This gear was used in the anime Attack on Titan, allowing proficient users to move around at high speeds. Almost as if they were flying.
The item looks akin to as if you had strapped two large metal boxes to your sides, with leather straps wrapping around the users body to support it's weight.
From these metal boxes come small rubber tubes, attached to sword hilts with triggers embedded in the handles. When one of these triggers are pulled, a grappling hook fires from the metal box on the corresponding side.
If you'd like to change how your ODM Gear looks, work with your Dungeon Master to come up with a description that is fitting for the setting and for your character. Use this same rule in regards to proficiency with the Gear.
When wearing this gear, your normal movement speed drops to 15 feet. If your movement speed is already 15 feet or lower, then it remains unchanged. If you have a Strength Score of 13 or above, your movement speed is not reduced.
The swords fitted to the hilts can only be finesse weapons. You may change the type of finesse weapon on a long rest, with a cost of 3gp per blade. (Rapiers, Shortswords, Scimitars etc.) If you have a magical finesse weapon available to you, you may also replace one blade with it at a cost of 50gp.
You may not hold anything other than the attached hilts while using this item. You also may only wear light or medium armor while wearing this item.
The fuel used in this item is typically 'Burst Crystals', but work with your Dungeon Master to figure out an alternative fuel source should Burst Crystals not exist in your world. Perhaps it's compressed steam, a type of plant mixed into oil, or even pure magical energy created by a Spellcaster. Regardless of fuel source, it takes a long rest to refill your ODM Gear.
Choose a point within 40 feet of you, on your turn you can choose to latch to that point. Provided it is at least 10 feet above ground level. You may latch onto a maximum of 2 points at once. You may move within a 60 feet sphere of both, or either of those points (Including upwards or downwards). This takes your movement speed.
If you move more than 60 feet away from a latch point, your latch to that point detaches and the hook returns to your gear.
If you have two latch points within 60 feet of each-other, you may support yourself in the air in your current location. If you are within the same 5 foot square as a latch point, you may also attach yourself to the same surface.
An enemy may choose to attempt to attack, or grapple one of your wires. The wires attached to your hooks share your AC, and Athletics/Acrobatics rolls.
Should an enemy successfully hit one of your wires, your latch point is broken. If you do not have another latch point active, you fall out of the air and take normal falling damage should you not have a way to reduce it.
Should a creature with a Strength score above 17, or a creature that is large, huge or gargantuan successfully grapple one of your wires. They may choose to drag you towards them, throw you a distance equal to their Strength score, or cause you to fall.
ODM Maneuvers - -
Your ODM gear has 10 Gas Points. Should you run out of Gas Points, your ODM Gear ceases to function. You may use these gas points to do one of the following maneuvers per turn:
Burst Movement: You may use 2 gas points to move up to 20 feet in any direction without requiring a latch point. Additionally, this does not use any of your movement speed.
Get Over Here: You may use 3 gas points to attempt to drag a creature of medium or smaller size towards you. They may contest this as if it were a normal grapple. If you successfully drag a creature to a space within 5 feet of you, you can make one melee weapon attack against them as a part of this maneuver. If you are more than 10 feet above another creature, your roll to grapple them is made at disadvantage. You may move a creature up to 40 feet towards you.
Advantageous Dexterity: When you take the attack action on your turn, you may use 3 gas points to give yourself advantage to one attack roll. You may use this in combination with the 'Get Over Here' maneuver.
Graceful Descent: On a reaction, you may use 2 gas points to reduce any falling damage you would take by an amount equal to five times your proficiency bonus.
This item was created for a specific campaign, where counters and balancing for it are taken into account. This item may not be balanced for all campaigns, PLEASE talk to your DM if you want to use this as it may be overpowered.
Notes: a small or medium creature. Requires proficiency with ODM Gear., Combat
Previous Versions
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9/27/2024 2:29:01 PM
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Posted Sep 27, 2024Let me know if there's any issues with this item. Typos, unneeded explanation or any other complaints.
This is my first Homebrew item, so I'm looking to improve my understanding of what makes a good homebrew a... Good homebrew.