Fighter
Base Class: Fighter

Gunbreakers use condensed magical cartridges as ammunition in their specially crafted gunblades. This provides a potent mixture of martial prowess and magical enhancement that augments the Gunbreaker's offensive and defensive capabilities.

Gunblade

Starting at 3rd level, you are able to modify any melee weapon that deals slashing damage and does not have the Light quality to make it a Gunblade.
To do so, you must spend 30GP in raw materials, or half as much when using Smithing Tools, and work on the weapon for at least 1 hour during a Long rest. You must have proficiency in this weapon, and you are granted proficiency in the Gunblade upon its completion.

Your Gunblade deals an equal amount of magical slashing damage as the base weapon used in its creation. Magical weapons may be used to create a Gunblade, however they lose any magical properties, excluding hit and damage increases.  

A Gunblade uses magically infused etheric cartridges to enhance its martial capabilities. 

A Gunblade's cylinder can contain up to 6 etheric cartridges. You must spend either one attack or one action to reload your Gunblade.

Etheric Cartridges

At 3rd level, you are able to condense magical essence into a concentrated cartridge. On a long rest you are able spend 2 hours to create 2d4 + your Wisdom modifier + your proficiency modifier etheric cartridges. On a short rest, you are able to spend 1 hour to create 1d4 + your Wisdom modifier etheric cartridges.

Keen Edge

When you choose this archetype at 3rd level, you may choose 3 of the following options when consuming an imbued cartridge. You may choose an additional option at 7th level, 10th level, and 15th level. You may only use one Keen Edge ability per attack action.

Aurora

Prerequisite: 3rd Level

As an action, fire 1 cartridge at an ally you can see within 30 feet. The target heals a number of hit points equal to 1d4 plus your Wisdom modifier. At 7th level, Aurora may also be used after a successful attack. At 10th level, the effects of Aurora may be added to any use of Brutal Shell without consuming additional cartridges. Additionally, the die used in Aurora increases to 1d6 at 7th level, 1d10 at 10th level, and 1d12 at 15th level.

Brutal Shell

Prerequisite: 3rd Level

As an attack, fire 2 cartridges at an enemy as a melee weapon attack. This attack uses your Wisdom modifier instead of Strength. On a successful attack, the target takes 1d4 thunder damage and is surrounded by a cloud of healing magical energy. All allies, including yourself, within 5 feet of the target restore hit points equal to half the damage dealt. The damage of Brutal Shell increases to 1d6 at 7th level, 1d8 at 10th level, and 1d10 at 15th level.

Continuation

Prerequisite: 10th Level

As a bonus action, fire 1 cartridge that enhances the damage of your attacks on your current turn, at increasing effectiveness. If an attack misses, this effect ends. While under this effect, you may use additional Keen Edge abilities. The enhancement of your attacks are as follows:


1st successful attack, add 1d6 force damage to the damage roll.

2nd successful attack, add 2d6 force damage to the damage roll.

3rd successful attack, add 3d6 force damage to the damage roll.

4th and any further successful attacks, add 4d6 force damage to the damage roll.

Fated Circle

Prerequisite: 7th Level

As an attack, expend 1 cartridge in an explosion of magic. You prompt one enemy within melee attack range of you, as well as all enemies within 10 feet of that enemy to make a Wisdom saving throw (DC 15). Targets that fail the saving throw take 4d6 damage of your choice of fire, cold, thunder, or lightening. Targets that succeed the saving throw take half damage. The damage of Fated Circle increases to 5d6 at 10th level, and 6d6 at 15th level. At 10th level, the DC of the saving throw increases to 20.

Heart of Corundum

Prerequisite: 10th Level

As an action, fire 1 cartridge at an ally. This cartridge leaves magical residue that connects you to your ally for 1 minute. You may choose if this connection is visible. While connected to your ally, you both gain resistance to magical and non magical piercing, slashing, and bludgeoning damage types. Additionally, when your ally takes damage, you may choose to redirect 1d8 of that damage to yourself.

Heart of Light

Prerequisite: 7th Level

As a reaction, fire up to 3 of cartridges at your allies. Allies must be within 30 feet and be visible to you. When used, you and any allied creatures fired upon gain 1d10 temporary hit points. You gain the effect of Heart of Light with the first cartridge fired. Each ally may be fired upon one time and the number of cartridges used equals the number allies affected.

At 15th level, the maximum number of cartridges you may fire increases to 4.

Heart of Stone

Prerequisite: 7th Level

As a bonus action, fire 1 cartridge that envelopes you in a protective magical barrier. This increases your Armor Class by 2 until the end of your next turn.

Nebula

Prerequisite: 3rd Level

When you are the target of an attack, fire 1 cartridge as a reaction. The attacker reduces their attack roll by 1d4. At 10th level, this is increased to 1d6.

No Mercy

Prerequisite: 3rd Level

On a successful attack, fire one cartridge and add 1d6 force damage to the total damage dealt. The damage value of No Mercy increases to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 18th level.

Royal Guard

Prerequisite: 3rd Level

On a successful attack, fire 1 distracting cartridge. When fired, the target has disadvantage on attack rolls on targets other than you until the end of your next turn.

At 7th level, the target must also make a DC 15 Wisdom saving throw. On a failure, the target is compelled to attack you until the end of your next turn.

Gnashing Fang

Starting at 7th level, you are able to imbue a cartridge with the life force of your enemy. On a critical hit, you gain 1 etheric cartridge free of any material cost, and the target gains vulnerability to force damage until the end of your next turn. 

Rough Divide

Starting at 10th level, your Gunblade becomes an extension of yourself. As a bonus action on your turn, you can give yourself 10 feet of reach on your next melee weapon attack. If the attack hits, you move toward your target until you are 5 feet away from it. This movement does not provoke attacks of opportunity. When using this feature, you may expend one cartridge and add and additional 1d4 force damage per 5 feet travelled (maximum 4d4) to the attack.

Bloodfest

Starting at 15th level, you can reload your Gunblade using a bonus action.

Superbolide

Starting at 18th level, you have mastered the art of defense. As an action, you fire 3 cartridges from your Gunblade. Your current hit points are reduced to 1 and you become immune to all damage types and effects until the end of your next turn. At the end of your next turn you may attempt a DC 20 Constitution saving throw. On a failure, your current hit points are reduced to 1 and this effect ends. On a success, you maintain this effect for an additional turn.  Spells such as Wish are unable to remove this effect. This feature may only be used once per long rest.

Previous Versions

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10/30/2022 8:37:31 PM
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11/11/2022 9:27:08 PM
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