Gunbreaker

by KaiserPenguin

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Gunbreaker

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 shockwave 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 firearm 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 battlefield.

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.

A Symbol of Rebellion

The Gunbreakers find their roots in conflict. Desperate resistance fighters of Dalmasca, forced underground by the invading empire devised new and powerful arms to fight back against their oppressors, causing the Gunbreaker to shine as a rally call to rise up against anyone who'd crush others under their foot.

Creating a Gunbreaker

When creating a Gunbreaker, one must consider how they came to design their powerful weapon. It may have been a group effort, or one born from desperation. Perhaps the wielder of the gunblade sought only to experiment with weaponry and discover new ways to deliver destruction to their foes.

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.

Quick Build

You can make a Gunbreaker quickly by following these suggestions. First Strength should be your highest ability score, followed by Dexterity. Second choose the Folk Hero background.

Gunbreaker
Level Proficiency Bonus Features Maximum Munition
1st +2 Arms Smith, Munitions, Blow Back 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 Burst Parry 7
8th +3 Ability Score Improvement 8
9th +4 Rebel Yell 9
10th +4 Gunbreaker Archetype Feature 10
11th +4 Scorched Earth 11
12th +4 Ability Score Improvement 12
13th +5 Heart of a Maverick 13
14th +5 Gunbreaker Archetype Feature 14
15th +5 Quick Hand 15
16th +5 Ability Score Improvement 16
17th +6 Roaring Barrel 17
18th +6 Prime Production 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: Light and Medium armor, shields
  • Weapons: Simple weapons, martial weapons, gunblades
  • 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

At 1st level, you have learned how to modify a weapon to incorporate a gunfire into it's design. If you lose your gunblade, or wish to create a additional one, you can create a new one over the course of one day of work (eight hours) by expending 100gp worth of metal and machinery parts.

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.

Munition

Beginning at 1st level, you've learned how to create Munition, cells which draw in magical energy from your body to charge themselves. Your gunbreaker level determines the number of shells you have, as shown in the Munition column of the Gunbreaker table.

While holding a gunblade you can spend these shells to fuel various Munition features.

When you spend a Munition shell it is unavailable until you finish a short or long rest, at the end of which your empty shells draw the necessary aether from you.

Some of your Munition features require your target to make a saving throw to resist the feature's effects. The saving throw is calculated as follows:

Munition save DC = 8 + your proficiency bonus +

your Strength or Dexterity Modifier (your choice)

Blow Back

When you hit a creature with a melee weapon attack you can expend one Munition charge to pull your weapon's trigger and attempt to launch your enemy backwards. The target takes a additional 1d10 thunder damage and must succeed on on a Strength saving throw against your Munition save DC or be knocked back 10 feet from your position. You can use the feature once per turn.

This damage increases to 2d10 at 6th level, 3d10 at 12th level and 4d10 at 18th level.

Fighting Style

At 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.

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.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

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

By 2nd level, your gunblades design has become more intricate, allowing you to include a functional ranged weapon into it. While wielding a gunblade 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. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It's damage is fire, and its damage die is d10. You expend one Munition 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 which 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.

Burst Parry

Starting at 7th level, you gain the ability to explosively block enemy strikes. When creature hits you with a melee attack, you can use your reaction to add +3 to your AC for that attack, potentially causing the attack to miss you.

Rebel Yell

Starting at 9th level, you gain advantage on Persuasion skill checks which involve you defending your cause or denouncing the current state of laws or government. In addition when you fail a Intelligence, Wisdom or Charisma saving throw you can reroll the die and must use the new roll. You can do so once per long rest.

Scorched Earth

Starting at 11th level, when you hit a creature with a melee weapon attack on your turn you can expend three Munition charges to cause a conal explosion behind the target creature. Each creature in a 15 foot cone behind the target creature, including the target creature, must make a Dexterity saving throw against your Munition save DC. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. This damage increases to 5d10 at 17th level. You can use the feature once per turn.

Heart of a Maverick

At 13th level, your unbending will makes you immune to being charmed and frightened. You gain proficiency in the Persuasion skill, if you already have this skill you gain expertise in it.

Quick Hand

Starting at 15th level, you are able to load Munition into your gunblade as a bonus action. Your gunblades maximum number of charges also increases to 8.

Roaring Barrel

Starting at 17th level, when you hit a creature with a melee weapon attack on your turn you can expend four Munitions charges to cause a massive shockwave behind the creature. Each creature in a 40-foot line behind the target creature, including the target creature, must make a Dexterity saving throw against your Munition save DC. They take 5d10 Thunder damage on a failure, and half as much on a success. You may only use this feature once per round.

Prime Production

Starting at 18th level, you can recover half of your total munition charges as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Ones Combat Style

Gunbreakers have opened up a whole new way to do combat with their innovative weaponry and as such they are developing new styles to employ on the battlefield, all with their own merits. The Breaker style involves weakening one's foe to assist their allies, while the Lionhart style focuses on quickly cutting one's enemy down. The Revolver style looks at developing and using the ranged capabilities of their weapons.

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

Starting at 3rd level, you have learned to use your Gunblades Munition to disrupt the enemy's body. When you hit a creature with a melee weapon attack you can expend one Munition charge to attempt to force the enemy to the ground. The target takes a additional 1d6 thunder damage and must succeed on a Strength saving throw against your Munition save DC or be knocked prone.

The damage increases by 1d6 at 6th, 10th, 14th and 20th level.

At 9th level, if the creature is medium or smaller, they are stunned until the start of your next turn instead of knocked prone.

Tether Bracer

Starting at 6th level, you have developed a tool to help you get around and keep enemies close. As a action you can anchor the tether bracer to a surface or creature within 60 feet of you. When anchored on a surface you gain advantage on climbing checks or increase your speed by 10 feet in the direction of where your grappling hook has been anchored.

If used on a creature, the creature must be no more than one size larger than you. Using at least one free hand, you try to seize the target by making a grapple check. If you succeed you subject the target to the grappled condition.

While the creature is grappled by your Tether Bracer, you can use a bonus action to move 10 feet closer to the creature without provoking an attack of opportunity, or you can attempt to drag the creature closer to you. The creature makes a Strength saving throw against your Gunbreaker Save DC, moving 10 feet closer to you on a failure.

A creature grappled in this way retains its movement speed if it moves towards you, but can't move more than 60 feet away from you, halving their speed if they do so, pulling you behind them in a straight line.

Maimed Reflexes

Starting at 10th level, when you hit a creature with a melee weapon attack you can expend one Munitions charge to temporarily dull the target's reflexes. The target takes a additional 3d6 thunder damage and must succeed on a Constitution saving throw against your Munition save DC. On a failure they cannot take attacks of opportunity until the start your next turn. This damage increases by 1d6 at 14th and 20th level.

Shield Burst

Starting at 14th level, when you take damage, you can use your reaction to spend one charge of Munition to reduce the damage taken by 1d6 + your Constitution ability modifier and each creature within 5 feet of you takes damage equal to the roll.

Unstoppable Rebellion

Starting at 20th level, when you are reduced to 0 hit points but not killed outright you can drop to 1 hit point instead. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Lionheart Style

Practitioners of the Lionhart Style have learned to elementally tune their Munitions, allowing them to pierce enemy's guard with elemental energies, dishing out heavy damage.

Elemental Slash

Starting at 3rd level, when you hit a creature with a melee weapon attack you can expend one Munition charge to deal additional damage to the target. You choose fire, cold, lightning or thunder and the creature takes 1d10 of the type you choose. This damage increases by 1d10 at 10th and 20th level.

The Lion's Hunt

Starting at 6th level, you can use your bonus action to expend one Munition charge to move as though you are under the effects of the Jump or Longstrider spell. This benefit lasts until the start your next turn.

Fated Circle

Starting at 10th level, when you hit a creature with a melee weapon attack on your turn you can expend expend three Munitions charges to unleash a shockwave of energy. You choose fire, cold, lightning or thunder for the type of explosion you create. Each creature, besides you, in a 20 foot sphere centered on you must make a Dexterity saving throw against your Munition save DC. A target takes 3d10 damage of your choice on a failed save, or half as much damage on a successful one.

The damage increases by 1d10 at 14th and 20th level.

Elemental Intensity

Starting at 14th level, you deal bonus damage on your Elemental Slash and Fated Circle abilities equal to your Intelligence modifier. You can also choose Force, Necrotic or Radiant as the damage type when using those abilities.

Renzokuken

Starting at 20th level, when you make a successful melee weapon attack, you can expend one Munition charge to make another melee weapon attack.

Revolver Style

The Revolver Style involves becoming a skilled marksman alongside being a powerful sword fighter. Mastery of ranged combat with this new form of weaponry will be a challenge for those using the Revolver style but their ability to fight at both close and long range will be highly valuable.

Gritty Gunner

Starting at 3rd level, when you use Gunner Shot while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and if you attack a creature within 5 feet of you, you can move 10 feet without provoking an attack of opportunity.

Gambler's Guts

Starting at 6th level, you gain proficiency with the Insight skill and a set of gaming tools of your choice. Whenever you make a skill check or attack roll and your die result is 9 or lower, you can expend one Munition charge to reroll the die and must use the new roll.

Armor Piercing Round

Starting at 10th level, when you use Gunner Shot, you can spend an additional Munition charge treat your enemies armor class as if it was 10 + their dexterity modifier. If the creature has natural armor the base of 10 is increased to their natural armor.

Bombardment

Starting at 14th level, your Gunner Shot attacks count as melee weapon attacks for the following features: Blow Back, Scorched Earth and Roaring Barrel.

Bullet Hell

Starting at 20th level, when you use your Gunner Shot you can expend a loaded Munition charge to make a additional Gunner Shot attack. You cannot use this feature on the additional attacks granted by Bullet Hell.

 

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