Fighter
Base Class: Fighter

Dusty and worn down, a man wielding a large two-handed blade plunges it into a formidable beast standing before him. He pulls the trigger on the handle of the blade and sends a shockwave through the creature, stunning it for his allies to capitalize.

A woman lunges forward with her Gunblade in hand, as she cuts across her foes body she pulls the trigger unleashing flaming energy from her blade, making quick work of her enemy. She flashes a wild smile to the allies of her quickly defeated foe and beckons they try their luck against her sword arm as well.

Carefully, a man lines up his fire arm to take a shot at his approaching foes. He pulls the trigger and a blast of thunderous energy launches from his blade, crashing into the approach enemy, causing him to drop with a thud.

The Gunbreakers are innovative warriors who take the field with their trusty Gunblades in hand. Able to handle a variety of combat situations, the Gunbreaker exhibits a mastery over the battlefield.

Additional Proficiencies

At 3rd level, you gain proficiency with gunblades and tinker's tools.

Cartridge Creation

When you choose this archetype at 3rd level, your Gunblade is fueled by special dice called Cartridge dice.

Cartridges. You have three Cartridges, of your choice, at your disposal. Many Cartridges enhance an attack in some way. You can use only one Cartridge per attack. You can craft two additional Cartridges at 7th, 10th, and one at 15th level. Each time you acquire new Cartridges, you can also replace one Cartridge you know with a different one.

Cartridge Dice. You have four Cartridge dice, which are d8s. A Cartridge die is expended when you use it. You can craft more expended Cartridge dice when you finish a short or long rest. You gain another Cartridge die at 7th level and one more at 15th level.

Aurora

On your turn, you can use a bonus action and expend one Cartridge die to mend one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains hit points equal to the Cartridge die roll + your Fighter level.

Brutal Shell

After making a weapon attack, you can expend one Cartridge die, rolling it and gaining the number rolled + your Constitution modifier as Temp HP.

Burst Strike

When you hit a creature with a weapon attack, you can expend one Cartridge die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Elemental Bullet

Before you hit with your Lightning Shot, you can expend one Cartridge die to change the element of your shot and add the total to the damage roll. You can choose to change the element to either fire or cold damage.

Keen Edge

Before you make a weapon attack, you can expend one Cartridge die to focus your aim making a precise strike, adding the Cartridge die to the attack roll.

Nebula

When another creature damages you with a melee attack, you can use your reaction and expend one Cartridge die to reduce the damage by the number you roll on your Cartridge die + your Dexterity modifier.

No Mercy

When a friendly creature hits with the Attack action, you can use your reaction to add the Cartridge die to the damage roll. You must be within 5 feet of the creature hit by the Attack and be able to see the friendly creature to expend the Cartridge die.

Rough Divide

You can utilize a cartridge from your Gunblade to launch yourself forward. As a bonus action, you may expend one Cartridge die to blast yourself towards an enemy. When you do, you move up to 15 feet toward a hostile creature you can see or hear. You must end this movement closer to the enemy than you started. If you are within 5 feet of them after this movement, you can make one melee weapon attack. Moving in this way does not provoke an opportunity attack.

Lightning Shot

Starting at 7th level, you can use an Action to make one ranged attack using your Gunblade. This ranged attack uses your Dexterity modifier plus your proficiency bonus to hit and deals 3d10 lightning damage ({{modifier:dex}}). The damage of your Lightning Shot feature increases by 1d10 at fighter level 9(4d10), fighter level 13(5d10), and fighter level 17(6d10). After using this feature three times, you must take a long rest to regain expended charges.

Improved Cartridge Capacity

At 10th level, your Cartridge dice turn into d10s. At 18th level, they turn into d12s.

Makeshift Cartridges

Starting at 15th level, when you roll initiative and have no Cartridge dice remaining, you regain three Cartridge die.

Improved Cartridge Capacity

At 18th level, your Cartridge dice turn into d12s.

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