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 shock wave 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 battle field.
Gunblade Smith
3rd-level Gunbreaker feature
Upon taking this archetype you learn how to modify weaponry to incorporate gunfire into their function. To this end you gain proficiency with tinkers tools and smith tools in order to facilitate making these weapons. You spend 1 day of time working on your weapon to complete the conversion process. In addition you gain proficiency with Gunblades.
Gunblade Properties
Gunblades are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). Gunblades are used for both melee and ranged combat.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm. Gunblades all have a reload score of 6.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1. Gunblades have a misfire score of 2.
Munitions
3rd-level Gunbreaker feature
Beginning at the 3rd level, you've learned how to create cells which draw in magical energy from your body to charge themselves called Munitions. You have a number of munition charges your body can support, indicated on the table below. You load up to 6 Munitions charges into your gunblade at a time. When you use Munition charges on attack rolls you expend a loaded charge. You may load more charges as an action.
When using abilities triggered through using your Munitions that require the enemy to make a saving throw, the saving throw is calculated as follows.
Gunbreaker Save DC = 8 + your proficiency modifier + your Strength modifier.
When using features which require you to make a ranged attack, your attack modifier is calculated as follows.
Gunbreaker Ranged Attack Modifier = your proficiency modifier + your Dexterity modifier.
Half of your expended Munitions rounded up are recharged after completing a short rest and all of your Munitions after a long rest.
Breaker Actions
3rd-level Gunbreaker Feature
Starting at the third level you can begin to expend your munition charges to take special actions.
Burst Strike. When you make a successful melee weapon attack with a Gunblade, you may expend 1 Munitions charge to pull your weapon's trigger and attempt to launch your enemy backwards. The creature makes a Constitution saving throw against your Gunbreaker Save DC. On a failure they take 1d10 thunder damage and are knocked back 10ft. from your position. They are not knocked back on a success. This damage increases to 2d10 at the 6th level, 3d10 at the 12th level and 4d10 at the 18th level.
Lightning shot. This special attack is a ranged weapon attack with a range of 60 feet which you may only use while wielding a gunblade. You are proficient with it, and you add your Dexterity modifier to the attack and damage rolls. Its damage is thunder, and its damage die is a d10. This damage increases to 2d10 at the 6th level, 3d10 at the 12th level and 4d10 at the 18th level. You expend one Munitions charge when you use this attack option. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Blasting Zone
7th-level Gunbreaker Feature
Beginning at the 7th level, You may expend three Munitions charges to cause an explosion originating from your location. All creatures in the 30ft. cone must make a Dexterity saving throw against your Gunbreaker Save DC. The creature takes 3d10 Fire damage on a failure, and half as much on a success. This damage increases to 4d10 at the 12th level, and 5d10 at the 17th level. You can only use Blasting Zone once per round.
Maimed Reflexes
10th-level Gunbreaker feature
Beginning at the 10th level, Upon making a successful melee attack, you can expend one of your munition charges to temporarily dull the target's reflexes. The creature makes a Constitution saving throw against your Gunbreaker Spell Save DC. On a failure they take 3d6 thunder damage and cannot make attacks of opportunity until your next turn.
This damage increases to 4d6 at the 15th level and 5d6 at the 20th level.
Bloodfest
15th-level Gunbreaker feature
Beginning at the 15th level, as an action you can instantly recharge 3 of your munition charges without having to take a long rest. You can use this feature once per day.
Double Down
18th-level Gunbreaker feature
Starting at the 18th level whenever you make a successful attack with your gunblade you can expend one munition charge to make another attack. This feature cannot be chained together with burst strike.
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