The Pilot Level Proficiency Bonus Features Spells known 1st 2nd 3rd 4th 5th 1st +2 Spellcasting, Auto-Mate 2 1 — — — — 2nd +2 — 3 1 — — — — 3rd +2 Rig 4 2 — — — — 4th +2 Ability Score Improvement 4 2 — — — — 5th +3 Auto-Mate Upgrade 5 2 1 — — — 6th +3 Quick Controls 6 2 1 — — — 7th +3 Rig Mod 6 3 1 — — — 8th +3 Ability Score Improvement 7 3 2 — — — 9th +4 One With The Machine 8 3 2 — — — 10th +4 Auto-Mate Upgrade 8 3 2 1 — — 11th +4 Rig Mod 9 4 3 1 — — 12th +4 Ability Score Improvement 9 4 3 1 — — 13th +5 Smart Steering 10 4 3 2 — — 14th +5 Rig Mod 10 4 3 2 — — 15th +5 Auto-Mate Upgrade 11 4 3 2 1 — 16th +5 Ability Score Improvement 12 4 3 3 2 — 17th +6 Rig Mod 12 4 3 3 2 — 18th +6 Optimal Strike 12 4 3 3 2 1 19th +6 Ability Score Improvement 12 4 3 3 2 1 20th +6 Rig Mod, Auto-Mate Upgrade 13 4 3 3 2 2 Creating a Pilot Being a Pilot is a lifelong endeavour. As you create your character, keep in mind these things: Who was their mentor and what led to your mentorship? Why does your Pilot want to create their rig? Are they fascinated by the machine or the magic which powers it? What kind of family did they come from to allow them to build their machines? Don't forget, you receive your Rig at level 3 of this class. How does that work into your story as a character? Are you in the process of building it? If you aren't, who is building it for you? Is your Rig not your character's creation, but an artifact they are searching for? Pilot An entrepreneur meddling over a worn workbench tightens the final bolt of their wonderous invention. An automaton, capable of wielding a weapon and fighting for its maker. This is the work of a Pilot, a brilliant engineer bringing their brains to the battlefield. A dwarf, astute but hardy, attributes his knowledge of ancient forging techniques to the creation of a mechanized war machine. This suit inscribed with runes of arcane lyrics carries him through a dangerous dungeon, brimming with abominations to be sundered. He touches the runes, reading their words of power and setting forth a volley of explosions across his foes. A noble-woman hungry for adventure bows before her father, pleading for his blessing to take leave and protect the land. He agrees hesitantly and commands she be protected to the upmost degree, helping her build a suit to not only protect her, but enhance her physical capabilities. Long nights in the workshop led to the creation of her robotic companion, and soon with the forging plans set in place, she impatiently waits for her armor to be finished. That doesn't stop her from going down to the tavern to break up unruly patrons.

Quick Build You can easily make a pilot by following this guide. Firstly, make Intelligence your highest ability score, followed by either strength or dexterity. Take the Guild Artisan background. Class Features As a Pilot, you gain the following class features. Hit Points Hit Dice: 1d6 per pilot level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per pilot level after 1st Proficencies Armor: All armor, shields Weapons: Daggers, Shortswords, Light hammers, Longswords, and all Crossbows. Tools: Tinker’s Tools, Vehicles (land) Saving Throws: Intelligence, Dexterity Skills: Choose two skills from Arcana, Athletics, History, Insight, Intimidation, Investigation, and Perception. Equipment You start with the following equipment in addition to the equipment granted by your background: (a) a light crossbow with 20 bolts or (b) any simple melee weapon

a shield and (a) dagger, (b) shortsword, (c) light hammer, or (d) longsword

(a) leather armor or (b) chain shirt

An Auto-Mate of your design Expert Tinker Tinker’s Tools are like extensions of your fingers and you have learned to use them in many wondrous ways. You can use them to disable or enable mechanical traps. You can also use your tools to cast the cantrip Mending as an action. This use is restricted to metal objects and is how you repair your Auto-Mate, restoring their health by 2d4 + your Intelligence modifier for each minute of use. Spellcasting Years of research has lent you the ability to scribe spells on your machines and cast through them. See the end of this class outline for the pilot spell list. Preparing and Casting Spells Starting at 1st level, you'll be able to scribe one spell through your Auto-Mate. Once you gain access to the Rig at 3rd level, you'll be able to scribe spells on that as well. The Pilot table shows how many spells you can use per day. It is assumed you have a notebook, scroll, or time to record your runic sequences. The “spells known” column shows the number of spells you can record at your level, selected from the Pilot spell list. Using this book, magical chalk, and any material components the spell normally requires, you can scribe your spells onto the surface of your Auto-Mate or Rig to prepare it. You must choose which spells are being scribed after a rest and how many of each spell. You are limited to one 1st-level spell on your Auto-Mate at any one time. The Pilot table lists how many of each spell level you can prepare. When you cast a spell while in your Rig, you use any vocal or somatic components required by the spell and the runes you scribed disappear. After a long rest, you can rescribe all your spells, creating a new list of prepared spells. Any unused spells can be left prepared indefinitely or erased and replaced. After a short rest, you can prepare a number of spells with a combined total equal to your proficiency bonus. For instance, if your proficiency bonus is +3, you can rescribe three 1st-level spells or one 2nd-level and one 1st-level spells. If you’d like to cast a spell at a higher level, that must be considered when preparing the spell and count towards the higher-level spells you can prepare. You can also scribe lower-level spells in place of higher-level slots you have access to. For example, at 6th level you can scribe two 1st-level spells and one 2nd-level spell but can instead scribe three 1st-level spells. Spellcasting Ability Your spellcasting ability is Intelligence, being that you have spent years learning arcane scripts of ancient knowledge. You use your Intelligence whenever a spell references your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a pilot spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Auto-Mate At 1st level, you begin with a small construct as a companion on your adventures. This compainion gains additional features at 5th, 10th, 15th, and 20th level. Rigs By 3rd level, you will gain access to your choice of Rig: Suit or Mech, both detailed at the end of the class description. Your choice grants you features at 7th level and again at 11th, 14th, 17th, and 20th level.

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. Quick Controls Beginning at 6th level, you can make two of the same attack if you take the attack action in your Rig. One With The Machine By 9th level, you no longer have disadvantage on stealth checks while in your rig. You can also summon your Rig as a bonus action rather than an action. Smart Steering Starting at 13th level, you can attribute your knowledge of your machine to avoid danger while inside it. If you have a Suit, you can make an Intelligence Saving Throw in place of a Strength or Dexterity Saving Throw. In a Mech, you can make an Intelligence Saving Throw in place of a Strength or Constitution Saving Throw. Optimal Strike At 18th level, once on each turn you can reroll the damage of one weapon attack with your rig and take the higher result. Auto-Mates Your companion is a mechanical construct forged over years of research and failed attempts. You command it on your turn as a bonus action, otherwise it stays in place. It starts in the following state: Its size is Small with (a) a walking speed of 30 feet and climb speed of 20 feet or (b) a walking speed of 10 feet a flying speed of 30 feet.

(a) light simple melee weapon or (b) hand crossbow that ignores the loading property, as the machine does not use its hands to load.

A standard array of 14, 12, 10, 8, 6, and 4 is used to create ability scores for the construct.

Its AC is calculated as normal, 10 + its dexterity modifier.

The Auto-Mate gets a Hit Die of 1d8. When you take the Pilot class, its hit points are 8 + the Auto-Mate’s constitution modifier and increases with each level after by 1d8 + its constitution modifier. As a bonus action if you have line of sight of it, you can command your Auto-Mate to move up to its walking speed to a location you desire. It is aware of its immediate surroundings to maneuver around obstacles and target enemies within 30ft of it. It can take specific instruction such as, “go down that hallway” or “go to that table and get the key. If there is indeed a hallway, it will do the task requested, otherwise it will stay inert. Likewise, if it reaches the table and sees a key, it will grab it by whatever means it can. It will not sense any danger, however. If the hallway is lined with traps or the table guarded, it will perform the task anyway until stopped by an outside force. Part of your bonus action command can be to make an attack or use the spell scribed on it. When you send your Auto-Mate to a specific target, it will move as close as it can before making an attack or move within a suitable range for its crossbow before attacking. Spells are cast using your modifiers, as the Auto-Mate is just a catalyst for the spell, and is cast from it's location. The Auto-Mate uses its own stats when using weapons, and likewise if it is attacked uses its own stats to resist the attack, but automatically fails any saving throws. Some other features of the Auto-Mate include: It is immune to psychic and poison damage, being charmed, poisoned, and cannot be put to sleep by magical means.

It is healed by all lightning damage dealt to it, until the damage value goes beyond the HP missing from the Auto-Mate, at which point it becomes vulnerable to lightning damage for 1 minute and takes double damage.

It counts as a construct when determining what spells affect it. Auto-Mate Design Your robotic companion is a complex machine, but not particularly stable or self-sufficient. Consi-der the physical capabilities of your creation. The most stable form of walking creature would have at least four legs to support it. If your Auto-Mate is flying, what animal wings do they look like? How can you incorporate a weapon into its proposed physiology? For example, say you have a crawling robot. It could resemble a spider with a crossbow nestled under its "mouth." A flying type could look like a bee with a dagger protruding from its abdomen.

Ability Score Improvement At 5th level, then again at 10th, 15th, and 20th 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. The Auto-Mate cannot take feats. Snappy Servos At 5th level, you can improve the mechanisms of your construct to be more dexterous. Your Auto-Mate can now use any melee martial weapon that doesn’t have the heavy property, or a simple crossbow. It can also make Strength, Dexterity, and Constitution saving throws. It does not gain proficiency in any of these. Combo Attack Beginning at 10th level, you can instruct your Auto-Mate to perform two consecutive attacks with your bonus action. It cannot break up these attacks with any movement but can attack multiple creatures within its range. Refined Build At 15th level, you’re able to increase your Auto-Mate’s size or maneuvering capabilities depending on the type you own. If it has a climbing speed, you can increase its AC by 1 and increase its size to medium.

If it has a flying speed, you can increase its walking and flying speed by 10 feet. Full Autonomy By 20th level, your Auto-Mate officially becomes sentient and no longer requires you to control its every move. At the start of combat, you can choose to let it roll its own initiative (using its Dexterity modifier) to have the Auto-Mate work as optimally as it can perceive. It can move up to its speed and use the attack action to make two consecutive attacks as Combo Attack describes. It, however, cannot activate the spell scribed upon it. It must be under your control during combat for you to use it. You can choose to keep control and continue using your bonus action to direct it. You cannot change modes halfway through an encounter, next time initiative is rolled you can choose to take or relinquish control. Rigs Rigs are complex suits of mechanical armor imbued with magic that you can wear to enhance your physical capabilities. Starting at 3rd level, you will have a Rig to use. When you first recieve the Rig, you create a magical bond with it to align yourself with it. As an action, you can summon the suit to manifest around you or to will it away. You cannot make any checks with your Tinker's Tools while inside. They can weigh anywhere form 100 to 1000 lbs, depending on the size and modifications. When you gain this feature, you also pick a subclass for the Rig; Suit or Mech. Suit The Suit is the same size category as you, conforming to your shape as you built it for your own body. Only you can fit inside this specially made armor. While inside, your AC is 18, you have disadvantage on stealth checks, you gain +2 to all melee attack rolls and become proficient in Acrobatics. You also gain +10 walking speed and can jump twice as far as normal. You count as a size category higher when calculating carry capacity. At 7th level, then again at 11th, 14th, 17th, and 20th level, you can add one modification from the Suit Mods list to your suit, provided you have the proper resources. You cannot add a mod more than once. Suit Modifications The suit modifications are presented in alphabetical order. Air Propulsion. You can take the Dash action as a bonus action, using a jettison of air to propel you further. You can use this feature again after a short or long rest while you manually recharge it. Airtight. You can stay underwater for 1 hour before needing to resurface and don’t suffer any effects from gasses. Anti-Scrying. You cannot be detected magically and block any spell that could normally be blocked by a thin sheet of lead. Floor Gliders. You have retractable wheels in your boots. It is a free action to either deploy or retract them. While deployed, you can move 10 feet for every 5 feet of movement spent moving in one straight line. This only applies on mostly-flat surfaces (ie. stone floor, dirt road, tile, marble, ect.)

Heated Blade. (Requires the mod “Unnatural Weapons.”) A metal weapon attached to your rig is heated from the inside for 1 minute. It deals an additional 1d6 fire damage to the target. This must be recharged after one use following a short or long rest. Lock Arm. You have advantage on grapple checks and while trying to maintain hold of a grappled target. Repeating Crossbow. You have a shoulder-mounted crossbow you can fire at one target as an action. It rapidly fires 3 bolts within normal range all at disadvantage. Rig Reaction. Your rig has sensors to detect and alert you of incoming danger. You gain +1 to your AC and Dexterity saving throws. Unnatural Weapons. You can attach the blades of one or two weapons onto the arms or legs of the suit. This allows you to attack as you normally would but cannot be dissarmed. Weapon Tether. Your melee weapon is fastened to your forearm via a metal cable. If you make a ranged weapon attack with it, you can use a bonus action to reel it back in and pull it out of the creature, dealing one additional damage die of the weapon. Mech The mech is one size category larger than you, where your whole body fits in the torso and the appendages are attached to the hull. Only it’s creator can control it. While using the mech, your AC is 18, you have disadvantage on stealth checks, you can instead use your intelligence modifier when calculating attack rolls. Your walking speed is reduced by 5 feet and you cannot jump more than 5 feet. At 7th level, then again at 11th, 14th, 17th, and 20th level, you can add one modification from the Mech Mods list to your mech, provided you have the proper resources. You cannot add a mod more than once. Mech Modifications The mech modifications are presented in alphabetical order. Blade Holster. A portion of your mech's arm holds your swords. You can retract any sword and use as normal. If you have more than one sword mounted, you can use a bonus action after making an attack with one holstered blade to attack again with another blade you have holstered. This swaps your current weapon with another of your choice and you must use the statistics of the newly drawn blade. Crease Plating. Creatures cannot apply bonus damage from critical strikes to their attacks against you. Cubby. Allows a Small creature or object to fit inside the rig separate from the pilot. The creature inside takes any area of effect damage but cannot be targeted by spells requiring line of sight. Any materials inide vanish with the Rig if you choose to dismiss it, but any living creature inside falls to the ground in an open space within 5 feet of you. Hydraulic Legs. Your walking speed is 40. For an additional 250 GP and 2 days of labor, you can also leap 15 feet from a standing position. Kinetic Punch. Your unarmed strikes with the rig deal 1d4 + your strength modifier. The target must succeed on a strength saving throw or be knocked prone, with the DC equal to 10 + your strength modifier. Pauldron Companion. Your Auto-Mate can attach itself to the shoulder of your off-hand. This grants you +1 AC but you cannot use any weapons or shields in your off-hand while attached. You can still command it to take attacks as normal, provided a target is within range of it. It uses half of its movement to mount or dismount you. Shocks. (Requires the mod "Hydraulic Legs.") You can fall for 100 feet before you start to calculate fall damage. Stabilizer. You cannot be forced prone while standing. You can still lay down yourself or be knocked prone from falling. Tether. As an action, you can fire a harpoon that impales into stone, brick, or wood. It creates a tight rope between you and the point attached that can scaled by other party members. You can then scale this surface yourself provided there is material to climb all the way up. Alternatively, if fired at a creature, it counts as a ranged weapon attack that deals damage equal to 1d8 + your dexterity modifier and impales the target. Treads. You are unaffected by nonmagical difficult terrain on land. Multiclassing Multiclassing into a pilot requires at least 13 Intelligence. When taking this class, you gain proficiency with Tinker’s Tools, all crossbows, shields and vehicles (land). Thank you Thank you to The Homebrewery for the amazing website used to create this stunning class page. You can make your own custom sheets at homebrewery.naturalcrit.com! Thanks to r/DnDHomebrew and r/UnearthedArcana users for their feedback, no matter how harsh! If you're an artist interested in helping me create a D&D 5e suppliment book, please contact me on discord, username Chaxle#8246. Likewise, message me with any questions or let me know how the class works out for you! - Chaxle