Gear Driver (5e Class)

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The Gear Sailor

As the technology gets more and more advanced in the realms of Dungeons and Dragons, it is only natural that new types of vehicles would be created. These wonderful crafts of superior engineering such as the metal hulled iron clad battle ships and the flying ships known as zeppelins have slowly been introduced to the realms. With these massive advanced meant of technology it is only natural that a new type of fighter would be need to be made to effectively crew and defend these ships.

And so the Kingdom of Terracotta (my custom kingdom) has been working on development of a solution to this problem. They have named their new fighter The Gear Sailor.

The gear sailor is a field mechanic and solder rolled into one with a focus on safe steam craft combat. With abilities such as “botch” which allows them to make a temporary repairs on vehicles or siege weapons , and “rigging knot” which gives them advantage rolls on athletics and acrobatics checks at the cost of movement speed while they are on a vehicle, “gear knowledge” gives them advantage rolls on any insight, driving, or tinkering checks that involves steam powered or steam punk technology.

However that does not mean the gear sailor is not able to function outside of vehicle combat. In fact on the contrary the kingdom of Terracotta has equipped and trained these new fighters with the newest state of the art weapon, The RAPID TRANPORT COMBAT GRABBLE WEAPON prototype or as the the sailors call them the “T-Hook” a special designed air pistol that acts as a hybrid harpoon gun and gabble hook tool that comes equipped with a light weight back pack mounted gear motor that retracts the hook back to the weapon after firing,allowing the gear sailor to pull him self to a position that would normal be out of reach. Or pull something to the sailor.

Of course these weapons are prototype and can misfire or act up in combat, and a sailor need to be smart on using them as breaking them can be very expensive to the adventuring party

one things for sure having a Gear Sailor on any adventuring group can, turn the tides and unlock new forms of transportation, combat and allow for the adventuring group to keep these new crafts for long term enjoyment

Creating a Gear Sailor

When creating a gear sailor ask your self this, what made your charter into the gear sailor ? Was he or she board and looking for an extreme way to cure this problem? Or maybe your a huge adrenaline junkie and the idea of the “T-bone” was to good to pass up? Maybe you were one of the original prototype gear sailors “waiting for adventure of the life time” that was promised by the kingdom of Terracotta. What ever that answer is, now ask this one. you have to think about what you would like to achieve while being a Gear sailor, maybe you have a bucket list of stuff you want to do before you kick the bucket, such as building you own air ship. Or maybe you want to be able to captain you own steam powered craft into combat and become a famous hero. What ever your charters goals or motivations are hold on to them and use these questions to help make a background for your character. Once you have decided the path and reason for the newest gear sailor from the boot camp of the kingdom of Terracotta. Its time for you to have fun.

Quick Build

You can make a Gear Sailor quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose either the Sailor, Soldier, Urchin, Noble, or Folk Hero background.


Class Features

As a Gear Sailor you gain the following class features.

Hit Points

Hit Dice: 1d8 per Gear Sailor level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Gear Sailor level after 1st

Proficiencies

Armor: light armor and medium armor
Weapons: 3 melee martial weapons and ranged martial weapons
Tools: Tinkers tools
Saving Throws: Dexterity and wisdom
Skills: pick three: acrobatics, athletics, drive, tinker, perception, insight, survival, and history

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) T-HOOK weapon or (b) two martial weapons of players choice.
  • (a) military leather armor or (b) military studded armor
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • cheap oxygen mask with 30 minutes of breathable oxygen.

Table: The Gear Sailor

Level Proficiency
Bonus
Features
1st +2 Rigging Knot
2nd +2 Danger sense
3rd +2 Fighting style, Gear Sailor Archetype
4th +2 Ability Score Improvement
5th +3 BOTCH
6th +3 Extra attack
7th +3 Professional Flanker
8th +3 Ability Score Improvement, Gear book Knowledge
9th +4 Quick handed
10th +4 Hit The Deck
11th +4 Parry
12th +4 Ability Score Improvement, Duck and Cover
13th +5 Sideways Combatant
14th +5 Addicted To the Seige
15th +5 Nimble Reflexes
16th +5 Ability Score Improvement, Superior Critical
17th +6 Additional Fighting Style
18th +6 Multi-Attack, Whirlwind Attack:
19th +6 Ability Score Improvement, Steam Monkey Jack
20th +6 SEIGE WEAPON MASTER

Rigging Knot

At 1st level, you take you full turn to do this, the gear sailor ties a rigging knot to a vehicle and attaches it to the gear sailors belt, while this is active the gear sailor gains advantage check on athletics and acrobatics, this does not stop until the knot is untied,or cut and takes one full turn to do so. however the gear sailor must have rope on him or her to do this and they can only move the max feet of the length of the rope.

Danger Sense

At 2nd level you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from the danger. You have advantage on dexterity saving throws against effects you cant see such as traps or spells to gain this benefit you must not be blinded, deafened or incapacitated

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty . Choose one of the following option. You can not change to a second fighting style and What you choose is permanent to you sailor:

Archery you gain a +2 bonus to attacks rolls you make that involves cross bow or bow based weaponry


-Dueling when you are wilding a melee weapon in one hand and none in the other you add +2 bonus to damage rolls


Defense while wearing armor you gain +1 to AC

Pistol firearms when you make a 1 or 2 on a damage die for an attack involving a pistol base firearms that you are wielding. You can re roll the die and must use the new roll, even if the new roll is a 1 or a 2 (this includes the T-HOOK)

Two weapon-fighting when you engage in two-weapon attacks you can add your ability score modifier to the damage of the attack.


Rifle firearms

choosing this fighting style gives you  the steady aim  feat,
(while using a rifle base firearm as a bonus action on your turn,you can take careful aim at a creature you can see that is with in range of your rifle you are wielding, until the end of your  next turn, your range attacks with this feature gains two bonus  against the target. : your attack ignores half and three quarters  cover 

and on each hit your weapon does additional damage to the target equal to 2+ plus your gear sailor level you can use this feature three times a day and must take a long rest to gain back all expanded uses

Gear Sailor Archetype

At 3rd level you strive to emulate the type of gear sailor you wish to be, choose either: Iron ship Barnacle, Airship Dragon fly, or Siege Craft Grease Monkey. The archetype you choose grants you features at 3rd level again at 7th level 10th level 15th level and 18th level

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.

BOTCH

at level 5 your experience and training in the field have allowed you to be able to make a temporary combat band aid for any steam machinery or siege weaponry. The D.M. must determine if the vehicle or siege craft is repairable. The gear sailor rolls a tinker check with their wisdom modifier added to the roll. Against a D.C. of what the d.m. determines on how bad the damage is to the vehicle or seige craft. On a 5 or less above the d.c. the gear sailor has made mechanical band aid on the machine that allows it to be operational for 1 minute, on a 6 to 10 the gear sailor has made a scrap band aid that lasts for 5 minutes on a 11 to 15 the gear sailor has made a scrap band aid that last 10 minutes ,on a 16 to 20 the gear sailor has made a band aid that allows the vehicle or seige weapon to be operational for as long as the GEAR sailor would like or until it said object gets damaged again. The G.S. must have a set of tinkers tool on him and it takes one full uninterrupted minute to do this.

Extra Attack

starting at 6 level the gear sailor can now attack twice instead of once when ever he or she take a attack action on the gear sailors turn. The number of attacks increases to three when you reach 11, and to four when you reach 20th level.

Proficient Flanker

at level 7 the gear sailor has gotten really good at flank attacks on enemies , if the gear sailor is not the direct target of the enemy he is attacking at and is not in the same enemies field of view add a 1d6 damage die to any successful attacks from the gear sailor that hit the enemy ,in the side or the back, at level ten that d6 turns into a d8 at level 15 that d8 turns into d10 and at level 18 that d10 turns into a d20. all critical hits add one additional damage die.

Gear Book knowledge

at level 8 the gear sailor has hit the engineering, and tinkering books so hard that he or she is practically a walking instruction manual. You gain advantage rolls on any tinker, driving, or insight checks that involve vehicles or seige based weapons.

Quick Handed

at level 9 the gear sailor can reload any firearm or crossbow as a quick action instead of an action.

Hit the Deck

at level 10,The gear sailor is so accustomed to catastrophic explosions in his or her presence that he or she has developed the uncanny ability to hit the ground the second before he or she is effected by a blast. The gear sailor gains advantage rolls when it comes to dodging out of the way of A.O.E. attacks. on a successful roll the gear sailor takes half damage but is knocked prone.

Parry

at level 11 the gear sailor gains “parry” ability.(when a creature you can see or hear attacks you, you may use your reaction to make attacks from that creature roll with disadvantage when attacks from that creature misses against you. You may make one free melee attack against that creature. You can use this feature a number of times equal to your dexterity modifier (min 1) to regain use of this feature you have finish a long rest)

Duck and COver

at 12 level, the gear sailor time around explosives has made him or her adept at knowing when and how to avoid getting hurt by the blasts. When the gear sailor is subjected to a saving throw by the effect of explosives, he or she can choose to automatically succeed on the saving throw, and if the gear sailor does, he or she take no damage if you would normally take half damage on a successful save. This can only occur by half of the gear sailors Dexterity modifier, rounding up, per long rest.

Sideways Combatant

at level 13, the gear sailor is so use to being sideways that he can effectively fight sideways, while the gear sailor has a “rigging knot” active he or she gains 2+ on all attack rolls and damage rolls and +2 to all dodge rolls.

Addicted to the Siege

at level 14, the gear sailor has become a self proclaimed “expert” on seige weaponry. If he or she is using a seige weapon during a battle, the range of that seige weapon has an additional 20 feet plus an additional damage die, additional reload times on the seige weapon is reduced to one reload turn if there is at least one additional person helping reload the weapon with the gear sailor.

Nimble Reflexes

At 15th level, the gear sailor gains proficiency in Dexterity saving throws. You can also stow and draw a weapon or object as a bonus action.

Superior Critical

at level 16 the gear sailor weapon attacks score a critical hit on a roll of 18-20 (seige weapons are effected this way )

Additional Fighting Style

At 17th level the gear sailor adapts his training add an additional fighting fighting style to his or her skills.

Multi-Attack

at 18th level the gear sailor mastery of one of his or her weapons allows him to multi attack in a much better way. Pick one of the following features Volley: you can use your actions to make a ranged attack against any number of creatures within 10 feet of a point you can see with your weapons range. You must have ammunition for each target, as normal, and you must make a separate roll for each target.

Whirlwind Attack

you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Steam Monkey Jack

At level 19 the gear sailor can re roll any “botch” rolls how ever he or she can only do this once and need a long rest to gain this ability.

Siege Weapon Master

at level 20 The gears sailors time around seige weapons have made him a master around these weapons, any time the sailor is using a seige weapon in combat, the weapon has an additional 30 feet added to its range and 3 additional damage die added to it.

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Multiclassing

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