The document describes the Gearshifter, a clockwork combatant who uses an ingenious mechanical weapon called a Gearshift Weapon. The Gearshift Weapon can transform between multiple integrated weapons as a bonus action. As the Gearshifter levels up, they can integrate additional weapons and even magical weapons into their Gearshift Weapon. The Gearshifter also gains mechanical precision and abilities like casting cantrips or resisting lightning damage. At higher levels, they can push themselves to even greater speeds and damage through their "Higher Gear" ability.
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Fighter - The Gear Shifter
The document describes the Gearshifter, a clockwork combatant who uses an ingenious mechanical weapon called a Gearshift Weapon. The Gearshift Weapon can transform between multiple integrated weapons as a bonus action. As the Gearshifter levels up, they can integrate additional weapons and even magical weapons into their Gearshift Weapon. The Gearshifter also gains mechanical precision and abilities like casting cantrips or resisting lightning damage. At higher levels, they can push themselves to even greater speeds and damage through their "Higher Gear" ability.
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The Gearshifter
While some combatants will only use the most simple of
weapons, Gearshifters will always tinker in pursuit of more. With a combination of engineering and martial prowess, these clockwork combatants are a near unmatched on the battlefields. Stories of their ingenious designs, often referred to as Gearshift Weapons spread around, but more keen-eyed observers might also notice the subtle mechanical implements these warriors place upon their own body in order to become stronger warriors. Gearshift Weapon When you choose this archetype, you gain access to your Gearshift Weapon. This counts as a magical weapon and its appearence can be determined by you. When you gain this feature, choose any two weapons. As a bonus action, the Gearshift Weapon can change into any of these weapons. You can replace one of the integrated weapons by applying another non-magical weapon to your Gearshift Weapon as Voltage Repulsor part of a long rest. Beginning at 10th level, your clockwork arsenal allows you to You may choose one additional weapon to add to your respond with electrical attacks against those that harm you. Gearshift Weapon at the 7th, 10th and 15th level. You gain access to the following benefits: Tinkerer's Mind You gain resistance to lightning damage. Also at 3rd level, you gain proficiency in tinker's tools, or You and may use the shocking grasp cantrip as a reaction another type of artisan's tools if you are already proficient to being hit with a melee weapon attack, if you do so, you with tinker's tools. Your proficiency bonus is doubled for can also move up to 10 feet as part of that reaction. checks made with these tools. While wielding tinker's tools or After taking or dealing lightning damage, your next your Gearshift Weapon, you may also cast the mending or weapon attack deals an additional 1d8 force damage. shocking grasp cantrips. Intelligence is your Spellcasting Overspark Experiment Modifier for these spells. Additionally, you have advantage on all Intelligence At 15th level, Using your tinker's tools or your Gearshift (Arcana) and Intelligence (History) checks involving Weapon, you may cast the spell polymorph on one creature mechanical creations or constructs. within range with your (spell save DC equal to 8 + your Intelligence modifier + your Proficiency modifier). The spell Mechanical Precision requires concentration and only lasts for 1 minute, but you cannot willingly chose to end concentration on it. You do not Lastly, also at 3rd level, your strikes gain mechanical decide the form the creature takes. Instead, roll a d6. On a 1- precision. At the start of your turn, you can choose to tap into 3, they turn into a Tyrannosaurus Rex. On a 4-6, they turn into your mechanical prowess. For the entire turn, your attacks a badger. cannot suffer from disadvantage and you gain a bonus to Once you've used this feature, you must complete a short damage rolls made with your Gearshift Weapon equal to your or long rest before using it again. Intelligence modifier (minimum of 1). You can use this feature a number of times equal to the Higher Gear number of weapons integrated in your Gearshift Weapon (minimum of 2). Once all uses are expended you must Once you reach the 18th level, you can push yourself into complete a short or long rest before using it again. higher gear as an action, breaking past the limits of your normal body. For 1 minute, you gain the following effects: Magical Gearhulk Your movement speed is doubled. By 7th level, you have gained expertise over your Weaponry. You gain a +3 to your AC. You can integrate magical weapons into your Gearshift You gain advantage on Dexterity, Constitution and Weapon, replacing one of the original weapons chosen. In Strength saving throws. order to do so the magical weapon needs to be of the same Your weapon attacks deal an additional 2d8 force damage. type as one of your Gearshift integrated weapons. The At the start of each of your turns, you take 3d6 lightning Gearshift Weapon cannot have more magical weapons damage (that ignores resistance). integrated than the number of weapon forms it has. The magical weapons still require attunement while they are part The effect instantly ends if you fall unconcious or of if you of your Gearshift Weapon. However, if you integrate multiple choose to end it (no action required). Once you've used this weapons that require attunement within the Gearshift feature, you must complete a long rest before you can use it weapon, they will only require one attunement slot together. again. Art by Daniel Comerci