Base Class: Fighter
Fighters born to be in the thick of battle, perfecting the art of swordplay. Spending years to hone and master their craft.
However, necessity to improve and turn the tide of an ever-changing world. Led to the fusion and creation of the first gunblades. Masterful swords with added power from explosive barrels.
This archetype focuses on the ability to design, craft, and utilize this powerful gunblades. Through creative innovation and resourcefulness, you become a force of death on the battlefield both near and far. However, not being a perfect science, firearms carry an inherent instability that can occasionally backfire. This is the danger of creating such a fusion in a world where the arcane energies that rule the elements are ever present.
Arms Smith
Starting when you choose this archetype at 3rd level, you gain the ability to modify weaponry to add gunfire into their function. You must spend 24 hours of work time to complete the process. Magical items require additional time and/or assistance to complete at the DM's discretion. Additionally, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Munitions
Upon choosing this archetype at 3rd level, you gain special charges within your body called munitions. Your body can support only a number of this charges equal to 8 times your strenght modifier and proficiency. You can load up your gunblade with up to six munition charges at a time. When you expend munitions as part of an attack you expend a loaded charge. You must spend an action to reload charges to a gunblade.
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.
Burst Strike
Starting at 3rd level, 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 take half the damage and are not knocked back on a success. You may use Blow Back once per round of combat.
This damage increases to 2d10 at the 6th level, 3d10 at the 12th level and 4d10 at the 18th level.
Gunner Shot
Starting at 3rd level, you gain a new attack option that you can use with the Attack action. 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 its attack and damage rolls. Its damage is thunder, and its damage die is a d10. 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.
Heart of Stone
Starting at 7th level, when you are attacked by a melee weapon while wielding a gunblade, as a reaction you may expend 1 Munition to gain a +3 bonus to your AC against the attack roll. You must make this declaration before the attack roll result has been confirmed.
Blasting Zone
Beginning at the 10th level, when you make a successful melee weapon attack with a gunblade, you may expend 3 Munitions charges to cause a cone explosion behind the target creature. All creatures in a 15ft. cone behind the target creature, including the targeted creature, must make a Dexterity saving throw against your Gunbreaker Save DC. They take 4d10 Fire Damage on a failure, and half as much on a success. This damage increases to 5d10 at the 17th level. You may only use this feature once per round.
Quick Hand
Starting at 15th level, you can reload your gunblade as a bonus action.
Sonic Breaker
Beginning at the 18th level, when you make a successful melee weapon attack with a gunblade, you may expend 4 Munitions charges to cause a massive shockwave behind the target creature in a line. All creatures in a 40ft. line behind the target creature, including the targeted creature, must make a Dexterity saving throw against your Gunbreaker Save DC. They take 5d10 Thunder damage on a failure, and half as much on a success. You may only use this feature once per round.
Bombardment
Starting at 18th level, you can use the Burst Strike, Blasting Zone and Sonic Breaker abilities through the Gunner Shot attack action.
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Posted Jun 11, 2023Thank you! I'm glad you enjoyed it. And of course I'm more than willing to help in anyway I can. Any questions or anything I can help you with let me know.
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Posted Jun 9, 2023I love your version of this subclass however I was wondering if you would be willing to help me recreate it as it needs a bit more balance for my campaign I am running.
any help you could give would be amazing.