Piloted Suit At first glance, most people assume you're just a man in a suit of armor. Some might assume that you're a construct, such as a warforged. What neither knows is that they're both only partially right. You spend the vast majority of your time traversing the world in a mechanical suit, the likes of which few knew existed. Built For One Your mech suit was tailor made for you. Nobody else could fit into the suit properly, and even if they did it wouldn't work for them. The suit is made to be an extension of yourself, connecting to the user's nervous system to move at the user's whims. As such, most mech pilots think of the suit as their second skin and rarely if ever take it off. Built For a Purpose In most worlds, the technology to create a mech suit is not fully developed. As such creating such a suit is quite costly, and no one would do so without a good reason. Think about why you made yours. Perhaps you believed that a larger body would allow you to better fight alongside your comrades, or perhaps you were disabled and wanted a new body. Ability Score increases Your Strength score increases by 1 Size Your suit was built both to contain and protect you and to make you fit in better with your larger companions. Your size is medium. Speed Your base walking speed is 30 feet. Integrated Protection Your suit has built in defensive layers, which can be enhanced with armor. You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must incorporate it into your suit over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live your armor can't be removed from your body against your will. Pilot Fatigue Due to your extended time in your suit, you're unused to using your body as normal. While outside of your suit your size changes to that of your subrace, your speed is 25, you lose the effects of Integrated Protection, and your physical ability scores (Strength, Dexterity, and Constituition) are halved. _ Mechplate image credit: theDURRRRIAN on deviantart 1

Gnome Perhaps the most common to be seen in mech suits, gnomes are renowned craftsman the world over. Gnome Names Gnomes love names, and most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that’s the most fun to say. Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck Ability Score Increase Your Intelligence score increases by 2. Age Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Alignment Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Size Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed Your base walking speed is 25 feet. Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. _ Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Languages You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. 2

Dwarf While most dwarves are more skilled in smelting a sword than the fine tinkering to create machines, there are notable exceptions. Dwarf Names A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place. Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart Ability Score Increase Your Constitution score increases by 2. Age Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Alignment Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Size Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Even outside of your suit your size is Medium. Speed Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. 3