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Gear Wright

Role: Tech-Specialist/Ranged Fighter

Description: Enhanced with cybernetic implants, Gear Wrights use scavenged technology to dominate the battlefield. They specialize in ranged attacks and support abilities.

Class Details


  • Tech Save DC: 8 + your proficiency bonus + your Intelligence modifier

The Gear Wright

Level     Bonus     Features   Charge Points  
1st +2 Pulse Shot (1d10), Overclock 3
2nd +2 Scrapper`s Insight 4
3rd +2 Nano Swarm (1d6) 5
4th +2 Ability Score Increase 6
5th +3 Scaling Shot & Swarm (2d10 / 2d6) 7
6th +3 Tech Override 8
7th +3 Improved Overclock 9
8th +3 Ability Score Increase 10
9th +4 11
10th +4 Advanced Pulse Shot 12
11th +4 Scaling Shot & Swarm (3d10 / 3d6) 13
12th +4 Ability Score Increase 14
13th +5 15
14th +5 Override Mastery 16
15th +5 Greater Overclock 17
16th +5 Ability Score Increase 18
17th +6 Scaling Shot & Swarm (4d10 / 4d6) 19
18th +6 Nanite Absorption 19
19th +6 Ability Score Increase 20
20th +6 Singularity Core Unlimited

Class Features

Charge Points

Starting at 1st level, you have a pool of Charge Points as shown in the Gear Wright table. These points power your cybernetic implants and tech abilities. You regain all expended Charge Points when you finish a long rest.


Pulse Shot

(Level 1)


Overclock

(Level 1)


Scrapper`s Insight

(Level 2)

You gain proficiency with Tinker`s Tools. If you are already proficient, you may choose another tool proficiency. You also have advantage on Intelligence (Investigation) checks made to identify or understand technology.


Nano Swarm

(Level 3)


Ability Score Increase

(Level 4, 8, 12, 16, 19)

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.


Tech Override

(Level 6)


Improved Overclock

(Level 7)

While your Overclock feature is active, you also gain a +2 bonus to your AC.


Advanced Pulse Shot

(Level 10)

When you hit a creature with your Pulse Shot, you can cause the energy to leap to a second target of your choice within 10 feet of the original target. The second target takes force damage equal to your Intelligence modifier (minimum of 1).


Override Mastery

(Level 14)

You can now target creatures with visible cybernetic implants (GM`s discretion) with your Tech Override feature. Additionally, constructs have disadvantage on their initial saving throw against your Tech Override.


Greater Overclock

(Level 15)

Your Overclock feature no longer requires concentration.


Nanite Absorption

(Level 18)

While your Nano Swarm is active, you gain resistance to all damage dealt by creatures that are inside the swarm`s area of effect.


Singularity Core

(Level 20)

Your internal power core has reached peak efficiency.

  • Your Charge Point pool becomes unlimited.
  • You are permanently under the effects of your Overclock feature (this does not require an action to activate and cannot be dispelled).

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