Fighter
Base Class: Fighter

Inspired heavily by Matt Mercer’s Gunslinger, LeK’s interpretation of the Gunbreaker, and Final Fantasy XIV: Shadowbringers
To Be Used in Conjunction with Aetheric Gun Weapons and Aetheric Shells of the same author.

Long ago,

Gunbreakers we’re supposed to be the soldiers of a new generation. Instead, when an arms manufacturer mass produced gunblades for the new Brigade of Gunbreakers, the blades proved to be more trouble than their worth. The Aetheric Munitions misfired spontaneously, shields failed to stop enemy weapons, and even worse the gunblades backfired in tight formations killing many breakers.

As quickly as the concept of Gunbreakers rose amongst the cities of the world, it fell quicker as mistake after mistake destroyed any chance of them seeing the battlefield. The manufacturer quickly evaporated, the plans for such weapons lost, and their creators died homeless and bitter at the failure of their life’s work. If there were Gunbreakers, they were from another realm, entirely.

Until Laetheril Quin, a traveler and scholar found and pieced together hundreds of manuscripts at nearly one thousand different locations all over the continent. With better technology and a handful of master arms smiths, the Gunblade was revived from forgotten memory. These blades were very costly to reproduce from the manuscripts, especially en masse, but when such plans made their way to the criminal and clandestine world of mercenary work, the gunblade flourished. In short time many travelers, mercenaries, criminals, and dungeon delvers that were not magically-inclined individuals modified the blade to be more efficient and safer. They improvised and designed their own blades to fit their needs; from Necrotic Scythes to Radiant Axes, gunbreakers had a very loud and unique way of completing their contracts.

While Gunbreakers are still a rare find, those that take up the blade are dueling specialists, but masters have learned to use the Gunblade to protect their charge and utterly maim those that get in their way.

With a little bit of ingenuity, daring, and a lot of luck, Gunbreakers, so named for their practice of destroying traditional weapons to craft their own unique Gunblade, bring to the fight the ability to destroy as well as protect. Contrary to popular belief, gunblades are not simply pistols with a blade attached to the barrel. Instead these weapons utilize Aetheric Munitions in a revolver-like barrel of a traditional pistol lower that when fired, violently infuse and charge the blade with magical or elemental energy, as well as shooting short-ranged concussive blasts of lingering aether that can disable opponents or linger and shield allies.

Improvised Arms Smith

Upon choosing this archetype at 3rd level, you can breakdown a Revolver, a bladed weapon (or Hammer), and 40GP of raw materials with Tinkerer’s Tools. You are to work on the weapon for at least 1 hour during a Long Rest in order to produce and gain Proficiency an Aetheric Gunblade or equivalent. Along with 12 Aetheric Shells to operate the weapon; 6 in the rolling cylinder of the weapon and a spare reload of 6 aetheric shells, carried separately and stowed. Both take up an Attunement Slot (the type of Aetheric Blade, Hammer, or otherwise determines the kind of Physical Damage dealt, while the kind of different kinds of Aetheric Shells determine elemental damage).

The Gunbreaker’s crafted weapon of choice: combining the spinning cylinder of a Revolver and any blade available, Gunblades utilize shells of aether to strengthen attacks and fire lingering blasts of energy that can disable opponents or shield allies. Every Gunblade is different, unique, and suits the needs of it’s crafter. As such, old schematics of other Gunblades are scattered across the world that can be replicated or retrofitted on to one's own, granting the user more options in a fight.

(NOTE: At the DM's discretion and creativity, schematics may be scattered about the campaign as rewards)

Keen Edge

At 3rd level, you learn to perform powerful techniques that can disrupt and disable opponents, boost your own damage or protect allies and friendlies using your gunblade.

Improvised Explosive Fencing. You learn 3 techniques of your choice, which are detailed under “Improvised Explosive Fencing” below. Many maneuvers enhance an attack in some way. Each use of a Improvised Explosive Fencing or Keen Edge must be declared before the attack roll is made, signifying the use of at least Aetheric Shell. You can use multiple techniques, but are limited to how many aetheric shells you use or have left.

You learn 1 additional technique of your choice at 7th level, 1 more at 10th level and finally 1 more technique you learned at previous levels at level 15. Each time you learn a new technique, you can also replace one technique you know with a different one over 1 Short Rest.

Aetheric Shells & Keen Edge Combo. Aetheric Shells power all the techniques you can perform, but you carry only 6 charged shells at the ready during combat, and an additional 6 charged shells stowed away (NOTE: you cannot replace shells "One-At-a-Time" from your backpack into the Gunblades Cylinder, in other words "an all or nothing" reload). You regain 2 Aetheric Shells using the Keen Edge Combo, during combat encounters.

On your action, expend one shell to perform Keen Edge -- dealing 1d4 Force Damage + Weapon Damage, on a SUCCESSFUL hit. If this misses, you only deliver the 1d4 Force Damage to the intended target.

If Keen Edge was a successful hit, you can spend an available 'Extra Attack' or 'Bonus Action' to perform Brutal Shell. On a successful DEX Check (DC:8) deal an additional 1d4 Force Damage and gain 2 AC. On a failure, you do NO additional damage and lose 1 AC.

Lastly, if Brutal Shell was successful, you can spend an available 'Extra Attack' or 'Bonus Action' to perform Solid Barrel. On a successful STR Check (DC:8) deal an additional 1d4 Force Damage and regain 2 aetheric shells. On a failure, you do NO additional damage and regain 1 aetheric shell.

You automatically complete the combo at any point during the combo if you roll a NAT 20 on hit or following ability checks.

NOTE: Critical Hit Bonuses (Double Damage) only occur at one part of the combo, when a NAT 20 is rolled (e.g. a NAT 20 is rolled during Solid Barrel therefore 1d4 Force Damage is doubled, ONLY and does not retroactively double damage from the previous Keen Edge and Brutal Shell. Conversely if a NAT 20 is rolled on Keen Edge, only the Weapon Damage + 1d4 Force Damage is doubled, not the subsequent Brutal Shell and Solid Barrel.)

With Continuous Cylinder, all parts of Keen Edge can be boosted to do even more damage.

Improvised Explosive Fencing

List of common Explosive Fencing Techniques:

No Mercy
Starting at 3rd level, you expend 1 charged shell, add 1 additional die to any and all damage rolls for the next 20 sec. (4 rounds) (e.g. instead of 1d4 Elemental Damage during Brutal Shell it is now 2d4 Elemental Damage with No Mercy activated).

- With Continuous Cylinder,

  • Expending 2 shells adds 2 additional die to any and all damage rolls for the next 20 sec. (4 rounds).
  • Expending 3 shells adds 3 additional die to any and all damage rolls for the next 20 sec. (4 rounds).

Sonic Break
Starting at level 3, expend 1 charged shell and attack a creature (Action or Extra Attack) within melee range. On hit, you deal your normal weapon damage, plus the targeted creature must make a CON Saving Throw (DC:15) at the beginning of their turn or suffer 1d8 Elemental Damage for 24 sec. (4 rounds). On success, no subsequent damage is dealt.

- With Continuous Cylinder,

  • Expending 2 shells grants all the above, but also forces the targeted creature to attack at disadvantage. This is cleansed when the creature rolls a successful CON Saving Throw.
  • Expending 3 shells grants all the above, and doubles the duration of the attack for a total of 48 sec. (8 rounds).

NOTE: A NAT 20 only doubles initial damage On Hit, not subsequent damage.

Hypervelocity
Starting at level 3, expend 1 charged shell and attack a target (Action or Extra Attack) at a maximum range of 30 ft., on hit, deal 1d6 Elemental Damage. If the targeted creature is flying, the creature makes a CON saving throw (DC:15) and is forced to land if failed. Upon success, the creature takes only half damage.

- With Continuous Cylinder,

  • Expend 2 charged shells, on hit, deal 1d8 Elemental Damage, on hit and if the targeted creature is flying, the creature makes a CON saving throw (DC:15). If failed, the creature is forced to land and made Prone.
  • Expend 3 charged shells, on hit, deal 1d10 Elemental Damage, on hit and if the targeted creature is flying, the creature makes a CON saving throw (DC:15). If failed, the creature is forced to land and Stunned.

Danger Zone
Starting at level 3, expend 1 charged shell and attack a creature (Action or Extra Attack) in melee range. On hit, deal 1d10 Elemental Damage + Weapon Damage and the target creature must make a STR Saving Throw (DC:15) or become Prone for 6 sec. (1 round).

With Continuous Cylinder,

  • Expend 2 charged shells, on hit, deal 2d10 Elemental Damage + Weapon Damage and the target creature must succeed on a STR Saving Throw (DC:15) or become Stun for 6 sec. (1 round).
  • Expend 3 charged shells, on hit, deal 3d10 Elemental Damage + Weapon Damage and the target creature must succeed on a STR Saving Throw (DC:15) or become Paralyze for 6 sec. (1 round).

Leonhart's Dive
At 3rd level, as an action, expend 1 charged shell, to launch yourself 20 ft. in any direction. As a bonus action, you may roll to hit if you land within melee range of a creature dealing 1d10 Elemental Damage + Weapon Damage.

- With Continuous Cylinder,

  • Expending 2 shells extends distance by 5 ft., up to 25 ft. and deals 2d10 Elemental Damage + Weapon Damage.
  • Expending 3 shells extends distance by 10 ft., up to 30 ft. and deals 3d10 Elemental Damage + Weapon Damage.

Hearts of Stone
Starting at level 3 as an Action, expend 1 charged shell to grant temporary HP equal to your CHA modifier + your Proficiency Bonus to 1 friendly creature of your choice that you can see in a 15 ft. radius. lasting 12 sec. (2 rounds).

- With Continuous Cylinder,

  • Expending 2 shells changes the ability to now grant the benefit to all friendly creatures in a 15 ft. radius for only 6 sec. (1 round).
  • Expending 3 shells, along with the above benefits additionally allows you to grant temporary HP to yourself, lasting 6 sec. (1 round).

Rip & Rend
Starting at 7th level, as an action, expend 1 charged shell and attack a creature (Action or Extra Attack) within melee range. On hit, you deal NO DAMAGE, instead you target a Creature's Damage Resistance. The targeted creature makes a CON saving throw (DC:18), on a success the creature loses 1 point to their maximum health and is restored on a Short Rest. On a failure, the breaker names the resistance (if known) that is removed and is restored on a Short Rest (if not known, DM decides which resistance is removed at random).

- With Continuous Cylinder,

  • Expending 2 charged shells additionally inflicts 1d10 Elemental Damage + Weapon Damage or removes 2 points of their maximum health upon successful CON saving throw.
  • Expending 3 charged shells additionally removes a Damage Immunity, or removes 3 points of their maximum health upon successful CON saving throw. All previous rules apply the same.

Fated Circle
Starting at level 7, use an action and expend 1 charged shell to force opponents caught in a 15 ft. radius about the user to make a WIS Saving Throw (DC:15). On failure, those creatures are now Blinded to all things, EXCEPT the Gunbreaker for 12 sec. (2 rounds).

- With Continuous Cylinder,

  • Expending 2 charged shells may additionally inflict Deafen, EXCEPT sounds from the gunbreaker.
  • Expending 3 charged shells may additionally inflict Disadvantage on hit.

Hearts of Stone
Starting at level 7 as an Action, expend 1 charged shell to grant temporary HP equal to your CHA modifier + your Proficiency Bonus to 1 friendly creature of your choice that you can see in a 15 ft. radius. lasting 12 sec. (2 rounds).

- With Continuous Cylinder,

  • Expending 2 shells changes the ability to now grant the benefit to all friendly creatures in a 15 ft. radius for only 6 sec. (1 round).
  • Expending 3 shells, along with the above benefits additionally allows you to grant temporary HP to yourself, lasting 6 sec. (1 round).

Waters' Aurora
At level 7, as an action, expend 1 charged shell to create a temporary image of yourself right next to an ally that you can see 15 ft. away and establish a damage link between yourself and the simulacrum, lasting till the beginning of your next turn. Any damage inflicted on the ally in question, is instead transferred to you.

- With Continuous Cylinder,

  • Expend 2 charged shells and damage done is halved (rounding up).
  • Expend 3 charged shells, along with all aforementioned benefits, you may use 1 Improvised Explosive Technique you know (1 charged shell variant ONLY) through the simulacrum as a bonus action.

Double Down
At level 10, as a bonus action, expend 2 shells, roll a d6 and use that number to temporarily charge spent shells (up to 6), lasting for your turn only. You are able to overcharge, meaning rolling over the Aetheric Munitions maximum of 6, grants you up to One free ability of Improvised Explosive Fencing.

- This ability has No Interaction with Continuous Cylinder.

Heart of Light
At 10th level, upon receiving Melee damage from any source. As a Reaction, expend 2 charged shells and make a STR Saving Throw (DC:15). On success, damage is halved (rounding up) and you Stun the enemy for their rest of their turn. On failure, you only halve the damage (rounding down).

- This ability has No Interaction with Continuous Cylinder.

NOTE: A NAT 20 knocks back the enemy 10 ft. initiating an Opportunity Attack from you to your opponent, which can also Crit.

Farron's Shock
At level 10, as an action, you expend 2 charged shells and attack a creature (Action or Extra Attack) within melee range. On hit, deal your weapon damage + 1d8 Elemental Damage to the intended target. Any enemy creatures caught within 20 ft. radius, must make a DEX Saving Throw (DC:18). Enemy creatures who fail the check suffer 1d8 Elemental Damage on their turn for the next 24 sec. (4 rounds). On success, creatures take 1d4 Elemental Damage for the same duration (4 rounds).

- This ability has No Interaction with Continuous Cylinder.

NOTE: A NAT 20 only doubles initial damage On Hit, not subsequent damage.

Danger Zone

Single-Target Stun: Laterally Aetheric Nexus Attacks, or LANAs, was too long (phrasing), as it didn't quite catch on among other Breakers... DAYnn-jAh z-Own, is definitely more catchy. Striking the ground, with a charged blade, you unleash the elemental force of your Gunblade.

Double Down

Utility Boost: Sometimes, you just need that extra... somethin' somethin'. Roll the dice and see if you get a free attack

Farron's Bow Shock

Area-of-Effect, Damage-Over-Time: Stab the ground with your gunblade, pull the trigger and unleash a wave energy around you.

Fated Circle

Tank Blind, AOE: "This is how things are now. You and me trapped in this moment, endlessly." - Unknown

You stab the ground and release a charge of aether. The ground erupts in a burst of bright energy that blinds your target to all else, except you.

Heart of Light

Tank Riposte: You charge the blade with Aether and let the enemy hit your blade. Thanks to magic, you just turned the enemy into a newborn baby deer.

Hearts of Stone

Support, Shield: "COVERING FIRE!!!"

Fire a short-ranged lingering shield of aether to aid any nearby creature.

Hypervelocity

Ranged Attack: The Gun in Gunblade. Point your gunblade at your intended target and shoot a wave of elemental energy.

Leonhart's Dive

Gap Close: No sane person thinks that a bladed weapon with a firing mechanism can be used as a flying surfboard, but Gunbreakers are foolhardy enough to try it anyway.You take the explosive energy of your weapon to briefly soar in the air, in a direction of your choice.

No Mercy

DPS Boost: *Hummmm-Whumm-Whumm-Hummmm.* For a short while, after firing a charged shell, amplifies the damage inflicted by the weapon and it's elemental damage and hums like weapons of a more civilized age.

Rip & Rend

Damage Penetration: The first cut is the deepest. The breaker strikes an enemy creature, targeting it's resistances, and removes them.

Sonic Break

Single-Target, Damage-Over-Time: Stabbing a creature is deadly enough. Stabbing a creature with a violently vibrating blade is like stabbing said creature multiple times, while you walk away...

Waters' Aurora

DMG Link/Simulacrum: "You can't be in two places," they said. "It's not possible," they said. After spending an aetheric charge, you manipulate the resulting cloud to be a simulacrum of yourself.

Nebula

Inspired by LeK

Extensive time being in close proximity of glowing gases from exploding aether has granted gunbreakers unnatural resistance to attacks they would otherwise be susceptible to.

Starting at 7th level, one full turn after expending at least 1 shell, whenever you suffer damage in combat you can use your Reaction to gain Resistance against that type of damage until the start of your next turn.

If the triggering damage has multiple damage types, you decide against which type of damage to gain Resistance to. You cannot use Adaptive Defense if you already have a resistance active that is granted by this same effect.

Can be used 2 times per Short Rest.

Continuous Cylinder

The explanation is incredibly lengthy and overbearingly long as to why one is able ignite multiple aetheric shells in a gunblade... so how about we settle on the short explanation of, "You're just better, now."

Upon reaching 10th level, you gain the ability to expend 2 aetheric shells before Keen Edge and/or some Improvised Explosive Fencing Techniques at a time changing or boosting their individual effects.

At level 15, you can expend 3 aetheric shells further boosting your abilities.

Superbolide

Inspired by LeK

"If I hurt myself, my enemies can't hurt me... Right?" - Larr Yzaur

Starting at 15th level, whenever you suffer damage in combat, as a Reaction expend 3 shells to cause a back-blast of Aether that obliterates half your current HP instead, in order to prevent a Condition (e.g. Prone, Stun, Charm, etc.) and become Immune to damage that triggered the effect until the end of your next turn. If damage has multiple sources, pick one to become immune to.

(In other words, if you suffer 100 points of damage and Stunned. Using Superbolide, you instead suffer damage equal to half your health and are not stunned.)

You can use this feature up to Once per Long Rest.

Gunmetal Soul

Aether is a tricky thing, it destroys at well as it protects. However, while training and experience with a gunblade has been primarily focused on subduing and dueling any one enemy, a breakers main job is protection by any means.

Upon reaching level 18, use your reaction to fire all 6 charged shells in the air, creating a cloud of lingering aether to stop all oncoming damage to all friendlies in a 30 ft. radius, centered on you for that instant, only.

(This forces the gunbreaker to effectively skip their next action on their turn with Gunbreaker Reload.)

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