To Be Used in Conjunction with Gunbreaker Subclass and Aetheric Shells of the same author.
The Gunmaul is a massive weapon capable of shattering bone and knocking out medium sized creatures cold, or crushing smaller ones. Another extremely rare Gunbreaker weapon, this weapon is seldom found on your average Joe Snuffy. However, when you do see one, you best turn around and use fast feet rather than hide behind a shield.
Gunmauls deal Elemental Damage based on the type of Aetheric Shells of which they are able to carry 12. 6 shells in the chamber of the weapon (represented by the 6 charges in the item info) and can be charged in two ways: passively (8 hours or 1 Long Rest) or actively (twice after Solid Barrel). Alternatively, if the gunbreaker spends all 6 shells, they may simply reload all 6 shells at once, however, a Gunbreaker can only carry one additional 6 Shell Reload including the 6 Shells already inside the chamber.
To craft a Gunmaul and a 6 shell reload, Gunbreakers requires a Maul, a Revolver, Tinkerer's tools, and 40 GP worth of materials.
Upon ignition of an Aetheric Shell, this weapon deals 2d10 Bludgeoning Damage, on hit. Plus Elemental Damage of the attuned Aetheric Shell Elemental Type and the Ability used, as detailed by the Gunbreaker Subclass.
Gunblades can Misfire. If a NAT 1 is rolled before casting any Gunbreaker specific actions requiring a shell, it misfires, spending 1 charged Shell, and the explosion interrupts the attack causing the Breaker to miss.
Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Weapon Property: Reach, Weapon Property: Two-Handed, Weapon Property: Heavy, Damage: Bludgeoning, Possesses the Misfire property, where a shell is spent if the gunblade fires before an gunbreaker ability (Improvised Explosive Fencing)., Must be Class: Subclass; Fighter: Gunbreaker and a Short Rest with the weapon equipped., Heavy, Two-Handed, Topple
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