Base Class: Fighter
Historical Shields
The Gunbreaker's origin can be traced back to the royal guard of Bozja. Using the unique resources available to the region, gunblades were developed to fend off the numerous threats to their lands and the Queen's Blades left a legacy of great defenders. Though those times are lost in the past, the opportunity to uphold or upset this legacy now lays in the hands of the modern day Gunbreakers.
Innovation of War
Gunblades are weapons the Queen's Blades developed to give them an edge against their many foes. Originally igniting ceruleum in the chamber of their weapons to create explosions on contact with enemies, today convenient rechargeable cartridges are used in their weapons instead allowing for sustained campaigns reliant on one's own strength.
Creating a Gunbreaker
Gunbreakers are few in number and a rarity in modern times. Pockets of practitioners and individual users that are self taught have popped up across the land. Your gunbreaker may have had this knowledge imparted to them from a mentor, or discovered the unique way of waging war through investigation. Gunbreakers set off on quests for a variety of reasons but the most common is mercenary work and often protecting individuals or locations. One can count on the fact that when something needs to be done, Gunbreakers have the grit to do it no matter how dirty or bloody it is.
You can make a Gunbreaker quickly by following these suggestions. First make Strength your highest ability score, following with Constitution. Second take the Soldier background.
Limit Break: Renzokuken
Limit Break: Your ultimate attack that consumes your limit gauge.
Limit Gauge: This charges every time you have received or given damage. This resets to 0 once used.
Level 3: Explosive Fencing
You are an adept at using the special qualities of your Gunblade in combat.
Starting at 3rd level, using your Bonus Action on your turn, you can consume 1 of the infused cartridges inside the cylinder of your Gunblade to add special effects to your next attack.
Reload: Add 6 cartridges to your gunblade.
Keen Edge: Should the attack miss, you still inflict 1d4 Force damage to the target;
No Mercy: On a hit, you deal an additional 1d6 Force damage to the target;
Brutal Shell: On a hit, you gain Temporary Hit Points in the form of a barrier around you, the amount of Temporary Hit Points is equal to the damage inflicted +1d6;
Demon Slice: You swing your Gunblade in an arc in front of you, forcing all creatures with 5 feet of you in a 180º radius to perform a Dexterity saving throw (DC 8 + your Wisdom modifier + your Proficiency bonus); on a failed save the creatures suffer 1d6 + your Wisdom modifier Force damage, or half as much on a successful save;
Camouflage: On a hit, you gain a +2 AC bonus until the start of your next turn;
Danger Zone: On a hit, the target has disadvantage on any attack not including you as target until the start of your next turn;
Brutal Shell
On a hit, you gain Temporary Hit Points in the form of a barrier around you, the amount of Temporary Hit Points is equal to the damage inflicted +1d6.
At level 10, the amount of Temporary Hit Points gained becomes equal to damage inflicted + 1d8
Camouflage
On a hit, you gain a +2 AC bonus until the start of your next turn.
At level 10, you also gain advantage to Dexterity saving throws until the start of your next turn
Danger Zone
On a hit, until the start of your next turn the target has disadvantage on any attack not including you as target.
At level 10, you can designate up to 2 additional targets being affected by this effect.
Demon Slice
You swing your Gunblade in an arc in front of you, forcing all creatures with 5 feet of you in a 180º radius to perform a Dexterity saving throw (DC 8 + your Dex modifier + your Proficiency bonus); on a failed save the creatures suffer 1d6 + your Wisdom modifier Force damage, or half as much on a successful save.
At level 10 the damage increases to 1d8 + your Dex
Heart Of Light
On a hit, you and all allies within 10 feet of you gain a bonus to all saving throws equal to your Wisdom modifier until the end of your next turn.
At 15th level the range of effect becomes 20 feet.
Keen Edge
Should the next attack miss, you still inflict 1d4 Force damage to the target.
At level 10, the damage increases to 1d6.
No Mercy
On a hit, you deal an additional 1d6 Force damage to the target.
At level 10, the damage increases to 1d8.
Rough Divide
As part of the attack you can move up to 15 feet towards the target without provoking attacks of opportunity; on a hit, the attack will deal an additional 1d4 Force damage for each 5 feet of movement you perform before striking.
At level 18, the damage dice becomes 1d6.
Level 7: Nebula
Starting at 7th level, whenever you suffer damage in combat, you can use your Reaction to expend one infused cartridge inside your Gunblade's cylinder and gain Resistance against that type of damage until the start of your next turn.
If the triggering damage has multiple damage types, you decide against which type of damage to gain Resistance to. You cannot use Adaptive Defence if you already have a resistance active that is granted by this same effect
Improved Timing
Starting at 10th level, you are able to consume 2 infused cartridges per turn with your Bonus Action to activate effects from your Explosive Fencing feature.
You can apply each effect only once, and each has to be applied on different attacks.
Additionally, you learn a new level 10 Explosive Fencing option.
At level 18, you are able to consume 3 infused cartridges in your turn with your Bonus Action to activate effects from your Explosive Fencing feature.
You can still apply each effect only once, and each has to be applied on different attacks.
Level 15: Cartridge Expert
Starting at 15th level, you are now capable of creating more cartridges whenever you thinker, being able to create 2d8 + your Wisdom modifier cartridges.
Additionally, you can now reload your Gunblade with a Bonus Action instead of a full Action.
Level 18: Superbolide
Starting at 18th level, whenever you suffer damage in combat, you can use your Reaction to consume 2 infused cartridges; by doing so you gain Immunity to the type of damage that triggered the effect until the end of your next turn.
If the triggering damage has multiple damage types, you decide against which type of damage to gain Resistance to.
You can use this feature up to 2 times per Long Rest.
Previous Versions
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