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FF XIV D&D Compendium

Gunbreaker

hit dice: 1d10
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (or 5) + Constitution Modifier
armor proficiencies: All Armor, Shields
weapon proficiencies: 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.
starting 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
spellcasting:
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.
class features:
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.

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 Lionhart 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 17th 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.

Blood Fest
Beginning at 18th level, as a bonus action you may recover half your munitions. You may do so once before requiring a long rest.
subclass options:
LevelProficiency BonusFeaturesMunitions
1+2Arms Smith, Munitions, Burst Strike1
2+2Fighting Style, Gunner Shot2
3+2Gunbreaker Archetype3
4+2Ability Score Improvement4
5+3Extra Attack5
6+3Gunbreaker Archetype Feature6
7+3Quick Hand7
8+3Ability Score Improvement8
9+4Diplomatic Enforcer9
10+4Gunbreaker Archetype Feature10
11+4Blasting Zone11
12+4Ability Score Improvement12
13+5Heart of the Vanguard13
14+5Gunbreaker Archetype Feature14
15+5Heart of Stone15
16+5Ability Score Improvement16
17+6Sonic Breaker17
18+6Blood Fest18
19+6Ability Score Improvement19
20+6Gunbreaker Archetype Feature20

Created by

ZaraLillith.

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