Fighter
Base Class: Fighter

While some combatants will only use the most simple of weapons, Gearshifter will always tinker in pursuit of more. With a combination of engineering and martial prowess, these clockwork are near unmatched on the battlefields. Stories of their ingenious designs, often referred to as Gearshift Weapons spread around, but a more keen-eyed observers might also notice the subtle mechanical implements these warriors place upon their body in order to become stronger warriors.

 

I did not create this subclass, all credit goes to @m0nkeydM on Instagram

Gearshift Weapons

When you choose this archetype, you gain access to your Gearshift Weapon. This counts as a magical weapons and its appearance can be determined by you. When you gain this feature, choose two weapons. As a bonus action your Gearshift Weapon can change into either of these weapons. 

You can replace one of the integrated weapons by applying another non-magical weapon to your Gearshift Weapon as a Long Rest.

You may choose one additional weapon to add to your Gearshift Weapon at 7th, 10th and 15th level.

Mechanical Precision

At 3rd level, your strikes gain mechanical precision. At the start of your turn you can choose to tap into your mechanical prowess. For the entire turn, your attacks cannot suffer disadvantage and you gain a bonus to damage rolls made with your gearshift weapon equal to your Intelligence modifier (minimum of 1).

You can use this feature a number of times equal to your Intelligence Modifier (minimum of 1). You regain all uses of this feature after completing a short or long rest.

Magical Gearhulk

By 7th level, you have gained expertise with your weaponry. Your Gearshift Weapon now deals magical damage. In addition, you can integrate magical weapons into your Gearshift Weapon, replacing one of the original weapons chosen. In order to do so the magical weapon needs to be the same type as your integrated Gearshift Weapon. The magical weapons still require attunement while they are part of your Gearshift Weapon, however, if you integrate multiple weapons that require attunement into your Gearshift Weapon they will only require one attunement slot together.

Voltage Repulsor

Beginning at 10th level, your clockwork arsenal allows you to respond with electrical attacks against those who harm you. You gain access to the following benefits:

  • You gain resistance to lightning damage
  • You may use the shocking grasp cantrip as a reaction to being hit with a melee weapon attack. If you do so, you may also move 10 feet as part of that reaction.
  • After taking or dealing lightning damage, your next weapon attack deals an additional 1d8 force damage

Overspark Experiment

Upon reaching 15th level, using your tinker's tools or your Gearshit Weapon you may cast the spell Polymorph on one creature within range (Spell save DC = 8 + your Intelligence modifier + your Proficiency modifier). The spell requires concentration and only lasts 1 minute, but you cannot willingly end concentration on it. You do not decide the form to which the creature takes. Instead, roll a d6. On a 1-3 the creature becomes a Tyrannosaurus Rex. On a 4-6, the creature becomes a Badger

Once you have used this feature, you must complete a short or long rest before using it again.

Higher Gear

Once you reach 18th level, you can push yourself into higher gear as an action, breaking past the limits of your normal body. For 1 minute you gain the following effects:

  • Your movement speed is doubled
  • You gain +3 to your AC
  • You have advantage on Dexterity and Constitution, and Strength saving throws
  • Your weapons deal an additional 2d8 force damage
  • At the start of each of your turns, you take 3d6 lightning damage (that ignores resistance).

The effect ends instantly if you fall unconscious or if you choose to end it (no action required). Once you have used this feature, you must complete a long rest before you can use it again

Previous Versions

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7/5/2021 8:24:27 PM
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