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
- Hit Dice: 1d8 per Gear Wright level
- Armor: Light armor, medium armor
- Weapons: Simple weapons, martial weapons
- Tools: Tinker`s Tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose two from Arcana, Investigation, Perception, Sleight of Hand, and Stealth
- Spellcasting Ability: Intelligence is your spellcasting ability for your Gear Wright features. You use your Intelligence modifier when setting the saving throw DC for a feature.
- 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)
- Action: Action
- Cost: 1 Charge
- Effect: You fire an energy bolt from your cybernetics at one creature you can see within 90 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
- Bonus: If the target is a construct or a creature under the effects of a spell, it takes an additional 1d10 force damage.
- Scaling: The base damage (the first 1d10) increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. The bonus damage remains 1d10.
Overclock
(Level 1)
- Action: Bonus Action
- Cost: 2 Charge
- Effect: You supercharge your implants. For 1 minute, your movement speed increases by 10 feet. Additionally, you can take one extra action on each of your turns. That action can only be used to take the Pulse Shot (one use) or Dash action.
- Duration: Concentration, up to 1 minute.
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)
- Action: Action
- Cost: 2 Charge
- Effect: You release a cloud of nanobots in a 10-foot radius sphere, centered on a point you can see within 60 feet. You must choose one of the following effects when you activate the swarm:
- Repair: Allies who start their turn in the cloud or enter it for the first time on a turn regain 1d6 hit points.
- Deconstruct: Enemies who start their turn in the cloud or enter it for the first time on a turn must make a Constitution saving throw (against your Tech Save DC), taking 1d6 acid damage on a failed save, or half as much on a successful one.
- Duration: Concentration, up to 1 minute.
- Scaling: The healing or damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
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)
- Action: Action
- Cost: 2 Charge
- Effect: Target one construct or mechanical device you can see within 60 feet. The target must succeed on a Wisdom saving throw (against your Tech Save DC) or be stunned for up to 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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).