Gear Wielder (5e Class)

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Gear Wielder[edit]

Wielder of the Symphogear[edit]

As a Gear Wielder, you have gained the rare ability to be able to synchronize with a Symphogear Relic. This relic allows you to use the power of your song to strengthen yourself in battle, using the power of your song to empower yourself and take down foes. Using the power of your Symphogear and working with your friends, you can take on anything.


Creating a Gear Wielder[edit]

The main thing to consider when creating a Gear Wielder is what kind of combat style you want to have. As each subclass in this class functions very differently, having different strengths and weaknesses. Your subclass is chosen at level 1 so you can immediately get into the different gameplay. Gear Wielders are usually younger women, and they tend to be more compassionate with a Good alignment. Most Gear Wielders are typically human, but it is also possible to have a Gear Wielder that is non-human.

Hibiki_Symphogear_XV.png
Hibki Tachibana, Symphogear


Quick Build

You can make a Gear Wielder quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Entertainer background. Third, choose 2 Martial Weapons.

Class Features

As a Gear Wielder you gain the following class features.

Hit Points

Hit Dice: 1d10 per Gear Wielder level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gear Wielder level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: One Musical Instrument of your choice
Saving Throws: Dexterity. Constitution
Skills: Choose two from Athletics, Acrobatics, Performance, Religion, History and Arcana

Equipment

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

  • Symphogear Relic
  • (a) Leather Armor or (b) 10gp
  • (a) Two Martial Weapons or (b) 40gp
  • (a) Adventurer's Pack or (b) Explorer's Pack

Table: The Gear Wielder

Level Proficiency
Bonus
Features Sync Rate Phonic Gain Special Move Value
1st +2 Symphogear Relic, Armed Gear, Sync Rate 0 0 0
2nd +2 Fighting Style, Phonic Gain, Special Moves 0 1 1
3rd +2 Relic Feature, LiNKER 0 3 1
4th +2 Ability Score Improvement 0 6 1
5th +3 Extra Attack, Improved Sync Rate 5 6 3
6th +3 Relic Feature, Berserk Mode 5 9 3
7th +3 Superb Song, Improved Armed Gear 5 9 3
8th +3 Ability Score Improvement 5 12 3
9th +4 Improved Sync Rate 10 12 5
10th +4 Ignite Module 10 15 5
11th +4 Relic Feature 10 15 5
12th +4 Ability Score Improvement 10 15 5
13th +5 Improved Sync Rate 15 18 8
14th +5 Improved Armed Gear, Phonic Gain Recovery 15 18 8
15th +5 X-Drive, Relic Feature 15 20 8
16th +5 Ability Score Improvement 15 20 8
17th +6 Improved Sync Rate 20 25 10
18th +6 Amalgam, Improved Superb Song 20 25 10
19th +6 Ability Score Improvement 20 30 10
20th +6 Improved X-Drive 20 30 10

Symphogear Relic[edit]

At 1st level, you choose a Relic Type. Choose between SG-r01 Ame no Habakiri, SG-r02 Ichaival, SG-r03 Gungnir, SG-i01 Shul Shagana, SG-i02 Igalima, or SG-x00 Airgetlám. All detailed at the end of the class description. Your choice grants you features at 1st Level and again at 3rd, 6th, 11th, and 15th Levels.

Armed Gear[edit]

At 1st level, when you activate your Symphogear Relic, you can manifest an Armed Gear. Your Armed Gear type and statistics is dependent on the Armed Gear table for your Relic subclass. You are always proficient with your Armed Gear.

Your Armed Gear is upgraded again at 7th Level and 14th Level.

Sync Rate[edit]

When you activate your Symphogear Relic, you have a Sync Rate as defined on the Sync Rate column of the Gear Wielder table. Certain actions will refer to your Sync Rate value for effects.

Your Sync Rate increases at levels 5, 9, 13, and 17.

Fighting Style[edit]

At 2nd 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 (PHB)
You gain a +2 bonus to attack rolls you make with ranged weapons.
-Defense (PHB)
While you are wearing armor, you gain a +1 bonus to AC.
-Great Weapon Fighting (PHB)
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
-Two-Weapon Fighting (PHB)
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Phonic Gain[edit]

Starting at level 2, you acquire Phonic Gain. The amount of Phonic Gain you have access to is shown on the Phonic Gain column of the Gear Wielder table. Phonic Gain is used to fuel certain class actions, as well as being the primary resource for Special Moves. Once expended, all Phonic Gain is regained after completing a long rest.

Special Moves[edit]

Starting at level 2, you get access to Special Moves. Special Moves are special actions that can be taken by expending Phonic Gain equal to their value. The highest value of Special Move that you can use is shown in the Special Move Value column of the Gear Wielder table. The Special Moves available to you are outlined in your Relic Subclass.

Some Special Moves require a Saving Throw or a spell attack roll. Your spellcasting ability for these skills is Charisma

Spell Save DC = 8 + Your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

LiNKER[edit]

Starting at level 3, as a bonus action, you can empower yourself with LiNKER. Increasing your Sync Rate by 10 for the next 1 minute. Once you use this feature, you can't use it again until you finish a Short or Long Rest. If your Relic subclass is SG-r03 Gungnir, instead you gain the benefits of LiNKER at all times, but cannot use the regular LiNKER feature.

Ability Score Improvement[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Berkserk Mode[edit]

Starting at 6th level, your gear is able to enter a powered-up state, but at a risk. When you expend all of your Phonic Gain, or are inflicted with the Charmed or Frightened condition, you must make a Wisdom Saving Throw against your own spell save DC. On a failure, you are overtaken by a Berserk rage, ending all conditions on yourself and any concentration you have and gaining advantage on all attack rolls. However, you must attack the nearest creature to you if able, and are unable to take other actions while in this state. At the end of each of your turns, you can repeat the Saving Throw, ending the effect on a success. When you start your turn in Berserk mode, roll a number of d6s equal to half your Gear Wielder level, and subtract your Sync Rate, you take necrotic damage equal to the result, this damage ignores resistance to necrotic damage.

Superb Song[edit]

Starting at 7th level, you gain the ability to push beyond the safe limits of your gear. As an action, you can sing a Superb Song to power up your gear, you cannot take this action if you are silenced or otherwise unable to speak. For the next 1 minute, you gain a +3 bonus to AC, your speed is doubled, and your Armed Gear is modified as detailed in the Armed Gear section of your Relic subclass. When the duration ends, you take 2d10 necrotic damage for each level you have in this class, this damage ignores resistance to necrotic damage. Once used, you cannot use this feature again until you complete a Long Rest.

At 18th level, when the duration of your Superb Song ends, you take half as much damage. If you are under the effect of X-Drive or Amalgam, you take no damage instead.

Improved Armed Gear[edit]

Starting at 7th level, your Armed Gear counts as magical for the purposes of overcoming damage resistances and immunities.

Ignite Module[edit]

At 10th level, your gear has been upgraded with the power of the cursed blade Dáinsleif. As an action, you can initiate the Ignite Module, you cannot take this action if you are silenced or otherwise unable to speak. You must make a Wisdom Saving Throw against your own spell save DC. On a failure, you enter the Berserk state. On a success, for the next 1 minute, you gain advantage on all attack rolls for Special Moves, your Armed Gear attacks ignore resistance from all damage types, and all damage you inflict deals an additional 1d4 necrotic damage. Once you use this feature and succeed, you must finish a Short or Long Rest before you can use it again.

Phonic Gain Recovery[edit]

Starting at level 14, when you reduce an enemy to 0 hit points while your gear is active, you replenish 1 Phonic Gain. The amount is doubled if you are under the effect of Superb Song, Ignite Module, X-Drive, or Amalgam. (This effect stacks cumulatively)

X-Drive[edit]

At 15th level, you gain the power to channel the power of miracles through Phonic Gain and activate the X-Drive state. As a bonus action, you can expend 20 Phonic Gain to enter X-Drive, you cannot take this action if you are silenced or otherwise unable to speak. For the next 1 minute, you are under the effect of X-Drive. while under the effect of X-Drive, you gain a Flying Speed of 60 Feet, you cannot enter Berserk State, and you regain 1d10 Hit Points and 1d10 Phonic Gain at the start of each of your turns. As well, all damage you inflict deals an additional 1d4 radiant damage. Once you use this feature, you must finish a Long Rest before you can use it again.

At Level 20, the duration increases to 10 minutes, and the healing and Phonic Gain recovery increase to 2d10. As well as gaining advantage on all Strength, Dexterity, and Constitution Saving Throws.

Amalgam[edit]

At 18th level, you gain the mighty empowerment of the Lapis Philosophorum. When you make an attack roll or a Saving Throw, or an enemy makes an attack that would hit you, you can use your reaction to activate Amalgam. When you use this feature, choose Cocoon or Imago. For the next 1 minute, you gain one of the following benefits for the duration. Once during your turn, you may change the chosen option or dismiss the effect (No action required)

-Cocoon
While under the effect of Cocoon, you gain +5 to AC, and you gain +5 to all Saving Throws. However, you suffer -3 to attack rolls, and damage rolls, and -1 to Spell Save DC.
-Imago
While under the effect of Imago, you gain +5 to all attack rolls, and +3 to all damage rolls, and your Spell Save DC is increased by 2. However, you suffer -2 to AC, and -2 to all Saving Throws.

Once you use this feature, you must finish a Short or Long Rest before you can use it again.

Subclasses[edit]

SG-r01 Ame no Habakiri[edit]

With this relic, the Ame no Habakiri is a blade focused on powerful strikes. At any time, you can activate your Symphogear Relic(no action required). While activated, you gain the ability to use all of your Gear Wielder class features. While not active, you retain your stats, but are unable to use your class features. You must be able to speak to activate your Relic. If you are not wearing armor when you activate your Symphogear, your AC becomes 13 + your Dexterity modifier and it counts as wearing Medium Armor.

Armed Gear: Ame no Habakiri

Ame no Habakiri is a Longsword.

Ame no Habakiri, longsword, versatile, finesse
Gear Level To Hit Damage
1 Dexterity + proficiency bonus 1d8(1d10) + Dexterity slashing
7 Dexterity + proficiency bonus + 1 1d8(1d10) + Dexterity + 1 slashing
14 Dexterity + proficiency bonus + 2 1d10(1d12) + Dexterity + 2 slashing
Superb Song

When activated, causes an area of effect emanation from the user, forcing all enemies within a 25 foot radius to make a Dexterity Saving Throw against your Spell Save DC, dealing 10d10 + your Dexterity modifer force damage, or half as much on a success.

Ankle Blades

Starting at 3rd level, when you take the Dash action during your turn, you may make a melee attack on each enemy you move within 5 feet of during that movement. The melee attack uses the Ame no Habakiri's bonus to hit, but deals 1d6 slashing damage on a hit instead of the regular damage. You cannot attack each enemy more than once when you use this feature.

The damage increases to 1d8 at level 7, and 1d10 at level 14
Berserk: Ame no Habakiri

Starting at level 6, while in Berserk state, you gain +2 to attack and damage rolls with your Armed Gear, and gain resistance to slashing damage.

Extended Blade

At 11th level, as a bonus action, you can increase the size of your Armed Gear temporarily. For 3 turns, your Armed Gear gains the Heavy, and two-handed properties. As well, your reach increases by 5 feet, and you gain +2 to damage rolls with your Armed Gear. When you use this feature, roll a d20, and subtract your Sync Rate, you take necrotic damage equal to the result. You can use this feature a number of times equal to your proficiency bonus, and you regain all expanded uses upon finishing a Long Rest.

X-Drive: Ame no Habakiri

Starting at 15th level, when you take the attack action while under the effect of X-Drive, you can use your bonus action to take the Dash action and perform Ankle Blades.

At level 20 you are able to take the Dash action using Ankle Blades an additional time as a free action if you use your bonus action to perform Ankle Blades.

Special Moves[edit]

Blue Flash (1 Point)

You enlarge your blade and channel power to launch a projectile of energy at your target. When you make an attack with your Armed Gear, you can expend 1 Phonic Gain to instead make a ranged spell attack with a range of 120 feet. The attack deals 2d10 + your Charisma modifier lightning damage on a hit.

Heaven's Wrath (1 Point)

You can jump into the air, converting your Armed Gear into a large blade falling down on the target. When you make an attack with your Armed Gear, you can instead expend 1 Phonic Gain, and 5 feet or more of your movement speed, landing on a creature within 30 feet of you. That creature, as well as any other creatures within 5 feet of it must make a Constitution Saving Throw. Taking 3d10 + your Dexterity modifier slashing damage, or half as much on a success. If you expended more than 5 feet of your movement speed, the targets get -1 to the Saving Throw for every additional 5 feet expended, to a maximum of -3.

One Thousand Tears (3 Points)

You can call hundreds of spectral blades to fall from the sky in an area of your choice. As an action, you can choose a point within 90 feet and expend 3 Phonic Gain. All enemies within a 20 foot radius of the chosen point must make a Dexterity Saving Throw. Taking 4d6 + your proficiency bonus piercing damage on a failed save, or half as much on a success. Roll a d20 and subtract your Sync Rate, you take necrotic damage equal to the result. You can use this action even if you are incapacitated, as long as you are still conscious and are able to speak.

Reverse Rakshasa (3 Points)

You can use your ankle blades to do a spinning attack, hitting targets around you. When you make an attack with your Armed Gear, you can expend 3 Phonic Gain to instead attack each enemy within 10 feet of you with your ankle blades. Each enemy within range must make a Dexterity Saving Throw. Taking a number of d6s equal to your proficiency bonus in slashing damage on a failure, or half as much on a success. The damage dice used in this attack increase with the dice from your Ankle Blades feature.

Soaring Phoenix's Slash (5 Points)

You can channel the power of a phoenix to power your attack. As an action, you can expend 5 Phonic Gain and choose a creature you can see and can move to. Until the end of the turn, you gain a flying speed equal to your speed + your Sync Rate. Then, you shoot through the air towards your target, streaking fire. Any creature that you come within 5 feet of while moving takes 2d6 fire damage. Then make a weapon attack roll against the target. On a hit, the target suffers the attack's normal effects and damage, as well as taking an additional 6d6 fire damage. On a miss, the target still takes 3d6 fire damage.

Wind Ring's Fiery Blades (5 Point)

You channel the flames of the phoenix to make a rushing lunge attack. As an action, you can choose a point you can see within 50 feet + your Sync Rate and expend 5 Phonic Gain. Your Armed Gear becomes a pair of flaming longswords, charging forwards towards the chosen point. Any creature you pass through must make a Constitution Saving Throw, taking 2d10 + your Dexterity modifier slashing damage and 5d6 fire damage on a failed save, or half as much on a success. Each other creature you come within 10 feet of during the dash must make a Dexterity Saving Throw, taking 4d6 fire damage on a failed save, or half as much on a success. Any creature that fails a Saving Throw against this attack is knocked back 10 feet.

Rakshasa Stance Zero (8 Points)

You can perform a more devastating version of your Soaring Phoenix's Slash. As an action, you can expend 8 phonic gain. Until the end of the turn, you gain a flying speed equal to your speed + your Sync Rate. Whenever you move within 5 feet of an enemy during this turn, that enemy takes 2d6 fire damage + the damage from your Ankle Blades feature. This damage cannot affect an enemy more than once. In addition, you may make 2 attacks using your Armed Gear as free actions during this turn. When you hit an enemy with one of these attacks, that enemy suffers the attack's normal damage and effects, as well as an additional 8d6 fire damage + the damage from your Ankle Blades feature. On a miss, the target still takes 4d6 fire damage.

Spirit Blue Sword (10 Points)

You unleash a devastating flaming blade strike upon an enemy. When you make an attack with your Armed Gear, you can expend 10 Phonic Gain. Increasing the attack's reach by 10 feet, as well as an additional +3 to your attack roll. On a hit, the target suffers the attack's normal damage and effects, as well as taking an additional 6d6 bludgeoning damage, and 6d6 fire damage. If you are under the effect of Amalgam: Imago, the additional damage increases to 8d6 bludgeoning damage and 8d6 fire damage, and you gain advantage on the attack roll. Once you use this Special Move and successfully hit, you cannot use it again until you complete a Short or Long Rest.

SG-r02 Ichaival[edit]

With this relic, the Ichaival is a bow focused on ranged combat. At any time, you can activate your Symphogear Relic(no action required). While activated, you gain the ability to use all of your Gear Wielder class features. While not active, you retain your stats, but are unable to use your class features. You must be able to speak to activate your Relic. If you are not wearing armor when you activate your Symphogear, your AC becomes 11 + your Dexterity modifier, and counts as wearing Light Armor.

Armed Gear: Ichaival

Ichaival is a pair of hand crossbows. This weapon ignores the loading property of crossbows.

Ichaival, hand crossbow
Gear Level To Hit Damage
1 Dexterity + proficiency bonus 1d6 + Dexterity piercing
7 Dexterity + proficiency bonus + 1 1d6 + Dexterity + 1 piercing
14 Dexterity + proficiency bonus + 2 1d8 + Dexterity + 2 piercing
Superb Song

When using the Superb Song, the attack action can be replaced with a powerful long rang shot. Dexterity + proficiency bonus + 8 to hit, 500/1000 range, on a hit deals 3d8 + your Dexterity modifier force damage.

Rapid Fire

Starting at 3rd level, once per turn, when you take the attack action with your Armed Gear, you can make an additional attack with the same weapon. If you do, roll 1d8 and subtract your Sync Rate, you take necrotic damage equal to the result. You can use this feature a number of times equal to your proficiency bonus. And you regain all expended uses on a long rest.

At level 7 the number of additional attacks increases to 2, and the number of dice rolled for Sync Rate increases to 2d8. At level 14, the number of attacks increases to 3 and the dice to 4d8
Berserk: Ichaival

Starting at 6th level, while in Berserk state, you target the creature with the lowest AC and Hit Points within your range rather than the closest creature. And you gain resistance to piercing damage.

Reflector

Starting at 11th level, when you are attacked by a ranged attack, you can use your reaction to block the attack with your reflector, giving you a +5 to AC for that attack. If this causes the attack to miss, roll a d20. On a 20, the attack is reflected back at the attacker.

X-Drive: Ichaival

Starting at 15th level, when you make an attack while under the effect of X-Drive, you may choose 2 targets within range as targets for the attack.

At level 20, you may instead choose any number of targets within range and within 60 feet of each other.

Special Moves[edit]

Billion Maiden (1 Point)

You can transform your Armed Gear into a rapid-firing gatling gun. When you make an attack with your Armed Gear that isn't from this Special Move, you can expend 1 Phonic gain to make 2 attacks instead. These attacks deal 1d4 + Dexterity piercing damage instead of their regular type and amount of damage. Roll a d8 and subtract your Sync Rate, you take necrotic damage equal to the result.

Arthemis Spiral (1 Point)

You can transform your Armed Gear to be able to launch a large missile. When you make an attack with your Armed Gear you can expend 1 Phonic Gain, and instead choose a point you can see within 90 feet. You launch a missile at that point, and all creatures within 10 feet of that point must make a Dexterity Saving Throw. Taking 1d8 force damage + 1d8 fire damage on a failed save, or half as much on a success.

Mega Deth Party (3 Points)

You can unleash a barrage of missiles from your Armed Gear. As an action, you can expend 3 Phonic Gain to select targets for 24 missiles. You may target the same creature or object multiple times. Roll a ranged attack for each targeted creature or object. On a hit, all missiles directed at that target hit it, dealing 1 force damage each.

If you are under the effect of Ignite Module, you may repeat this action as bonus action on each of your subsequent turns, except with 12 missiles rather than 24.

Giga Zeppelin (3 Points)

You can use your Armed Gear to launch explosive crystals, covering a wide area. When you make an attack with your Armed Gear, you may expend 3 Phonic Gain and instead choose 2 points you can see within 90 feet. You launch a pair of exploding crystals at each point. All creatures within 10 feet of either point must make a Constitution Saving Throw. Taking 3d6 piercing damage on a failed save. If a creature is within range of both points, it must make the Saving Throw once for each point.

Mega Deth Quartet (5 Points)

You can prepare a large ranged strike with your Armed Gear. As an action, you can expend 5 Phonic Gain to ready 4 missiles equivalent to Arthemis Spiral, and 48 missiles equivalent to Mega Deth Party. Until your next turn, you cannot move or take reactions, and you suffer -2 AC and -2 to all Saving Throws. At the start of your next turn, you use an action to fire all readied missiles as defined by their Special Moves. Roll a d20 and subtract your Sync Rate, you take necrotic damage equal to the result.

If you are under the effects of Ignite Module, you instead complete the Special Move in one action, launching 4 missiles equivalent to Arthemis Spiral, and 24 missiles equivalent to Mega Deth Party.

Queen's Inferno (5 Points)

You expand your firing rate of your basic Armed Gear. As a bonus action, you can expend 5 Phonic Gain. For 3 turns, whenever you make an attack with your Armed Gear and don't use a Special Move, you can target an additional 2 creatures with the attack. Make separate attack rolls for each target.

Destruction Sabbath (8 Points)

You can create a blast of lasers around you, striking everything within range. As an action, you can expend 8 Phonic Gain. Each enemy creature within a 20 foot + your Sync Rate radius centered on you must make a Wisdom Saving Throw. Taking 8d6 Force Damage and becoming Frightened for 1 minute on a failed save, or taking half as much damage on a success.

If you are under the effect of X-Drive, the radius increases by 20 feet, the damage increases by 8d6, and creatures you have previously damaged this combat have disadvantage on the Saving Throw.

De Le Metallica (10 Points)

You transform your Armed Gear into a large bow and use your reflector offensively. As an action, you can expend 10 Phonic Gain, then choose a point or creature within 300 feet that you can see. You fire your bow at the target, rolling a spell attack roll to hit. On a hit, the target takes 6d8 force damage. Then, regardless of if the attack hit or not, you can create a magical barrier at the point of impact. The barrier is 2 inches thick, and up to 20 feet in any direction. Nothing can pass through the barrier, magical or otherwise, and the barrier cannot be moved or destroyed in any way. The barrier lasts for 1 minute or until you dismiss it as a bonus action.

If you are under the effect of Amalgam, you gain additional effects based on your Amalgam form.

-Cocoon
When you create the barrier, the maximum width increases to 30 feet. And while the barrier from De Le Metallica exists, you can move it up to 60 feet as a bonus action or as a reaction when you or any creature or point within 30 feet of you is targeted by an attack or spell. Possibly blocking the attack or spell.
-Imago
When you make the attack for De Le Metallica, the initial attack deals an additional 2d8 force damage and can pierce through multiple enemies. As well, when the barrier is created in the same space as a creature, that creature must make a Constitution Saving Throw. Taking 2d10 force damage and becoming stunned on a failed save, or half as much damage on a success.

SG-r03 Gungnir[edit]

With this relic, the Gungnir is guantlets focused on hand to hand combat. At any time, you can activate your Symphogear Relic(no action required). While activated, you gain the ability to use all of your Gear Wielder class features. While not active, you retain your stats, but are unable to use your class features. You must be able to speak to activate your Relic. If you are not wearing armor when you activate your Symphogear, your AC becomes 11 + your Dexterity modifier + your Charisma modifier.

Armed Gear: Gungnir

Gungnir is a pair of gauntlets. This weapon counts as an unarmed strike.

Gungnir, gauntlets, light, finesse, unarmed strike
Gear Level To Hit Damage
1 Dexterity + proficiency bonus 1d6 + Dexterity bludgeoning
7 Dexterity + proficiency bonus + 1 1d8 + Dexterity + 1 bludgeoning
14 Dexterity + proficiency bonus + 2 1d10 + Dexterity + 2 bludgeoning
Superb Song

As an action you can punch your Superb Song's energy upwards. All enemies within a 10 foot radius, 80 foot tall cylinder centered on you must make a Constitution Saving Throw. Taking 4d8 force damage on a failure, or half as much on a success. This action immediately ends the duration of Superb Song. When it does, you take 30% less damage from Superb song for each ally within 5 feet of you (max 90%)

Hand of Friendship

Starting at 3rd level, you can use an action to give yourself advantage on all Charisma checks for 1 minute. You can use this feature a number of times equal to your proficiency bonus. And you regain all expended uses once you complete a Long Rest.

Berserk: Gungnir

Starting at 6th level, while in Berserk state, you have disadvantage on the Saving Throw to end Berserk state, gain resistance to all damage types except psychic damage, and gain 1 additional attack action each turn.

Fists of Furious Love

At 11th level, you begin each combat under the effects of the Sanctuary spell. And once per combat, you may cast the Sanctuary spell without expending a spell slot.

X-Drive: Gungnir

At 15th level, while under the effect of X-Drive, you can use an action to join hands with as many allies within 5 feet as you wish. Until X-Drive ends, you gain +1 to all rolls for each ally joined with this way. Once you use this feature, you cannot use it again until you finish a Long Rest.

At 20th level, you can move up to your speed with the same action, and join hands with any ally you come within 5 feet of during the movement.

Special Moves[edit]

Hibiki Style: Spear Thrusting Strike (1 Point)

You can boost the power of your punching strikes. Once per turn, when you hit a creature with an unarmed strike, you can expend 1 Phonic Gain to add additional damage to the strike equal to your proficiency bonus.

Hibiki Style: Sky Hammer Kick (1 Point)

You can follow up your strikes with additional impact. Once per turn, when you hit a creature with an unarmed strike, you can expend 1 Phonic Gain to immediately make another unarmed strike against the same target. However, the damage dice on this attack are reduced by 1 tier (to a minimum of d4). Roll 1d20 and subtract your Sync Rate, you take necrotic damage equal to the result.

Hibiki Style: Spear's Violent Destruction (3 Points)

You can gain a burst of speed by using a rocket to propel your punch. As a bonus action, you can expend 3 Phonic Gain to immediately travel up to 30 feet in any direction. The next time you hit a creature with an unarmed strike this turn, increase the size of that strike's damage dice by 1 tier (to a maximum of d20).

Hibiki Style: Extra-Large Spear Rush (3 Points)

You can extend your attacks even further to cause more destructive power. As a bonus action, you can expend 3 Phonic Gain to increase the next bludgeoning damage you deal this turn by an amount equal to your Sync Rate.

If you are under the effect of X-Drive, the damage increases by twice your Sync Rate instead.

Hibiki Style: Star Stream Spear (5 Points)

You can use the devastating power of your fists to blast your foes away. When you attack with an unarmed strike, you can expend 5 Phonic Gain to instead unleash a blast of flame that hits all creatures in a 20 foot long, 10 foot wide line in front if you. Each creature within the blast must make a Constitution Saving Throw. Taking 6d6 fire damage, and are knocked back an amount of feet equal to your Sync Rate on a failed save, or take half as much damage on a success.

If you are under the effect of Ignite Module, the range and knock back values are doubled.

Glorious Break (5 Points)

You can use the power of your allies to break through any foe. As an action, you can expend 5 Phonic Gain and choose 1 creature you can see within 90 feet. You immediately charge up to that creature and attack it with a giant form of your Armed Gear. The target must make a Strength Saving Throw. Taking 6d10 bludgeoning damage and being knocked prone on a failed save, or half as much damage on a success. For each ally that was within 5 feet of you when you used this Special Move (Up to a max of 5), the Saving Throw DC is increased by 1, and the damage is increased be 1d10.

TESTAMENT(8 Points)

You can use your Gear's Power to achieve incredible feats of Strength. As an action, you can expend 8 Phonic Gain, and choose a creature within 30 feet of you. You immediately dash up to the target and make an attack with your Armed Gear. On a hit, the target suffer's the normal damage and effects of the attack, and must make a Constitution Saving Throw. Taking 8d8 bludgeoning damage and falling prone on a failed save, or half as much damage on a success. Then make a Strength contest against the target. If the target is prone, they automatically lose this contest. If you succeed, you can throw the target up to 3 times your Sync Rate in any direction.

If you are under the effect of Amalgam, instead after you succeed the Strength contest, you throw the target into the air, following up with an attack from your Armed Gear that automatically Crits. You can then launch the target in the same way as if you had thrown them.

METANOIA (10 Points)

You gain the power to use your Symphogear for the ultimate purification technique. As an action, you can expend 10 Phonic Gain to choose 1 creature within range of your unarmed strikes. If the target is an ally, that ally regains 20d10 Hit Points, and end all negative conditions on them. If the target is an enemy, they must make a Constitution Saving Throw. Taking 20d10 radiant damage ignoring immunity and resistance on a failed save, or half as much on a success. If the target is of evil alignment, it automatically fails the Saving Throw, and if it is Level or CR 15 or lower, it instantly dies.

Once you use this Special Move, you can't use it again until you finish a long rest.

SG-i01 Shul Shagana[edit]

With this relic, the Shul Shagana is a large sawblade that can hit multiple targets. At any time, you can activate your Symphogear Relic(no action required). While activated, you gain the ability to use all of your Gear wielder class features. While not active, you retain your stats, but are unable to use your class features. You must be able to speak to activate your Relic. If you are not wearing armor when you activate your Symphogear, your AC becomes 12 + your Dexterity modifier, and counts as wearing Light Armor.

Armed Gear: Shul Shagana

Shul Shagana is a large sawblade. This weapon does not need to be held in the main or off hand to attack, and always counts as being equipped in both hands. As well, ranged attacks with your Armed Gear count as thrown weapon attacks and enemies within 5 feet of a target hit by the attack are also attacked.

Shul Shagana, Sawblade, range (50/100), light
Gear Level To Hit Damage
1 Dexterity + proficiency bonus 1d10 + Dexterity slashing
7 Dexterity + proficiency bonus + 1 1d10 + Dexterity + 1 slashing
14 Dexterity + proficiency bonus + 2 1d12 + Dexterity + 2 slashing
Superb Song

Shul Shagana's attacks can be replaced by large melee attacks, 10 foot reach, Dexterity + proficiency bonus +3 to hit, 2d10 + your Dexterity modifier slashing to target and other targets hit within 10 feet of target.

Speedy Skating

At 3rd level, your speed increases by 5 feet, and you ignore the effects of difficult terrain on your movement cost.

Your speed increases another 5 feet at level 7, and at level 14.
Berserk: Shul Shagana

At 6th level, if you would enter the Berserk state, instead roll 1d20 and subtract your Sync Rate, you take necrotic damage equal to the result, then your Gear deactivates. To reactivate the Gear takes 1 action.

Blade Blocker

At 11th level, when another creature within 10 feet of you would be hit by an attack, you can use your reaction to put your blade in the way, granting that creature +5 AC for that attack. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a Long Rest.

X-Drive: Shul Shagana

Starting at 15th level, when you use X-Drive, you summon a large magical construct to fight from. While under the effect of X-Drive, your size becomes large, you gain +2 to AC, can make your Armed Gear attacks as melee attacks with a reach of 10 feet, and gain 40 temporary hit points.

At level 20, the range for your melee attacks increases to 15 feet, with a 10 foot radius to target other creatures. And the temporary hit points increases to 80.

Special Moves[edit]

Alpha Style: 100 Saṃsāra (1 Point)

You can unleash a deadly spray of blades. As an action, you can expend 1 Phonic Gain and choose a point within 120 feet. All creatures in a 10 foot radius sphere of that point must make a Dexterity Saving Throw. Taking 3d8 slashing damage on a failed save, or half as much on a success. Roll a d8 and subtract your Sync Rate, you take necrotic damage equal to the result.

Delta Style: Charming Axel Killer (1 Point)

You can use your Gear to cause a spinning sawblade around yourself. When you make an attack with your Armed Gear, you can expend 1 Phonic Gain to instead make a melee attack against any number of creatures within 5 feet of you instead. Use the regular statistics for your Armed Gear attack.

Beta Style: Giant Saw Judgement (3 Points)

You can launch a more powerful attack at a great distance. When you make an attack with your Armed Gear you can instead expend 3 Phonic Gain, then choose a target within 150 feet. You launch a massive sawblade at the target, make a ranged attack against the target and all creatures within 15 feet of the target. On a hit, those creatures take the damage of your Armed Gear twice, and must make a Constitution Saving Throw. On a failure, affected creatures begin bleeding heavily and take 1d6 slashing damage at the beginning of each of their turns for 1 minute. Roll a d10 and subtract your Sync Rate, you take necrotic damage equal to the result.

Gamma Style: Friction Blades (3 Points)

You can pull out large melee blades to defend yourself in more close quarters combat. As a bonus action, you can expend 3 Phonic Gain to deploy your Armed Gear melee blades for the next 1 minute, or until you dismiss them as a bonus action. These blades use the same statistics as your regular Armed Gear, but with a +2 to attack and damage rolls, and can be used as melee weapons with a reach of 10 feet. Starting at 11th level, while you have these blades manifested, you may also use your Blade Blocker feature to defend yourself from attack as well.

Extreme Sigma Style: Forbidden Full Moon (5 Points)

You can manifest your blades into a large blade for transport. As a bonus action, you can expend 5 Phonic Gain to manifest a large wheel blade. Until the end of this turn, you can move an additional number of feet equal to twice your Sync Rate, your movement doesn't provoke opportunity attacks, and you can move through other creatures' spaces even though they are occupied. When you move within 5 feet of a creature this turn, that creature must make a Dexterity Saving Throw or be knocked prone. When you move through another creature's space this turn, that creature must make a Strength Saving Throw. Taking 4d6 slashing damage on a failed save, or half as much on a success.

Reverse Gamma Style: Reckless Swastika Finish (5 Points)

You can split your blade compartments to deploy more blades at once. As a bonus action, you can expend 5 Phonic Gain to manifest additional blades. Until the end of your turn, you may gain the effects of Gamma Style: Friction Blades, and you gain an additional action. This action can only be used to take the attack action with your Armed Gear, and not perform any Special Moves. Roll a d20 and subtract your Sync Rate, you take necrotic damage equal to the result.

Emergency Phi Style: Twin Moon Karma (8 Points)

You can arrange your blades in order to become an airborne threat. As an action, you can expend 8 Phonic Gain to arrange your blades to become airborne. Until you lose concentration, you gain a flying speed equal to your speed, and any creature that comes within 5 feet of you takes 2d8 slashing damage. This damage can only affect a creature once per turn. While concentrating on this Special Move, you can use your action to dash up to 60 feet in a straight line 10 feet wide, causing any creatures caught in the line to make a Strength Saving Throw. Taking 2d6 slashing and 2d8 bludgeoning damage and becoming stunned for 1 turn on a failed save, or half as much damage on a success. At the end of each of your turns while concentrating on this effect, roll a d20 and subtract your Sync Rate, you take necrotic damage equal to the result, this damage does not cause a concentration save.

Final Omega Style: Linked Light Slash (10 Points)

You can use the speed of your blades to create a large difficult to track attack. As an action, you can expend 10 Phonic Gain to launch a barrage of glowing blades. All creatures within a 40 foot radius of you must make a Wisdom Saving Throw. Taking 8d8 psychic damage and becoming frightened for 1 minute on a failed save. All affected creatures take the damage from 4 of your Armed Gear attacks regardless of if they passed or failed the save. Roll 3d20 and subtract your Sync Rate, you take necrotic damage equal to the result.

SG-i02 Igalima[edit]

With this relic, the Igalima is a large scythe that can hit a single target extremely hard. At any time, you can activate your Symphogear Relic(no action required). While activated, you gain the ability to use all of your Gear wielder class features. While not active, you retain your stats, but are unable to use your class features. You must be able to speak to activate your Relic. If you are not wearing armor when you activate your Symphogear, your AC becomes 12 + your Dexterity modifier, and counts as wearing Light Armor.

Armed Gear: Igalima

Igalima is a large scythe that specializes in hitting targets hard.

Igalima, scythe, heavy, two-handed, finesse
Gear Level To Hit Damage
1 Dexterity + proficiency bonus 2d6 + Dexterity slashing
7 Dexterity + proficiency bonus + 1 2d6 + Dexterity + 1 slashing
14 Dexterity + proficiency bonus + 2 3d6 + Dexterity + 2 slashing
Superb Song

Your speed increases by 10 feet. Attacks with your Armed Gear get an additional +2 to hit, and deal an additional 3d6 necrotic damage on hit. After each attack, roll a d20 and subtract your Sync Rate, you take necrotic damage equal to the result.

Sneaky Trickster

Starting at 3rd level, you gain proficiency in one skill of your choice from Stealth, Sleight of Hand, Deception, or Persuasion.

You gain an additional proficiency at level 7, and at level 14 double the proficiency bonus for the chosen skills.
Berserk: Igalima

Starting at 6th level, when you enter Berserk state, you can designate 1 enemy you see as a target. If you do, as long as that enemy is alive, you automatically fail any Saving Throws to end Berserk state, you will only attack the designated target if possible, and all attacks from your Armed Gear deal an additional 1d6 necrotic damage to the designated target.

Death!

At 11th level, whenever you kill a creature with your Armed Gear, you regain a number of d6s equal to half your proficiency bonus Hit Points.

X-Drive: Igalima

Starting at 15th level, When you activate X-Drive, you manifest a second copy of your Armed Gear, and while under the effect of X-Drive, you can dual wield your Armed Gear regardless of the heavy and two-handed properties.

At 20th level, while under the effect of X-Drive your Armed Gear's reach increases by 5 feet, and when you make an attack using your Armed Gear, you can attack any number of enemies within 10 feet of the target.

Special Moves[edit]

Kill Juliet (1 Point)

You can manifest two additional blades to launch as a projectile. When you make an attack with your Armed Gear, you can expend 1 Phonic Gain to make 2 ranged attacks instead. These attacks use your Armed Gear's attack bonus, but deal 1d6 + your Dexterity modifier slashing damage rather than the regular amount and type. Roll a d6 and subtract your Sync Rate, you take necrotic damage equal to the result. at 7th level, the damage dice increase to d8s, at 14th level, they increase to d10s.

Calamity Ring: Tinkerbell (1 Point)

You gain the ability to clear out foes with a spinning slash. When you make an attack with your Armed Gear, you can expend 1 Phonic Gain to make a melee attack against all creatures within 5 feet instead. All attack rolls must be made separately. Roll a d8 and subtract your Sync Rate, you take necrotic damage equal to the result.

The Slasher: Jabberwock (3 Points)

You can attempt to lock a target in place to land a devastating strike. As an action, you can expend 3 Phonic Gain to choose 1 enemy within 30 feet. You shoot metal chains using your Gear to restrain that creature. That creature must make a Strength Saving Throw or become restrained for 1 turn. If the creature is successfully restrained, you launch towards the creature with a deadly blade strike dealing 4d12 slashing damage. Roll a d8 and subtract your Sync Rate, you take necrotic damage equal to the result.

Twin Cutter: Cinderella (3 Points)

You can manifest your Armed Gear into a new powerful form. As a bonus action, you can expend 3 Phonic Gain to alter your Armed Gear for 1 minute or until you dismiss it as a bonus action. While modified, your Armed Gear becomes a giant scissor blade, dealing an additional 1d6 slashing damage on a hit. And when you make an attack, you also attack other creatures within 5 feet of the target.

Opposite Scythe: Rapunzel (5 Points)

You can manifest your Armed Gear into an even stronger form. As a bonus action, you can expend 5 Phonic Gain to alter your Armed Gear and increase your speed by your Sync Rate for 1 minute. While modified, your Armed Gear becomes a large halberd polearm, increasing all damage dice of the weapon by 1 tier, dealing piercing damage instead of its regular type, as well as increasing the reach of the weapon by 10 feet. When you make an attack with this Armed Gear, you can use half your movement or more to charge the same amount of distance before attacking, dealing an additional 1d4 piercing damage for every 10 feet travelled.

Foolish Flame: Peter (5 Points)

You can launch a cursed flaming guillotine blade at your enemies, inflicting strong elemental damage. When you make an attack with your Armed Gear, you can expend 5 Phonic Gain to instead make a ranged spell attack against a target within 90 feet. On a hit, the target takes 3d8 fire damage, 2d8 necrotic damage, and 1d8 slashing damage. A creature hit by this attack cannot be healed for 3 turns, and takes an additional 1d6 fire damage at the start of each of its turns until it is healed. Roll a d20 and subtract your Sync Rate, you take necrotic damage equal to the result.

Sealed Strike: Pinocchio (8 Points)

You can extend your armor's natural spikes to create additional weapons. As a bonus action, you can expend 8 Phonic Gain to extend the spikes on your shoulders into 4 pointed blades for 1 minute or until you dismiss it as a bonus action. Once per turn, when you make an attack with your Armed Gear, you can make an additional 4 attacks with the spikes on targets within 10 feet of you. These attacks use your Armed Gear's attack bonus, but deal 1d6 + your Dexterity modifier piercing damage instead of the regular damage amount and type of your Armed Gear. At the end of each of your turns while under this effect, roll a d20 and subtract your Sync Rate, you take necrotic damage equal to the result.

Final Oppression: Neverland (10 Points)

You can greatly increase the size and damage of your Armed Gear. As a bonus action, you can expend 10 Phonic Gain to manifest your Armed Gear into a large three-bladed scythe for 3 rounds. While modified, your Armed Gear's reach increases by 10 feet, and when you make an attack with your Armed Gear, you can make 2 additional attacks as part of the same action. Whenever you hit a creature with the modified Armed Gear, both you and that creature take 1d8 necrotic damage. At the end of each turn while this modification is active, you lose 2 Phonic Gain. Once you use this Special Move, you cannot use it again until you complete a Long Rest.

At 20th level, while under the effect of X-Drive, the duration increases to 1 minute, and your modified Armed Gear deals an additional 2d6 slashing damage, and the bonus damage on hit increases to 2d8 necrotic.

SG-x00 Airgetlám[edit]

With this relic, the Airgetlám is a small blade with several functions. At any time, you can activate your Symphogear Relic(no action required). While activated, you gain the ability to use all of your Gear wielder class features. While not active, you retain your stats, but are unable to use your class features. You must be able to speak to activate your Relic. If you are not wearing armor when you activate your Symphogear, your AC becomes 14 + your Dexterity modifier, and counts as wearing Medium Armor.

Armed Gear: Airgetlám

Airgetlám is a a varied weapon with several forms. By default it is a dagger with a gauntlet offhand.

Airgetlám, dagger, light, finesse
Gear Level To Hit Damage
1 Dexterity + proficiency bonus 1d4 + Dexterity piercing
7 Dexterity + proficiency bonus + 1 1d6 + Dexterity + 1 piercing
14 Dexterity + proficiency bonus + 2 2d6 + Dexterity + 2 piercing
Airgetlám, gauntlet, light, finesse, unarmed strike
Gear Level To Hit Damage
1 Dexterity + proficiency bonus 1d4 + Dexterity bludgeoning
7 Dexterity + proficiency bonus + 1 1d6 + Dexterity + 1 bludgeoning
14 Dexterity + proficiency bonus + 2 2d6 + Dexterity + 2 bludgeoning
Superb Song

When an enemy within 20 feet of you takes damage, that enemy takes an additional 1d8 damage of whatever type they were dealt. At the start of your turn or whenever another ally within 20 feet of you is healed by another source, you and all allies within 20 feet of you heal 1d8 Hit points.

Weapon Swap

At 3rd level, you gain the ability to swap the form that your Armed Gear takes on. As a bonus action, you can choose one of the following; Dagger, Whip Blade, Sword Blade. The Airgetlám changes form to the new form. The Gauntlet is automatically equipped in your off hand.

Airgetlám, whip blade, reach, finesse
Gear Level To Hit Damage
1 Dexterity + proficiency bonus 1d4 + Dexterity slashing
7 Dexterity + proficiency bonus + 1 1d6 + Dexterity + 1 slashing
14 Dexterity + proficiency bonus + 2 2d6 + Dexterity + 2 slashing
Ignite Module, X-Drive, or Amalgam Only
Airgetlám, longsword, versatile, finesse, light
Gear Level To Hit Damage
10 Dex + proficiency bonus + 2 1d10(1d12) + Dexterity + 2 slashing
15 Dex + proficiency bonus + 3 1d10(1d12) + Dexterity + 3 slashing
Berserk: Airgetlám

Starting at 6th level, when you are in the Berserk state, you have advantage on Intelligence, Wisdom, and Charisma Saving Throws.

Energy Shield

At level 11, you gain the ability to put up a defensive barricade. As an action, you can create a barricade against attack 5 feet tall x 5 feet wide. The barrier has hit points equal to twice your Sync Rate, and AC equal to your AC when you created it. Spell attack rolls have disadvantage on hitting the barrier, and any creature behind the barrier benefits from full cover.

X-Drive: Airgetlám

At 15th level, whenever you deal radiant damage while under the effect of X-Drive, that damage ignores resistance and is increased by 1d8.

At 20th level, the damage increases to 2d8, and ignores immunity as well.

Special Moves[edit]

EMPRESS†REBELLION (1 Point)

You can call upon your Armed Gear's whip blade form to strike all enemies around you. When you make an attack with your Armed Gear, you can expend 1 Phonic Gain to make that attack against all enemies within 10 feet instead. This attack uses that statistics of your Armed Gear: Whip Blade weapon.

INFINITE†CRIME (1 Point)

You can summon multiple copies of your Armed Gear: Dagger, and launch them at enemies. As an action, you can expend 1 Phonic Gain to choose up to 6 creatures within 60 feet. Make a ranged spell attack against each target. On a hit, the target takes the damage and effects of your Armed Gear: Dagger.

SILVER†GOSPEL (3 Points)

You can use your whip blade with expert speed and precision to unbalance foes. When you make an attack with your Armed Gear, you can expend 3 Phonic Gain to instead choose any number of enemies within 15 feet of you. Each chosen target must make a Dexterity Saving Throw. Taking 3d6 slashing damage on a failed save, or half as much on a success. Then, each creature must make a Strength Saving Throw, getting launched 20 feet into the air and landing prone on a failure. Creatures that failed the Dexterity Saving Throw automatically fail this Saving Throw. Once you use this Special Move, you cannot use it again until your next turn.

TORNADO†IMPACT (3 Points)

You can use your Armed Gear to create a bladed tornado, harming foes and removing you from danger. As an action, you can expend 3 Phonic Gain to launch yourself 30 feet into the air on a large tornado formed from your Armed Gear. Each other creature within 10 feet of you when the tornado appears must make a Dexterity Saving Throw, taking 6d6 bludgeoning damage on a failed save, or half as much on a success. Then, you can choose a point within 60 feet that you can see, and immediately dash to that point. You take no falling damage due to this movement. Any creature within 5 feet of you when you land must make a Strength Saving Throw, being knocked prone on a failed save.

SERE†NADE (5 Points)

You can power up your Armed Gear to deliver a strong single strike rushing attack. When you make an attack with your Armed Gear, you can expend 5 Phonic Gain to instead choose an enemy within 30 feet. You immediately dash to other side of that enemy, passing through hostile creatures on the way. That target and every other creature you pass through on the way to that enemy must make a Constitution Saving Throw. Taking 8d8 slashing damage on a failed save, or half as much on a success. Once you use this Special Move, you cannot use it again until your next turn.

If you are under the effect of Ignite Module, the damage to the original target increases to 12d8 slashing damage.

HORIZON†CANNON (5 Points)

You can transform your Armed Gear to fire a large, devastating laser. As an action, you can expend 5 Phonic Gain, then choose a point within 150 feet that you can see. You fire a large beam of energy at that point. Any creature or object within a 20 foot radius sphere centered on that point, or any creature or object within a 5 foot line between you and the chosen point must make a Constitution Saving Throw. Taking 8d6 Radiant damage on a failed save, or half as much on a success.

WHITE†GLOW (8 Points)

You can power up your Symphogear to enhance the power of your Special Moves. As an action, you can expend 8 Phonic Gain to empower yourself. For the next 1 minute, or until you lose concentration, you can use Special Moves with a Phonic Gain cost of 5 or lower without expending any Phonic Gain, and you can use those Special Moves as a bonus action, however you can use no more than 2 Special Moves in a turn. As well, each of those Special Moves deals additional radiant damage equal to your Sync Rate. Once you use this Special Move, you cannot use it again until you complete a Short or Long rest.

ELEGANT†LUMIERE (10 Points)

You can use your Armed Gear to perform a much enhanced version of your INFINITE†CRIME Special Move. As an action, you can expend 10 Phonic Gain to summon 8 copies of your Armed Gear. Choose 8 points within 120 feet. Each copy attacks one of the points in a flash of light. Each creature within 10 feet of one of the points must make a Constitution Saving Throw. Taking 4d8 radiant damage and being blinded for 1 minute on a failed save, or half as much on a success. A creature that is within the radius of more than one attack must make the Saving Throw multiple times, up to a maximum of four. In addition, each creature within the 10 foot radius, and between you and the target suffers the damage and effects of your currently equipped Armed Gear.

If you are under the effect of X-Drive, the Armed Gear automatically uses your Armed Gear: Longsword's statistics instead. At 20th level, if you are under the effect of X-Drive, the range increases to 300 feet and you can choose 2 additonal points.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gear Wielder class, you must meet these prerequisites: 13 Dexterity, 13 Charisma

Proficiencies. When you multiclass into the Gear Wielder class, you gain the following proficiencies: Simple Weapons, Martial Weapons, Light Armor

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