Gear
Races • DnD 5e
Appearance
Gears are the first synthetic race in Home. Gear in an inactive state will ally with a tiny crafted crystal called a Core. When activated, the core will form an item and a body called Arms and Form respectively. The Arms appears as a weapon, armor or vehicle depending on its subrace. It’s Form, on the other hand, appears to look like any other race of Home. A differentiating factor is that both the Form and the Arms will have crystalline parts that glow in different colors based on their subrace and their Core will be embedded in their chest.
Culture
Gears are the first synthetic race in Home. Created in labs by scientists with the aim to create weapons that will substitute soldiers in war. However, in recent years, the Gear rights movement have allowed Gears some semblance of independence and freedom. However, most are unsure what to do with said freedom and often regress back into servitude.
History
No one can remember who created the first gear but everybody agrees that it was the worst kept military secret. While creating gears was difficult, its method of creation was somehow unleashed to the world at large and may have been the spark that caused the Great War. While gears are created for war, years of usage have allowed widespread usage of gears to a point that they are even used by gangs and cartels. Thanks to the recent gear rights movement, usage of gears as servants have been severely reduced. In modern times, gears are trying to find their place in the world.
Location
Gears can be found everywhere because Cores were scattered all over the world during the Great War. However, most gear Facilities can be found in those same abandoned battlefields. There, they constantly create new gears and cogs as well as test new weaponries.
Gear Traits
Your Gear character has an assortment of inborn abilities, part and parcel of Gear nature.
Ability Score Increase. Increase any of your ability scores by 2.
Age. Gears are immortal and mature upon creation. However, upon the death of their User, they will be reset to factory settings and lose memory of their past lives.
Alignment. Gears are conflicted about their nature. They want to be free but innately follow orders. They wish to do good but are designed to kill. They have a tendency to True Neutral alignment.
Size. Gears may choose to mimic any other races. Their size can be Small or Medium.
Speed. Your base walking speed is 30ft.
Additional Starting Hit Points.
Synthetic Lifeform. You do not eat, breathe or sleep. Instead of sleeping during a long rest, you enter a hibernation state for 6 hours. However, you still need 8 hours to complete a long rest. You can fill the 2 hours with less strenuous activities like keeping watch or researching.
When a gear dies, its Form and Arms will disappear along with it. You select the appearance of your Gear including its apparent race. This apparent race affects the creature’s size and nothing else.
Darkvision. Gears are created as instruments of war and fighting in darkness is essential. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Bonded Arms. A Gear is created with an Arms, an equipment that is an extension of their personality and convictions. The form of your Arms is based on your subrace. It has the following properties:
- As a bonus action, you can summon and equip the Bonded Arms. If you are moved to another Plane of Existence and do not have a User in the previous Plane of Existence, the Bonded Arms appears in an empty space 5ft from you.
- You can merge a magic item of the same type as your Bonded Arms to your Bonded Arms. After a 1 hour ritual, which can be performed during a short rest, the magic item will disappear and will act as your Bonded Arms. If you already have another magic item as your Bonded Arms, the older item will appear in an empty space within 5ft of you.
- If your Bonded Arms is destroyed, it will appear in an empty space within 15ft of you after a long rest.
Steed
As a Steed Gear, your Bonded Arms is a mount. They are created with the purpose of providing mobility. Your core and some parts of your body glow in pale yellow colors. Often, Blade Driver appears as a small character like a Ki-Chard, Uamhas or other small races.
Ability Score Increase. Your Wisdom score increases by 1.
Driver Gear. Choose land or water (or air if GM allows it) vehicle as your Bonded Arms. You are now proficient with said vehicle class.
Bonded Mount. Your bonded mount has the statistics below. At 5th level, your mount gains a swim speed equal to its movement speed and at 10th level, it gains flying speed equal to its movement speed.
Blade
As a Blade Gear, your Bonded Arms is a weapon. Your core and some parts of your body glows in a pale red color. Often, Blade Arms appears as a feral character, taking the appearance of Rubah, Felkins or other brutish races.
Ability Score Increase. Your Strength score increases by 1.
Blade Gear. Choose a weapon to be your Bonded Arms. You are now proficient with said weapon.
Armor Breaker. Upon landing an attack you can name a damage type. If the target is resistant to that damage type, it loses the resistance for 1 minute. Once you use this feature, you cannot use it again until a short rest.
Plate
As a Plate Gear, your Bonded Arms is armor. Your core and some parts of your body glow in a pale blue glow. Often, Plate Gear appears as a bulky race, taking the appearance of Amiqs, Wortel or other larger races.
Ability Score Increase. Your Constitution score increases by 1.
Plate Gear. Choose Light, Medium or Heavy Armor to be your Bonded Arms. You are now proficient with the armor category. Your Bonded Arms has the statistics of Padded, Hide and Ring Mail if you chose Light, Medium or Heavy armor respectively.
Reactive Armor. As a reaction to an attack, you can choose to increase your armor class by 2 until the end of your next turn. You can use this feature a number of times equal to your proficiency modifier before a long rest.
Register User (Optional Mechanic)
This is a unique ability only limited to Gear. This will make a Gear stronger than other races. So, you can only use this section with your GM’s permission
Gear Trait
- When the User dies, a gear will recede to its inactive state and cannot be activated until a ressurection ritual is performed on the gear (using revivify, raise dead etc.) When the gear is reactivated, they will lose their memory of anything before its reactivation and no longer have a User.
- As a bonus action, your user can summon and equip the Bonded Arms if you are willing.
- When you and your User are within 30ft of each other, both of you gain a +1 bonus to your ability check and saving throws.
- You gain additional bonuses based on your subrace.
Driver Trait
- Your base movement speed is increased to 35ft and you gain advantage to your initiative roll when you start combat mounted on your Bonded Mount.
- As a bonus action, you or your User can teleport to an empty space within 5ft each other if you are within 300ft of each other. Once you use this feature, you cannot use it again until your next long rest.
Blade Trait
- Your Bonded weapon is considered a magical weapon for the purpose of overcoming resistances and provides at least a +1 bonus to your attack rolls and damage rolls.
- As an action, you or your User can expel elemental charge from the weapon. All creatures within a 15ft cone must make a Dexterity saving throw or take 2d6 fire, cold, acid, poison or lightning damage. Once you use this feature, you cannot use it again until your next short rest
Plate Trait
- Your Bonded armor is considered a magical armor for resistance purposes and provides at least a +1 bonus to your armor class and saving throw.
- As an action, you can transfer any amount of hit points to your Host provided both of you have at least 1 hit point. In addition, as an action, your Host can transfer any amount of hit points to you provided both of you have at least 1 hit point.