Base Class: Fighter
A warrior in plate mail grabs a ball from a bandolier on his chest and crushes it in his hands. Green mist begins to cover him and his wounds begin rapidly regenerating. A party is walking through a town when an assassin suddenly attacks them. Without thinking, the fighter jumps in the way and takes the attack for their party member. The Gunbreaker subclass is designed to take a considerable amount of damage for the party and has tools to keep itself in the fight, taking hits and being the shield for their fellow party members.
Inspired by the Gunbreaker job from Final Fantasy XIV.
Cartridges
Being a gunbreaker has allowed you to learn how to make custom cartridges to expend on your attacks. You gain the ability to make cartridges. After landing 2 weapon attacks with your gunbreaker weapon in combat, you gain a cartridge. These attacks can take place over multiple turns, but not over combats. You can hold a number of cartridges equal to your proficiency. If a Cartridge option forces a saving throw, the DC is equal to 8 + proficiency + CON.
Upon reaching level 10, when you roll initiative and have no cartridges, gain 1 cartridge.
Defensive Discharge
As a bonus action on your turn, you can spend 2 cartridges and detonate them, disorienting potential attackers. You gain +1 AC until the end of your next turn.
Goading Discharge
When you hit a creature with a weapon attack using your gunbreaker weapon, you can spend 1 cartridge and cause a loud ringing in their ears, goading them into attacking you. The target makes a WIS saving throw (DC {{savedc:con}}). Upon failing the save, the target has disadvantage on all attack rolls on targets other than you until the end of your next turn.
Ranged Discharge
Before making an attack roll with your gunbreaker weapon, you can spend a charge to make the next attack a ranged attack with a range of 30 ft.
Resisting Discharge
After landing a weapon attack with your gunbreaker weapon, you can spend 1 cartridge to gain resistance to the target's next attack targeting you until the end of your next turn.
Rushing Discharge
As a bonus action, you can detonate a cartridge filled with blue mist. You can move up to your speed in a straight line towards a creature.
Shielding Discharge
As a bonus action, you can detonate 3 cartridges, leaving an aura of black smoke around you. The smoke lasts until the end of your next turn. While the smoke is active, you have resistance to bludgeoning, piercing, and slashing damage.
Vampiric Discharge
After landing a successful attack, you can detonate a cartridge that covers your weapon in red mist. As part of the attack, spend 2 cartridges to heal hp equal to half the damage you dealt, rounded up.
Protective Shift
Whenever your allies are threatened, you throw yourself in the way without a second thought. As a reaction, when an ally within 30ft would take damage, you can teleport to an unoccupied square within 5ft of them and take the full damage they would take.
Deflective Smoke
As a bonus action, you cover yourself in smoke that makes it harder for enemies to make full contact. You enter a stance that lasts until the end of your next turn. While in this stance, any instance of damage you take that isn't force damage is reduced by 3. You have 2 uses of this ability that replenish after a long rest. You can regain a use of this ability as a bonus action, by spending 2 cartridges. As part of the same bonus action, you can choose to immediately enter the smoke and spend the use.
Hazy Regeneration
As a bonus action, you break open a cartridge containing healing gas. You begin concentrating on this feature as if it was a spell that requires concentration. This feature lasts for up to 5 rounds. While active, you regain 10 HP at the end of your turn. If this healing puts you to max hp, any remainder is converted into temp hp. You have 2 uses of this ability that replenish after a long rest. You can regain 1 use of this feature as a bonus action, by spending 3 cartridges. As part of the same bonus action, you can choose to spend the use and activate this feature.
Deflective Haze
As a bonus action, you can target an ally within 30ft of you. While within 60ft of you, that ally gains resistance to all damage. Also, each time it takes damage, you take the same amount of damage. At the end of each of your turns while this feature is active, you lose a cartridge. If you don't have a cartridge, the effect ends. You can also end this feature at any time (no action required). You have 3 charges of this feature that replenish after a long rest. As a bonus action, you can regain a charge by expending 3 cartridges. As a part of the same bonus action used to regain the charge, you can immediately spend the charge and activate this feature.
Impenetrable Mist
As an action, you detonate a cartridge that covers you in a pure white smoke. This feature lasts for 3 turns, counting the turn you activate this feature. While this feature is active, you gain immunity to all damage types except force, and gain resistance to force damage. Additionally, when you activate this feature, you lose all cartridges. Once you use this feature, you can't use it again until you take a long rest. As an action, you can regain the use by spending 6 cartridges. When you regain the use in this way, you immediately activate the feature.
Gunbreaker
After a long rest, you can touch a weapon you are proficient with. When you attack with that weapon you can build cartridges. This benefit lasts until you designate another weapon as your gunbreaker weapon.
Previous Versions
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10/22/2024 5:56:56 AM
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Coming Soon
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