Base Class: Paladin
The Oath of the Gunbreaker paladin is a champion of liberation, sworn to see all creatures live free and to bring ruin to those who would enslave or oppress. Wielding the Gunblade, a weapon as precise as it is devastating, these warriors embody the balance of discipline and wrath, cutting down tyrants with steel and fire alike. Their path traces back to the legendary Verdan warrior known only as Gunnhildr’s Blade, who took up the mythical gunblade Lionheart to stand against the chaotic god That-Which-Endures. What became of their battle remains a mystery, but their legacy fuels those who take this oath, ensuring that as long as tyranny rises, there will always be a Gunbreaker to strike it down.
Oath of the Gunbreaker Tenants
Freedom is the right of all beings
Those who would oppose freedom are those who need to be toppled
Tyranny has no place in this world
-For Those We Have Lost and For Those We May Yet Save-
Oath of the Gunbreaker Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Gunbreaker Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Protection from Evil and Good, Shield of Faith |
| 5 | Aid, Zone of Truth |
| 9 | Beacon of Hope, Dispel Magic |
| 13 | Freedom of Movement, Guardian of Faith |
| 17 | Commune, Flame Strike |
Arcane Charges
A Gunbreaker uses their tinker's tools to create a maximum amount of magical Cartridges equal to their Paladin level. Upon completing a short rest, you may restore a number of Cartridges to use equal to half your Paladin level (rounded up), but cannot exceed your maximum amount. You restore all of your Cartridges when you complete a long rest.
Munitions
When expending a Cartridge loaded in your Gunblade you roll your Munition die, which is a d6.
Gunbreaker Techniques
A Gunbreaker uses special techniques that are fueled by their Cartridges. When you gain this feature, you learn three Gunbreaker Techniques of your choice (see "Gunbreaker Techniques" below).
You learn an additional technique of your choice at 15th, and 20th level. Each time you learn a new technique, you can also replace one technique you know with a different one.
Some of your Cartridge abilities require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:
Technique Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Aurora
When allies enter your Aura of Protection, you may expend a Cartridge from your Gunblade to heal one of your choice equal to the amount rolled on your Munitions Die.
Blasting Zone
Whenever you roll your Munition die to deal damage to an enemy, you may expend an additional Cartridge to roll an additional Munition die.
Burst Strike
When you make a successful melee weapon attack with your Gunblade, you may expend one cartridge to pull your weapon's trigger and fire a Burst Strike. This attack deals an extra 1d6 force damage. If you have Gunblade proficiency you can use your Munition die instead.
Fated Circle
As an action, you can expend up to three Cartridges from your Gunblade and roll your Munition die equal to the amount of Cartridges spent. Each creature within 5 feet of you must make a Strength saving throw. On a failed save, a creature takes force damage equal to the amount rolled on the Munition die. On a successful save, the creature takes half as much damage. If three Cartridges are expended in this way, any creature that is Large or smaller that fails its saving throw is knocked prone.
Heart of Light
As an action, you target yourself or an ally you can see within 30 feet and expend up to three Cartridges. For each Cartridge spent, roll your Munition die. The target gains temporary hit points equal to the number rolled + your Constitution modifier.
Heart of Stone
When you or an ally within 30 feet are hit by an attack, you may use your reaction to expend two Cartridges granting yourself or that ally a +3 AC bonus until the end of your next turn, including against the triggering attack.
Lightning Shot
You can use an attack action to utilize one Cartridge and make a ranged attack using your Gunblade. This ranged attack uses your Dexterity modifier and proficiency bonus to hit, has a range of 30 feet, and deals force damage equal to your Munition die plus your Dexterity modifier. On a successful hit, the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Rough Divide
As a bonus action, you may expend one Cartridge to blast yourself towards an enemy. When you do, you move up to 30 feet toward a hostile creature you can see or hear. If you are within 5 feet of them after this movement, you can choose to impose a Strength saving throw against them if they are Large or smaller. On a failed save, you knock the target prone with a mighty tackle.
Bloodfest
At 15th level, when you roll for initiative and have zero Cartridge uses, your Gunblade reloads four Cartridges. Furthermore, have mastered using the arcane munitions of your Gunblade, and have learned how to make every Cartridge count. Beginning at 15th level, your Munition die is 1d8 instead of 1d6. This increases to 1d10 at 20th level.
Limit Breaker
You have gone beyond what was thought possible for a Gunbreaker. As a 20th level Gunbreaker, those that you choose to defend won't fall on your watch. Those who dare attack you won't get very far. You gain the Superbolide, Gunmetal Soul and Continuation features.
Continuation
You've learned how to press the attack with explosive force. As a bonus action, you can expend a Cartridge to make an additional melee attack.
Superbolide
When you or a party member within 30 ft are hit by an attack, you may use your reaction to expend all of your Gunblade's remaining Cartridges and become immune to damage until the end of your next turn. While this immunity lasts you can activate Gunmetal Soul. You can't use this feature again until you finish a long rest.
Gunmetal Soul
Roll a Munition die for each Cartridge you expended to activate Superbolide. You can grant temporary hit points equal to the total amount rolled to any party member within 30ft. The temporary hit points last until Superbolide ends. An ally can only benefit from Gunmetal Soul once until they finish a long rest.







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