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 War

Gearbreed Domain Features

Cleric LevelFeature
1stShield of Faith, Thunderous Smite
3rdSpiritual Weapon, Warding Bond
5thThunder Step, Beacon of Hope
7thAura 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)