Fighter
Base Class: Fighter

Masters of the gunblade, Gunbreakers are warriors who blend mechanical innovation with martial excellence. They channel aether through customized weapons to unleash explosive power on the battlefield. Once protectors of ancient royal lines, modern Gunbreakers serve as mercenaries, guardians, and champions of the weak—wielding technology once lost to time.

Gunbreakers fight with precision and ferocity, combining close-quarters combat with bursts of magical ammunition. Through rigorous training, they learn to charge and expend Munitions to fuel their techniques—empowering each strike with deadly bursts of energy.

Whether as disciplined tacticians or daring frontliners, Gunbreakers exemplify adaptability and endurance. Their strength lies not only in steel and powder, but in their mastery of timing, focus, and unrelenting resolve.

Subclass Features

At 3rd level, a Fighter who chooses the Gunbreaker archetype gains the following features:

Fighter Level Feature
3rd Arms Smith, Munitions, Burst Strike
7th Quick Hand
10th Blasting Zone
15th Heart of Stone
18th Blood Fest

Art of the Gunblade

Each Gunbreaker trains to master both the blade and the trigger. They are living weapons—bridging the divide between soldier and spellcaster, tradition and innovation. Every movement, every strike, is an orchestration of gunpowder, willpower, and honed instinct.

Their creed is simple: To stand unbroken. To guard the light. To burn bright even when the world fades.

3rd — Arms Smith

Beginning at 3rd level, you have learned how to modify weaponry to incorporate gunfire into their function. You can spend 1 day of work to convert a martial weapon you are proficient with into a **gunblade** capable of channeling your Munitions. Conversions of unusual/exotic weapons may require DM approval.

3rd — Munitions

You can create charged cells of aether called **Munitions**.

- **Munitions pool:** You have a number of Munitions equal to your **Fighter level**.
- You expend Munitions to fuel Gunbreaker abilities.
- You regain **half** your expended Munitions (rounded up) after a **short rest** and **all** expended Munitions after a **long rest**.

**Gunbreaker Save DC** = 8 + your proficiency bonus + your **Strength** modifier
**Gunbreaker Ranged Attack Modifier** (when a feature instructs you to make a ranged attack) = proficiency bonus + your **Dexterity** modifier

3rd — Burst Strike (guide: 1st level ⇒ mapped to 3rd)

When you hit a creature with a melee weapon attack while wielding a gunblade, you can expend **1 Munitions** to pull the trigger and unleash aether.

The target must make a **Constitution** saving throw against your **Gunbreaker Save DC**.
On a failure, it takes **1d10 thunder** damage and is **pushed 10 feet** directly away from you. On a success, it takes no extra damage and isn’t pushed.

**Damage scaling:** 2d10 at 7th level, 3d10 at 15th level, and 4d10 at 18th level.

3rd — Gunner Shot (guide: 2nd level ⇒ mapped to 3rd)

You gain a special ranged attack you can make only while wielding a gunblade.

- **Range:** 60 feet.
- You are proficient with this attack; use your **Dexterity** modifier for attack and damage.
- On a hit, it deals **1d10** damage. The damage becomes **2d10 at 6th**, **3d10 at 12th**, and **4d10 at 18th** level.
- Making this attack **expends 1 Munitions**.

7th — Quick Hand (guide: 7th)

You can reload up to **8 Munitions** as a **bonus action**.

7th — Diplomatic Enforcer (guide: 9th ⇒ mapped to 7th)

While you are within **10 feet** of an ally and within earshot of the target creature, you **double your proficiency bonus** on **Persuasion**, **Deception**, and **Intimidation** checks.

If a Medium or smaller creature is **missing hit points**, you have **advantage** on **Intimidation** checks against that creature.

10th — Blasting Zone (guide: 11th ⇒ mapped to 10th)

When you hit with a melee weapon attack while wielding a gunblade, you can expend **3 Munitions** to cause an explosion centered on the target.

**Each creature within 10 feet** of the target must make a **Dexterity** saving throw against your **Gunbreaker Save DC**, taking **3d10 fire** damage on a failed save, or half as much on a success.

**Damage scaling:** 4d10 at 15th level and 5d10 at 20th level.
You may also use your action to make a Blasting Zone without first making a melee attack.

15th — Heart of the Vanguard (guide: 13th ⇒ mapped to 15th)

You have **advantage** on saving throws against being **charmed** or **frightened**.

You gain proficiency in **Intimidation**; if you are already proficient, your proficiency bonus is **doubled** for any check you make with it.

15th — Heart of Stone (guide: 15th)

When you are targeted by a **melee weapon attack** while wielding a gunblade, you can use your **reaction** to expend **1 Munitions**. You gain a **+3 bonus to AC** against that attack.

You must decide to use this feature **before** the attack roll is resolved.

18th — Sonic Breaker (guide: 17th ⇒ mapped to 18th)

When you hit a creature with a melee weapon attack while wielding a gunblade, you can expend **3 Munitions** to unleash a shockwave in a **60-foot line**, 5 feet wide, originating from you.

Each creature in the line must make a **Dexterity** saving throw against your **Gunbreaker Save DC**, taking **3d10 thunder** damage on a failed save, or half as much on a success.

You may also use your action to make a Sonic Breaker without first making a melee attack.
**Damage scaling:** 5d10 at 20th level.

18th — Blood Fest (guide: 18th)

As a **bonus action**, you regain **half** your expended Munitions (rounded up).
Once you use this feature, you can’t use it again until you finish a **long rest**.

  • Activation: Bonus Action

  • Limited Use: 1Reset: Long Rest

 

 

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