Fighter
Base Class: Fighter

Inspired by Gunbreakers from FFXIV.

Burstblades use augmented weapons, whether they be arcanomechanical or enchanted, to create bursts of magical power that can take on a variety of effects. These can range from damage to healing to avoiding damage.

Burstblades are not beholden to use swords or bladed weapons. All that makes a Burstblade is the weapon altered to channel magical attacks.

Weapon Preparation

At 3rd level, you gain the knowledge and skills necessary to prepare your weapon for use. You preform these augmentations on a melee weapon you are proficient with over the course of 1 hour, which can be done during a short or long rest. If a weapon requires attunement, you must be attuned to it when starting the ritual. The weapon must be within your reach throughout the ritual.

You can have two blast weapons at a time. If you augment another weapon, one of the previous ones lose their alterations. Only you can utilise yourblast  weapon.

Additionally, you gain proficiency with one type of artisan's tools.

Aspected Blast

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Aspects. You learn three burst aspects of your choice, which are detailed under “Aspects” below. Many aspects enhance an attack in some way. You can use only one aspect per attack. You can only use aspects if while weilding your burst weapon.

You learn one additional aspect of your choice at 7th, 10th, and 15th level. When you level up, you can replace one aspect you know with a different one.

Blast Dice. You have four blast dice, which are d8s. A blast die is expended when you use it. You regain all of your expended blast dice when you finish a short or long rest.

You gain another blast die at 7th level and one more at 15th level.

Saving Throws. Some of your aspects require your target to make a saving throw to resist the aspect's effects. The saving throw DC is calculated as follows:

Aspect save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Burst Aspects

Aspects are presented in alphabetical order.

Blast Strike

When you take the Attack action on your turn and attack an enemy, you can spend a blast die to force all creatures but yourself within 5 ft of the target to make a dexterity saving throw against your aspect saving throw DC. This effect triggers whether you hit or not, but if the enemy was hit by your initial attack, they make the save with disadvantage. Creatures caught in the blast take force damage equal to a roll of your blast die on a failed save and half on a success. You take no damage as you know how to weild your weapon properly. 

Burst Barrier

As a bonus action, you can expend one blast die, rolling the die and adding the number rolled to your AC until the start of your next turn.

Burst of Succor

As a bonus action, you can expend one of your blast die to heal a creature you can see within 15 ft for hit points equal to one roll of your blast die.

This has no effect on undead or constructs.

Close In

When you take the attack action, you can expend a blast die to move up to half your movement speed towards your target without provoking opportunity attacks before attacking, adding force damage equal to a roll of your blast die if the attack hits. You can only use this movement once.

Distracting Blast

When you hit a creature with a weapon attack, you can expend one blast die to distract the creature, giving your allies an opening. You add the blast die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Invigorating Burst

You can expend one superiority die and use a bonus action on your turn to boost your prowess. You have advantage on your attack rolls until the start of your next turn. Additionally, roll a burst die. You gain temporary hit points equal to your roll.

Menacing Blast

When you hit a creature with a weapon attack, you can expend one blast die to attempt to frighten the target. The target takes additional force damage equal to the roll of a blast die, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Ranged Blast

When you make weapon attack, you can expend one superiority die to make a ranged attack instead. Make a ranged weapon attack using your usual to hit bonuses with range (20/60). On a hit, the target takes force damage equal to two rolls of your blast die.

Rebuking Blast

When you hit a creature with a weapon attack, you can expend one blast die to attempt to drive the target back. The creature takes additional force damage equal to the roll of your blast die, 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.

Redirecting Blast

When you make a weapon attack roll against a creature, you can expend one blast die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Latent Burst

Starting at 7th level, your burst weapon is suffused by the magic you use. It now counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, you can use your bonus action to increase the damage of the next attack you hit with your burst weapon while not using a burst aspect by 1d6 force damage. You can do this a number of times equal to your proficiency bonus, recharging on a long rest.

Improved Blast

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

Expedient Recharge

Starting at 15th level, you can spend 1 minute to rechage your burst weapon. Upon doing so, you gain 1d4+2 blast dice. You can use this feature once per long rest.

Improved Blast II

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

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