LEVEL |
PROFICIENCY BONUS |
FEATURES |
MUNITIONS |
1 |
+2 |
Arms Smith, Munitions, Burst Strike |
1 |
2 |
+2 |
Fighting Style, Gunner Shot |
2 |
3 |
+2 |
Gunbreaker Archetype |
3 |
4 |
+2 |
Ability Score Improvement |
4 |
5 |
+3 |
Extra Attack |
5 |
6 |
+3 |
Gunbreaker Archetype Feature |
6 |
7 |
+3 |
Quick Hand |
7 |
8 |
+3 |
Ability Score Improvement |
8 |
9 |
+4 |
Diplomatic Enforcer |
9 |
10 |
+4 |
Gunbreaker Archetype Feature |
10 |
11 |
+4 |
Blasting Zone |
11 |
12 |
+4 |
Ability Score Improvement |
12 |
13 |
+5 |
Heart of the Vanguard |
13 |
14 |
+5 |
Gunbreaker Archetype Feature |
14 |
15 |
+5 |
Heart of Stone |
15 |
16 |
+5 |
Ability Score Improvement |
16 |
17 |
+6 |
Sonic Breaker |
17 |
18 |
+6 |
Blood Fest |
18 |
19 |
+6 |
Ability Score Improvement |
19 |
20 |
+6 |
Gunbreaker Archetype Feature |
20 |
hit dice:
1d10
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
armor proficiencies:
All armour, 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:
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:
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.
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 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 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.
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:
Breaker Style
The Breaker Style has been innovated by fighters who do not fear being on the front line taking hits from foes. They make it their job to disable their foes and create openings for their allies while standing defiantly against their foes.
Slash Bang
Beginning at the 3rd level, you have learned to use your Gunblade's Munitions to disrupt the enemy's body. When you use your Burst Strike feature, instead of the regular effect, you can attempt to force the enemy to the ground. The creature makes a Constitution saving throw against your Gunbreaker Save DC. On a failure they take 1d6 thunder damage and are knocked prone. On a success they are not knocked prone.
This damage increases to 2d6 at the 6th level, 3d6 at the 12th level and 4d6 at the 18th level. Beginning at 9th level, if the creature is medium or smaller, they are stunned until your next turn instead of knocked prone.
Tether Bracer
At 6th level, you have developed a grappling hook mounted on a bracer to assist you in both exploration and battle. Your grappling hook has a range of 60ft. When the grappling hook is anchored to a surface, you gain advantage on climb checks. If you are moving in the direction of the anchor point by foot, your speed is increased by 10ft.
In battle, as a bonus action you may make a ranged weapon attack using your Gunbreaker Ranged Attack modifier. On a hit, you deal 1d6 piercing damage and the creature must make a Strength saving throw against your Gunbreaker Save DC, becoming grappled on a failed save. The creature may reattempt this save as an action on their turn.
While the creature is grappled by your Tether Bracer, you gain 10ft. of movement when traveling in a straight line towards the target. As a bonus action, you attempt to drag the creature closer to you. The creature makes a Strength saving throw against your Gunbreaker Save DC, moving 10ft. closer to you on a failure.
A creature grappled in this way retains its movement speed if it moves towards you or strafes at its current distance away from you. If the creature is within 5ft. of you, its speed is then reduced to 0.
Maimed Reflexes
Beginning at the 10th level, When you use your Burst Strike feature, instead of the regular effect, you can temporarily dull the target's reflexes. The creature makes a Constitution saving throw against your Gunbreaker Spell Save DC. On a failure they take 3d6 thunder damage and cannot make attacks of opportunity until your next turn.
This damage increases to 4d6 at the 15th level and 5d6 at the 20th level.
Nebula Burst
Beginning at the 14th level, when you take damage, as a reaction you may expend one use of Munitions to reduce the damage taken by 1d6 + your Constitution ability modifier and all creatures within 5ft. take thunder damage equal to 1d6 + your Constitution ability modifier.
Superbolide
Beginning at the 20th level, when you reach 0 hit points and would not be killed outright, you may instead drop to 1 hit point instead. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.