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Three Stars Bazaar
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Summon Mighty Mecha

Level 8 Conjuration (Warlock, Wizard)
Casting Time: Action
Range: 60ft. 
Components: V, S, M (an adamantine coin worth 1000gp, which the spell consumes)
Duration: Concentration, up to 1 hour. 

You call forth a massive construct that takes the form of a mighty beast. It manifests in an unoccupied space that you can see within range and uses the Mighty Mecha stat block. The creature disappears when it drops to 0 hit point or when the spell ends. 

Additionally, upon summoning the creature, you are transported into a cockpit within the Mighty Mecha from which you control it. You must use your Action on your turn to control the Mighty Mecha. If you do not use your Action to issue commands, it takes the Dodge action on its own. While within the Mighty Mecha you are treated as having Total Cover and damage from any area of effect attacks or spells are blocked by the Mighty Mecha’s Antimagic Plating. If the Mighty Mecha’s hit points would be reduced to 0, you take any excess damage from the attack or spell that destroyed it. 

Mighty Mecha
Huge Construct

AC 10 + the spell’s level +  2 (Tank only)
HP 100 (Blade only) or 80 (Hunter only) or 120 (Tank only) + 40 for each spell level above 8
Speed 30 ft.; Fly 60 ft. Hover. (Hunter only)

STR 22 (6)    INT 14 (2)
DEX 12 (1)  WIS 16 (3)
CON 20 (5)   CHA 8 (-1) 

Saving Throws:
See Neural Bridge
Skills: See Neural Bridge
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned 
Senses: See Neural Bridge
CR: None (PB equals your Proficiency Bonus)

TRAITS

Magic Resistance - The Mighty Mecha has advantage on saving throws against spells and other magical effects.

Neural Bridge - While piloting the Mighty Mecha, it gains Proficiency in all of your Saving Throws and Skills, in addition to gaining your Senses. Depending on the form chosen when casting this spell, it gains additional Proficiency in the Saving Throws and Skills listed below. If you are already Proficient in any of these, you add double your Proficiency when the Might Mecha makes a Saving Throw or Skill Check. 

ACTIONS

Multiattack - The Mighty Mecha Spirit makes a number of Melee Attacks equal to half this spell’s level (round up) or half as many Ranged Attacked.

BLADE ONLY

Slash -
Melee Weapon Attack: +6 + PB to hit, reach 10ft., one creature. Hit: 1d10 + 6 + the spell’s level Slashing damage. This attack is a Critical Hit on a roll of 19-20.

Beam - Ranged Weapon Attack: +6 + PB to hit, Range 60ft. Hit: 2d10 + the spell’s level Radiant damage. A creature hit by this Attack has Disadvantage on its next Attack Roll. 

HUNTER ONLY

Flyby - Melee Weapon Attack: +6 + PB to hit, reach 5ft., one target. Hit: 1d6 + 6 + the spell’s level Piercing damage. If you continue your movement after making this attack, you do not provoke opportunity attacks. 

Lightning Darts - Ranged Weapon Attack: +6 + PB to hit, Range 120ft. Hit: 2d6 + the spell’s level Lightning damage. The next attack against a creature hit by this attack is made at Advantage.

TANK ONLY

Smash - Melee Weapon Attack: +6 + PB to hit, reach 15ft., one creature. Hit: 1d8 + 6 + the spell’s level Bludgeoning damage. On a Hit, the target must make a DC14 + PB Strength saving throw. Failure: The creature is knocked 10ft. Away or knocked Prone. A creature Large or smaller automatically fails this Saving Throw.

Mortar - Ranged Weapon Attack: +6 + PB to hit, Range 90ft. Hit: 2d8 + the spell’s level Fire damage. All creatures within 15ft. of target must make a DC14 + PB Dexterity saving throw. Failure: 2d8 + the spell’s level Fire damage. Success: Half damage.

BONUS ACTIONS

Swift Strike. (Blade Only) -
The Mighty Mecha moves up to its Speed in a straight line. If making a Melee Attack directly after using this ability, the attack deals an additional 2d10 Force damage.

Tactical Overwatch. (Hunter Only) - The Mighty Mecha activates its advanced scanning capabilities, gaining Blindsight out to 500ft and may make an Attack against any creature who moves for the first time, until the start of its next turn, with no action required. Until the end of its next turn, the Mighty Mecha’s Speed is reduced to 0.

Fortify. (Tank Only) - The Mighty Mecha activates advanced repair protocols, allowing it to repair itself and bolster allies. You may spend Hit Dice as if taking a Short Rest to heal the Mighty Mecha. Additionally, allies within 30ft. gain 5 temporary hit points for each Hit Die spent.

Summon Mighty Mecha Summon Mighty Mecha

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