Gear Driver (5e Class)

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The Gear Driver[edit]

Atop a speeding getaway air-skiff, a lone hijacker hangs on for dear life as he soars along with the vessel to evade capture by the aerial authority ships. Flipping his special gear chestpiece, he slowly makes his way outside the cockpit and smashes his way in with a superheated punch. The goblin raiders inside yelp with surprise. They are swiftly overtaken as the hijacker flips his gears once more and blasts them with a wave of electricity from his gauntlets. Hurrying over to the dashboard, he kicks off the unconscious pilot and slaps on his gear gauntlet. Veins of energy pulsate as he assumes control of the machine, merging its data to his own mind. The skiff goes into sudden overdrive and zooms away from its pursuers. The hijacker gives a yip at his successful heist from the goblin pirates themselves.

I'm a gear pirate, suckers!

Mechanical Meister[edit]

Gear drivers, also called gear sailors colloquially, are people who function as if their very bodies are machines. Using a variety of gear drives, they change their body much like how a machine modifies itself with alternative parts. Amateur and beginner gear drivers start out without much modifications to their bodies. As they use their starter gears, their body changes and more modules are allowed as appropriate to their skill. It stops being like a tool separate from the self, like an artificer's magic item, and becomes part of the body. These are what gear drives are, and they allow the gear driver to become a true master of mechanical wonders in themselves.

Creating a Gear Driver[edit]

87e8afbb1af8d96b392f7adc6825e8ae.jpg
From Smokin' Parade by Jinsei Kataoka and Kazuma Kondô

The road as a gear driver is not always easy. Depending on the world's reception of technology, gear drivers can seem more like scandalous blasphemers than visionaries. Why would your character have chosen this road to mechanization? Were they interested in how gears work, or were they simply vying for the power afforded in automation? Gear drivers commonly choose this path since the arcane arts were not for them. Is your character's motivation similar? Of gear drivers, there are colloquially named gear pirates and gearheads. Gear pirates specialize in combat, hence their name from swashbuckling swarthy figures. Gearheads more often are like engineers of the battlefield, relying on their quick fixes and long-term projects. Consider which archetype your character fits into. Gear pirates are commonly mercenaries and even soldiers for armies using ships of air and sea. Gearheads enjoy decent popularity for their mechanical contraptions that can turn the tides of battle.

Quick Build

You can make a gear driver quickly by following these suggestions: First, make Intelligence your highest ability score, followed by Dexterity. Second, choose either the soldier or sailor background.

Class Features

As a Gear Driver you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor and medium armor
Weapons: simple weapons, firearms, and 3 martial melee weapons of your choice
Tools: land or water vehicles, you choose (Variant: You can choose sky vehicles in campaigns where this is applicable)
Saving Throws: Dexterity and Intelligence
Skills: Pick three from Acrobatics, Athletics, Perception, Investigation, Survival, Performance and History

Equipment

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

  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a breastplate or (b) a martial and simple weapon of your choice or (c) a toolkit of your choice
  • (a) a breastplate or (b) a martial and simple weapon of your choice or (c) a toolkit of your choice

Table: The Gear Driver

Level Proficiency
Bonus
Features Gears Mods
1st +2 Driver Gear, Driver Instinct 1 0
2nd +2 Gear Modifications, Danger Rider 1 2
3rd +2 Fighting Style, Driver Style 2 2
4th +2 Ability Score Improvement 2 2
5th +3 Saboteur's Gear 2 3
6th +3 Extra Attack 2 3
7th +3 Driver Style feature 3 3
8th +3 Ability Score Improvement 3 3
9th +4 Gear Book 3 4
10th +4 Driver Style feature 3 4
11th +4 Quick Minded 3 4
12th +4 Ability Score Improvement 3 4
13th +5 Driver Instinct improvement 4 5
14th +5 Extra Attack 4 5
15th +5 Driver Style feature 4 5
16th +5 Ability Score Improvement 4 5
17th +6 Bloody Gears 4 6
18th +6 Driver Style feature 4 6
19th +6 Ability Score Improvement 4 6
20th +6 Gear Meister 5 7

Driver Gear[edit]

You have a special piece of equipment of a special make that is trademark to all gear drivers. As you advance in your skill, you will be able to acquire more of such equipment. Starting at 1st level, you gain one of the following pieces of equipment:

Gear Gauntlet
Weapon: Simple, Melee
5 lbs. --- 1d8 bludgeoning
This large and bulky glove is fitted with a myriad of moving parts to simulate the movement of a prehensile hand. Made of metal and with the power of grinding gears, it can deliver quite a punch and grip. You are considered proficient with this glove and you can add your proficiency bonus to the attack roll for any attack you make with it.
  • Vice Thumb: The glove's inner works make it grip like a vise. While wearing the glove, you have advantage in checks to grapple creatures and grab or pick up items.
  • Clasp: Since it is a gear latched onto you, you cannot be disarmed of this glove. It takes an action to doff this glove, but you can don it as an item interaction.
  • Spring Charge: The gauntlet has 3 charges. While attacking with the glove, you can expend 1 of its charges to gain a +1 bonus to the attack roll. If the attack hits, the glove deals an additional 2d8 bludgeoning damage and pushes a creature back by 10 feet. You must spend at least 1 hour of a short or long rest tuning the glove and rewinding its mechanisms for the gauntlet to regain all expended charges.
Gear Coreplate
Medium Armor
15lbs. --- AC14 + Dexterity
The coreplate is a tough suit for the torso, providing ample protection. It contains gear parts inside which move to shift the plate around and adjust to better carry other things, like a backpack and such.
  • Gearlocked: The armor attaches to you and can’t be removed against your will.
  • Crankwork Chestlight: As a bonus action, you can emit bright light in a 60-foot cone and dim light for an additional 60 feet in front of you for 1 hour. You can turn off this light as a bonus action.
  • Coreplate Discharge: The armor has 3 charges. As a bonus action, you can expend 1 of its charges to expel a field of electricity from the gear generator within the armor. Each creature within 15-feet from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 lightning damage and is paralyzed until the start of their next turn. On a successful save, the creature takes half as much damage and isn't paralyzed. You must spend at least 1 hour of a short or long rest tuning the armor and rewinding its mechanisms for the armor to regain all expended charges.
T-Hook Launcher
Weapon: Martial, Ranged
4 lbs. --- 1d8 piercing - range (30/100), light, special
A t-hook is conventionally a tool which can drag things with one hand. This is a modified range weapon of that sort, resembling a cross between a large barrel firearm and a grappling hook gun. Inside is a powerful set of gears that allow it to haul large loads and also shoot with surprising force that can punch through the surfaces of ships.
  • Special: After this launcher is fired, you cannot fire it again until you have spent an action retracting the hook chain and recoiling it. If you hit an object or creature with the launcher, you can pull it back towards you when you retract it. Creatures must succeed on a Strength saving throw or be forcefully yanked into an empty space adjacent to you. The target cannot weigh more than 300 pounds for you to move it. Alternatively, if you hit a structure, you can propel yourself towards it when you retract it, moving instantly to an empty adjacent space by the structure. You must not weigh more than 300 pounds to move this way, and there must be a clear path of at least 5 feet wide between you and where the hook is anchored. If you move or if you move a creature using this weapon, these movements do not provoke opportunity attacks. You can also unhook the weapon without pulling anything as a bonus action.
  • Structure Anchor: The t-hook launcher deals double damage to objects and structures.
  • Static Charge: The t-hook launcher has 3 charges. As a bonus action, you can expend 1 of these charges to send a jolt of electricity through the hook chain while it has not been retracted. All creatures within 5 feet of the chain take 2d6 lightning damage. You must spend at least 1 hour of a short or long rest tuning the launcher and rewinding its mechanisms for the weapon to regain all expended charges.
Omnitool
Tool
2 lbs. - special
This gear doohicky relies on the moving gears inside to change its usage, making it a versatile must-have for drivers who live in the moment and don't have time to haul around a billion tools for the job.
  • Swiss Army Knife: As a bonus action, you can configure the omnitool to become any one component from any artisan's toolkit.
  • Omni-Weapon: As an action, you can transform the omnitool into an emergency weapon: shortsword, spear, or hand crossbow, ammunition not included.
  • Jacker: Using the omnitool, you can add your proficiency bonus to Intelligence checks made to disable or access technical devices or controls.

You gain more gears as you gain levels in this class, as shown in the Gears column of the class table. While you can have more gears than shown on the column, you cannot equip more than the column number allows at a time. As these are special pieces of equipment, they can only be used by those with at least 1 level in the gear driver class. You are considered proficient in all driver gears. At 3rd, 7th, 13th and 20th, you gain a new gear equipment which you may choose from the Drive Gears listed at the bottom of the class page. Every piece of equipment you gain after 1st level must be crafted. Their craft times are listed below as well. Some of these gears have additional prerequisites to be made, as well as used, which must be fulfilled. You can choose a gear to craft more than once, and you can have copies of a gear.

Gear weapons use your Intelligence or Dexterity modifier instead of Strength.

Some gears force saving throws. The save DC for them is: 8 + your Intelligence modifier + your proficiency bonus

Driver Instinct[edit]

Gear drivers aren't always the toughest of the bunch. What they lack in toughness, they make up with ingenuity and flexibility. Starting at first level, when you take damage, you can reduce the damage taken by an amount equal to your Dexterity modifier + your proficiency bonus, no action necessary. You can use this feature a number of times equal to your proficiency bonus, regaining all use when you finish a short or long rest.

Starting at 13th level, you can add double your Intelligence modifier to the reduction amount.

Gear Modifications[edit]

As part of a gear driver's initiation, you get modifications to your body to best accompany your gear tools. Starting at 2nd level, you learn two of the following modification options of your choice. Modifications are like upgrades you can apply to gear equipment you make. You can equip these mods onto Driver Gears by spending part of a short or long rest tinkering on it. You can also spend the same amount of time to unequip a mod from a gear. You learn another mod at 5th, 9th, 13th, 17th, and 20th level, as shown in the Mods column of the class table. You only know as many mods as allowed by your level, but you can apply these modifications to as much gear equipment as you want. But you cannot apply the same mod to a gear twice, and all gears have 2 mod slots. You cannot attach more mods to a gear than their slot limit allows. Some mods have specifications and prerequisites for use.

Extra Battery

The equipping gear gains additional charges equal to your proficiency bonus. This mod cannot be used on gear without charges.

Disabling Protocol

Once per combat, when you use a gear that forces saving throws, you can have all targets roll with disadvantage.

Scoped Aim

As a bonus action, you can choose a creature within 30 feet of you and aim properly at their weak points. Your next attack against the creature with the modded gear rolls with advantage. This mod cannot be used on non-weapon gears.

Projected Manu-vision

This mod can only be used on tool gears. The modded gear has an extended range of 30 feet.

Charged Burster

When you use a feature of the modded gear that requires an action, you can instead use a bonus action. You can only use this mod once per combat.

Anchoring Weight

While you hold the modded gear, you have advantage on saving throws against effects which would move you against your will.

Arcane Charge

Adding a magic battery to a weapon-type gear, you give it one special charge. This charge can only be used to trigger the following effect: As a bonus action, the weapon's damage becomes magical for 1 minute. This mod recharges after you finish a short or long rest.

AntiMagic Wiring

When this mod is applied to armor, as long as you wear the equipped gear armor, you have advantage on all saving throws against spells and magical effects.

Kamikaze Protocol

Prerequisite: 5th-level Gear Driver
The modded gear loses all its normal functions. As an action, you can activate this mod and throw the gear at a point up to 60 feet away, where it explodes and is destroyed. Each creature within 20 feet of the exploding gear must make a Dexterity saving throw against your gear DC, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Mod Holder

Prerequisite: 10th-level Gear Driver
This mod does not take up a slot. It gives the modded gear an additional mod slot.

AntiMage Field Maker

Prerequisite: 17th-level Gear Driver
The modded gear loses all its normal functions. As an action, you can activate this mod. The area within a 10-foot radius of the modded gear is considered under the effects of antimagic field for 1 minute. This gear does not have to be worn by you to maintain this effect. This mod can only be used once, after which it is destroyed, leaving its mod slot on the gear empty.

Danger Rider[edit]

Starting at 2nd level, you gain an unnatural thrill from danger that makes you hard to pin down even when the chips are down. You have advantage on Dexterity saving throws while you are blinded or deafened.

Fighting Style[edit]

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery: You gain a +2 bonus to attacks rolls you make using ranged weaponry.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Defense: While wearing armor you gain a +1 bonus to your AC.
  • Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Variant Fighting Style - Firearms

If firearms are allowed in your campaign, you can choose the following option for your fighting style.

  • Firearms: When you make a 1 or 2 on a damage die for an attack involving a firearm that you are wielding, you can reroll the die. You must use the new roll, even if the new roll is a 1 or a 2. The t-hook launcher is considered a firearm for the purpose of this fighting style.

Driver Style[edit]

At 3rd level you strive to emulate the type of gear driver you wish to be. Choose either the Pirate or Gearhead archetype, located at the bottom of the class page. The archetype you choose grants you features at 3rd level again at 7th, 10th, 15th, and 18th level

Ability Score Increase[edit]

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.

Saboteur's Gear[edit]

Starting at 5th level, you can utilize gears as temporary getaway devices when in a rut. When you use the Dash or Disengage actions, you can use your bonus action to cause one of the following effects with a Driver Gear you have equipped:

Saboteur Effects
Gear Type Effect
Weapon You make a weapon attack with the weapon gear at a target within range.
Armor You gain a +1 bonus to your AC until the start of your next turn.
Tool At the end of your turn, choose one creature in a space adjacent to you. They have disadvantage on their weapon attack rolls until the end of their next turn.
Adventuring Gear You gain an additional 10 feet of movement speed until the end of your turn.

Extra Attack[edit]

Starting at 6 level, you can now attack twice instead of once when you take the attack action. The number of attacks increases to three when you reach 14.

Gear Book[edit]

Starting at 9th level, you gain a trove of knowledge that makes you virtually your own instruction manual. This comes with a variety of abilities that allows you to perform your job better, be it plundering or tinkering. Choose four of the following options for your gear book, that is, your brain. You can change your list of gear book options when you finish a long rest. Preparing a new list of gear book techniques requires you to retool your mentality and skill set.

Quick Minded[edit]

You develop a survival instinct to better keep a cool head and avoid mistakes when you're always fighting in moving, unpredictable settings. Starting at 11th level, you gain proficiency in the sleight of hand skill. You also have advantage on Intelligence saving throws when your current hit points are less than half your hit point maximum.

Bloody Gears[edit]

Starting at 17th level you can fuel your gears with your own lifeblood, as they have become a part of your body. As a bonus action, you can expend a hit dice to use one of the following effects:

  • A Driver Gear with charges of your choice regains 1 charge.
  • A Driver Gear weapon of your choice deals additional lightning damage equal to your proficiency bonus for 1 minute.
  • Roll the hit dice you expend. While wearing a Driver Gear armor of your choice, your AC increases by the amount you roll until the end of your next turn.
  • Roll the hit dice you expend. While holding a Driver Gear adventuring gear of your choice, your base walking speed increases by 5X until the end of your next turn, where X is equal to the number you roll.

Gear Meister[edit]

Starting at 20th level, you bring about the power of a siege with you despite fighting on uneven terrain as a master of your gears. As an action, you can activate one of the following effects with a Driver Gear you have equipped, depending on what kind of gear it is:

Meister Effects
Gear Type Effect
Weapon The next attack with this weapon has its range increased by 20 feet and the damage die triples.
Armor You grant up to 3 creatures within 5 feet of you protection. The target creatures' AC becomes 20 until the start of your next turn. This feature has no effect if the target has an AC higher than 20.
Tool You grant up to 3 creatures within 30 feet of you advantage on their attack rolls and saving throws until the start of your next turn. Their attacks deal additional damage equal to your Intelligence modifier for this duration as well.
Adventuring Gear For the next minute, you have advantage on opportunity attacks, and you can still use opportunity attacks on creatures even if they disengage.

You can use this feature once, regaining use when you finish a short or long rest.

Pirate[edit]

Gear pirates are renowned for their fighting ability in the most precarious of situations. Like pirates of the sea, gear pirates utilize a scrappy fighting style, but combine it with their gears to fully put enemies on the defensive before finishing them off.

Airship Combat Specialist

When you choose this archetype at 3rd level, you learn techniques and maneuvers that best utilize your mobility and gears.

You learn one maneuver and one technique of your choice. Maneuvers enhance an attack or movement in some way, while techniques tend to be a form of attack or defense. You can use only one maneuver per attack and one technique per turn. Some maneuvers or techniques are exhausting and can only be used a limited number of times before you need to rest. You learn one additional maneuver and technique of your choice at 7th, 10th, 15th, and 18th level. Each time you learn new maneuvers or techniques, you can also replace one maneuver you know with a different one instead. Some maneuvers or techniques force saving throws. The saving throw is the same as your gear saving throw.

Airship Combat Maneuvers[edit]

Iron Ship Barnacle

While great footwork is great, your better instincts allow you to maintain a strong stance against oncoming attacks instead. Your AC gains a +1 bonus until the start of your next turn or until you take the move action.

Airship Dragonfly

Like a dragonfly's wings, you skirt and slice seamlessly with another blade to aid you. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Hit the Deck

When you are damaged by an effect that forces a saving throw, you can drop prone as a reaction. If you do this, the damage you take from the effect is halved.

Duck and Cover

When a creature you can see makes a melee attack against you, you can use your reaction to make a Dexterity (Acrobatics) check. The DC equals 10 + the attacker's CR/level. On a success, you drop prone and the attack automatically misses. You can only use this maneuver once per combat.

Sideways Combatant

Whether you fight on uneven or even terrain, it doesn't phase you. When you move through difficult terrain caused by uneven footing or mis-angled surfaces, you take no penalty to your movement speed.

Evasive Feet

After you successfully hit a creature with attack, you can Dash as a bonus action.

Needling Charge

If you move at least 20 feet straight toward a target, you can add a +1 bonus to your attack roll and damage roll against that target.

Airship Combat Techniques[edit]

Volley

You make a ranged weapon attack against any number of creatures within 10 feet of you that you can see. You can only use this technique once per combat.

Parry

When another creature damages you with a melee attack, you can use your reaction to reduce the damage by a number equal to your Dexterity modifier.

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.

Rigging Knot

When you hit a creature with a weapon attack, you ensnare the creature's weapon, if they have any. When the weapon is ensnared, you can make a contest roll with your Dexterity versus the target's Strength roll to disarm them. If you win, the creature is disarmed of its weapon, and it drops in an unoccupied space of your choice within 15 feet of them. You can only use this technique once per combat.

Charging Strike

When you make a melee weapon attack on your turn after you have Dashed, you can increase your reach for that attack by 5 feet.

Leg Strike

When you hit a creature with a weapon attack, you can attempt to knock the target's ambulatory functions. If the target is Large or smaller, its movement speed is halved until the end of its next turn. You can only use this technique once per combat.

Downer

When you hit a creature with a gear, you can force them to make a Strength saving throw against your gear save. On a failed save, they fall prone.

Gearhead[edit]

Gearhead drivers are focused on the more technical aspects of gear driving. They use their smarts and tools to manipulate machinery to their advantage, rather than face enemies head on all the time.

B.O.T.C.H.

Starting at 3rd level, you can utilize your expertise with machinery in the form of Borrowed Operations That Come (in) Handy, or B.O.T.C.H., rolls. Having the body of a gear driver, you include yourself within that equation. You have four B.O.T.C.H. rolls, which are d20s. A B.O.T.C.H. roll is expended when you use it. You regain all of your expended B.O.T.C.H. rolls when you finish a short or long rest. You gain another B.O.T.C.H. roll at 7th level and one more at 15th level.

To use your B.O.T.C.H. rolls, you must have at least one gear equipped. Your B.O.T.C.H. rolls fuel the following B.O.T.C.H. operations:

  • Borrowed Maneuver: As part of a short rest, you take care and time to learn a quick maneuver from someone else. The feature you learn cannot have spellcasting or magical effects, must deal damage, and must be instantaneous (no barbarian's rage, eg.). You quickly craft a doohickey (1lb.) that mimics this feature's effects once. When crafting this tool, roll a B.O.T.C.H. dice to determine the effectiveness you apply to this borrowed feature. This quick craft loses its potency at the start of your next long rest. You cannot have more than one borrowed maneuver tool active at a time.
Borrowed Maneuver Effectiveness
d20 Result
1-7 The borrowed maneuver's potency is reduced. It deals half its normal damage dice.
8-15 The borrowed maneuver functions as normal.
16-20 You fine-tune the borrowed maneuver to increase its potency. The damage the borrowed feature deals additional damage equal to your Intelligence modifier + the B.O.T.C.H. roll.
  • Arcane Operational Shift: Using your reaction, you attempt to interrupt a creature in the process of casting a spell. You expend a B.O.T.C.H. roll. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
  • Re:Target Protocol: You can use your reaction to deflect or catch the projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by your B.O.T.C.H roll + your Intelligence modifier + your gear driver level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, expending another B.O.T.C.H. roll for the attack roll, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as having a normal range of 20 feet and a long range of 60 feet.
Siegecraft Greasemonkey

Having learned about all sorts of craft, you became a sort of mad jack of trades. Starting at 7th level, you are proficient with all vehicles.

Steam Monkey Jack

Starting at 10th level, you can reroll a number of B.O.T.C.H. rolls equal to your Intelligence modifier. You regain use of this feature after you finish a long rest.

Speedy Defense

Starting at 15th level, you can't always be bothered to wear armor, but your quick thinking, coupled with your trained reflexes, lends itself to your defenses. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Overload Cranking

Starting at 18th level, when you use a gear which has 0 charges, you can overload it to give a final burst. The gear performs as though it still has 1 charge for an instantaneous effect. Afterward, the gear is destroyed.

Drive Gears[edit]

You can choose from the following options for your Driver Gear feature.

Gearspring Legs
Crafting Time: 1 week
Adventuring Gear
5 lbs.
This gear appears as a pair of souped up pants, tricked out with a variety of meters, gauges, and gear-work. Wearing them reduces the strain on one's body from running and also gives them an explosive kick in a pinch.
  • Power Stride: You gain 5 extra feet of walking speed and you double your jumping distance.
  • Burst Step: You can Dash as a bonus action
  • Power Kick: The legs have 3 charges. If you move at least 30 feet straight toward a target, you can expend a charge to deliver a devastating kick at the target, no action necessary. This attack counts as a melee weapon attack. If the attack hits, the kick deals 2d10 bludgeoning damage and pushes a creature back by 10 feet. You must spend at least 1 hour of a short or long rest tuning the legs and rewinding its mechanisms for the gear to regain all expended charges.
Luftbein Boots
Crafting Time: 1 week
Adventuring Gear
3 lbs.
These boots appear clunky but are actually made of a light sort of metal. It has a special air system allowing it to pressurize gas and expel it in powerful bursts that can propel the wearer off the ground. These boots have 4 charges. You can expend charges to activate one of the following effects:
  • Hover Stride (1 charge cost): As a bonus action, you can propel yourself off 5 feet off the ground and remain suspended at that height for 1 minute or until you use another bonus action to deactivate the hover. While you are suspended, you can move at half your base walking speed, though you cannot rise higher than 5 feet off the ground. You are also immune to the effects of difficult terrain.
  • Rocket Shoes (2 charge cost): As an action, you gain a flying speed of 60 feet for 1 minute. When the effect ends and you do not have enough charges left, you fall if you are still aloft, unless you can stop the fall.
  • Air Cushion (1 charge cost): As a reaction, while you are falling, you may slow your fall with air propulsion from the boots, landing on your feet and taking no falling damage.
You must spend at least 1 hour of a short or long rest tuning the boots and rewinding its mechanisms for the gear to regain all expended charges.
Pneumatic Blunderbuss
Crafting Time: 10 days
Weapon: Martial, Ranged
12 lbs. --- 2d8 piercing damage - range (15/60), reload 1, ammunition, special
This gun is a modified version of the typical weapon used by seafarers, with a much safer mechanism that prevents misfiring accidents. It utilizes an extra chamber not meant for bullets that expels powerful air pressure to create its own bullets from air. You can use normal weapon ammunition for this gun.
  • Air Bullets: This blunderbuss has 3 charges. As a bonus action, if you load no ammunition in the weapon, you can use one charge to have it produce its own for 1 minute. The gun automatically creates one piece of magic ammunition when you make a ranged attack with it for the duration of this effect. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
You must spend at least 1 hour of a short or long rest tuning the workings of the gun, rewinding its mechanisms and gears for the weapon to regain all expended charges.
Sky Corsair Blade
Crafting Time: 3 days
Weapon: Martial, Melee
2 lbs. --- 1d8 slashing damage - light, finesse
The choice saber for sky pirates is one that can hold its own against aerial currents and still strike with ease. The hilt and guard of the blade are modified with mechanical parts to increase its efficiency.
  • Wind Sword: As a bonus action, you can change and revert the blade's form. While the blade's form is changed, you can make attacks with it using bonus actions instead of a regular action.
  • Quick Draw: When drawing this weapon, you do not need to use an action.
Kurvair Goggles
Crafting Time: 1 day
Adventuring Gear
1 lb.
These tinted goggles help keep one's eyeballs from getting dry or blinded by most nonmagical means. Equipped with shifting lenses and special fractal glass, these metal-rimmed goggles are a common choice for beginning gear drivers.
  • Clear Vision: When you are blinded, you can use a bonus action to end that condition on you. This does not allow you to see in magical darkness.
  • Charge Compatibility: You can equip the Arcane Charge mod to these goggles. When you use the charge's effect, it instead grants you 10 feet of truesight for 1 minute.
Jumpstart Chestpiece
Prerequisite: 6th-level gear driver
Crafting Time: 1 week
Adventuring Gear
1 lbs.
This gear attaches to the wearer's chest and has to be meticulously wired into the body of the wearer, intertwining with their nerves and inner processes, making it a painful process to implement, which is included in the crafting time. The result is a miraculous piece of machinery that not only adds to the wearer's survivability, but can also provide a shot of adrenaline when needed.
  • Resuscitate: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest, spending at least 1 hour of the rest recharging the gear.
  • Caf Shot: As a bonus action, you gain the benefit of a short rest as this gear shoots your body with a stimulating jolt. You can't use this feature again until you finish a long rest, spending at least 1 hour of the rest recharging the gear.
Enhancer's Helmet
Crafting Time: 3 days
Adventuring Gear
1 lbs.
This gear is a simple helmet, not like the fancy ornate things knights wear. Instead, it utilizes some special insulation that helps the wearer focus more and provides protection against effects that would otherwise muddle the mind.
  • Mind Shield: While wearing the helmet, you have advantage in saving throws against mind-altering effects.
Great Guard Glove (GGG)
Crafting Time: 5 days
Weapon: Simple, melee
6 lbs. --- 1d8 bludgeoning
A contrasting gear to the Gear Gauntlet, the GGG is a snug piece of armor in the form of a weapon. Users can form a shield with its mechanisms, which can retract as well.
  • Shield Shift: As a bonus action, you can extend or retract the glove's shield capabilities. While extended, the glove's sides fan out to form a shield, granting you the usual +2 bonus to your AC. You are considered proficient with this shield. While this shield is active, you can still use the glove as a weapon.
  • Clasp: Since it is a gear latched onto you, you cannot be disarmed of this glove. It takes an action to doff this glove, but you can don it as an item interaction.
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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gear Driver class, you must meet these prerequisites: 15 Intelligence, 13 Dexterity

Proficiencies. When you multiclass into the Gear Driver class, you gain the following proficiencies: one vehicle of your choice, firearms, and one Dexterity or Intelligence skill of your choice


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