Fighter
Base Class: Fighter

Eberron was a time of constant strife. The craftsmen of the Last War created a weapon unlike any other. The weapon itself combines a martial weapon with a firing mechanism, emitting a range of magical effects by utilizing dragonshard imbued cartridges. The Last War sought to bring the legendary weapons and the royal knights who wielded them to the front line.

Balancing the line between offense and defense, a Gunbreaker Fighter utilizes their unique weaponry and special combat techniques during battle, simultaneously protecting their allies as they overpower their foes.

CREDITS

Created by Reddit user u/TheShiningPhoenix - Ported to D&D Beyond with minor changes

Gunblade Expert

When you choose this archetype at 3rd level, you gain proficiency with weapons that have the Gunblade property as well as tinker's tools. You also gain the Arcane Cartridge and Gunbreaker Technique features.

When you select this archetype at 3rd level, you gain the ability to create a personalized Gunblade over the course of a long rest using any martial melee weapon that you possess, your tinker's tools, and 50 gp worth of supplies.

 
Gunblades

Gunblades are exotic martial weapons, requiring specific proficiency in order to use them properly. The majority of people who pick up a gunblade only gain a weapon with the ability to create small explosions, and quickly find themselves out of ammunition. A Gunbreaker is fully trained in both crafting and utilizing the Cartridges needed to use a Gunblade.

When a Gunblade is created, it inherits all of the properties of the weapon from which it was made and gains the additional Gunblade property and Burst Strike feature. Gunblades cannot be made from simple or ranged weapons, but are not restricted to bladed weapons. Any martial melee weapon such as warhammers, flails, whips, greataxes, and halberds can be given the Gunblade property.

Gunblade This weapon is a combination of firearm and martial melee weapon. A weapon with this property can be loaded with up to six Cartridges. When all of the Cartridges in a Gunblade are used, an action or an attack must be spent to reload it. You must have one free hand to reload a Gunblade.

Burst Strike When you make a successful melee weapon attack with a Gunblade, you may expend one cartridge to pull your weapon's trigger and fire a Burst Strike. This attack deals an extra 1d6 force damage. If you have Gunblade proficiency you can use your Munition die instead.

Arcane Cartridges

A Gunbreaker uses their tinker's tools to create a maximum amount of magical Cartridges equal to their Fighter level. Upon completing a short rest, you may restore a number of Cartridges to use equal to half your Fighter level (rounded up), but cannot exceed your maximum amount. You restore all of your Cartridges when you complete a long res

Munitions

When expending a Cartridge loaded in your Gunblade you roll your Munition die, which is a d6.

Gunbreaker Techniques

A Gunbreaker uses special techniques that are fueled by their Cartridges. When you gain this feature, you learn two Gunbreaker Techniques of your choice (see "Gunbreaker Techniques" below).

You learn an additional technique of your choice at 7th, 10th, and 15th level. Each time you learn a new technique, you can also replace one technique you know with a different one.

Some of your Cartridge abilities require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Technique Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Aurora

When you use your Second Wind feature, you may expend a Cartridge from your Gunblade to extend it to an ally. Choose a friendly creature within 30 feet that you can see. When you roll to restore hit points with Second Wind, your ally restores the same amount.

Blasting Zone

Whenever you roll your Munition die to deal damage to an enemy, you may expend an additional Cartridge to roll an additional Munition die.

Fated Circle

As an action, you can expend up to three Cartridges from your Gunblade and roll your Munition die equal to the amount of Cartridges spent. Each creature within 5 feet of you must make a Strength saving throw. On a failed save, a creature takes force damage equal to the amount rolled on the Munition die. On a successful save, the creature takes half as much damage. If three Cartridges are expended in this way, any creature that is Large or smaller that fails its saving throw is knocked prone.

Heart of Light

As an action, you target yourself or an ally you can see within 30 feet and expend up to three Cartridges. For each Cartridge spent, roll your Munition die. The target gains temporary hit points equal to the number rolled + your Constitution modifier.

Heart of Stone

When you or an ally within 30 feet are hit by an attack, you may use your reaction to expend two Cartridges granting yourself or that ally a +3 AC bonus until the end of your next turn, including against the triggering attack.

Lightning Shot

You can use an attack action to utilize one Cartridge and make a ranged attack using your Gunblade. This ranged attack uses your Dexterity modifier and proficiency bonus to hit, has a range of 30 feet, and deals force damage equal to your Munition die plus your Dexterity modifer. On a successful hit, the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Rough Divide

As a bonus action, you may expend one Cartridge to blast yourself towards an enemy. When you do, you move up to 30 feet toward a hostile creature you can see or hear. If you are within 5 feet of them after this movement, you can choose to impose a Strength saving throw against them if they are Large or smaller. On a failed save, you knock the target prone with a mighty tackle.

Royal Guard

At 7th level, your practice guarding those around you gives you experience not just on the battlefield, but during social encounters as well. You gain proficiency in two of the following skills of your choice: Acrobatics, Athletics, Insight, Intimidation, Perception, or Survival.

You also learn a new Gunbreaker Technique.

Acrobatics

Gain proficiency in Acrobatics.

Athletics

Gain proficiency in Athletics.

Insight

Gain proficiency in Insight.

Intimidation

Gain proficiency in Intimidation.

Perception

Gain proficiency in Perception.

Survival

Gain proficiency in Survival.

Brutal Shells

You have mastered using the arcane munitions of your Gunblade, and have learned how to make every Cartridge count. Beginning at 10th level, your Munition die is 1d8 instead of 1d6. This increases to 1d10 at 18th level.

Bloodfest

At 15th level, when you roll for initiative and have zero Cartridge uses, your Gunblade reloads four Cartridges.

Limit Breaker

You have gone beyond what was thought possible for a Gunbreaker. As an 18th level Gunbreaker, those that you choose to defend won't fall on your watch. Those who dare attack you won't get very far. You gain the Superbolide, Gunmetal Soul and Continuation features.

Continuation

You've learned how to press the attack with explosive force. As a bonus action, you can expend a Cartridge to make an additional melee attack. 

Superbolide

When you or a party member within 30 ft are hit by an attack, you may use your reaction to expend all of your Gunblade's remaining Cartridges and become immune to damage until the end of your next turn. While this immunity lasts you can activate Gunmetal Soul. You can't use this feature again until you finish a long rest.

Gunmetal Soul

Roll a Munition die for each Cartridge you expended to activate Superbolide. You can grant temporary hit points equal to the total amount rolled to any party member within 30ft. The temporary hit points last until Superbolide ends. An ally can only benefit from Gunmetal Soul once until they finish a long rest.

Gunbreaker Image

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