Posts Tagged ‘armor’

Unapologetically I tell you Exploration Age has mechs. In fact you may remember my original post about mechs which I created using the rules in the final D&D Next playtest packet. Well I’ve updated those mechs to fit into the official Dungeons and Dragons fifth edition rules now that we have all the core rule books.

So take a look at the excerpt from the upcoming Exploration Age Campaign Guide below and let me know what you think of these sweet, sweet mech suits.

This is in my workplace right now and I think of it as our mech.

Mechs

Mechs are special suits of mechanically powered armor which completely surround a single driver. Mechs are designed to handle tasks of manual labor and war. A driver inside the mech can uses its action to perform one of the mech’s actions and it can use its own movement to make the mech move. Getting into or out of a mech requires an action.

Destroyer

Large mech

Armor Class: 17

Hit Points: 150

Speed: 15 ft.

Damage Immunities: poison, psychic

The heavily armored destroyer is a bipedal tank. Its slow speed doesn’t hinder it in combat as much as other mechs, since it can attack a distance with a powerful miniature cannon arm. For those creatures which get too close, the destroyer has a backup defense – a mighty hammer arm.

Multiattack. The destroyer makes two attacks with its hammer, or one attack with its hammer and one with its cannon.

Cannon. Ranged Weapon Attack: +9 to hit, range 100/400ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Hammer. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 21 (3d10 + 6) bludgeoning damage.

Explosive Shot. Every destroyer carries a special explosive cannon ball. The ball can be shot 100 feet and explodes in a 20-foot-radius sphere on impact. Creatures in the area must make a DC 15 Dexterity saving throw. Creature who fail take 22 (4d10) fire damage. Creatures who succeed take half damage. Because of the sensitive way this ball must be carried, each Destroyer can only carry one explosive ball at a time.

Gladiator

Large mech

Armor Class: 16

Hit Points: 125

Speed: 20 ft.

Damage Immunities: poison, psychic

The gladiator is one of the first mechs designed for combat. It stands tall, is quicker than most mechs, and has an impressively long trident arm. The mech suit sports a second arm capable of launching nets into throngs of enemies.

Multiattack. The gladiator makes two attacks with its trident, or one attack with its trident and uses its Net Launcher ability.

Trident. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Net Launcher. The gladiator launches a net 30ft. The net covers a 15-foot-square area. Creatures within the area must succeed on a DC 15 Dexterity saving throw or become restrained in the net. On its turn a creature use its action to make a DC 10 Strength to free itself or another trapped creature from the net. Dealing 5 slashing damage (AC 10) to the net also frees a creature.

Knight

Large mech

Armor Class: 20

Hit Points: 200

Speed: 20 ft.

Damage Immunities: poison, psychic

The knight is fast, super armored, and ready to cut through anything with its powerful sword arm. Its heavy metal shield arm protects the mech and allies in battle.

Multiattack. The knight makes three melee attacks.

Sword. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 22 (3d10 + 7) slashing damage.

Shield. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage and the target is knocked prone.

Shield Defense (Reaction). When a creature adjacent to the knight is targeted with an attack, the knight can impose disadvantage on that attack roll. The knight’s driver must declare the use of this ability before the result of the attack roll is announced.

Lifter

Large mech

Armor Class: 14

Hit Points: 30

Speed: 15 ft.

Damage Immunities: poison, psychic

This mech suit was created to do some heavy lifting. Anywhere physical labor is being done might have a lifter – shipping yards, warehouses, mines, forests, and more. The huge suits are equipped with two strong arms ending in claws meant for lifting everything from lumber to boxes.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The lifter has only two claws, each of which can grapple only one target.

Lumberjack

Large mech

Armor Class: 15

Hit Points: 50

Speed: 15 ft.

Damage Immunities: poison, psychic

This mech was built to aid in the lumber industry. One arm of the mech is a mechanical saw. The other is a large, three-pronged claw made for picking up several logs at once.

Chainsaw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) slashing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 13). The lumberjack has only one claw, which can grapple only one target.

Miner

Large mech

Armor Class: 16

Hit Points: 75

Speed: 15 ft.

Damage Immunities: poison, psychic

These mechs were built to carve tunnels through the hearts of mountains. As a result, they are heavily armored to avoid damage from the debris their pickaxe and drill arms kick up. The feet of the miner sports large scoops which can kick debris in several different directions to keep the path before them clear.

Drill. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Pick. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Drill Press. The miner makes a drill attack against a prone creature. If the attack hits, the target is pinned to the floor and restrained. At the start of the miner’s driver’s turn if a creature is restrained in this way it automatically takes damage from the miner’s drill attack and the miner may still make a pick attack. If the miner attacks another creature with the drill or moves to a space not adjacent to the target, the creature is no longer restrained.

A restrained creature can use its action to make a DC 14 Strength check to free itself from the drill.

Scoop Kick (Bonus Action). Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: Target is knocked prone.

Pyro

Large mech

Armor Class: 17

Hit Points: 150

Speed: 15 ft.

Damage Immunities: poison, psychic

Sometimes it’s all about making your enemies fear you. That’s certainly what the pyro’s inventors had in mind. The mech moves through the battlefield, spouting flame out of one arm and hacking down enemies with the axe in its other.

Multiattack. The pyro makes two attacks with its axe.

Axe. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 21 (3d10 + 6) slashing damage.

Fire Spray. The pyro shots a line of fire 100 feet long and 5 feet wide. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 33 (6d10) fire damage. Creatures who succeed take half damage.

Flame Jet. The pyro shoots a 15-foot cone of fire. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 33 (6d10) fire damage. Creatures who succeed take half damage.

Time For a Change!

Of course the way I’ve updated my rules for siege weapons and mechs now means that to operate them proficiency is no longer necessary. That means I’ve needed to update my original backgrounds. The demolitions expert, harvester, and tinkerer had proficiency in these bad boys, so I’ve swapped those for other proficiencies. The PDFs have been updated below and on the Free Game Resources section of the site.

Demolitions Expert

Harvester

Tinkerer

All Backgrounds

PDF

Speaking of PDFs, if you like these rules for mechs and want to use them in your campaign, they are now available in a downloadable PDF from the link below.

Mechs

If you want to grab this PDF at a later date, it will live in the Free Game Resources section of this site along with monstersD&D fifth edition rules modules, backgroundsspells, magic items, and more.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Note: You can now find the magic items in this article as a part of 50 New Magic Items, a Pay What You Want product on the DMs Guild.

That’s right. 12 glorious pages of magic items.

Over the past month or so on this blog I’ve shown you a whole slew of new magic items including weapons, armor, rings, rods, staffs, wands, firearms, bombs, wondrous items, bioarcane items, and artifacts. Throughout the entire process a wonderful community of readers, fellow bloggers, and RPG enthusiasts (that’s you!) provided me with amazing feedback. For that I am so, so grateful.

Well that feedback has allowed me to put all of these items in a PDF available for download in the Free Game Resources section of this site and in these links right here, which include a full list and each category of item in its own list.

 

Bioarcane Items

 

Artifact – Tools of Order

I’ve also included the Exploration Age rules for new mundane firearms and bombs as well.

Firearms and Bombs

So grab these PDFs as a thank you from me. You are all amazing. Thank you so much for the super helpful feedback!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Note: You can now find the magic items in this article as a part of 50 New Magic Items, a Pay What You Want product on the DMs Guild.

So we’ve already seen some wondrous items and magic weapons from the Exploration Age Campaign Guide, but there’s plenty more to share! Today I’m showing off the magic armor of Exploration Age. Some of these you’ve seen before in previous posts (I Made These For You and A Few (Magic) Things), but most of these are entirely new!

If you understand this reference we are friends.

Please keep providing feedback! The comment thread on the weapons’ post is invaluable to me. I want more of that! Once all the magic items are revised you’ll be able to find them in the form of a sweet, sweet PDF on the Free Game Resources section of this site.

If you understand this reference we are best friends.

Feedback Please!

Hey please take a moment and let me know what you think. If you haven’t checked out my wondrous items and magic weapons check those out too and let me know! Thanks.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Note: You can now find the magic items in this article as a part of 50 New Magic Items, a Pay What You Want product on the DMs Guild.

I’m continuing today’s update of Exploration Age magic items with weapons. Last time I revealed some of Exploration Age’s wondrous items. Unlike the previous post all of the items below are entirely new to you. Please check them out, leave any feedback in the comments below, and very soon I’ll put all the magic items I’ve created for Exploration Age in a PDF available for download in the Free Game Resources section of this site.

You may notice that I’ve tried to give a few of the less popular weapons some love. There are tons of swords out there already! Let the net get some magic!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

How great are mechs? So great! Wait, wait, wait… I can see you shaking your head and closing the browser tab. I know, I know. You don’t want fancy, overpowered suits of armor ruining your epic fantasy campaign. I’ve already walked a dangerous line with firearms, swifty gear, and airships. Now I’m asking you to adopt some thinking about mechs into the game?!

Well, in my defense I have this to say – Mechs are fun! I think I’ve got an idea of how we could hold onto that without them breaking every game.

I mean, you got to admit… that looks fun!

Inspiration

I can remember playing Megaman X series back in the day on the old PlayStation. How fun was that game? There were a lot of levels where you got to jump into a big suit of armor and really punch, shoot, or drill the crap out of baddies.

These ride armors were tons of fun to use. You tromped around in them fighting some baddies and eventually the armor blew up or you got to a place where the mech couldn’t go because it was too big or too immobile and so it was left behind.

I want to apply the same principle here with mechs in Exploration Age.

Mech Guiding Principles

Still looks really fun to me.

Here’s a lit of design points I used while creating the mechs.

  1. Mechs are badass! These mechs should be powerful and more fun than a whole barrel of monkeys. Big, honking, damaging attacks and then some cool flashy attacks with fun effects.
  2. Mechs are slow. You don’t need to run from danger when you are the danger. As fun as busting some heads in a mech is, making them slow means they aren’t going to be anyone’s main mode of transportation. They’re big, heavy, and you can’t just park one in front of a tavern. These are not made for travel, but rather for being badass (though, I have no doubt they are a chick magnet).
  3. Mechs are big! Mechs being big is lots of fun and helps bring balance to the game and make it more interesting. Imagine a troop of adventurers meeting a hobgoblin army out in the field. The adventurers are outnumbered, but they’re all driving mechs, so the hobgoblins are outgunned. Being big is also a disadvantage. Once those hobgoblins run back to their tunnels, good luck getting a mech suit to fit and fight in those cramped hallways.
  4. Mechs are expensive. I’m pretty sure this speaks for itself. These things ain’t cheap. ‘Nuff said.

The idea here is that mechs are well beyond the means of low-level adventurers and even if they do find one, they don’t have anyway of taking it everywhere they go due to the mech’s slow speed and Large size.

Mechs in Exploration Age

Come on! This one is even called Steam Golem. It’s a sign. Open your heart to mechs!

So without further adieu, here are the mechs from the Exploration Age Campaign Guide

There are a variety of mechs in Exploration Age used for everything from war to mining. Every mech has its own AC, HP, Speed, and Mech Modifier, a bonus applied to attack and damage with mech weapons. A driver who has mech proficiency may apply their proficiency bonus to attack rolls made with the mech’s weapons as well. An attacker using individual ranged and melee attacks may choose to target either the mech or the driver. Once a mech is reduced to 0 HP it ceases to function.

Here are a few of the mechs one may come across in Canus. All the mechs below are Large in size and have a 10-foot melee reach, unless noted otherwise.

Mech HP AC Speed Right Arm Attack Left Arm Attack Mech Modifier Price Special Abilities
Lifter 30 14 10 ft. Slam – 2d8 bludgeoning Slam – 2d8 bludgeoning +1 20,000 gp Grab, Rend
Lumberjack 50 15 10 ft. Chainsaw – 3d8 slashing Slam – 2d8 bludgeoning +2 35,000 gp Grab
Miner 75 16 10 ft. Drill – 2d8 piercing Pick – 3d8 piercing +3 50,000 gp Drill Press, Scoop Kick
Gladiator 125 16 15 ft. Trident – 3d8 piercing, 15-foot reach Net Thrower – see Special Attacks +4 75,000 gp Net Throw
Destroyer 150 17 10 ft. Cannon – 4d12 piercing, Ammunition (range 50/150) Hammer – 3d10 bludgeoning +4 100,000 gp Explosive Shot
Pyro 150 17 10 ft. Flame Jet – see Special Attacks Axe – 3d10 slashing +4 100,000 gp Flame Jet
Knight 200 20 15 ft. Sword – 3d12 slashing Shield – 2d8 bludgeoning +5 150,000 gp Sword Sweep, Shield Defense
Lifter

This mech suit was created by Bragonian dwarves to do some heavy lifting. These mechs can be found all over Canus – in shipping yards, warehouses, mines, forests, and more. The huge suits are equipped with two strong arms meant for lifting everything from lumber to boxes.

Grab A creature hit by a Lifter’s slam attack is also restrained. On its turn, a restrained creature may make a DC 14 Strength or Dexterity check to break the restrained condition as part of a move action. If one of the Lifter’s arms is being used to restrain a creature, that arm cannot attack a different creature without first letting go of the creature it is currently grabbing. A Lifter cannot restrain more than two creatures this way at once.

Rend This attack requires the Lifter to be restraining its target with one arm and have no creature in the grip of its other. The Lifter attacks the restrained creature with both arms dealing 4d8 bludgeoning damage to it on a successful attack.

Lumberjack

This suit was crafted by the elves of Taliana to aid in their lumber industry. One arm of the mech is a mechanical saw, made for cutting down trees. The other is a large, two-pronged claw made for picking up several logs at once.

Grab A creature hit by a Lumberjack’s slam attack is also restrained. On its turn, a restrained creature may make a DC 14 Strength or Dexterity check to break the restrained condition as part of a move action. A Lumberjack may only restrain one creature this way at a time. While restraining a target, the Lumberjack cannot attack any creature with its slam attack other than the one it has restrained.

Miner

Another Bragonian creation, these mechs were built to carve tunnels through the hearts of mountains. As a result, they are heavily armored to avoid damage from the debris their pickaxe and drill arms kick up. The feet of the Miner mech suits sport large scoops and can kick debris in several different directions to keep their path before them clear.

Drill Press The Miner may use this attack against a prone creature only. If the Miner makes a successful drill attack against a prone target, that creature is pinned to the floor and restrained. At the start of the Miner’s driver’s turn, if a creature is restrained in this way, the target automatically takes damage from the drill and the driver may still use its action to attack with the pick, cast a spell, etc. On its turn, a restrained creature may make a DC 15 Strength check to break the restrained condition as part of a move action. If the mech moves more than 10 feet from the restrained creature or attacks a different target with the drill, the restrained condition ends.

Scoop Kick The Miner’s driver may use the mech’s scoop kick as a move. The driver attacks a target adjacent to the Miner using its Mech Modifier and, if applicable, proficiency bonus. If the Miner hits, the target is pushed 5 feet and knocked prone.

Gladiator

The Gladiator is one of the first mech suits ever designed for combat, built by the dragonborn of Marrial. The Gladiator stands tall, is quicker than most mechs, and has an impressively long trident arm. The mech suit sports a second arm capable of launching nets into throngs of enemies.

Ammunition A Gladiator can hold up to 10 nets at once. During a rest the Gladiator’s net launcher can be reloaded.

Net Throw As an action, a Gladiator’s driver may launch one net. When launched, a single net covers an area 15 feet by 15 feet. Creatures within the net must make a Dexterity saving throw (DC = 12 + the driver’s proficiency bonus, if applicable). Those who fail the saving throw are restrained. On its turn, a restrained creature may make a DC 14 Strength or Dexterity check to break the restrained condition as part of a move action. A creature may attack the net, which has AC 5. If the creature causes 20 points of damage to the net it can itself or another creature free. A net which is dealt 100 damage becomes useless.

Destroyer

The heavily armored Destroyer is a bipedal tank designed by the empire of Bragonay. Its slow speed doesn’t hinder it as much as other mech suits, since it has a powerful cannon which can shoot a ball a far distance. For those creatures which get too close, the Destroyer has a backup defense – a mighty hammer arm.

Point-Blank If the Destroyer attacks an adjacent creature with its cannon it has disadvantage on the attack.

Ammunition The Destroyer can carry 10 cannon balls at once. During a rest the Destroyer’s cannon can be reloaded.

Explosive Shot Every Destroyer has a special space for a special explosive ball which can be loaded into its cannon. As an action, this ball can be fired with the same range as a regular cannon ball. The ball explodes on impact in a 20-foot radius and creatures in the area must make a Dexterity saving throw (DC = 12 + the driver’s proficiency bonus, if applicable). A creature takes 6d6 fire and piercing damage on a failed saving throw, half as much damage on a successful one.

Pyro

Sometimes it’s all about making your enemies fear you. That’s certainly what Parian’s inventors had in mind when they created this mech suit. The armored Pyro mech moves through the battlefield, spouting flame out of one arm and hacking down enemies with the axe in its other.

Ammunition The Pyro can carry 30 alchemical charges at once. During a rest the Pyro’s flame jet can be reloaded.

Flame Jet As an action, the Pyro can be made to shoot a 15-foot cone of flame from its flame jet and creatures in the area must make a Dexterity saving throw (DC = 12 + the driver’s proficiency bonus, if applicable). A creature takes 2d8 fire damage on a failed save, and half as much damage on a successful one. The fire ignites any flammable objects in the area that are not being worn or carried.

Knight

Aeranore’s contribution to the world of mechs is the most expensive and powerful suit of mechanized armor Canus has to offer. The Knight is fast, super-armored, and ready to cut through anything with its powerful sword arm. Its heavy metal shield arm protects the driver and companions alike.

Shield Defense When a creature the Knight’s driver can see attacks the driver or a target within 10-feet of the Knight, the driver can use its reaction to impose disadvantage on the attack roll with its shield arm.

Sword Sweep As an action the Knight’s driver picks four creatures within 10 feet of the mech. It makes a sword attack against all of those creatures.

So there you have it. Remember, the idea here is that mechs are a sometimes food. As always, please let me know what you think, and if you haven’t yet, please fill out the survey below. I’m trying to see if I should turn all this hard work into something more. Thanks!

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!