For centuries, the pinnacle of mechanized vehicles was the apparatus of the crab, a singular device capable of exploring inhospitable environments, from the sea floor to lava-strewn volcanic fields. However, ambitious craftsmen from the Mechanauts’ Guild have drawn up designs for a new vehicle, mightier and more customizable than the old apparatus. This device is a walking tank, equipped with savage fists, scuttling legs, and climate control enhancements—a vehicle to dwarf all others, a true feat of engineering.
MECHANAUT'S APPARATUS
At 3rd level, you complete the frame of a Mechanaut’s Apparatus, with ample room for upgrades and improvements. Its blueprints are based on the apparatus of the crab, but you can model your apparatus after any beast or as a humanoid figure.
Apparatus Statistics. The statistics of your apparatus are given in the Mechanist's Apparatus stat block. The apparatus’s Armor Class is based on your Intelligence modifier and its hit points are based on your craftsman level.
Customizing the Apparatus. Your apparatus comes with two installed masterwork weapons, which you can modify with masterwork properties or replace with different weapons when you finish a long rest. Only one installed weapon can be ranged. Furthermore, you can only load or reload an installed ranged weapon by using your action while you are inside the apparatus (or two actions if the weapon has the Mounted property). Your apparatus is always proficient with its installed weapons, and can use masterwork weapons with Master and Legendary properties.
Repairing the Apparatus. When your apparatus drops to 0 hit points, it can’t move or act, but can be repaired. You can spend 1 minute restoring the apparatus’s ability to move at half speed, which it loses if it takes damage again before it is repaired.
You can repair your apparatus at the end of a short rest by spending your Hit Dice, causing it to regain hit points as if it had taken a short rest. When you finish a long rest, you can repair your apparatus, causing it to regain all its hit points. You are always considered to have enough materials to repair your apparatus. If your apparatus is lost, you can build a new one for 40,000 berries.
Entering and Exiting the Apparatus. A creature can enter or exit the apparatus by using half its movement. While within the apparatus, a creature has total cover from effects originating outside of it.
Your armor properties have no effect while you are within the apparatus. Only one Medium or Small creature can be in the apparatus at a time.
Piloting the Apparatus. A creature that is inside the apparatus can pilot it; the apparatus acts on its pilot’s turn. Any creature piloting the apparatus can command it to move on its turn (no action required). When you pilot the apparatus, you can use your action to command it to take the Attack, Dash, Disengage, Hide, or Use an Object action. You can also command it to use a reaction, using your own reaction to do so.
Only one creature can pilot the apparatus at a time. The pilot takes half the damage the apparatus takes. While you are outside the apparatus, you can command the apparatus to wait or follow you. While following, it moves on its turn to remain within 30 feet of you.
Attacking with the Apparatus. The apparatus attacks with its integrated weapons as if you were wielding them, and uses your Dexterity or Intelligence modifier (your choice) for its attack and damage rolls, using the same modifier for both.
When you take the Attack action, it makes the same number of attacks you normally would.
MECHANAUT’S APPARATUS
LARGE CONSTRUCT, UNALIGNED
Armor Class 13 + its creator’s Intelligence modifier
Hit Points 30 (10 × its creator’s craftsman level)
Speed 35 ft.
STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 18 (+4) 1 (−5) 3 (−4) 1 (−5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 6
Cockpit Cover. Any creature inside the apparatus is granted total cover from outside effects, but takes half the damage taken by the apparatus.
Double Two-Handed. The apparatus has two mechanical arms, each of which can hold one installed weapon. Each mechanical arm is powerful enough to wield weapons as if with two hands.
ACTIONS
Maul (right hand).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Maul (left hand).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
COCKPIT UPGRADE
At 3rd level, you can customize your apparatus by upgrading its piloting compartment. Choose one of the following upgrades:
Comfortable Amenities. The interior of the apparatus is particularly cozy, perhaps even including a warm blanket and pillow. You can sleep while within the apparatus without ill effect.
Ejector Seat. This apparatus comes equipped with an emergency ejection system, allowing for quick escape. Exiting this apparatus costs no movement.
Loudspeaker. The apparatus comes equipped with a system that magnifies your voice up to three times as loud as normal.
LIMB UPGRADE
By 7th level, you have redesigned your apparatus’s legs to achieve better mobility. Choose one of the following upgrades:
Arachnotron Legs. The apparatus can move up, down, and across vertical surfaces and ceilings, and it gains a climbing speed equal to its walking speed.
Heavy Suspension. The apparatus’s jump distance triples, and it takes no damage from falling a distance of less than 100 feet.
Telescopic Frame. While no one is inside the apparatus, you can use your bonus action to command it to collapse down to Medium size or return to Large size. While collapsed in this way, the apparatus can’t be entered.
PASSENGER SEAT
Starting at 10th level, you have installed a second seat inside the cockpit, which takes an action to enter and exit. A creature can’t pilot the apparatus from this seat, but it does have total cover from outside effects.
ATTACHMENT UPGRADE
Beginning at 14th level, you have installed an external attachment to your apparatus. Choose one of the upgrades below. Once you use the installed upgrade, you must finish a short or long rest before you can use it again.
Cannon. You can fire the apparatus’s integrated heavy cannon in a 5-foot-wide, 60-foot-long line. Choose a damage type except psychic when you install this upgrade. This damage type can be changed over the course of a long rest. Each creature in the line must make a Dexterity saving throw against your Masterwork save DC, taking 5d10 damage of the chosen damage type on a failed save, or half as much damage on a successful one.
Gyro Module. You can use your action to rapidly rotate your apparatus, allowing you to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can't move between these attacks.
Rocket Engine. You can use your bonus action to light the apparatus’s installed rocket engine, propelling you up to 30 feet in a straight line in any direction you choose. If you make a melee attack immediately after this movement, the attack is made with advantage. On a hit, this attack knocks the target prone or pushes it up to 10 feet away from you (your choice).
LEGENDARY PROPERTY
At 18th level, you achieve the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a masterwork weapon:
PNEUMATIC
Legendary weapon property
Components: Masterwork exotic melee weapon
If this weapon is installed in a mechanaut’s apparatus and it deals more than one die of damage on a hit, whenever you roll damage, you can maximize one of the weapon’s damage dice instead of rolling it.