Armor Pilot

Armor Pilots are crafty artisans that, rather than putting themselves directly into harms way, engage in combat with an animated armor that provides them with tools and mobility.

## Class Features

As an Armor Pilot, you gain the following class features.

Hit Points

Hit Dice: 1d6 per armor pilot level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per armor pilot level after 1st

Proficiencies

**Armor**: All armor, shields

**Weapons**: Simple weapons, martial weapons

**Tools**: Tinker's Tools and one artisan's tool of your choosing

**Saving Throws**: Intelligence, Wisdom

**Skills**: Choose two skills from History, Arcana, Athletics, Acrobatics, Medicine, Investigation, Nature , Intimidation

**Equipment**

(a) Half-plate armor or (b) Studded leather armor

(a) a martial weapon and a shield or (b) two martial weapons

(a) a light crossbow and 20 bolts or (b) four javelins

(a) a dungeoneer's pack or (b) an explorer's pack

## Armor

At 1st level, you obtain a special armor that keeps you safe and aids you in tasks. This armor is infused with magic and can be worn over your standard armor, and can be customized later on with innovations. Your armor has a number of hit points equal to your intelligence modifier+your proficiency bonus times your level. While wearing your armor, any damage you take lowers the armor's hit points, rather than your own. When the armor is reduced to 0 hit points, it becomes non-functional. A non-functional armor still grants you its armor class, but your movement speed becomes 0 and you cannot take any action except leaving the armor, which places you on an unoccupied space within 5 ft of the armor.

You can repair a non-functional armor over the course of a long rest by spending 1 hour tending to it, restoring it to full hit points and functionality.

It takes one action to don or doff your armor, and when you are not wearing it, you can command it to follow you on foot with a movement speed of 20 ft.

When you obtain your armor, you choose a model from this list, determining several of its features.

***Models:***

### Strider

AC: 13+Intelligence Modifier, Size: Medium, Speed: +10 ft. You can add your Intelligence score to your long jump distance, and intelligence modifier to high jump height.

### Crawler

AC: 13+Intelligence Modifier, Size: Medium, Speed: +0 ft. You gain a climbing speed equal to your movement speed. You have advantage on saving throws against being knocked prone or moved against your will.

### Bulwark

AC: 14+Intelligence Modifier, Size: Medium, Speed:+0 ft. Your Armor's hit points increase by 2 more per level. Your armor is tough and well-constructed.

### Titan

AC: 14+Intelligence Modifier, Size: Large, Speed: -10 ft. Your armor is sluggish and gigantic, and its size increases to large. You do not benefit from increased weapon damage dice, but other size advantages and disadvantages apply as normal.

## Constructed Origin

Starting at 1st level, you choose the Constructed Origin of your armor, determining the tradition of magic you use to animate it and the materials it is made of. You gain Constructed Origin features at 1st, 6th, 10th, and 14th level.

## Innovations

Starting at 2nd level, you learn how to integrate innovations in your armor, granting it new functions to specialize it. You can spend Innovation Points to integrate an innovation into your armor. Each innovation has a cost, drawing from your pool of Innovation Points, and some have additional restrictions such as being limited to certain Constructed Origins or requiring you to be a certain level Armor Pilot. Whenever you gain a level in Armor Pilot, you can exchange one of your Innovations and spend its Innovation Points on a different Innovation.

You choose your Innovations from the Armor Pilot Innovations list.

## Instant Repair

Starting at 3th level, you gain the ability to repair your armor in a pinch. Once per long rest, you can use your action to regain a number of Hit Points on your armor equal to 1d4+your proficiency bonus+your intelligence modifier. You gain additional use per long rest of this feature at 11th and 17th level.

## Self-Adaptation

Starting at 7th level, you have developed your technical skills to enable you to integrate some or your armor's functions into your own body. You choose an amount of innovations you applied on your armor costing a number of innovation points half of what you have at this level. These innovations apply to your character even if you are not donning your armor or your armor has been destroyed.

## Adaptable Construction

At 20th level, you can integrate a second form in your armor. For your second form, you can choose a different model, and you can spend your pool of Innovation Points on a new set of Innovations. To switch from your standard armor to your second form and vice versa, you must use an action while wearing the armor.