In the art of war, most specialize in one form of combat. You, however, have chosen to master the art of adaptability—melding armors and weapons into a seamless fighting style. As a Gearbreed Cleric, you swap armor and weapon sets mid-battle, suiting your strategy to the situation.
" Know the enemy and know yourself, in a hundred battles you will never be in peril " - Sun Tzu, The Art of WarGearbreed Domain Features
Cleric Level | Feature |
---|---|
1st | Shield of Faith, Thunderous Smite |
3rd | Spiritual Weapon, Warding Bond |
5th | Thunder Step, Beacon of Hope |
7th | Aura of Life, Vitriolic Sphere |
At 9th level you gain the spells you gain can only be used in each Armour:
- Light: Steel Wind Strike OR Swift Quiver
- Medium: Dispel Evil and Good
- Heavy: Circle of Power
3rd Level: Hidden Arsenal
You perform a ritual over 2 hours (or 3 hours separately) to bond yourself to a weapon and an armor set. You can have three sets bonded at once—Light, Medium, and Heavy.
Light Set:
- Weapons must have the Light or Finesse property.
- You may bond two identical light weapons (e.g., two daggers).
- Can bond to ranged weapons or gauntlets.
Medium Set:
- No restrictions.
Heavy Set:
- Weapon must have the Heavy or Two-Handed property.
- You can bond a weapon and shield together.
You can switch between your bonded sets as a bonus action. Each set grants the following benefits:
Light Set:
- Battle I.Q.: Use Wisdom modifier instead of Dexterity for AC (max +4).
- Speed Up: +10 ft movement speed.
- Quick Strike: When you hit a creature with an attack, you can make another attack as a bonus action (no modifier to damage).
Medium Set:
- Battle I.Q.: Use Wisdom modifier instead of Dexterity for AC (max +2).
- Steady Hand: +2 bonus to attack rolls.
- Quick Fix: When you cast a spell, gain temporary hit points equal to twice the spell’s level.
Heavy Set:
- Big Guns: Wield bonded Heavy weapons one-handed.
- Solo Garrison: -10 ft movement, +2 AC.
6th Level: Channel Divinity – Raise Revolve
As a bonus action, you present your holy symbol to grant yourself and a number of creatures equal to your proficiency bonus temporary hit points equal to twice your cleric level.
6th Level: Arsenal Upgrades
Each set gains additional features:
Light Set:
- Speed Up+: +5 ft additional movement.
- Extra Attack (Light): Attack twice when you take the Attack action.
- Wrath: When at or below 50% HP, your critical range improves by 1.
Medium Set:
- Extra Attack (Medium): Attack twice when you take the Attack action.
- Resistance Wrecker: Bonded weapon counts as magical for resistance bypass.
- Follow-up Attack: When an ally attacks a creature within 5 ft of you, you can make an attack as a free action (without adding your modifier), up to your proficiency bonus per long rest.
Heavy Set:
- Heavy Handed: Add an additional damage die when hitting with your bonded weapon.
- Diversionary Tactics: As an action, force creatures in a 10 ft radius (and creatures 5 ft from allies) to make a Wisdom saving throw or be compelled to attack you, taking half damage from their attacks. You can use this a number of times equal to your Proficiency Bonus per long rest.
10th Level: Fully Loaded
You may now bond an additional set in each category (Light, Medium, Heavy) following these rules:
- Weapons: Must be different weapon types and Masteries.
(EX: a longsword and a Shortsword for two Medium sets are ok but not 2 longswords.)
- Armor: Must differ in attributes (resistances, traits).
> (EX you can bond with two sets of Splint armor if one has a resistance to Slashing damage and the other has no resistance. Or if both resist Slashing but one also resists Fire. Same for shields with the Heavy set.)
10th Level: Arsenal Honing
Further upgrades:
Light Set:
- Swift Mover: +5 ft movement speed.
- Relentless Wrath: Your furry knows no bounds. When at 50% HP, add Strength modifier twice to attacks.
- Dancing Blade: Each turn you end in Light Set grants +1 bonus damage (resets if you fall to 0 HP or change sets).
Medium Set:
- Battle I.Q.+: Add up to +3 Wisdom/Dexterity to AC.
- Planned Fix: Upon casting a spell, gain temp HP equal to four times the spell level (lasts 3 rounds).
- Precise Hands: +2 to hit with this set.
Heavy Set:
- Mobile Garrison: +1 AC (+2 if wielding a shield).
- Punishing Guard: After a missed melee attack triggered by Diversionary Tactics, you may make a melee attack.
- Veteran’s Intuition: You gain advantage on saving throws made to end ongoing effects after the first attempt.
14th Level: Perfect Arsenal
You embody the ultimate mastery of combat adaptability, you know how to bring out the best of each even tapping into that power without a bond.
- Rough & Tough: Resistance to Slashing, Piercing, and Bludgeoning damage.
Light Set:
- Relentless Wrath+: Your critical range is permanently lowered by 1 (and by 2 below 50% HP). Critical hits in this set deal ×3 damage.
- Blitzkrieg: +5 ft movement; the first attack each turn deals +2 damage per 5 ft moved.
Medium Set:
- Immunity Damper: Bonded weapons treat immunities as resistances.
- Battle I.Q.++: Add up to +4 Dex/Wis to AC.
- Follow-up Combo: Make two attacks on a Follow-up Attack.
- Spellguard: Gain temp HP equal to six times the spell’s level. While holding any temp HP, you regain a 1st- or 2nd-level spell slot each round.
Heavy Set:
- Frontline Fortification: +2 AC (+2 more if wielding a shield, further -5 ft movement).
- Distant Counter: Diversionary Tactics and Punishing Guard range extends by 10 ft.
- Mega-ton Handed: Deal an additional damage die (so at this point a greataxe hits for 3d12, for example)