Fighter
Base Class: Fighter

The Gunbreaker is a brand of fighter that relies heavily on engendering to give his attacks extra damage and abilities. The class uses a special weapon that houses a firing mechanism. 

Gunbreaker's cartridges

Gunbreakers have a limited amount of cartridges per long rest equal to the gunbeakers lvl. After a long rest the remaining cartridges from the previous rest become inert.

Academy trained

Gunbreaker's training: Gain proficiency with gunbreakers weapons

Wait. It's also a gun: Gunbreakers can take a standard melee weapon and turn it into a gunbreaker's weapon with one week of down time and tinkerers tools. A gunbreaker can make a gunbreaker's weapon with a reload counter of (1) at lvl 3 and increases as they lvl up. at lvl 7 (2), at 10 (4), at 15 (6)

Reload: Cartridges can be used a number of times equal to the number of cylinders the gunbreaker weapon has before needing to spend an action to reload.

 Percussive maintenance:  Gain proficiency with tinkerers tools.

Shell Shock

Starting at 3rd level gunbreakers gain the ability to load their weapon with unique ammunition to empower your attacks. When you gain this feature you can chose two specialty ammunition options of your choice

When you hit with your gunbreaker weapon as part of your attack action you can expend a loaded cartridge of your specialty ammo to empower your attack. You decide to use this option when your attack hits a creature. You have limited uses of these cartridges depending on the capacity size of your weapons cylinder. ( The different gunbreaker weapon capacity are one, two, four, and six )

The amount of cartridges that a gunbreaker has is gunbreaker lvl

The gunbreaker must have a cartridge loaded in order to use this feature

You gain an additional Specialty Ammunition option of your choice at level 7th, 10th, 15th, and 18th  levels.

Blank Cartridge

You attempt to distract the the target by firing off a blank round. The enemy you hit makes Constitution saving throw or it subtracts 1d6 from there attack rolls until the beginning of your next turn. At 7th level the die roll increases to a d8 and at 15th level to a d10

Cryo Cartridge

You can load your weapon with this cartridge in order to freeze your target. The creature hit with this strike immediately takes 1d8 cold damage and it makes a Constitution saving throw or its speed is reduced by half until the end of its next turn.

This damage increases by 1d8 when you reach 5th level (2d8), 10th level (3d8), and 15th level (4d8).

Flashbang Cartridge

Using the ammunition causes a flash of bright white light to blast around you. All creatures within a 10 foot radius must make a constitution saving throw or be blinded till the end of their next turn.

At 10th level your allies are not effected.

Hemostatic Cartridge

You load a cartridge designed to temporarily heal your wounds. The creature hit takes 1d8 necrotic damage and half of the Shell Shock damage is given to the gunbreaker as temporary hit points. The creature must make a constitution saving throw for half damage and to deny the gunbreakers healing.

This damage increases by 1d8 when you reach 5th level (2d8), 10th level (3d8), and 15th level (4d8).

Knockback Cartridge

Hit the target with immense force. On a successful attack, the target takes an additional 1d8 force damage and must make a Strength saving throw or is pushed back 15 feet

At 5th level force damage increases by 1d8 (2d8) and at 10th level by an additional 1d8 (3d8) and at 15th level by an additional 1d8 (4d8)

Napalm Cartridge

When you strike a creature while this cartridge is loaded a blast of scorching flames erupts from your weapon. Each creature in a 10-foot cone must succeed on a dexterity throw or take 1d8 fire damage, or half as much on a successful roll

The fire ignites all flammable objects not being worn or carried

This damage increases at 5th level (2d8), 10th level (3d8), 15th level (4d8)

Nark Cartridge

You can load your weapon with this cartridge designed to put your target to sleep. The creature hit with this strike immediately takes 1d8 hit points towards being nocked out.

This damage increases by 1d8 when you reach 5th level (2d8), 10th level (3d8), and 15th level (4d8).

Over gassed Cartridge

You load a cartridge designed to move you away from the enemy. After you hit your target you are pushed 15 feet away from the target the Attack of opportunity this provokes is made at a disadvantage

At 10th level the distance is increased to 30 feet. At 15th level the movement no longer provokes attacks of opportunity.

Razor Shot

A cartridge packed with sharpened metals meant to pierce and tear the flesh of your enemies. On a successful hit the target takes and an additional 1d8 piercing damage additionally at the end of its next turn they suffer half of the total damage from the Razor shot

At 5th level piercing damage increases by 1d8 (2d8). At 10th level piercing damage increases by 1d8 (3d8). At 15th level piercing damage increases by 1d8 (4d8) and the enemy takes the full Razor Shot damage at the end of its next turn.

 

Stabilizing Cartridge

You fire a cartridge designed to correct the swing arc of your weapon. You add 1d6 to the attack roll. You may only use one stabilizing cartridge per attack. At 7th level the die roll increases to a d8 and at 15th level to a d10

Sundering Cartridge

A devastating round that exposes weakness in a creatures defenses. The enemy must make a Wisdom saving throw or until the end of your turn, the next attack to this target is at advantage

At 15th level, all attacks until the start of your next turn have advantage.

Taser Cartridge

Striking your target with this cartridge loaded seizes all of its muscles and locks the creatures in place. A creature hit with this strike will take 1d8 shock damage and must must succeed in a Strength saving throw or be stunned until the end of your next turn.

This damage increases at 5th level (2d8), 10th level (3d8), 15th level (4d8) At 15th level the target will be stunned until it succeeds on a Strength saving throw

Terrifying cartridge

You load a cartridge designed to overload your enemy's senses leading them to panic. The creature hit Takes 1d8 psychic damage and gains the frightened effect unless they make a wisdom saving throw for half damage and no frightened effect.

This damage increases by 1d8 when you reach 5th level (2d8), 10th level (3d8), and 15th level (4d8).

Libra Scan

Starting at 7th level you may spend a bonus action to determine a foes Armor Class, Hit points, immunities, Vulnerabilities. You may decide one of these four options per Libra scan  you can libra scan a number of times per day equal to your CHA mod (minimum of 1). An enemy can only be Libra scanned once every 24 hours.

Covering Fire

When you gain this feature at 10th level as a reaction you may use your loaded cartridges in order to give an ally a +1 bonus to their AC depending on the number of cartridges you expend. The ally looses the AC bonus on the start of your turn.

Speed Loader

At 15th level you may use a bonus action to reload your gunbreaker weapon instead of an action.

Clear the Cylinder

At 18th level, as part of an attack action to use all loaded cylinders in a single melee attack. when making this attack make a percentile roll this attack has a 25% chance to deal half damage to the Gunbreaker. This ability can only be used once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/27/2021 4:25:32 AM
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3/6/2022 10:55:47 PM
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