Fighter
Base Class: Fighter

Gunbreakers have employed the advances of magitech to combine traditional weaponry and modern firearms to create their gunblades. Loaded with magically imbued cartridges, these weapons cut with explosive power, while retaining the ability to be utilized as a ranged weapon.

Gunbreaker Proficiencies

3rd-level Gunbreaker feature

You gain proficiency with firearms, allowing you to add your proficiency bonus to attack rolls made with such weapons. You can additionally modify a simple or martial melee weapon of your choice at the end of a long rest to have a firearm attached. This becomes your gunblade. Once per turn, you can switch between ranged mode (where the weapon functions as the attached firearm) and melee mode (where the weapon functions as the original melee weapon) as part of an attack made with your gunblade (no action required).

No Mercy

3rd-level Gunbreaker feature

Successfully executing a named attack as part of a combo stores a cartridge, up to a maximum of your proficiency bonus. Cartridges can be consumed to perform special techniques, as detailed below. Whenever you finish a short rest, your number of stored cartridges resets to zero. Cartridge techniques can only be executed when using your gunblade.

Burst Strike. Immediately after you hit a target with a melee weapon attack, you can expend a number of stored cartridges to deal additional fire damage equal to 1d8 per cartridge expended.

Lightning Charge. Immediately after you hit a target with a ranged weapon attack, you can expend a number of stored cartridges to deal additional lightning damage equal to 1d8 per cartridge expended.

Rough Divide. As an action, you can expend one stored cartridge and leap up to 30 feet to an unoccupied space you can see. Before or after leaping, you can make one attack, as part of the action. If it hits, this attack deals an additional 1d6 fire damage.

Combos

3rd-level Gunbreaker feature

You can execute specific combinations of attacks to prepare other abilities. You gain access to combos, made up of enhanced, named attacks that each gain bonus effects and give you access to the next skill in the combo. Each attack in a combo must be declared before any attack rolls are made and must be made with your gunblade. If you begin a combo, you cannot begin a different combo until you have let the current combo expire or until completion. You can initiate a combo a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short rest. A use is expended upon the first attack in a combo hitting, even if the combo expires before reaching completion.

You learn two combos of your choice, and you learn an additional one of your choice at 7th and 12th level. Each time you learn a new combo, you can also replace one combo you know with a different one.

Balanced Combo

On your turn, you may declare a melee weapon attack Keen Edge. If this attack hits, you gain temporary hit points equal to twice your proficiency bonus. You also gain access to Solid Barrel. Both the temporary hit points and Solid Barrel access last until the end of your next turn. Secondly, you may declare a weapon attack Solid Barrel. If it hits, you can choose to lose your current temporary hit points to deal additional fire damage equal to the temporary hit points lost. This completes the combo.

Defensive Combo

On your turn, you may declare a melee weapon attack Royal Guard. If this attack hits, you gain access to Reprisal until the end of your next turn. A creature hit by Royal Guard has disadvantage on the first attack roll it makes that isn’t against you until the end of your next turn. Secondly, you may declare a weapon attack Reprisal. If it hits, you gain a bonus to your AC equal to your proficiency bonus. You also gain access to Bloodfest. Both the AC increase and Bloodfest access last until the end of your next turn. Finally, Bloodfest allows you, as a reaction to taking damage from a creature that is within your gunblade's reach, to make a melee weapon attack against that creature. If it hits, it deals extra damage to the target equal to half your fighter level. This completes the combo.

Melee Combo

On your turn, you may declare a melee weapon attack Hypervelocity. If this attack hits, you gain access to Double Down until the end of your next turn. Secondly, you may declare a weapon attack Double Down. If it hits, you can immediately follow up with another melee weapon attack using your gunblade. This completes the combo (even if the attack after Double Down misses).

Ranged Combo

On your turn, you may declare a ranged weapon attack Sonic Break. If this attack hits, you gain access to Bow Shock until the end of your next turn. Secondly, you may declare a ranged weapon attack Bow Shock. If it hits, the target additionally suffers half of the damage from the attack at the end of its next turn as lightning damage. This completes the combo.

Cartridge Charge

7th-level Gunbreaker feature

Your attacks with your gunblade count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you have learnt new ways in which you can expend stored cartridges, as detailed below.

Aurora. As a bonus action, you can expend one stored cartridge to consume all of your temporary hit points and restore an amount of hit points equal to the temporary hit points lost.

Fated Circle. Immediately after hitting with a melee weapon attack, you can expend a number of stored cartridges to target all creatures within your weapon's reach. If the original attack roll would hit the subsequent creatures, they all take fire damage equal to 1d8 per cartridge expended. Creatures that take this damage count as being hit by a melee weapon attack for the purposes of on-hit effects.

Heart of Steel

10th-level Gunbreaker feature

You have learnt a new technique to expend accumulated cartridges, as detailed below.

Guardian's Ward. When a creature within your melee reach of your gunblade takes damage, you can expend two stored cartridges and use your reaction to halve the damage they take. You then gain temporary hit points equal to this amount. At the end of your next turn, if you still have the temporary hit points gained from this feature, you immediately lose them and take damage equal to the temporary hit points lost. This damage can't be reduced in any way.

Impossible Odds

15th-level Gunbreaker feature

You have mastered more techniques to obliterate your enemies utilising stored cartridges, as detailed below.

Double Strike. Immediately after you hit a target with a melee weapon attack, you can expend two stored cartridges to immediately follow up with another melee weapon attack against the same target.

Battle Scars. At the start of your turn, you can expend a number of stored cartridges to amplify your upcoming weapon attacks. The next amount of weapon attacks you make equal to the number of stored cartridges you expended cause you to regain hit points equal to half the damage dealt with each strike.

Overclocked

18th-level Gunbreaker feature

You have mastered the art of the gunblade, able to draw out its potential more frequently. Whenever you complete a combo you gain temporary hit points equal to 1d6 + half your fighter level. Additionally, you can use a bonus action to immediately gain 6 cartridges. After you use this bonus action, you can’t do so again until you finish a long rest.

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