Fighter
Base Class: Fighter

The gunblade specialist primarily fights with a unique weapon known as a gunblade, and has special combos and move granted to them.

Finishing Move

After using Renzokuken, if the Gunblade Specialist lands all four of their attacks and at least one of them was a critical, they may as a Bonus Action use one of their Finishing Moves.

Rough Divide: You may make a melee attack a different creature(s) than the one(s) you targeted with Renzokuken within range and deal an additional 1d10 slashing damage.

Fated Circle: You jump 10 feet into the air, charging energy into your gunblade. At the peak of your jump you spins in a circle, releasing a shockwave that damages all creatures within 10 feet 1d12 force damage.

Blasting Zone: You raises your gunblade overhead, charge it up and extend a pillar of energy to the outer atmosphere, then slam the gunblade into the ground to hit all enemies within the pillar. All creatures within range of the attack must make a Dexterity Saving Throw of DC 16 or take 1d12 fire damage.

 

Elemental Infusion

As a Bonus Action, you can use a Limit Break Point to add your choice of 1d6 force, lightning, fire, or cold damage to each hit you make with your Gunblade for 30 seconds. 

Renzokuken Improvement

Your Renzokuken Action now does eight attacks instead of four.

Lion's Aspect

You can use this feature as a Bonus Action once per turn. At the cost of a Limit Break Point, you can use one of the following attacks, or gain a buff for 30 seconds:

 

Lion's Roar: You make a ranged attack on an enemy, the range equal to your Gunblade's Range. On a hit, deal 2d8 Thunder damage.

Lion's Strike: You make an Unarmed Strike against the closest enemy, dealing 1d10 thunder damage on a hit.

Lion's Courage: You cannot be intimidated, and you have advantage on Intimidation checks, as well as advantage on Savings throws against being Frightened.

 

 

Renzokuken

You can spend a Limit Break point to make four melee attacks within range, dealing a bonus 1d4 of slashing damage on each hit. This has to be done as your first action, and does not allow to to use any of your extra attacks from other features. 

This damage increases along with each level, becoming 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Limit Break Points

You start with 2 Limit Break Points at the 3rd level, and gain 1 every 3rd level in this class. (3 LB points at level 6, 4 LB points at level 9, 5 LB points at level 12, 6 LB points at level 15, and 7 LB points at level 18)

You regain all exhausted Limit Break Points after a Long Rest, or 1 for each Short Rest.

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