Gunbreaker
Hit Points
Hit Dice: d10 per Gunbreaker level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Gunbreaker level after 1st
Proficiences
Armor: Light and Medium armour, Shields
Weapons: Simple weapons, Martial weapons
Tools: Smith's Tools
Saving Throws: Strength, Dexterity
Skills: Choose two from Athletics, Acrobatics, History, Investigation, Intimidation, Persuasion, Stealth, or Survival.
Overview & Creation
Dusty and worn down, a man wielding a large two handed blade plunges it into a formidable beast standing before him. He pulls the trigger on the handle of the blade and sents a shockwave through the creature, stunning it for his allies to capitalize.
A woman lunges forward with her Gunblade in hand, as she cuts across her foes body she pulls the trigger unleashing flaming energy from her blade, making quick work of her enemy. She flashes a wild smile to the allies of her quickly defeated foe and beckons they try their luck against her sword arm as well.
Carefully, a man lines up his fire arm to take a shot at his approaching foes. He pulls the trigger and a blast of thundrous energy launches from his blade, crashing into the approach enemy, causing him to drop with a thud.
The Gunbreakers are innovative warriors who take the field with their trusty Gunblades in hand. Able to handle a variety of combat situations, the Gunbreaker exhibits a mastery over the battle field.
Art of War
There were once great generals so skilled at warfare that their work could have been seen as artistic. War forces mankind to innovate, and as such lead to the inception of the Gunbreaker. This unique creation features a a melee weapon infused with triggers and munitions to augment their attacks greatly. Despite being known alternatively as Gunblades their weaponry most tend to use focus melee combat, battling on the front lines.
A Symbol of Rebellion
The Gunbreakers find their roots in conflict. Desperate resistance fighters of Dalmasca, forced underground by the invading empire devised new and powerful arms to fight back against their oppressors, causing the Gunbreaker to shine as a rally call to rise up against anyone who'd crush others under their foot.
Creating a Gunbreaker
When creating a Gunbreaker, one must consider how they came to design their powerful weapon. It may have been a group effort, or one born from desperation. Perhaps the wielder of the gunblade sought only to experiment with weaponry and discover new ways to deliver destruction to their foes.
You must also consider why the Gunbreaker has decided to head off on their journey. Perhaps they stand for those who cannot stand for themselves, with dreams of ridding their home of evil forces. They may be a gritty mercenary who has found a efficient ways of dealing with problems, and a client who has many problems to see to. Perhaps they are testing the new weapon outside of their smithy it was forged in. It could be as simple as wanting to see the world or be a part of something bigger than themselves. Whatever the reason, the Gunbreaker is a powerful ally to have on your side and fearful foe to face down.
Quick Build
You can make a Gunblade quickly by following these suggestions. First make Strength your highest ability score, following with Dexterity. Second take the Folk Hero background.
Class Features
Arms Smith
Beginning at the 1st level, you have learned how to modify weaponry to incorporate a gunfire into their function. You spend 1 day of time working on your weapon to complete the conversion process.
Gun Weapons
Arms Smith is used to convert a weapon into a gun weapon such that it works with your abilities. The most common and obvious is to use a longsword or greatsword for this sort of thing but if your DM approves, you could turn any kind of weapon into a gunweapon. Magic weapons may also require extra time to convert or assistance to complete the modifications at your DM's discretion. All weapons that have undergone this process will be referred to as Gunblades in this document.
Munitions
Beginning at 1st level, you've learned how to create cells which draw in magical energy from your body to charge themselves called Munitions. You have a number of munition charges your body can support, indicated on the class table above. You load up to 6 Munitions charges into your gunblade at a time. When you use Munition charges on attack rolls you expend a loaded charge. You may load more charges as an action.
When using abilities triggered through using your Munitions that require the enemy to make a saving throw, the saving throw is calculated as follows.
Gunbreaker Save DC = 8 + your proficiency modifier + your Strength modifier.
When using features which require you to make a ranged attack, your attack modifier is calculated as follows.
Gunbreaker Ranged Attack Modifier = your proficiency modifier + your Dexterity modifier.
Half of your expended Munitions, rounded up, are recharged, after completing a short rest and all of your Munitions after a long rest.
Burst Strike
When you make a successful melee weapon attack with a Gunblade, you may expend 1 Munitions charge to pull your weapon's trigger and attempt to launch your enemy backwards. The creature makes a Constitution saving throw against your Gunbreaker Save DC. On a failure they take 1d10 thunder damage and are knocked back 10ft. from your position. They take half the damage and are not knocked back on a success. You may use Blow Back once per round of combat.
This damage increases to 2d10 at the 6th level, 3d10 at the 12th level and 4d10 at the 18th level.
Fighting Style
Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that
weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit.
Gunner
You gain a +2 bonus to attack rolls you make with your Gunner Shot Attack action.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Gunner Shot
Beginning at 2nd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged
weapon attack with a range of 60 feet which you may only use while wielding a gunblade. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is thunder, and its damage die is a d10. You expend one Munitions charge when you use this attack option.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Gunbreaker Archetype
At 3rd level, you select select your Gunbreaker style. The Breaker style focuses on weakening foes with special Munitions, the Lionhart style which focuses on enhancing the damage dealt with the weapon's blows and the Revolver style which focuses on ranged combat.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Heart of Stone
Beginning at the 7th level, when you are attacked by a melee weapon while wielding a gunblade, as a reaction you may expend one Munition to gain a +3 bonus to your AC against the attack roll. You must make this declaration before the attack roll result has been confirmed.
Diplomatic Enforcer
Beginning at the 9th level, while you are within 10ft. of an ally and visible to the target creature, they double their proficiency bonus when making Persuasion, Deception and Intimidate checks. If a medium or smaller creature is missing hit points, you
gain advantage on Intimidation checks against that creature.
Blasting Zone
Beginning at the 11th level, when you make a successful melee weapon attack with a gunblade, you may expend three Munitions charges to cause a conal explosion behind the target creature. All creatures in a 15ft. cone behind the target creature, including the targeted creature, must make a Dexterity saving throw against your Gunbreaker Save DC. They take 4d10 Fire Damage on a failure, and half as much on a success. This damage increases to 5d10 at the 17th level. You may only use this feature once per round.
Heart of the Vanguard
Beginning at the 13th level, you have advantage on saving throws against being Charmed and Frightened. You gain proficiency in the Intimidation skill, if you already have this skill you gain expertise in it.
Quick Hand
Beginning at the 15th level, you are able to load Munitions to your gunblade as a bonus action. You may load up to 8 Munitions charges to your gunblade.
Sonic Breaker
Beginning at the 17th level, when you make a successful melee weapon attack with a gunblade, you may expend four Munitions charges to cause a massive shockwave behind the target creature in a line. All creatures in a 40ft. line behind the target creature, including the targeted creature, must make a Dexterity saving throw against your Gunbreaker Save DC. They take 5d10 Thunder damage on a failure, and half as much on a success. You may only use this feature once per round.
Blood Fest
Beginning at 18th level, as a bonus action you may recover half your munitions. You may do so once before requiring a long rest.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) a martial weapon which has already been converted to
- a gun blade.
- (a) a shield or (b) a pistol and 20 bullets.
- (a) an explorer's pack or (b) a dungeoneer's pack
- (a) Smith’s tools
Subclass Options
Ones Combat Style
Gunbreakers have opened up a whole new way to do combat with their innovative weapon and as such they are developing new styles to employ on the battlefield, all with their merits. The Breaker style involves weakening one's foe to assist their allies, while the Lionhart style focuses on quickly cutting one's enemy down. The Revolver style looks at developing and using the ranged capabilities of their weapons.
Breaker Style
The Breaker Style has been inovated by fighters who do not fear being on the front line taking hits from foes. They make it their job to disable their foes and create openings for their allies while standing defiantly against their foes.
Slash Bang
Beginning at the 3rd level, you have learned to use your Gunblade's Munitions to disrupt the enemy's body. When you make a successful weapon attack against a creature you may expend one Munition charge to attempt to force the enemy to
the ground. The creature makes a Constitution saving throw against your Gunbreaker Save DC. On a failure they take 1d6
thunder damage and are knocked prone. This damage increases by 1d6 each time you gain a new Gunbreaker archetype feature.
Beginning at 9th level, if the creature is medium or smaller, they are stunned until your next turn instead of knocked prone.
Tether Bracer
Beginning at the 6th level, you have developed a tool to help you get around and keep enemies close. When using the tether bracer as a tool, once anchored to a surface within 60ft. of you, you gain advantage on climb checks or increase your speed by 10ft. in the direction of where your grappling hook has been anchored.
If used on a creature, they must be within 60ft. of you. The creature makes a Strength saving throw against your Gunbreaker Save DC, becoming grappled on a failed save. The creature may reattempt this save as an action on their turn.
While the creature is grappled by your Tether Bracer, as a bonus action you may move 10ft. closer to the creature without provoking an attack of opportunity, or you may attempt to drag the creature closer to you. The creature makes a Strength saving throw against your Gunbreaker Save DC, moving 10ft. closer to you on a failure.
A creature grappled in this way retains its movement speed if it moves towards you strafes at its current distance away from you.
Maimed Reflexes
Beginning at the 10th level, when you make a successful weapon attack with a Gunblade, you may expend one Munitions charge to temporarily dull the target's reflexes. The creature makes a Constitution saving throw against your Gunbreaker Spell Save DC. On a failure they take 3d6 thunder damage and cannot make attacks of opportunity until your next turn. This damage increases by 1d6 each time you gain a new Gunbreaker archetype feature.
Nebula Burst
Beginning at the 14th level, when you take damage, as a reaction you may expend one use of Munitions to reduce the damage taken by 1d6 + your Constitution ability modifier and all creatures within 5ft. take thunder damage equal to 1d6 + your Constitution ability modifier.
Superbolide
Beginning at the 20th level, when you reach 0 hit points and would not be killed outright, you may instead drop to 1 hit point instead. You may do so a number of times equal to your Constitution ability modifier. Uses of this ability recover after you complete a long rest.
Lionhart Style
Practictioners of the Lionhart Style have learned to elementally tune their Munitions, allowing them to pierce enemy's guard with elemental energies and dealing out heavy damage.
Elemental Slash
Beginning at the 3rd level, when you land a melee weapon attack with your Gunblade you may expend one Munitions charge to deal an additional 1d10 damage to the creature of your choice from the following: Fire, Cold, Lightning or Thunder. This damage increases by 1d10 at the 10th and 20th level.
Rough Divide
Beginning at the 6th level, as a bonus action you may expend one Munittions charge to move as though you are under the effects of the Jump or Longstrider spell until your next turn. If you make a melee weapon attack while under this effect, you deal an addition d6 of damage matching your weapon type.
Fated Circle
Beginning at the 10th level, when you make a successful melee weapon attack with a gunblade, you may expend three Munitions charges to unleash a shockwave of energy. Each hostile creature within a 20ft. radius must make a Dexterity saving throw against your Gunbreaker Spell Save DC. On a failure the creature takes 3d10 damage of your choice from the following: Fire, Cold, Lightning or Thunder, and half as much on a success. This damage increases by 1d10 each time you gain a new Gunbreaker archetype feature.
Elemental Intensity
Beginning at the 14th level, you deal bonus damage on your Elemental Slash and Fated Circle abilities equal to your Intelligence ability modifier. Additionally, you may choose Force, Necrotic or Radiant damage when using those abilities.
Renzokuken
Beginning at the 20th level, when you make a successful melee weapon attack with a gunblade, you may expend one Munitions charge to make another melee weapon attack.
Revolver Style
The Revolver Style involves becoming a skilled marksman alongside being a powerful sword fighter. Mastery of ranged combat with this new form of weaponry will be a challenge for those using the Revolver style but their ability to fight at both close and long range will be highly valuable.
Gritty Gunner
Beginning at the 3rd level, when you use Gunner Shot with a hostile creature within 5ft. of you, you do not suffer disadvantage on the attack and if you attacked a creature in melee range you may move yourself backwards from the creature 10ft. without provoking an attack of opportunity. Additionally, you gain profiency in firearms.
Gambler's Guts
Beginning at the 6th level, you have gained proficiency in the Insight skill and a set of gaming tools of your choice. When making a skill check or attack roll with die result 9 or lower, you may expend one Munitions charge to reroll the die. You must use the new number.
Armour Piercing Round
Beginning at the 10th level, when you use the Gunner Shot Attack action, you may spend an additional Munitions charge to calculate your attack roll as though your enemy's AC is 10 + their Dexterity modifier. If the creature has natural armour the base of 10 is increased to the appropriate number.
Bombardment
Beginning at the 14th level, you may use the following abilities when you use your Gunner Shot attack action as though you are attacking in melee range: Blow Back, Scorched Earth and Roaring Barrel.
Bullet Hell
Beginning at the 20th level, when you use your Gunner Shot Attack action, you may expend loaded Munition charges to make additional Gunner Shot attacks. You expend one charge per extra attack made. You cannot use the Bombardment feature on the additional attacks.
Level | Proficiency Bonus | Features | Munitions |
---|
1st | +2 | Arms Smith, Munitions, Burst Strike | 1 |
2nd | +2 | Fighting Style, Gunner Shot | 2 |
3rd | +2 | Gunbreaker Archetype | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Extra Attack | 5 |
6th | +3 | Gunbreaker Archetype Feature | 6 |
7th | +3 | Heart of Stone | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Diplomatic Enforcer | 9 |
10th | +4 | Gunbreaker Archetype Feature | 10 |
11th | +4 | Blasting Zone | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Heart of the Vanguard | 13 |
14th | +5 | Gunbreaker Archetype Feature | 14 |
15th | +5 | Quick Hand | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | Sonic Breaker | 17 |
18th | +6 | Blood Fest | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Gunbreaker Archetype Feature | 20 |