Apparatus Class 5e (v1:) The D&D class for fans of Soul Eater and Transformers
The following is a homebrew class I have been developing for the last few weeks. This is the first, untested version of it so fair warning: It may be a bit rough around the edges. Let me know what you think!
Apparatus
An Ogre scoffs at the two unarmed littles in front of him until they clasp eachother’s hand and one becomes a long blade stabilizing his already competent warrior ally’s grip, her determined stance making the monster uneasy.
The knight survives an onslought from the Goblin hoard and, with the coast clear, his armor detaches and reforms into a freshly battle scarred Orc, showing the damage she protected her ward from.
Upon hearing they must reach the capital before the necromancer’s armies, a metallic humanoid unfolds his expanding body into a sleek, self driving carriage that his party loads into and sets off towards the rising sun.
The ultimate ally is one whose full potential is only realized teaming with another. This is what the Apparatus does: Transform into sentient equipment to grant their competent allies awesome feats.
Constructive Nature
An Apparatus is closely entwined with constructs, being part object and part creature. This extends into their presence as they embody traits of their transformation even while walking on two legs. However, not all Apparatuses are the same:
The most common sources for an Apparatus are magical or technological: Either their transformation being symbolic of the internal power the universe has granted them, or being constructed as half flesh and mechanism by mad engineers.
A Spirit of Cooperation
An Apparatus is most useful when wielded by someone. Alone, they are objects without a purpose. When bound to someone, their transformation gains meaning. Apparatuses often align with powerful warriors who know best how to wield them or to important people that must be protected covertly. If not clashing with other soldiers’ arsenals on the battlefield, they might remain in an unskilled noble’s scabbard to guide their aim true against an assassin.
As a literal tool, many Apparatuses find themselves in subservient roles. Many are made for the express purpose of being a living weapon, while others are meant to slave away at mundane tasks which the well-off would prefer not to do themselves. Most successful Apparatuses find success in the shadows: Employed by thieves guilds, the spies of royalty, or as a successful experiment of a crazed mage.
Apparatuses also hide in plain sight. Being able to transform into mundane objects means that they can be transported wherever those objects may be found. This gives many Apparatuses secure positions as spies gathering info from the back of merchants wagons or as a surveying set piece propped up in an aristocrats home.
Creating an Apparatus
When making an Apparatus, think how their transformation came to be. Perhaps they live in an isolated warrior tribe which has survived by way of their secret living weapons. It could be as an experiment to enhance a feudal army, one product of many in a larger system. Warforged, golems, cyborgs and other construct adjacent creatures could have societal rituals regarding transformation, or transform invaders as punishment.
How did you come to adventure? Have you fulfilled your original purpose, now seeking someone new to bind yourself to? Or have you escaped a vile duty you were created for, on the run from your creator(s) and trying to forge a better living despite your origins? Maybe some mishap has occurred with your form and you are on a journey to find the person responsible to get answers out of them.
QUICK BUILD
You can make an apparatus quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Soldier background.
The Apparatus Table
Class Features
As an Apparatus, you gain the following features:
Hit Points
Hit Dice: 1d6 per apparatus level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per apparatus level after 1st
Proficiencies
Armor: Light armor
Weapons: Dagger, Club, Sling
Tools: Choose one from Tinkers’ Tools or Smiths’ Tools
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Medicine, Survival, Intimidation, Perception, or Insight
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) 3 daggers or (b) a club and a sling with 10 sling bullets
(a) a dungeoneer’s pack or (b) an explorer’s pack
Your chosen proficient tool set and Leather armor
Rigging Type
Upon taking this class, you become able to transform into a kind of equipment that your party members can use. Choose your Rigging type from Weapon, Armor, or Vehicle. Your Rigging type grants you features at 1st level and again at 5th, 11th, and 17th level.
Constructive
You can be healed by means which repair equipment: Being targeted by spells which repair broken items or by a toolset meant to repair and upkeep equipment like Tinkers’ or Smiths’ Tools. When this is done on a short rest by a creature who has the spell prepared or is proficient with the applicable tools, you can regain (1d6 + Constitution modifier) per Apparatus level in HP when that rest ends. This only applies when your Current HP is half or less than your Maximum HP, and healing from this will not cause your Current HP to surpass half of your Maximum HP (rounded down.)
Partial Transformation
As you get more comfortable with your new transformation, you can isolate it to certain parts of your body while retaining the rest of your standard form. You can now take any action listed in your Rigging Type while in your standard form, whether it is your own action or one the Rigging Type grants to an equipper. You are automatically proficient in all these actions given you are the equipment you’re using. If these actions would normally target an equipper or use a equipper’s ability scores, they target or use yours instead.
Equipper Resonance
You can pull off great feats when resonating with your equipper. At 2nd level, you gain two resonances of your choice. Your resonance options are detailed at the end of the class description. When you gain certain Apparatus levels, you gain additional resonances of your choice, as shown in the Active Resonances column of the Apparatus table.
Additionally, when you gain a level in this class, you can choose one of the resonance options that are active and replace it with another resonance you could activate at that level.
If a resonance has prerequisites, you must meet them to activate it. You can activate a resonance at the same time you meet its prerequisite. A level prerequisite refers to your level in this class.
Soul Bonding
The spirits of Apparatus and equipper can align for equipment mastery. While equipped by an ally, you may choose to grant them a +1 bonus to all d20 tests they make using you. In addition, you may telepathically speak with a equipper while equipped.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Arcane Transformation
Transmogrifying magics emanate beyond your physical form. All d20 tests from your Rigging Type features gain a +1 modifier. Your Form granted by your Rigging Type is considered magical for the sake of resistance and immunity.
Reliable Tool
When a d20 test is made using the Form from your Rigging Type, you may choose to forego the roll and instead replace it with the minimum value required for the action to succeed for you or your equipper. This must be called for before rolling the d20 and applies before any reactions which can effect it. You must finish a short or long rest before using this feature again.
At certain Apparatus levels, you gain additional uses of this per rest, increasing to 2 by 15th level and 3 by 20th level.
Living Symbol
Your partner’s magic flows through you as easily as your own. You may use your body as an arcane focus for any spells you have access to, or you may be equipped by a spellcaster as their arcane focus.
Optimal Burst
As a bonus action, you may activate a burst of optimization which adds a modifier equal to your proficiency bonus to all d20 tests using or affected by the Form of your Rigging Type for 1 minute. You must finish a short or long rest to use this feature again.
Bonded Transference
While your equipper makes a skill check, they may add your modifier for the specified skill to the total of the roll as well.
Automatic Master
Your body holds no more secrets from you. When making skill checks utilizing the Form from your Rigging Type personally, you may add your proficiency bonus twice to the check.
Transient Construction
You are able to reap the durability of your transformations even when you aren’t transformed. Your Armor Class must be at minimum equal to that of an Iron or Steel object (19,) and you gain an amount of Temporary Hit points at the end of a successful long rest equal to a medium sized resilient object (4d8.)
Rigging Types
Through some great transformation, you assume a type of Rig. These determine the kinds of items you can transform into. Some Apparatuses become so through a magical manifestation of their soul, becoming things symbolic of the person they are inside. Others are technologically malformed into beings part mortal, part mechanism, pushing the dominant side of that ratio towards the latter as their body can handle more attachments.
The types are sorted by what you can become: A Weapon, Armor, or a Vehicle. Choose one from this list and add it’s features when you reach the specified levels:
Weapon
You may transform your living body into a weapon to be equipped by other warriors. You aid them in their mission by guiding their strikes where they may normally miss. Becoming the right weapon for each opponent, all you need is someone skilled to cut down foes with you.
Weapon Form
When you gain this subclass at 1st level, you may use your bonus action to transform into a weapon. As part of the bonus action, you can be equipped by a willing ally in 5 feet. Whenever you are equipped willingly, the equipper will always be considered proficient attacking with your Weapon Form. Successful hits deal 1d6 + the equipper’s ability score modifier for that attack + your Apparatus level in damage.
When you use this bonus action, you must declare what kind of damage you deal out of bludgeoning, piercing or slashing and one of the following weapon options:
Melee: Gain the finesse and versatile (1d8) features as a melee weapon with 5 ft reach
Ranged: Perform ranged attacks to a range of (30/120) and generate your own ammunition if none is utilized during an attack action
You cannot take any of your normal actions while transformed unless otherwise listed in later features gained through this Rigging Type. While transformed, your movement speed is 0. You do not need to breath while transformed.
You may be targeted by attacks and spells while in your Weapon Form, sharing all traits with your standard form. Your Armor Class adds the proficiency bonus of a equipper when you are equipped willingly. If you are lowered to 0 HP while in this form, you revert back to normal and go unconscious in an unoccupied space within 5 feet.
You may use a bonus action while in Weapon Form to change the damage type, weapon option, or both. You may choose a new weapon form like this a number of times equal to your proficiency bonus per short or long rest, including the first time you transform between rests. At any time while in Weapon Form, you may use a bonus action to revert to your standard form.
Guided Ambush
While equipped at 1st level, you may use an action to ready an attack. When the attack circumstance is triggered, the equipper makes an attack roll using your reaction instead of their own.
Autonomous Attacks
At 5th level, you can command your weapon form to make additional attacks:
You may use a bonus action on your turn to add an extra attack to the next attack action utilizing your Weapon Form.
While equipped by an ally, you can use an action on your turn to cause the equipper to make an attack without using any of their actions for the round.
When an enemy would step outside of your reach while in Melee form, you may cause your equipper to take an opportunity attack equipping you, using your reaction instead of theirs.
Combined Critical
At 11th level, your intentional cooperation with a equipper can create devastating results. When a equipper lands a critical hit using your Weapon Form, you may add an amount of damage equal to one damage die + your Apparatus level to the total.
Weapon of Mass Destruction
At 17th level, when utilizing your Autonomous Attacks feature, you may add two attacks to the next attack action instead of just one.
In addition, equipper’s gain advantage on the next attack they make towards a target which had been successfully hit by your Weapon Form previously in the same turn.
Armor
You hollow yourself to wrap an ally in protective plating. Becoming the barrier between your ward and their enemies, all incoming threats must first break you. Not only do you protect from physical threats, your spiritual aura rejects unwanted arcane influence on the wearer.
Armor Form
When you gain this subclass at 1st level, you may use your bonus action to transform into a suit of armor. You cannot take any of your normal actions while transformed unless otherwise listed in later features gained through this Rigging Type. While transformed, your movement speed is 0. You do not need to breathe while transformed.
As part of the bonus action, or as a bonus action while transformed, you may equip yourself to a willing ally within 5 feet of you and apply an amount equal to your Current HP to the wearer as Temporary HP. Whatever amount of Temporary HP remains when you use a bonus action to unequip yourself becomes your new Current HP. You cannot be targeted by attacks while equipped.
If you are lowered to 0 Current HP or the wearer is reduced to 0 Temporary HP while you are equipped, you revert back to normal and go unconscious in an unoccupied space within 5 feet. Once you have taken a total amount of damage in your Armor Form equal to your Maximum HP, even if it doesn’t lower your Current HP to 0, you revert to normal in an unoccupied space within 5 feet and cannot take this bonus action again before finishing a short or long rest.
Defensive Measures
While equipped at 1st level, you can perform a couple of actions on your turn:
Hide: Make a Stealth check for your wearer adding both your wearer’s Stealth modifier and your Apparatus level to the total, following the rules for hiding.
Shove: Take the Shove action against a target within 5 feet of the wearer adding both the wearer’s Athletics modifier and your Apparatus level to the roll.
Adamantine Simulacrum
At 5th level, the Temporary HP applied from your Armor Form is considered resistant to non-magical bludgeoning, piercing and slashing damage.
In addition while equipped, you may use your reaction to any critical hit your wearer receives to reduce the damage taken down to a normal successful attack.
Force Field
At 11th level, the Temporary HP applied from your Armor Form becomes resistant to magical bludgeoning, piercing and slashing damage and immune to force damage.
In addition while equipped, you may use your action to apply a force field to your wearer. Until the start of your next turn, they have advantage on saving throws made against spells and magic actions.
Nullifying Shield
At 17th level, the Temporary HP applied from your Armor Form becomes immune to all bludgeoning, piercing and slashing damage and resistant to all other damage types the wearer is not already resistant to.
In addition, if the wearer has a resistance to a damage type not gained from your Armor Form, it upgrades to an immunity while you are equipped.
Vehicle
From arms and legs to axels and wheels, you are able to transform into transport for your party. Your new form cuts down on traversal time, provides your caravan with a mobile shelter, and a large weapon rolling into hostile pedestrians.
Vehicle Form
When you gain this subclass at 1st level, you can take an action to transform into an autonomous land vehicle. Your Vehicle Form has the size and carrying capacity of a wagon.
You cannot take any of your normal actions and retain your standard stats while transformed unless otherwise listed in later features gained through this Rigging Type. Your movement speed becomes 15 feet per turn, or 2 miles per hour, and your minimum possible AC becomes that of a Wooden object, or 15, while transformed. You do not need to breathe while transformed.
You may choose to equip any number of riders with Safety Harnesses when they first mount you. While the Harnesses are equipped, a rider has advantage on all skill checks and saving throws to be moved from their space.You may use a bonus action to remove a Harness from any number of riders at once.
You may remain in this form for a number of hours equal to your proficiency bonus. Once you have met the maximum time to be in this form, you automatically revert back into your standard form, dropping all riders and stored equipment in an unoccupied space within 15 feet, until you finish a short or long rest. This same result happens when you are brought to 0 HP while in Vehicle Form, also falling unconscious.
You may take an action while in this form to revert back into your standard form at any point.
Furiously Fast
While transformed at 1st level, you gain access to the following actions:
You may take a reaction to a successful attack landing on an ally riding you in this form to halve the damage they take and transfer the other half of damage to your Current HP. If there is a larger and smaller half, you take the larger half.
You may take your action and bonus action to Dash, moving your wheels on command even with no mount to pull them.
A rider can use their action to drive you from the front seat, increasing your base speed on your next turn to 30 feet, or 4 miles per hour.
Battle Tank
At 5th level, your minimum AC in Vehicle Form increases to that of an Iron or Steel object, or 19, and your Vehicle Form becomes resistant to non-magical bludgeoning, piercing and slashing damage.
In addition, when an ally riding you is forced to make a Strength or Dexterity saving throw, you may use your reaction to add a modifier to the triggering save equal to your Apparatus level.
Amphibious
At 5th level, your vehicle form gains a Swim speed equal to it’s normal movement speed. While submerged in water while transformed, you produce a protective translucent dome around your party members which keeps water from touching any riders. You may use a bonus action to activate or deactivate this dome at any point. Each hour spent in this form counts as two when considering your total transformed time between rests.
Trunk of Holding
At 11th level, your Vehicle Form gains a demiplane of space called the Trunk of Holding. While in Vehicle Form, allies may store items in your Trunk of Holding if you are willing. This Trunk can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. Items stored in your Trunk do not count towards your total carrying capacity. If you are willing, an ally can use an action to retrieve an item from the Trunk.
When you revert into your standard form, the items in your Trunk revert with you rather than be deposited away from you like normally stored items. Any items in your Trunk of Holding can be accessed when you return to your Vehicle Form next.
Avian
At 11th level, your vehicle form gains a Fly speed equal to it’s normal movement speed.
All-Terrain Machine
At 17th level, your minimum AC in Vehicle Form increases to that of an Adamantine object, or 23, and your Vehicle Form ignores all form of mundane or magical Difficult Terrain.
Equipper Resonances
The most powerful an Apparatus can be is when equipped by a competent ally. Binding the souls of tool and user can unlock powerful combination maneuvers and bring out hidden strengths within either partner.
Durable Tool
When an ally equips you for the first time between long rests, increase your Current and Maximum HP by an amount equal to your Constitution modifier + Apparatus level. This applies before the equipper receives any other effects from equipping you and ends when you stop being equipped.
Wind Shell
When equipped by an ally, an invisible eminence repels threats to your bond: Reduce the total of all ranged attacks targeting your equipper by 1d6.
Toxic Relationship
Your form brings out the worst in your equipper: All Charisma (Intimidation) skill checks made by a willing equipper also add a value equal to your proficiency to the total.
Dual Cloaking
Once per short or long rest, you may use an action to cause yourself and one equipper to become Invisible while transformed. This lasts for up to 1 hour, or until you or an equipper make an attack, Magic action or use an object, whichever comes first. You must finish a short or long rest to take this action again.
Soul Reaper
The bond of your souls opens you up to claiming others: When an equipper would reduce an enemy to 0 HP while equipping you, you may use your reaction to cause that equipper to heal HP in an amount equal to 1d6 + your Apparatus level. This amount cannot exceed the Maximum HP of the target killed and does not increase the equipper’s HP beyond their Maximum. Once this feature is used, you must complete a short or long rest to use it again.
Anchor Partner
You may designate an ally as your Anchor Partner at the end of a successful long rest. Until the next long rest, whenever you use the action to transform listed in your Rigging Type, you can choose to teleport to the Anchor Partner’s position regardless of distance so long as you’re on the same plane of existence. In addition, your Anchor Partner can use a bonus action to summon you and you may teleport to their position if you are willing. As part of the action, you are equipped by the Anchor Partner.
Equipment Rejection
If you become unwillingly equipped, you may use a reaction to activate a defense mechanism. Impose a Dexterity saving throw on the equipper where the DC equals 8 + your proficiency bonus + your Constitution modifier. On a failure, the equipper becomes Blinded or Deafened of your choice until the start of your next turn. On a failure or success, unequip yourself from the equipper and move to a space 15 feet away. You must finish a short or long rest to use this feature again.
Enlightened Tool
While willingly equipped by an ally, you may use a bonus action to emit dim light up to 15 feet of your space. You may use a bonus action to deactivate this light.
Transient Maneuvering
While willingly equipped by an ally, you can choose to use actions from your standard form you normally wouldn’t be able to in your transformation, partially reverting to normal for advanced techniques. Once you have finished a turn using standard form actions in your transformation, you cannot do so again until finishing a short or long rest
Shared Riposte
While willingly equipped by an ally, you and your equipper’s AC both increase by +1.
Extended Senses
While willingly equipped by an ally, that equipper can also Hear and See everything you can, and their Perception checks are made adding your Apparatus level to the total.
Remote Detection
While unequipped in your Rigging Type form, the last ally you were willingly equipped by knows your exact location so long as you two are on the same plane of existence. If you are unwillingly wielded, the last equipper also knows the creature type of the unwilling wielder.
Will of Two Bodies
While willingly equipped by an ally, you and the equipper both gain advantage on Strength, Dexterity and Constitution saving throws.
Will of Two Minds
While willingly equipped by an ally, you and the equipper both gain advantage on Intelligence, Wisdom and Charisma saving throws.
Telekinetic Tool
Prerequisite: 5th level
You may use a bonus action to initiate a telekinetic bond with an ally within 30 feet. For the next minute so long as you remain within 30 feet of this ally, you gain the following benefits:
You gain a Fly (Hover) speed of 20 feet
The ally may take actions normally granted to a equipper through your Rigging Type form sourced from your currently occupied space
The ally gains any modifiers you would normally apply to a equipper from your Rigging Type features
Once a minute has passed, these effects end and you must complete a short or long rest to do this again.
Practiced Technique
Prerequisite: 5th level
Upon finishing a short or long rest, roll two d6’s. Set aside the values rolled on them. While at least one value is saved, you may use a reaction while willingly equipped in one of these two ways:
In reaction to an equipper failing a d20 test, add one of the values to the total, potentially changing the failure into a success
In reaction to a successful attack on an equipper, subtract one of the values from the total, potentially changing the success into a failure
You must complete a short or long rest to regain any spent values.
Combined Perseverance
Prerequisite: 5th level
While willingly equipped by an ally, the first time either you or your equipper would drop to 0 HP or lower between a short or long rest will instead cause that target to drop to 1 HP. When this effects one of you two, it cannot occur again until you’ve finished a short or long rest, even if it’s target is different than last time.
Tool-Eater
Prerequisite: 5th level
You may take an hour long ritual to consume a Magic piece of equipment which matches your Rigging Type form. Doing so modifies all actions for, and bestows all effects/modifiers listed in the Magic item’s description to, a willing equipper. The next time you perform this ritual, the previous item is deposited into an unoccupied space within 5 feet of you and all actions, effects and modifiers are replaced by those in the new item’s description.
Scrying Fragment
Prerequisite: 7th level
While transformed, you may use an action remove an inconsequential amount of your form which becomes the Scrying Fragment: It is a Tiny item able to fit comfortably into the palm of most Humanoids hands. You may choose if this Fragment is visible to other creatures or not. It remains even while you revert back to your standard form. You can fuse it back to yourself using an action while it is within 5 feet of you. You may only have one Scrying Fragment detached at once.
While the Fragment is detached, a willing equipper can use an action to see every direction around the Fragment’s position. It has normal vision and darkvision out to 30 feet. You also detect everything the equipper does when they take this action.
Power Fragment
Prerequisite: 9th level
While transformed, you may use an action remove an inconsequential amount of your form which becomes the Power Fragment: It is a Tiny item able to fit comfortably into the palm of most Humanoids hands. It remains even while you revert back to your standard form. You can fuse it back to yourself using an action while it is within 5 feet of you. You may only have one Power Fragment detached at once.
While the Fragment is detached, an ally can add it to their inventory. You may choose to grant a known ally +1 to all d20 tests, damage rolls they make and healing they receive while the Fragment is on their person. In addition, if a Power Fragment is in the inventory of an equipper, the +1 bonus increases to +2 for all actions granted to them by your Rigging Type.
Teleportation Fragments
Prerequisite: 13th level
While transformed, you may use an action remove an inconsequential amount of your form which becomes a Teleportation Fragment: It is a Tiny item able to fit comfortably into the palm of most Humanoids hands. It remains even while you revert back to your standard form. You can fuse it back to yourself using an action while it is within 5 feet of you. You may detach an amount equal to your proficiency bonus + half your Apparatus level at once.
While Fragments are detached, allies can add them to their inventories. You may take an action to teleport all known allies with a Fragment in their inventory to the unoccupied space within 100 feet of a Fragment which is not in a creature’s inventory. Once this action has been taken, the unequipped Fragment shatters, unable to be reattached or used again in the future.
Akimbo Weapon
Prerequisite: Weapon Rigging Type
You may choose to turn into two smaller weapons rather than one standard sized weapon when taking the bonus action to transform. When this is done, change the damage dice from d6 into a d4, and Melee weapons lose the Versatile feature. In place of these, your transformation gains the Light feature. When using the bonus action to transform back into your standard form, you may choose either weapon’s space to occupy.
Long-Range Weapon
Prerequisite: Weapon Rigging Type
You may choose to elongate your weapon form when taking the bonus action to transform. Doing so grants Melee weapons the Reach (10 ft.) feature and increases Ranged weapons range to (120/600.)
Spiritually Guided Strikes
Prerequisite: Weapon Rigging Type, 5th level
When willingly equipped by a spellcaster, they may choose to make spell attacks using your weapon form instead of weapon attacks, utilizing any ability score they use to cast spells in place of Strength or Dexterity.
Residual Energies
Prerequisite: Weapon Rigging Type, 9th level
The magic which flows through you remains dripping from your blade: Damage rolls made by attacks from a spellcaster equipping you can add 1d6 more damage of a type which is found in a spell that equipper cast using you as the arcane focus since your last long rest.
Protective Visor
Prerequisite: Armor Rigging Type
A retractable face covering is added to your arsenal, protecting wearers of numerous infiltrating threats: While willingly equipped, an equipper’s head is completely sealed, preventing any liquids or gases from touching their face. Inside the visor is breathable air.
Defence Maximization
Prerequisite: Armor Rigging Type, 7th level
When willingly worn by an ally, any suit of armor they wear simultaneously can add their full Dexterity modifier to their current Armor Class than its standard limitation.
Personal Ride
Prerequisite: Vehicle Rigging Type
When using the action to transform into your Vehicle Type, you may instead choose to turn into a Medium sized vehicle with a base speed of 30 feet only able to be riden by one ally at once. Time spent in Personal Ride form counts towards your total transformation time between rests.
Mounted Cannon
Prerequisite: Vehicle Rigging Type, 5th level
Gain a cannon mounted on your Vehicle Form which allies can use their action to fire while riding you. The cannon’s attack has a range of (120/600,) uses the rider’s Dexterity modifier for the attack and damage roll, and is considered proficient for all allies you are willing to ride you. On a hit, it deals 3d6 + the rider’s Dexterity modifier + your Apparatus level in Force damage. This action may be taken a number of times equal to your proficiency bonus between short or long rests.
Complimentary Shield
Prerequisite: Weapon or Armor Rigging Type
As part of the action spent transforming or being equipped willingly, transform also into a Shield which can be equipped into an equippers free off-hand. This Shield provides +2 AC to the equipper while equipped. When using the bonus action to transform back into your standard form, you may choose either the space of your standard Rigging Type form or the Shield to occupy.











