##### 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
\columnbreak
### 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.
\pagebreakNum
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: