Base Class: Fighter
Historically, Gunbreakers were employed as Queen Gunnhildr's personal guard. Known as "Gunnhildr's Blades", these warriors used their signature weapon to wade through to their enemy's back line, as well as subdue archers and gunners.
Today, Gunbreakers are front-liners that wield a gunblade into battle. Unlike the standard models wielded by specialists, a Gunbreaker's gunblade uses magically charged rounds that, when fired, shoots powder that coalesces into into a magical effect that protects the wielder and its allies.
The Gunblade
A gunblade is a sword or other melee weapon with a firing mechanism, much like a pistol or a revolver, that serves as the blade's hilt. Despite its name, a gunblade cannot be used as a firearm - this means it does not fire projectiles, and can only be used in melee combat. Instead, the "firing" of a gunblade consumes an infused Munition, and induces a tremor throughout the blade, causing it to deal additional effects to whatever it strikes. Most Gunbreakers like to name the blades they make, and give them their own personal flair.
Arms Smith
You have learned how to modify weaponry to incorporate gunfire into their function. You gain proficiency in Smith's Tools. When you craft something with Smith's Tools, you can create something in half the time it usually takes.
Moreover, you can spend 1 hour to fuse a melee weapon and a non-magical firearm (found within page 268 of the Dungeon Master's Guide) together into a hybrid weapon, hereafter known as a Gunblade. You can maintain up to two Gunblades at a time, and only you are proficient with them.
A Gunblade retains the properties of the melee weapon used in its creation, and cannot be used as a ranged weapon. A Gunblade holds a number of infused Munitions equal to the Reload value of the firearm used in its creation, and requires an Action to reload. Its weight is equal to the combined weight of the two weapons used to create it.
Munitions
Starting at 3rd level, you know how to work your magical expertise into creating Munitions.
While you have your Smith's Tools in hand, you can create a number of Munitions equal to 2d4 + your Wisdom modifier over the course of a short or long rest - you must have firearm ammunition for the total number of Munitions you create. The total number of Munitions you create can be of any combination of known Munition options you have (see below). The size of the dice you roll to create Munitions increases as you gain levels in this class: you roll 2d6 at 7th level, 2d8 at 14th level, 2d10 at 17th level, and 2d12 at 20th level.
Once per turn, you can choose to consume one of your infused munitions through your Gunblade to add a special effect to the next weapon attack you make, determined by the kind of Munition you expend.
You learn three Munitions options of your choice, as detailed below. You gain an additional Munitions option when you reach 7th, 10th, 15th, and 18th level in this class.
Aurora Shell
When you hit with an attack while infused with this Munition, you regain a number of hit points equal to 1d4 + your Wisdom modifier.
When you reach 10th level, you regain the same number of hit points at the start of your next turn.
Barrier Shell
When you hit with an attack while infused with this Munition, choose an ally within 30 ft. of you. The ally you choose gains the benefits of Half Cover until the end of your next turn.
When you reach 10th level, your ally gains the benefits of Three-Quarters Cover instead.
Beguiling Shell
When you hit with an attack while infused with this Munition, the target must make a Wisdom saving throw, the DC of which is equal to 8 + your Proficiency bonus + your Wisdom modifier. On a failure, the target is Charmed by you until the end of your next turn. A creature charmed in this way regards its allies as its enemies, and acts according to its nature against its enemies.
Blasting Shell
When you hit with an attack while infused with this Munition, the target takes an extra 2d6 force damage.
Brutal Shell
When you hit with an attack while infused with this Munition, a semi-translucent arcane barrier forms around you, granting you a number of temporary hit points equal to 1d6 + your Wisdom Modifier.
Concussive Shell
When you hit with an attack while infused with this Munition, the target must make a Constitution saving throw, the DC of which equals 8 + your proficiency bonus + your Wisdom modifier. On a failure, the target takes 1d10 thunder damage and are moved back 10 ft. in a straight line from you. On a success, the target takes half as much thunder damage, and is not moved.
Corrosive Shell
When you hit with an attack while infused with this Munition, the target takes an additional 3d4 acid damage.
When you reach 10th level, the target instead takes an additional 5d4 acid damage.
Fleetfoot Shell
When you hit with an attack while infused with this Munition, your walking speed increases by 10 ft. until the end of your next turn.
When you reach 10th level, this bonus to your walking speed increases to 20 ft.
Heartlight Shell
When you hit with an attack while infused with this Munition, you and all allies within 10 ft. of you gain a bonus to all saving throws equal to your Wisdom modifier until the end of your next turn.
When you reach 10th level, the range of this bonus increases to 20 ft.
Hypervelocity Shell
When you hit with an attack while infused with this Munition, you can use your bonus action to make an extra melee attack with your Gunblade. You cannot use this Munition on subsequent turns.
Insulating Shell
When you hit with an attack while infused with this Munition, an ally of your choice within 30 ft. gains resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.
Lightning Shell
Before rolling the attack roll, your next attack gains a range of 40 ft., and does lightning damage instead of its usual damage.
When you reach 10th level, you have advantage on the attack roll if the target wears armor made of metal.
Royal Guard Shell
When you hit with an attack while infused with this Munition, the target has disadvantage on any attack that is made against targets other than you until the start of your next turn.
When you reach 10th level, you can choose up to two additional targets within 5 ft. of the original target.
Sentinel Shell
When you hit with an attack while infused with this Munition, you have advantage on opportunity attacks you make against the target until the end of your next turn.
Snakebite Shell
When you hit with an attack while infused with this Munition, the target takes an extra 1d6 poison damage, and must make a Constitution saving throw, the DC of which equals 8 + your proficiency bonus + your Wisdom modifier. On a failure, the target is Poisoned until the end of your next turn.
When you reach 10th level, the extra poison damage increases to 2d6.
Staggering Shell
When you hit with an attack while infused with this Munition, the target must make a Strength saving throw, the DC of which is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, the target falls Prone.
Stonebody Shell
When you hit with an attack while infused with this Munition, you gain +2 to your AC and advantage on Strength saving throws until the start of your next turn.
Nebulous Defense
At 7th level, you can expend one of your Munitions when you are in danger.
Whenever you take damage in combat, you can use your reaction to expend one of your infused Munitions in your Gunblade, and gain resistance to the triggering type of damage until the start of your next turn. If the triggering damage has multiple types, you choose which type of damage you gain resistance to.
Continuous Fire
Starting at 10th level, you can consume up to two infused Munitions per turn before you hit with an attack. You can apply each effect only once, and each different effect must be applied to a different weapon attack.
When you reach 18th level, you can consume three infused Munitions per turn. You can still apply each effect only once, and each different effect must be applied on different weapon attacks.
Bloodfest
At 15th level, you have learned to have fast hands in the middle of battle.
You can now reload your Gunblade using either an action or a bonus action.
Superbollide
At 18th level, your twitchy trigger finger is more beneficial than you thought.
Whenever you take damage in combat, you can use your reaction to consume two infused Munitions, and gain Immunity to the triggering damage until the end of your next turn. If the triggering damage has more than one type, you decide which damage type you gain immunity to.
You can use this feature twice, and regain any expended uses when you finish a long rest.
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