The Workshops of Stormakt: Mech Suits For 5th Edition In a world under assault by monsters, demons, and all manner of divine and cosmic beings, the mortal races are under constant pressure to push the limits in what they can accomplish to protect themselves and compete with these imposing forces. It is said that a long time ago, a group of workshops were created around the material plane by a society of brilliant gnomish mages and inventors, with creations ranging from weapons and armor of great power to an army of clockwork constructs, including some that were built to be piloted by humanoid hands. Adventurers, wealthy collectors, aspiring inventors, and nations alike have sought out the fabled Workshops of Stormakt, seeking to use the secrets they hold; for all know that whomever controls the workshops controls the fate of the world.

Controlling a Mech Different mechs require different training to use them. Instruction manuals, months of study and practice, or training by one who already knows how these constructs work are all viable methods. Any humanoid of small or medium size can learn. Once inside the mech, the pilot is treated as a construct until it either exits the mech or until the mech is destroyed, although both mech and pilot are damaged if targeted by a critical hit. The pilot's movement in a mech is highly restricted, meaning that the are incapable of using any abilities it has that is not provided by the mech, unless otherwise stated. The Wisdom, Intelligence, and Charisma stats and skills are entirely dependent on the pilot, but the saving throws are up to the mech. Damage to the mech can be repaired outside of combat with tinker's tools and a long rest. If a mech is reduced to 0 hit points, it must be repaired before being used again, the price being equivalent to the combat rating of the mech multiplied by 1,000 gp, with possible increases depending on how much of the construct is left. The Handyman These large contructs were primarily meant to assist with industrial labor, capable of bearing great loads such as shipping crates, minecarts full of ore, or moving boulders out of a tunnel. In short, the Handyman mech picks things up and puts them down. While they can be a great help in combat if used well, they are much less effective than the other models and are likely to break more easily. The Warrior Warriors are built to emulate the greatest combatants in the world, and while they are already quite impressive, they are capable of recieving more modifications than any other mech, making them the most versatile and varied contructs in existence. The Colossus Mech Colossi are meant for one thing and one thing only: killing other titans. A city besieged by a kraken may call upon such a mech to wade out to sea, lift the beast from the depths, and tear it in two. While the construct is slow for its size, its strength is unmatched on the material plane. The Colossi are, for better or worse, few in number, and it is of utmost importance that they do not fall into the wrong hands. Handyman Large construct Armor Class 16 (natural armor)

16 (natural armor) Hit Points 65(10d8 + 20)

65(10d8 + 20) Speed 20ft. STR DEX CON INT WIS CHA 24 (+7) 12 (+1) 15 (+2) - - - Saving Throws Str +12, Con +7

Str +12, Con +7 Skills Atheletics +12

Atheletics +12 Damage Resistances fire, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

fire, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Condition Immunities exhaustion, paralyzed, petrified, poisoned

exhaustion, paralyzed, petrified, poisoned Challenge 4 (1,100 XP) Piloted. Senses, language, and non-physical abilities are dependent on the pilot and spells cannot be cast. Critical hits affect both pilot and mech. Immutable Form. The mech is immune to any spell or effect that would alter its form. Magic Resistance. . The mech has advantage on saving throws against spells and other magical effects. Magic Weapons. The mech's weapon attacks are magical. Actions Punch. Unarmed Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 7) bludgeoning damage. Throw. Ranged Weapon Attack: +10 to hit, reach 50/100ft., one target. Hit 10 (1d6 + 7) bludgeoning damage. The mech throws any tiny, small, medium, or large object, adding 1d6 damage and reducing the short and long range of the attack by 10 for each size class above tiny.

Mech Warrior Large construct Armor Class 20 (natural armor)

20 (natural armor) Hit Points 178(17d10 + 85)

178(17d10 + 85) Speed 30ft. STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 20 (+5) - - - Saving Throws Str +12, Dex +10, Con +11

Str +12, Dex +10, Con +11 Skills Atheletics +12, Acrobatics +10

Atheletics +12, Acrobatics +10 Damage Resistances fire, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

fire, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Condition Immunities exhaustion, paralyzed, petrified, poisoned

exhaustion, paralyzed, petrified, poisoned Challenge 11 (7,200 XP) Piloted. Senses, language, and non-physical abilities are dependent on the pilot and spells cannot be cast. Critical hits affect both pilot and mech. Immutable Form. The mech is immune to any spell or effect that would alter its form. Magic Resistance. . The mech has advantage on saving throws against spells and other magical effects. Magic Weapons. The mech's weapon attacks are magical. Actions Multiattack. The mech makes two attacks with its greatsword. Greatsword. Melee Attack: +12 to hit, reach 5ft., one target. Hit 15 (3d6 + 6) slashing damage. Wrist Mounted Crossbow. Ranged Weapon Attack: +10 to hit, reach 50/100ft., one target. Hit 14 (2d10 + 4) piercing damage. Haste (Recharge 5-6) Until the end of its next turn, the mech gains a +2 bonus to its AC , has advantage on Dexterity saving throws, and can use its Greatsword attack as a bonus action.

Mech Colossus Gargantuan construct Armor Class 20 (natural armor)

20 (natural armor) Hit Points 481(26d20 + 208)

481(26d20 + 208) Speed 30ft. STR DEX CON INT WIS CHA 30 (+10) 15 (+2) 27 (+8) - - - Saving Throws Str +16, Con +14

Str +16, Con +14 Skills Atheletics +16

Atheletics +16 Damage Resistances fire, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

fire, poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine Condition Immunities exhaustion, paralyzed, petrified, poisoned

exhaustion, paralyzed, petrified, poisoned Challenge 21 (33,000 XP) Piloted. Senses, language, and non-physical abilities are dependent on the pilot and spells cannot be cast. Critical hits affect both pilot and mech. Immutable Form. The mech is immune to any spell or effect that would alter its form. Magic Resistance. . The mech has advantage on saving throws against spells and other magical effects. Lightning Absorption. Whenever the mech is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Alternatively, the damage can be used to charge the lightning attack. Siege Monster. The mech deals double damage to objects and structures. Wrist Blade The pilot can choose to change the damage type of any unarmed attack to piercing by extending a blade from the mech's wrist. Magic Weapons. The mech's weapon and unarmed attacks are magical. Actions Multiattack. The mech makes two attacks with its greataxe and one unarmed attack. Greataxe. Melee Attack: +16 to hit, reach 15ft., one target. Hit 28 (3d12 + 10) slashing damage. Punch. Unarmed Attack: +16 to hit, reach 15ft., one target. Hit 20 (2d10 + 10) bludgeoning damage. Rocket Punch (Recharge 5-6) Unarmed Attack: +16 to hit, reach 15ft., one target. Hit 30 (4d10 + 10) bludgeoning damage. A great force emits from the left elbow of the mech, propelling its fist forward with incredible strength. Elemental Blast (Recharge 5-6) The mech shoots lightning from it's chest in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Modifications A great advantage of engineering is that creations can always be added to and improved upon. Hidden within the workshops are diagrams of improvements and changes, allowing for great potential and adaptability within these constructs. Each mech type has unique modifications that only it can use, making some more viable than others in certain situations, and ensuring that each type can retain its usefulness when used to its full potential. Depending on the modification, the combat rating of the mech can increase, thus significantly increasing the cost of repairing each mech. Only one modification can be used per body part, with the exception of the arms, which can fit one modification each. Mechs reward the mind of an inventor. Anyone proficient with tinkering tools can create their own modifications, although this will likely be more expensive than the ones found in the diagrams. This could be offset, however, if said tinkerer is brilliant enough to find more efficient ways to create modifications made from diagrams, effectively making them cheaper to build.

Handyman Modifications Respiration Tank 600 gp, (Head, Torso) Occasionally the job may take the Handyman mech to the bottom of a canal, river, lake, or even the sea. A respiration tank is required for such a job, granting the pilot the ability to breathe anywhere for 15 minutes once per short rest. Reinforced Plates 600 gp, +2 AC, +1 CR, (Torso) The Handyman model of mech will at times be exposed to hazardous workplace conditions. Reinforced plating will help them to avoid damage and survive in places that ordinary workers cannot. Multitasking Calibrators 700 gp, +1 CR, (Arm) Handyman mechs are prized for their efficiency in the workplace, but the unstoppable juggernaut known as industry is only gaining momentum. These calibrators allow the Handyman to make two attacks in one turn. Dense Fist 500 gp, (Arm) The Handyman will, at times, be employed for tasks that require heavy lifting, such as demolition or mining. The dense fist modification grants the Handyman siege damage on its hands. Big Hands 800 gp, +1 CR, (Arm) The Handyman is well equipped to handle large loads, but you could always go a bit bigger. The Handyman mech gets advantage on grappling checks against small and medium creatures, as well as the ability to grapple gargantuan creatures with disadvantage. Springed Joints 600 gp, (Legs) Handyman mechs are notoriously slow, as most of their work does not require any particular speed or agility. There are, of course, always exceptions to the rule. The mech gains +5 movement speed and the ability to jump 15 feet in any direction. Cleated Treads 300 gp, (Legs) For those jobs where even the ground is out to get you. Cleated treads allow the Handyman to ignore movement penalties on difficult terrain. Warrior Modifications Targeting Sensors 1,000 gp, +1 CR, (Head) This modification allows the mech Warrior to assist the pilot's aim and target weak points on enemy combatants, allowing the mech to score a critical hit on a 19 and 20. Armament Customization 50 gp, (No Slot) The greatsword or wrist mounted crossbow can be replaced by any simple or martial melee weapon. The Warrior mech can only carry one two-handed weapon. Each weapon attack gains an additional damage dice except the greatsword and maul, which gain two each. Arm Cannon 1,000 gp, +1 CR (No Slot) This deadly ranged weapon replaces a melee weapon or the wrist mounted crossbow. It has a range of 100/400 feet and deals 3d10 piercing damage. The cannon has 6 shots and can only be reloaded during a short or long rest. Dual Processor 900 gp, +1 CR, (Arm) To maximize damage output, this modification allows the Warrior to make an attack with the wrist crossbow or any other weapon in the off hand as a bonus action. Weapon Infusion 900 gp, +1 CR, (Arm) One of the mech's weapons can be infused with thunder, lightning, fire, cold, acid, or poison. That weapon can do an additional 1d6 of that damage type and the mech gains resistance to it. Whenever the mech is subjected to the infused damage, it gains additional charge to its weapon, allowing it spend the charge to do an additional 2d6 of that damage type once within the next minute. It can only hold one charge at a time. Automated Repair 1,000, +1 CR, (Torso) Every weapon requires maintenence and care, but with this modification, the Warrior can care for itself. Once per short or long rest, The mech can spend a bonus action to heal 2d6 + the pilots total level. Force Booster 1,100 gp, +1 CR (Torso) This device is attatched to the back of the Warrior mech. It creates a propulsion force that allows the mech to jump 40 feet for one movement action. This can be done once per turn. Spiked Armor 300 gp, (Torso) These armor spikes give the Warrior advantage against grapple attacks, and deals 2d12 piercing damage to any creature that attempts to grapple the Warrior. Any creature that is grappling or is grappled by the Warrior takes 2d12 damage at the beginning of every turn. Advanced Grips 900 gp, (Legs) The advanced grips grant the mech warrior the spiderclimb ability.