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Gunbreaker

The Gunbreaker

Level
Proficiency
Bonus
Features Munitions
1st +2 Arms Smith, Munitions, Burst Strike 1
2nd +2 Fighting Style, Gunner Shot 2
3rd +2 Gunbreaker Archetype 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Gunbreaker Archetype Feature 6
7th +3 Quick Hand 7
8th +3 Ability Score Improvement 8
9th +4 Diplomatic Enforcer 9
10th +4 Gunbreaker Archetype Feature 10
11th +4 Blasting Zone 11
12th +4 Ability Score Improvement 12
13th +5 Heart of the Vanguard 13
14th +5 Gunbreaker Archetype Feature 14
15th +5 Heart of Stone 15
16th +5 Ability Score Improvement 16
17th +6 Sonic Breaker 17
18th +6 Blood Fest 18
19th +6 Ability Score Improvement 19
20th +6 Gunbreaker Archetype Feature 20

Class Features

As a Gunbreaker, you gain the following class features  

Hit Points

Hit Dice: 1d10 per Gunbreaker level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Gunbreaker level after 1st

Proficiencies

Armor: All armour, Shields. Weapons: simple weapons, martial weapons, pistols, muskets Tools: Smith's Tools Saving Throws: Strength, Dexterity Skills: Choose two from Athletics, Acrobatics, History, Investigation, Intimidation, Persuasion, Stealth, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background
  • (a) scale mail or (b) leather armor
  • (a) a martial weapon which has already been converted to a gun blade.
  • (a) a shield or (b) a pistol and 20 bullets.
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) Smith’s tools

Arms Smith

Beginning at the 1st level, you have learned how to modify weaponry to incorporate a gunfire into their function. You spend 1 day of time working on your weapon to complete the conversion process.

Gun Weapons

Arms Smith is used to convert a weapon into a gun weapon such that it works with your abilities. The most common and obvious is to use a longsword or greatsword for this sort of thing but if your DM approves, you could turn any kind of weapon into a gunweapon. Magic weapons may also require extra time to convert or assistance to complete the modifications at your DM's discretion. All weapons that have undergone this process will be referred to as Gunblades in this document.

Munitions

Beginning at 1st level, you've learned how to create cells which draw in magical energy from your body to charge themselves called Munitions. You have a number of munition charges your body can support, indicated on the class table above. You load up to 6 Munitions charges into your gunblade at a time. When you use Munition charges on attack rolls you expend a loaded charge. You may load more charges as an action. When using abilities triggered through using your Munitions that require the enemy to make a saving throw, the saving throw is calculated as follows.
Gunbreaker Save DC = 8 + your proficiency modifier + your Strength modifier.
When using features which require you to make a ranged attack, your attack modifier is calculated as follows.
Gunbreaker Ranged Attack Modifier = your proficiency modifier + your Dexterity modifier.
Half of your expended Munitions rounded up are recharged after completing a short rest and all of your Munitions after a long rest.

Burst Strike

When you make a successful melee weapon attack with a Gunblade, you may expend 1 Munitions charge to pull your weapon's trigger and attempt to launch your enemy backwards. The creature makes a Constitution saving throw against your Gunbreaker Save DC. On a failure they take 1d10 thunder damage and are knocked back 10ft. from your position. They are not knocked back on a success. This damage increases to 2d10 at the 6th level, 3d10 at the 12th level and 4d10 at the 18th level.

Fighting Style

Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Gunner

You gain a +2 bonus to attack rolls you make with your Gunner Shot Attack action.
Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Gunner Shot

Beginning at 2nd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged weapon attack with a range of 60 feet which you may only use while wielding a gunblade. You are proficient with it, and you add your Dexterity modifier to the attack and damage rolls. Its damage is thunder, and its damage die is a d10. This damage increases to 2d10 at the 6th level, 3d10 at the 12th level and 4d10 at the 18th level. You expend one Munitions charge when you use this attack option. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Gunbreaker Archetype

At 3rd level, you select select your Gunbreaker style. The Breaker style focuses on weakening foes with special Munitions, the Lionheart style which focuses on enhancing the damage dealt with the weapon's blows and the Revolver style which focuses on ranged combat.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Quick Hand

Beginning at the 7th level, you are able to load Munitions to your gunblade as a bonus action. You may load up to 8 Munitions charges to your gunblade.

Diplomatic Enforcer

Beginning at the 9th level, while you are within 10ft. of an ally and visible to the target creature, they double their proficiency bonus when making Persuasion, Deception and Intimidate checks. If a medium or smaller creature is missing hit points, you gain advantage on Intimidation checks against that creature.

Blasting Zone

Beginning at the 11th level, when you make a successful melee weapon attack with a gunblade, instead of using your Burst Strike feature, you may expend three Munitions charges to cause an explosion originating from you in the direction of the target. All creatures in the 30ft. cone must make a Dexterity saving throw against your Gunbreaker Save DC. The creature takes 3d10 Fire damage on a failure, and half as much on a success. This damage increases to 4d10 at the 15th level, and 5d10 at the 20th level. You can only use Blasting Zone once per round. You can also use your action to use Blasting Zone without making a successful melee weapon attack.

Heart of the Vanguard

Beginning at the 13th level, you have advantage on saving throws against being Charmed and Frightened. You gain proficiency in the Intimidation skill, if you already have this skill you gain expertise in it.

Heart of Stone

Beginning at the 15th level, when you are attacked by a melee weapon while wielding a gunblade, as a reaction you may expend one Munition to gain a +3 bonus to your AC against the attack roll. You must make this declaration before the attack roll result has been confirmed.

Sonic Breaker

Beginning at the 11th level, when you make a successful melee weapon attack with a gunblade, instead of using your Burst Strike feature, you may expend three Munitions charges to cause a massive shockwave originating from you in the direction of the target. All creatures in a 60ft. long, 5ft. wide line must make a Dexterity saving throw against your Gunbreaker Save DC. Creatures take 4d10 thunder damage on a failure, and half as much on a success. This damage increases to 5d10 at the 20th level. You can only use Sonic Breaker once per round. You can also use your action to use Sonic Breaker without making a successful melee weapon attack.

Subclasses

 
Dusty and worn down, a man wielding a large two handed blade plunges it into a formidable beast standing before him. He pulls the trigger on the handle of the blade and sends a shock wave through the creature, stunning it for his allies to capitalize. A woman lunges forward with her Gunblade in hand, as she cuts across her foes body she pulls the trigger unleashing flaming energy from her blade, making quick work of her enemy. She flashes a wild smile to the allies of her quickly defeated foe and beckons they try their luck against her sword arm as well. Carefully, a man lines up his fire arm to take a shot at his approaching foes. He pulls the trigger and a blast of thunderous energy launches from his blade, crashing into the approach enemy, causing him to drop with a thud. The Gunbreakers are innovative warriors who take the field with their trusty Gunblades in hand. Able to handle a variety of combat situations, the Gunbreaker exhibits a mastery over the battle field.

Art of War

There were once great generals so skilled at warfare that their work could have been seen as artistic. War forces mankind to innovate, and as such lead to the inception of the Gunbreaker. This unique creation features a a melee weapon infused with triggers and munitions to augment their attacks greatly. Despite being known alternatively as Gunblades their weaponry most tend to use focus melee combat, battling on the front lines.

The Royal Guard

The origin of the Gunbreaker can be traced back to the Blades of Typhus, an elite group of warriors tasked with protecting the queen of Irethia. Though the group was not exclusively Gunbreakers, the Irethian royal guard originated the technique. The most experienced gunbreakers can often call Irethia their homeland, or were trained by someone from the region.  

Creating a Gunbreaker

When creating a Gunbreaker, one must consider how they learned about the Gunblade. Did they serve in a military detachment skilled with the arms? Perhaps they met a traveling mercenary who sought to take a student under their wing. You must also consider why the Gunbreaker has decided to head off on their journey. Perhaps they stand for those who cannot stand for themselves, with dreams of ridding their home of evil forces. They may be a gritty mercenary who has found a efficient ways of dealing with problems, and a client who has many problems to see to. Perhaps they are testing the new weapon outside of their smithy it was forged in. It could be as simple as wanting to see the world or be a part of something bigger than themselves. Whatever the reason, the Gunbreaker is a powerful ally to have on your side and fearful foe to face down.

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