Base Class: Fighter
Gunblades are a strange and versatile weapon, capable of great damage and using especially infused bullets to produce a variety of effects.
The Gunbreaker is master of this weapon, and uses it to its fullest capabilities creating astonishing effects on the battlefield.
Gunblade
You are proficient in the use of the Gunblade, a strange and versatile weapon.
You gain proficiency in the Gunblade martial weapon.
You also obtain proficiency with the Tinker's Tools, which allow you to create infused cartridges for your Gunblade. To do so, during a long rest, you have to spend a total of 30GP worth of raw materials and perform a DC 12 Tinkering check. On a success you create 1d6 + your Wisdom modifier cartridges, while on a failure you will create only 1d4 cartridges.
The cartridges are infused with raw magical energy, that is then shaped in the desired form by you when using them with your Gunblade.
A Gunblade's cylinder can contain up to 6 infused cartridges. Reloading the cartridges of your Gunblade is an Action; at level 15, Reloading becomes a Bonus Action.
Explosive Fencing
You are an adept at using the special qualities of your Gunblade in combat.
Starting at 3rd level, using your Reaction you can consume one of the infused cartridges inside the cylinder of your Gunblade per turn to add special effects to your next attack.
At 3rd level, you can choose 3 of the following options to use when consuming an infused cartridge:
- Keen Edge: Should the attack miss, you still inflict 1d4 Force damage to the target;
- No Mercy: On a hit, you deal an additional 1d6 Force damage to the target;
- Brutal Shell: On a hit, you gain Temporary Hit Points in the form of a barrier around you, the amount of Temporary Hit Points is equal to the damage inflicted +1d6;
- Demon Slice: You swing your Gunblade in an arc in front of you, forcing all creatures with 5 feet of you in a 180º radius to perform a Dexterity saving throw (DC 8 + your Wisdom modifier + your Proficiency bonus); on a failed save the creatures suffer 1d6 + your Wisdom modifier Force damage, or half as much on a successful save;
- Nebula: On a hit, you impose disadvantage on all attacks made by the target until the start of your next turn;
- Danger Zone: On a hit, until the start of your next turn you can perform a single Attack of Opportunity whenever a creature enters or exits your reach;
At level 10, each of these options will improve its effectiveness as follows:
- Keen Edge: Should the attack miss, you still inflict 1d6 Force damage to the target;
- No Mercy: On a hit, you deal an additional 1d8 Force damage to the target;
- Brutal Shell: On a hit, you gain Temporary Hit Points in the form of a barrier around you, the amount of Temporary Hit Points is equal to the damage inflicted +1d8;
- Demon Slice: You swing your Gunblade in an arc in front of you, forcing all creatures with 5 feet of you in a 180º radius to perform a Dexterity saving throw (DC 8 + your Wisdom modifier + your Proficiency bonus); on a failed save the creatures suffer 1d8 + your Wisdom modifier Force damage, or half as much on a successful save;
- Nebula: On a hit, you impose disadvantage on all attacks and skill checks made by the target until the start of your next turn;
- Danger Zone: On a hit, until the start of your next turn you can perform up to 2 Attacks of Opportunity whenever a creature enters or exits your reach;
, and you gain access to an additional option chosen from the following list:
- Rough Divide: As part of the attack you can move up to 15 feet towards the target; on a hit, the attack will get an additional 1d4 Force damage for each 5 feet of movement you perform before striking;
- Heart of Light: On a hit, you and all allies within 10 feet of you gain a bonus to all saving throws equal to your Wisdom modifier;
These new options will improve at level 18, as follows:
- Rough Divide: As part of the attack you can move up to 15 feet towards the target; on a hit, the attack will get an additional 1d6 Force damage for each 5 feet of movement you perform before striking;
- Heart of Light: On a hit, you and all allies within 20 feet of you gain a bonus to all saving throws equal to your Wisdom modifier;
Brutal Shell
On a hit, you gain Temporary Hit Points in the form of a barrier around you, the amount of Temporary Hit Points is equal to the damage inflicted +1d6.
At level 10, the amount of Temporary Hit Points gained becomes equal to damage inflicted + 1d8.
Danger Zone
On a hit, until the start of your next turn you can perform a single Attack of Opportunity whenever a creature enters or exits your reach until the start of your next turn.
At level 10, you can perform 2 Attacks of Opportunity until the start of your next turn using this option.
Demon Slice
You swing your Gunblade in an arc in front of you, forcing all creatures with 5 feet of you in a 180º radius to perform a Dexterity saving throw (DC 8 + your Wisdom modifier + your Proficiency bonus); on a failed save the creatures suffer 1d6 + your Wisdom modifier Force damage, or half as much on a successful save.
At level 10 the damage increases to 1d8 + your Wisdom modifier.
Heart of Light
On a hit, you and all allies within 10 feet of you gain a bonus to all saving throws equal to your Wisdom modifier.
At 18th level the range of effect becomes 20 feet.
Keen Edge
Should the next attack miss, you still inflict 1d4 Force damage to the target.
At level 10, the damage increases to 1d6.
Nebula
On a hit, you impose disadvantage on all attacks made by the target until the start of your next turn.
At level 10, you impose disadvantage to skill checks as well.
No Mercy
On a hit, you deal an additional 1d6 Force damage to the target.
At level 10, the damage increases to 1d8.
Rough Divide
As part of the attack you can move up to 15 feet towards the target; on a hit, the attack will get an additional 1d4 Force damage for each 5 feet of movement you perform before striking.
At level 18, the damage dice becomes 1d6.
Adaptive Defence
Starting at 7th level, whenever you suffer damage in combat, you can use a Bonus Action in your following turn to expend one infused cartridge inside your Gunblade's cylinder and gain Resistance against that type of damage until the end of your next turn.
If you suffered multiple attacks of different damage types since your last turn, you decide against which type of damage to gain Resistance. You cannot use Adaptive Defence if you already have a resistance active that is granted by this same effect.
Improved Timing
Starting at 10th level, you are able to consume 2 infused cartridges per turn with your Reaction to activate effects from your Explosive Fencing feature.
You can apply each effect only once, and each has to be applied on different attacks.
Additionally, you learn a new Explosive Fencing option.
Cartridge Expert
Starting at 15th level, you are now capable of creating more cartridges whenever you thinker, being able to create 1d8 + your Wisdom modifier on a successful Tinkering check, and 1d6 on a failed one.
Additionally, you can now reload your Gunblade with a Bonus Action instead of a full Action.
Supreme Timing
Starting at 18th level, you are able to consume 3 infused cartridges in your turn with your Reaction to activate effects from your Explosive Fencing feature.
You can apply each effect only once, and each has to be applied on different attacks.
Previous Versions
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7/4/2019 4:03:02 PM
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Coming Soon
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You could make it a +1 long sword with all the flavor text and mechanics of a revolver
New version incoming!
Changelog:
Hi Starscream45 o/
I wanted to (and I did), but the item itself is not "magic" enough to be accepted as an homebrew, as it was just a Longsword with 6 charges, nothing more than that...
I will think about maybe changing it a bit more, making it a magic item stemming from a longsword, but using different damage dice and with 6 charges. I'll tinker on it and see if I manage to come up with something balanced and "magic" enough.
Are you going to make the gunblade an item?