Fighter
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

Starting at 3rd level, you are able to modify any melee weapon dealing slashing damage and that does not have the Light quality, and make it a Gunbalde.
To do so, you have to spend 30GP in raw materials and work on the weapon for at least 1 hour during a Long rest. The weapon must be a weapon you are proficient into, and you are considered proficient in the use of the resulting Gunblade.

A Gunblade is special type of weapon, that combines an especially treated edge with a revolver cylinder and trigger mechanism, and uses especially infused cartridges in order to create special effects in combat.

You are also to create the infused cartridges your Gunblade uses to produce its special effects.
During a short or long rest, you can spend a total of 10GP worth of raw materials and create 2d6 + your Wisdom modifier cartridges. You cannot perform any other action during this a short rest when creating the cartridges, and when doing so during a long rest, you can only eat and sleep for the rest of it.
Cartridges last 24 hours before losing their infusion, making them unusable.

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 Bonus Action on your turn, you can consume 1 of the infused cartridges inside the cylinder of your Gunblade 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;
  • Camouflage: On a hit, you gain a +2 AC bonus until the start of your next turn;
  • Danger Zone: On a hit, the target has disadvantage on any attack not including you as target until the start of your next turn;

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;
  • Camouflage: On a hit, you gain a +2 AC bonus and advantage on Dexterity saving throws until the start of your next turn;;
  • Danger Zone: On a hit, the target and up to 2 other creatures of your choice that you can see have disadvantage on attacks not including you as target until the start of your next turn;

Additionally, at level 10, and you gain access to 1 additional option chosen from the following list:

  • Rough Divide: As part of the attack you can move up to 15 feet towards the target without provoking attacks of opportunity; on a hit, the attack will deal 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 until the end of your next turn;

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 without provoking attacks of opportunity; on a hit, the attack will deal 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 until the end of your next turn;
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.

Camouflage

On a hit, you gain a +2 AC bonus until the start of your next turn.
At level 10, you also gain advantage to Dexterity saving throws until the start of your next turn

Danger Zone

On a hit, until the start of your next turn the target has disadvantage on any attack not including you as target.
At level 10, you can designate up to 2 additional targets being affected by this effect.

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 until the end of your next turn.
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.

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 without provoking attacks of opportunity; on a hit, the attack will deal an additional 1d4 Force damage for each 5 feet of movement you perform before striking.
At level 18, the damage dice becomes 1d6.

Nebula

Starting at 7th level, whenever you suffer damage in combat, you can use your Reaction to expend one infused cartridge inside your Gunblade's cylinder and 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 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 Bonus Action 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 level 10 Explosive Fencing option.

At level 18, you are able to consume 3 infused cartridges in your turn with your Bonus Action to activate effects from your Explosive Fencing feature.
You can still apply each effect only once, and each has to be applied on different attacks.

Cartridge Expert

Starting at 15th level, you are now capable of creating more cartridges whenever you thinker, being able to create 2d8 + your Wisdom modifier  cartridges.

Additionally, you can now reload your Gunblade with a Bonus Action instead of a full Action.

Superbolide

Starting at 18th level, whenever you suffer damage in combat, you can use your Reaction to consume 2 infused cartridges; by doing so you gain Immunity to the type of damage that triggered the effect until the end of your next turn.

If the triggering damage has multiple damage types, you decide against which type of damage to gain Resistance to.

You can use this feature up to 2 times per Long Rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/4/2019 4:03:02 PM
463
10
--
Coming Soon
7/16/2019 8:38:30 AM
1077
18
--
Coming Soon
7/22/2019 2:25:48 PM
380
4
--
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes