
must make a Dexterity saving throw. A creature takes 10d6 gains a bolt charge. As a bonus action, Ronin can
lightning damage on a failed save, or half as much damage on consume any number of bolt charges to deal that
a successful one. The lightning ignites flammable objects in much extra lightning damage on his next attack. If
Ronin begins his turn and has not struck a foe since
the area that aren’t being worn or carried. the beginning of his last turn, he loses all bolt
charges.
Titan Core: Sword Core
At 20th level, you have attached a miniature thunderstorm
generator onto Ronin's sword. As a bonus action, you can
activate Ronin's Sword Core for 1 minute. While the Sword
Core is active, Ronin's movement speed is doubled, he gains
an additional attack each turn, and his sword attack deals an
additional 3d6 lightning damage. Once you use this feature,
you must finish a long rest while Ronin is in The Garage
before you can use it again.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Titan Defensive: Vortex Shield
At 9th level, Ion can create a magical barrier with her hand
Ion that catches incoming attacks and hurls back radiant energy.
Large, Neutral As a reaction to being hit with an attack, she can reduce the
damage of the attack by 5d10. She deals radiant damage to
Armor Class 16 (natural armor) the attacking creature equal to the number rolled minus the
Hit Points 10 + (Pilot level x 3) damage prevented.
Speed 30
Titan Utility: Laser Tripwire
At 13th level, Ion can create a laser tripwire to deter enemy
STR DEX CON INT WIS CHA forces. As an action, Ion can create a line of radiant energy on
18 (+4) 14 (+2) 16 (+3) 12 (+1) 11 (+0) 10 (+0)
a solid surface within 120 feet. Ion can make the wall up to 60
feet long, 20 feet high, and 1 foot thick. The line is lasts for up
Damage Immunities poison, psychic
to one minute, or until Ion dismisses it (no action required).
Damage Resistances non-magical bludgeoning,
When the line appears, each creature within its area must
piercing, and slashing, radiant make a Dexterity saving throw. On a failed save, a creature
Condition Immunities blinded, charmed, deafened, takes 5d8 radiant damage, or half as much damage on a
exhaustion, frightened, paralyzed, petrified, successful save.
poisoned One side of the line, selected by you when Ion deploys the
Senses passive Perception 10 tripwire, deals 5d8 radiant damage to each creature that ends
Languages Common its turn within 10 feet of that side or inside the wall. A
creature takes the same damage when it enters the line for
Pilotable. When she is being piloted, Ion uses the the first time on a turn or ends its turn there. The other side of
pilot's Intelligence, Wisdom, and Charisma ability the line deals no damage.
scores. Any effect that would charm, frighten, or deal
psychic damage to Ion targets the pilot instead. Add Titan Offensive: Laser Shot
the pilot's pilot ability modifier to Ion's attack rolls, At 17th level, you have fitted Ion with a shoulder mounted
as well as ability checks and saving throws the pilot precision laser weapon. As an action, Ion makes an attack roll
is proficient with. against a single creature within 300 feet with advantage. On a
Laser-proof. Ion is resistant to radiant damage and hit, that creature takes 10d10 radiant damage.
immune to the blinded and deafened conditions.
Titan Core: Laser Core
Chasis Agmentation. At 7th and 13th levels, increase At 20th level, you have realized Ion's full laser potential. As an
Ion's Strength score by 2. action, Ion sends a blast of radiant energy in a 60-foot line that
Powerhouse. Starting at 11th level, whenever Ion is 10 feet wide and 10 feet tall. Each creature within that line
rolls the maximum roll for any of the damage dice of makes a Dexterity saving throw. On a fail, each target takes
her slam attack, roll it again and add it to the damage 15d6 + 40 radiant damage and is blinded. The target takes
total. Repeat this process until you no longer roll the half as much damage on a successful save and is not blinded.
maximum. A target that is reduced to 0 hit points is disintegrated as per
the disintegrate spell. Once you use this feature, you must
finish a long rest while Ion is in The Garage before you can
` use it again.
Ion
The Ion is a powerhouse of a titan, able to fulfil many roles on
the battlefield. Laser-focused, Ion is all about power. With a
central energy system that fuels all of her offensive and
defensive abilities, Ion is an effective, tactical force on any
battlefield.
Titan Primary: Splitter Rifle
At 5th level, you have designed a unique rifle for Ion. As an
action, she can fire the splitter rifle. Make an attack roll
against one creature within 90 feet, on a hit that creature
takes 3d10 radiant damage.
Alternatively, she can split the single shot into many smaller
weaker shots. Choose a line 25 feet long and 5 feet wide
within 90 ft of Ion. Each creature in the line must make a
Dexterity saving throw. A creature takes 2d6 radiant damage
on a failed save, or half as much damage on a successful one.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Scorch On a fail, each target takes 11d8 fire damage. The target
takes half as much damage on a successful save. The ground
Short for "Scorched Earth", Scorch's primary offensive and stays on fire for 1 minute and any creature that enters or ends
defensive weapon is fire. Blunt and direct, Scorch can chain its turn in the fire takes an additional 8d6 damage. Once you
his abilities to force enemies out of cover, or trap them to deal use this feature, you must finish a long rest while Scorch is in
maximum damage. The Garage before you can use it again.
Titan Primary: Thermite Launcher
At 5th level, you have invented a fire based weapon for Scorch.
As an action, Scorch can cover a small area with thermite. Scorch
Choose a square 15 feet long, 15 feet wide and 1 foot high on Large, Neutral
a solid surface within 60 feet of Scorch. Each creature within
its area must make a Dexterity saving throw. On a failed save,
each creature takes 4d6 fire damage or half as much on a Armor Class 18 (natural armor)
Hit Points 10 + (Pilot level x 3)
failed save. Speed 15
Titan Defensive: Fire Shield
At 9th level, Scorch can create a wall of fire around itself. As STR DEX CON INT WIS CHA
an action, Scorch can summon hiss fire shield for one minute.
This shield grants you resistance to cold damage, and 17 (+3) 10 (+0) 16 (+3) 12 (+1) 11 (+0) 10 (+0)
whenever a creature within 5 feet of you hits you with a melee
attack, the shield erupts with flame. The attacker takes 2d6 Damage Immunities poison, psychic
fire damage from the fire shield. Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, exhaustion,
Titan Utility: Nerve Gas Traps frightened, paralyzed, petrified, poisoned
Senses passive Perception 10
At 13th level, Scorch can deploy a canister of paralyzing nerve Languages Common
gas. As an action, Scorch fires the canister at point within 60
feet of Scorch. The canister creates a 20-foot-radius sphere of Pilotable. When he is being piloted, Scorch uses the
poisonous, red fog centered on a point you choose within pilot's Intelligence, Wisdom, and Charisma ability
range. The fog spreads around corners. It lasts for one minute scores. Any effect that would charm, frighten, or deal
or until strong wind disperses the fog, ending its effects. Its psychic damage to Scorch targets the pilot instead.
area is heavily obscured. When a creature enters the fog's area Add the pilot's pilot ability modifier to Scorch's
for the first time on a turn or starts its turn there, that attack rolls, as well as ability checks and saving
creature must make a Constitution saving throw. The creature throws the pilot is proficient with.
speed is reduced to 0 on a failed save, or reduced by half on a
successful one. The effects last until the beginning of an Unyielding. When Scorch is subjected to an effect
affected creature's next turn. Creatures are affected even if that would move him, knock him prone, or both, he
they hold their breath or don’t need to breathe. can use his reaction to be neither moved nor
knocked prone.
Titan Offensive: Terramorpher Chasis Agmentation. At 7th and at 13th levels,
At 17th level, you've equipped Scorch with a miniature increase Scorch's Strength score by 2.
volcanic terramopher. As an action, Scorch can slam one fist Final Stand. Starting at 11th level, if Scorch is
into the ground causing it to crack and radiate molten heat in reduced to 0 hit points, he is not destroyed, but
a line up to 30 feet long and five feet wide in any direction you instead restored to 20 hit points. Once Scorch uses
choose. Each creature in the line takes 1d8 fire damage. this feature, he cannot use it again until his pilot has
When the line reaches the end of its range, the ground cracks completed a long rest while Scorch is in The Garage.
and erupts from that point in a spray of heat and lava. Each
creature within 10 feet of the line's end point must make a
Dexterity saving throw. A creature takes 5d10 damage on a
failed save, or half as much damage on a successful one. This
effect causes the affected area to become difficult terrain.
Titan Core: Flame Core
At 20th level, your thermodynamic knowledge has pushed
Scorch's heat creation beyond anything known in nature. As
an action, Scorch slams both fists down creating a massive
wave of flame in a 60-foot line that is 15 feet wide and 10 feet
tall. Each creature within that line makes a Dexterity saving
throw.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Pilot Tacticals Pilot Lethals
A-Wall Arc Charge
As a bonus action, you project a shield of magical energy in As a bonus action, you fire an arc charge at 3 creatures within
front of you. as long as you are not wielding a shield. Your 60 feet of you. For up to 1 minute, if any creature with an arc
armor class increases by 1d4 until the beginning of your next charge on it is hit with lightning damage, it arcs to any other
turn or you are hit by an attack. creature within 15 ft who also has an arc charge on it. This
lightning damage can jump only once per target and
Cloak consumes the arc charge. At 10th level, the number of arc
As an action, you hide any visual trace of yourself. You become charges you fire increases to 5.
invisible until the end of your current turn. While your cloak is
active, you can use a bonus action to hide. The invisibility Firestar
ends early if you attack, cast a spell, or are hit by an attack. As an action, you throw a thermite shuriken at a target within
60 feet of you. Make an attack roll using your pilot ability
Holo-pilot modifier. On a hit, a target takes 2d8 fire damage and ignites
As an action, you project an illusory copy of yourself on fire for a short while, taking an additional 1d6 fire damage
immediately adjacent to you. When an attack hits you roll a at the beginning of its next turn. At 10th level, the initial fire
d20. If it is at or above your pilot save DC, the attack hits your damage increases to 4d8 and the follow up damage increases
illusionary double instead and it dissipates. If the copy is not to 2d6.
hit for 1 minute, it disappears.
Electric Smoke
Phase Shift As an action, you throw a small device up to 60 feet that
As a bonus action, you shift yourself into the ethereal plane creates a 10-foot-radius sphere of electric smoke. The sphere
while moving. Your movement speed is increased by 5 feet spreads around corners, and its area is heavily obscured. It
until the end of your turn. Additionally, you teleport to an lasts for the 1 minute or until a wind of moderate or greater
unoccupied space that you can see. Doing so costs an amount speed (at least 10 miles per hour) disperses it.
of movement equal to the distance teleported. When a creature enters the smoke for the first time on a
turn or starts its turn there, that creature must make a
Pulse Blade Constitution saving throw. The creature takes 1d6 lightning
As a bonus action, you throw an augmented throwing knife damage on a failed save, or half as much damage on a
that emits a pulse of locating energy. Choose a point within 40 successful one. At 10th level, the radius of the smoke
feet of you. If that point is a creature, make an attack roll increases to 30 ft.
using your pilot ability modifier. On a hit, the target takes 1d4
piercing damage. Additionally, you gain blindsight in a 20-ft Laser Frag
radius from the point where the blade landed for 1 minute. As an action, you throw an explosive device out to a point you
can see within 30 feet. Each creature in a 15-foot-cube
Stim centered on that point must make a Dexterity saving throw. A
As an action, you inject a powerful stimulant into your body. target takes 2d6 radiant damage on a failed save, or half as
Gain 1d6 plus your pilot level in temporary hit points and your much damage on a successful one. At 10th level, the radiant
movement speed is increased by 10 feet until the end of your damage increases to 4d6.
turn.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Appendix: Pilot Equipment
.

Pilot Equipment
Name Cost Damage Weight Properties
Martial Weapons
Data Knife 50 gp 1d6 lightning 2 lb. Finesse, Light
Sidearms
10 gp
Pistol 1d6 piercing 3 lb. Ammunition (range 60/90), Reload 4, Light

Carbine 20 gp 1d8 piercing 5 lb. Ammunition (range 60/120), Two-handed, Reload 6


1d6
Sawn-off shotgun 15 gp 5 lb. Ammunition (range 20/40), Reload 4, Spread
bludgeoning
Submachine gun 20 gp 1d4 piercing 4 lb. Ammunition (range 60/120), burst fire, reload 10
Longarms
Heavy pistol 35 gp 1d8 piercing 7 lb. Ammunition (range 60/120), Reload 4
Rifle 40 gp 1d10 piercing 9 lb. Ammunition (range 90/160), Two-handed, Reload 6
Shotgun 40 gp 1d10 piercing 9 lb. Ammunition (range 30/60), Reload 4, Two-handed, Spread
Light Machine gun 45 gp 1d6 piercing 8 lb. Ammunition (range 80/240), burst fire, reload 20, two-handed
Special arms
Derringer 55 gp 1d4 piercing 1 lb. Ammunition (range 30/60), Reload 2, Light, Covert
Ammunition (range 200/1,000), Two-Handed, Loading, Heavy,
Heavy Rifle 80 gp 3d6 piercing 13 lb.
Special
Double-barrel 2d6 Ammunition (range 30/60), Two-handed, Spread, Loading,
80 gp 11 lb.
shotgun bludgeoning Special
Ammunition (range 80/240), burst fire, heavy, reload 60, two-
Mini-gun 90 gp 2d4 piercing 15 lb.
handed
Ammunition
Bullets (20) 1 gp — 1 lb.
Spread shells (10) 1 gp — 1 lb.
Slug shells (10) 1 gp — 1 lb.
Tools
Engineer's Tools 50 gp — 15 lb.

Covert. Not being particularly obvious, any Dexterity


New Weapon Properties (Sleight of Hand) checks to conceal this weapon are made
Ammunition. The ammunition of a firearm is destroyed upon with advantage.
uses. Reload. Some ranged weapons can be fired a number of
Burst fire. A weapon that has the burst fire property can times before they must be reloaded. Ranged weapons with the
make a normal single-target attack, or it can spray a 10-foot- reload property take an action or a bonus action (player's
cube area within normal range with shots. Each creature in choice) to reload its ammunition.
the area must succeed on a DC 15 Dexterity saving throw or If you wield two light ranged weapons with the reload
take the weapon's normal damage. This action uses ten pieces property, you can reload them both at once as an action during
of ammunition. your turn.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Special weapons
Double-barrel shotgun. Double Barrel shotguns can be fired Giving Classes Guns
twice per attack. When you make an attack roll with a double These proficiencies are also gained if a class gains
barrel shotgun, you can make two attack rolls at the same weapon proficiencies when mutliclassed into.
creature. The second attack roll is made with disadvantage, Clerics start with proficiency in sidearms and
and on a hit, you do not add your ability score modifier to the firearms with the scatter property.
damage of that attack, unless your modifier is negative. Barbarians start with proficiency in sawn-off
shotguns, shotguns and double barrel shotguns.
Sniper Rifle. When you hit a target with the high calibre Bards start with proficiency in sidearms and
round from a well-crafted sniper rifle, there is a chance the carbines.
round can penetrate the target and harm another in its path. If Druids cannot be proficient in firearms, as they
there is a creature no more than 10 feet directly behind the are always made from metal in some measure. The
original target, make another attack roll against that DM can make exceptions to this. A character that
additional creature with disadvantage. The new target has multiclasses into a druid with proficiency in
half cover, and if you hit, the target takes piercing damage firearms can only do so if the DM approves it.
equal to 2d6 plus your Dexterity modifier. Fighters start with proficiency in sidearms,
If the second attack is a critical, you may make another longarms, and specials.
attack roll with disadvantage against the third target; this Monks start with proficiency in sidearms, but
target has 3/4 cover, does 1d6 piercing damage plus your they do not count as monk weapons.
Dexterity modifier, and you cannot make any additional attack Sorcerers, Warlocks, and Wizards get proficiency
in sidearms.
rolls with that same shot. Paladins start with proficiency in sidearms,
longarms, and specials. Paladins can use firearms
Tools for Divine Smite, Improved Divine Smite, and any
Engineer Tools. These are the precision tools needed to spells that would require them to take an attack
construct and deconstruct special equipment. Proficiency with a melee weapon before taking effect, but you
with engineer's tools allows you to add you proficiency bonus must be within at least 10 feet of the creature
to any ability checks you make to repair or disable mechanical attacked to do so.
Rangers start with proficiency in sidearms,
devices. longarms, and specials.
Rogues start with proficiency in sidearms,
derringers, and heavy rifles.
Design Notes
I'm aware that these firearm rules break the traditional Martial
vs Simple weapons split, but I wanted something extra. A
sniper rifle, double-barrel shotgun, etc, should feel like more Credits
than just a better version of what it had before. Instead, I went
These weapons were created by u/archangel862 and were
for tier 3 weapons with risk reward trade-offs attatched to
heavily inspired by u/ZowJr 's Arcane Artillery.
them.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

You might also like