Fighter
Base Class: Fighter

The Astrazalian Armed Forces, ever warring with the Fomorians, needed to introduce an advantage against the encroaching forces. The biggest drawback of their forces was the inability of some division members to cast magic. The solution? Teaching these soldiers the ability to channel what little magical power they could muster into cartridges that could be inserted into bladed weapons known as gunblades.

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.

Inspiration by LeK

Gunblade

Starting at 3rd level, you are able to modify any sword that does not have the light quality and make it a Gunblade. To do so, you have to spend 100GP in raw materials and work on the weapon for at least 1 hour during a long rest.

A Gunblade is special type of weapon, that combines an especially treated edge with a revolver cylinder and trigger mechanism. It uses infused cells in order to create special effects in combat. You are also able to create the infused cells 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 a number of cells equal to your fighter level + wisdom modifier. You cannot perform any other action during this short rest when creating the cells, and when creating cells during a long rest at least 1 hour must be spent creating them. Cells last 24 hours before losing their infusion, making them unusable.

A Gunblade's cylinder can contain up to 6 infused cells. Reloading the cells of your Gunblade is an Action; at level 15, Reloading becomes a Bonus Action.

Explosive Fencing

Starting at 3rd level, using your Bonus Action on your turn, you can consume 1 of the infused cells 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 cell:

  • 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 half of the damage inflicted +1d6.
  • Demon Slice: You swing your Gunblade in a 180 degree arc in front of you, attacking up to two enemies in front of you. Both enemies must be within 5 ft of one another. Each enemy requires a separate attack roll and utilizes the original damage rolled.
  • 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:

  • 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 a 180 degree arc in front of you, now increasing up to three potential enemies. Each enemy must be within five feet of one another, requires a separate attack roll, and utilizes the original damage rolled.
  • 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 has disadvantage on any attack not including you as a target. If the enemy attempts to attack another target while under this effect, you may use your reaction to attack the creature with a cartridge ability at no cost.

Cells can be exchanged during a short or long rest, allowing better preparation for future encounters and to fill party needs.

Additionally, at level 10, 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 1d6 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 1d8 Force damage for each 5 feet of movement you perform before striking.
  • Heart of Light: On a hit, you and all allies within 30 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 half of the damage inflicted +1d6.

At level 10, the amount of Temporary Hit Points is equal to the damage inflicted +1d8.

Camouflage

On a hit, you gain a +2 AC bonus until the start of your next turn.

At level 10, in addition to the AC bonus, you have advantage on dexterity saving throws until the start of your next turn.

Danger Zone

On a hit, the target has disadvantage on any attack not including you as a target.

At level 10, if any enemy that you have imposed disadvantage on through Danger Zone attempts to attack another creature while under this effect, you may use your reaction to attack the creature with a cartridge ability at no cost.

Demon Slice

You swing your Gunblade in a 180 degree arc in front of you, attacking up to two enemies in front of you. Both enemies must be within 5 ft of one another. Each enemy requires a separate attack roll and utilizes the original damage rolled.

At level 10, the number of enemies increases to three. All previous rules apply.

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 level 10, the range of this ability increases to 30 feet.

No Mercy

On a hit, you deal an additional 1d6 Force damage to the target.

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.

At level 10, this damage increases to 1d8 Force damage for each 5 feet of movement you perform before striking.

Nebula

Starting at 7th level, you have learned to manipulate your magic into your armor temporarily, utilizing your bonus action to gain resistance to all damage for a single turn. If any enemy ends its turn within 5ft of you, you may make a single strike against that enemy by using your reaction. Part of that reaction can include utilizing a cell ability at no cost.

Once you use this feature, you can't use it again until you finish a short or long rest.

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.

Cell Expert

At 15th level, having gained more experience under pressure, you can now reload your Gunblade with a Bonus Action instead of a full Action.

Superbolide

At 18th level, your gunblade attacks score a critical hit on a roll of 19-20, and you regain a cell on a roll of 19 or 20 on a d20.

In addition, 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.