Fighter
Base Class: Fighter

Eberron was a time of constant strife. The craftsmen of the last war created a weapon unlike any other. The weapon itself combines a martial weapon with a firing mechanism, emitting a range of magical effects by utilizing dragonshard imbued cartridges. The last war sought to bring the legendary weapons and the knights who wielded them to the front line.

Balancing the line between offence and defense, a gunbreaker utilizes their Gunblade to simultaneously protect their allies as they overpower their foes

Gunblade expert

When you choose this archetype at 3rd level you gain proficiency with gunblade and tinker's tools.

When you select this archetype at 3rd level, you gain the ability to create a personalized Gunblade over the course of a long rest using a martial melee weapon that you possess, your tinker's tools and 50gp worth of supplies

Arcane cartridges

A gunbreaker gains the use of magical cartridges equal to their fighter level. Your Cartridges fuel your Gunblade's special abilities. You create and infuse your own Carridges to use with your Gunblade using tinker's tools. You regain you maximum number of cartridges whenever you finish a long rest. 

While you have tinker's tools with you, you can restore Cartridges during a short rest, up to a maximum of 8 per short rest. This increases to 10 cartridges at 7th level, and 12 Cartridges at 15th level

Some of your cartridges abilities require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows 

Gunbreaker save DC = 8+ your proficiency bonus + strength modifier.

Improved Burst strike

You are properly trained in the art of Gunblade combat when you use the burst strike feature of a gunblade your attack deals 1d6 thunder damage instead of 1d4. This damage increases to 1d8 at 10th level

Rough Divide

You can utilize your gunblade to launch yourself forward. As a bonus action, you may expend one cartridge to blast yourself towards an enemy. When you do, you move up to 15 feet towards a hostile creature you can see or hear. If you are within 5 feet of them after this movement, you can choose to impose a strength saving throw against them if they are large or smaller. On a failed save, you knock the target prone with a mighty tackle.

Aurora

When you use your second wind feature, you may expand two cartridges from your gunblade to extend it to an ally. Choose a friendly creature within 30 feet that you can see. When you roll to restore hit points with second wind your ally heals the same.

Demon slice

You can utilize two cartridges from your gunblade to create an explosive force in a circle around you as an action. Each creature within 5 feet from you must make a constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. This damage increases to 4d6 at 7th level.

Royal guard

At 7th level your practice guarding those around you gives you experience not just on the battlefield, but social encounters. You gain proficiency in both insight and investigation.

Heart of stone

When you or an ally within 30 feet are hit by an attack, you may may use your reaction to expend two cartridges, granting yourself or that ally a +3 ac bonus until the end of your next turn, including against the triggering attack.

Heart of light

As an action, you can spend up to three cartridges to grant an ally temporary hit points equal to your constitution modifier +1d10 per cartridge spent.

Blasting zone

Whenever you use the burst strike feature of your gunblade, you may spend an additional cartridge. The damage of your burst strike increases by an additional 1d8

Lightning shot

You can use an attack action to utilize one cartridge and make a ranged attack uses your dexterity modifier and proficiency bonus to hit has a range of 30 feet and deals thunder damage equal to 1d10 plus dexterity modifier. On a successful hit, the target must make a wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls other than you until the end of your next turn.

Bloodfest

When you roll for initiative and have no cartridges remaining (including in reserve), your gunblade reloads four cartridges.

Fated circle

Whenever you use your demon slice ability, you may spend an additional cartridge to increase the damage by 1d6. In addition, any enemy that is large or smaller that fail it's saving throw is knocked prone in addition to be pushed back

Superbolide

When you or an ally within 30 feet are hit by an attack, you may use your reaction to expend the last your remaining cartridges. You become immune to damage until the end of your next turn. As long as the immunity lasts, if any creature within 30 feet would take damage, you may reduce that damage by 1d8 per cartridge expended by superbolide. A creature may only benefit from this effect once. You can't use this feature again until you finish a long rest

Continuation

As a bonus action, you can expend a cartridge to make an additional melee attack.

Previous Versions

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6/3/2024 7:19:45 AM
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