Gunbreaker

by Spartacus916

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Gunbreaker

By Spartacus


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 approaching 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 warriors 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 melee weapon infused with triggers and munitions to augment their attacks greatly. Despite their weaponry being known as Gunblades, most of these warriors tend to focus on 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 an efficient way 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 or Soldier background.

Gunbreaker


Level Proficiency Bonus Features Munitions
1st +2 Gunblade Expert, Charged Strike +3
2nd +2 Fighting Style, Gunner Shot +6
3rd +2 Energy Exchange, Gunbreaker Style +7
4th +2 Ability Score Improvement +7
5th +3 Extra Attack, Charged Strike Improvement +9
6th +3 Explosive Movement, Improved Gunner Shot +9
7th +3 Gunbreaker Style Feature +10
8th +3 Ability Score Improvement +10
9th +4 Quick Hands +12
10th +4 Gunbreaker Style Feature +12
11th +4 Blasting Strike, Charged Strike Improvement +13
12th +4 Ability Score Improvement +13
13th +5 Heart of a Maverick +15
14th +5 Improved Explosive Movement +15
15th +5 Gunbreaker Style Feature +16
16th +5 Ability Score Improvement +16
17th +6 Charged Strike Improvement +18
18th +6 Gunbreaker Style Feature +18
19th +6 Ability Score Improvement +19
20th +6 Warrior's Spirit +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 the 1st

Proficiencies


  • Armor: All Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons, Gunblades
  • Tools: Smith's Tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from skills Acrobatics, Athletics, History, Intimidation, Investigation, Persuasion, or 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 melee weapon already converted into a gunblade
  • (a) a shield or (b) magitek pistol with 20 bullets
  • (a) an explorer's pack or (b) a dungeoneer's pack

Gunblade Expert

Arms Smith


At first level you have learned how to modify a weapon to incorporate a firearm into its design. If you lose your gunblade, or wish to create another one, you can create a new one by spending the appropriate amount of time and gold indicated in the Gunblade table below. Gunblades require an exceptional amount of skill and timed precision; only one gunblade may be wielded at a time.

Munitions


Beginning at 1st level, you've learned how to create cartridge shells 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 Gunbreaker class table under the Munitions column. You load up a number of Munition shells into your weapon according to the type of gunblade you wield (see Gunblade table). When you use Munition shells on class features you expend a loaded charge. You may fully reload your weapon 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:

Munitions Save DC = 8 + your proficiency modifier + your Strength or Dexterity (your choice) modifier.


Half of your expended Munitions (rounded down) are recharged after completing a short rest, this only occurs once before needing a long rest. All of your Munitions recharge on a long rest.

Gunblade Table

Gunblade Base Creation Cost Creation Time Charged Strike Damage Die Properties Range Damage and Range Shell Capacity
Dagger 50gp 2 Hours 1d4 Light, Finesse Gunblade (1d4) 1d6, 30/90 5
Shortsword 100gp 4 Hours 1d6 Light, Finesse, Gunblade (1d6) 1d8, 60/240 5
Longsword 200gp 6 Hours 1d8 Versatile (1d10), Gunblade (1d8) 1d10, 75/350 4
Greatsword 300gp 8 Hours 1d10 Heavy, Two-Handed, Gunblade (2d6) 1d12, 90/480 3

More advanced gunblades may be crafted with expanded Cartridge capacity, though these upgrades require additional materials and thus, greater costs. Each gunblade can only have its Cartridge capacity increased by up to three. (Thus, the Shortsword gunblade can be upgraded to a maximum of 8 Cartridges, while the Greatsword can have 6)

These upgrades have a material cost as well as a time requirement to finish the upgrade, during which time the gunblade is disassembled and unusable. (The increases in the following chart do not stack, each successive upgrade replaces the one before it. You can upgrade directly to the maximum of +3 but you must spend both the material costs of the previous levels as well as take the cumulative time for the upgrade.)

Gunblade Capacity Upgrades

Capacity Increase Crafting Cost Time Required
+1 50 G 4 Hours
+2 100 G 8 Hours
+3 200 G 16 Hours

Charged Strike

When you make a successful melee weapon attack with a gunblade, you may expend 1 Munition shell to pull your weapon’s trigger and deal extra damage according to your Charged Strike damage die seen in the Gunblade table above. The Charged Strike damage is force damage.

The extra damage dice are increased to 2 dice at 5th level, 3 dice at 11th level and 4 dice at 17th level.

Fighting Style

At second level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting option more than once, even if you later get to choose again.

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

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 weapon, 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 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection. When a creature you can see attacks a target other than you that is within 5 ft 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 gunblade's 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 and damage die according to your specific gunblade in the Gunblade table. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. You expend one Munition shell 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 a part of the Attack action.

Energy Exchange

Starting at 3rd level, you have mastered the transfer of energy back and forth between your Munition shells. As a Bonus Action you can expend one Munition shell to heal yourself an amount equal to 2d6 + your Gunbreaker level.

At higher levels you can spend an additional Munition shell for greater healing. At level 11, you may spend another Munition shell to increase the healing by another 2d6. Once you use this feature, you must finish a short or long rest before you can use it again.

Gunbreaker Style

At 3rd level, you choose a Gunbreaker Style that shapes the nature of your combat path. There are three styles detailed at the end of the guide to choose from. Your choice grants you style features at 3rd level and again at 7th, 10th, 15th and 18th levels.


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.


Explosive Movement

Starting at 6th level, you can use your Bonus Action to expend one Munition shell to launch yourself 15 ft horizontally in a straight line, this movement does not provoke opportunity attacks.

Improved Gunner Shot

Starting at 6th level, your Gunner Shot attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Quick Hands

Starting at 9th level, you are able to load your gunblade using an Attack Action or Bonus Action instead of an Action.

Blasting Strike

Starting at 11th level, when you hit a creature with a melee weapon attack on your turn you can expend three Munition shells to cause a conal explosion originating at the target creature. Each creature in a 30 ft cone behind the target creature, including the target creature, must make a Dexterity saving throw against your Munitions save DC. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. This damage increases to 4d10 at 17th level. You can use the feature once per turn and it can't be combined with other Gunbreaker features.

Heart of a Maverick

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


Improved Explosive Movement

Starting at 14th level, the effectiveness of your Explosive Movement feature has increased. Explosive Movement now launches you 30 ft in a straight line horizontally or 15 ft vertically. In addition, choose one creature within 5 ft of you when you use this feature (before you move), that creature takes 1d10 force damage.

Warriors Spirit

At 20th level, you have grown to become a nearly unparalleled fighter. As a bonus action, you can expend 6 Munition shells to magically become an avatar of battle, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can't use it again until you finish a long rest. (The Munition shells expended for this feature do not need to be loaded, just available for expenditure).

Gunbreaker Styles

Gunbreakers have opened up a whole new way to do combat with their innovative weapon and as such they are developing new styles to employ on the battlefield. The Protectorate style involves weakening one’s foe while assisting one's allies, while the Marksman style looks at developing and using the ranged capabilities of their weapons to maximum effect. The Lionheart style focuses on mastering combat while remaining a sturdy warrior.

The Guardian

Often employed as mercenaries or merchant guards, the Guardian 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 presenting a durable front line bulwark against enemy hordes.

Heart of Stone

Starting when you choose this style at 3rd level, whenever a creature within 30 feet of you takes damage (including you), you may use your reaction and utilize a Munition shell to reduce the damage by 1d8 + your Constitution modifier.

At higher levels in this class, you can reduce the damage further. At 11th level, you can reduce the incoming damage by 2d8 + your Constitution modifier.

Burst Strike

Starting at 7th level, whenever you use the Charged Strike feature, you can expend one extra Munition shell causing a greater blast, further disrupting your opponent. In addition to adding one extra Munition damage dice to the damage of the attack, the creature must make a Dexterity saving throw against your Munitions save DC or be knocked prone if the creature is Large or smaller.

At 17th level, add another Munition die to the attack damage (2 dice total added to the Charged Strike damage).

Aurora

Starting at 10th level, whenever you use the Energy Exchange feature to recover HP, you may also choose an ally within 30 feet of you to heal for the same amount of HP as part of the same action.

Unyielding Sentinel

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned. At the start of your turn, if you are paralyzed or stunned, you may expend one Munition shell to end the effect causing the status.

Heart of Light

Starting at 18th level, as an action you may expend 3 Munition shells creating a 30 ft radius protective spherical aura centered on you for 1 minute. Any creature you choose that starts their turn or moves to within 30 ft of you gains advantage on all saving throws and has resistance to magical damage. You must be conscious to grant this bonus and can only use this feature once between long rests.

The Hired Gun

The Hired Gun is a rugged rebel type often found fighting for freedom of the oppressed. The Hired Gun involves becoming a skilled gunslinger alongside being a powerful sword fighter. Mastery of ranged combat with this new form of weaponry will be a challenge for those using the Hired Gun style but their ability to fight at both close and long range is a gamble worth exploring.

Gritty Gunner

At 3rd level, when you use Gunner Shot with a hostile creature within 5 feet of you, you do not suffer disadvantage on the attack. You can also augment your Gunner Shot with excess energy. When you hit a creature with a Gunner Shot, you can deal an extra 1d4 force damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class and 1d8 at 17th level.

Gambler's Guts

Starting at 7th level, you have gained proficiency in the Insight skill and a set of gaming tools of your choice. When you make any Wisdom, Intelligence, or Charisma based skill check and the roll is 9 or lower, you can spend 1 Munition shell to reroll the skill check, you must use the new roll. You may use this feature 3 times per long rest.

Resilient Renegade

Starting at 10th level, when you roll initiative and have no Munition shells remaining, you regain 1 Munition shell.

Explosive Shot

Starting at 15th level, you can use the Blasting Strike feature with ranged attacks. On a successful Gunner Shot attack you can spend an extra 2 Munition shells (3 total) as part of the same attack to cause a Blasting Strike on impact. The conal explosion happens at the impacted target using the same saving throw DC and damage as Blasting Strike. You can still only use the Blasting Strike feature once per turn as normal, and therefore, the Explosive Shot feature once per turn.

Run and Gun

Starting at 18th level, your energy is overflowing, it exudes from you keeping you healthy. You regain hit points equal to 1d6 + half your Gunbreaker level (rounded down) if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated. Your Explosive Movement feature also increases to 40 ft horizontally or 20 ft vertically for you.

The Commander

A natural leader, commanding the respect and fear of both enemies and allies alike. The Commander is a warrior who leads from the front lines, providing a variety of supportive features to aid allies in combat, combined with an affinity for tactical landscape utilization.

Commanding Presence

When you choose this style at 3rd level you gain proficiency in the Intimidation skill and Cartographers tools.

Lead from the Front

Starting at 3rd level, whenever you make a successful Attack, expend one Munition shell to choose one of the following features to perform:

  • Command an ally to immediately move up to half their speed. This movement doesn't provoke opportunity attacks.
  • Grant an ally within 30 ft of you temporary HP equal to a roll of your Charged Strike damage dice.
  • The next time the creature you hit makes an attack or saving throw, subtract a d6 from the roll.

You can use this feature once per turn.

Inspiring Strike

Starting at 7th level, whenever you use the Charged Strike feature, you can expend one extra Munition shell to inspire an ally in battle. In addition to adding one extra Munition damage dice to the damage of the attack, you can grant one ally of your choice within 30 ft of you a d6 dice to add to an attack or saving throw of their choice. This feature can not be combined with other Gunbreaker features.

At 17th level, add another Munition die to the attack damage (2 dice total added to the Charged Strike damage).

Hold the High Ground

Starting at 10th level, whenever you spend 30 min surveying the landscape, you gain advantage on History, Nature, and Survival checks associated with the area. In addition, you also gain knowledge of advantageous spots for battle. At the start of combat in the surveyed area, you and each of your companions have advantage on the first attack roll or spell attack roll you each make.

Tactical Advance

Starting at 15th level, you can forgo one Attack Action and your Bonus Action to immediately give an Action to an ally. They use their reaction to utilize this Action immediately. A list of possible actions to take with this Action are listed below:

  • Cast a spell of 5th level or lower
  • Attack up to twice (if ally has extra attack)
  • Hide
  • Dash
  • Disengage
  • Dodge

Dominating Demeanor

Starting at 18th level, your dominating presence is enough to give enemies pause. You may expend 3 Munition shells to force all creatures you choose in a 30 ft radius to make a Wisdom saving throw. Unless the save succeeds, the creature is frightened by you for 1 minute. While frightened in this way, the creature has a speed of 0 and is incapacitated, descending into a paralytic stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can't do so again until you finish a short or long rest.

The Lionheart

The Lionheart Style is used by those who deem themselves noble enforcers. Their unique talents make them well suited and sought after by royalty as bodyguards or diplomatic champions. Reputable as ambassadors for peace, they have perhaps a more fearsome reputation as fierce warriors for justice.

Diplomatic Enforcer

When you choose this style at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Bloodfest

Starting at 3rd level, as an emissary for justice, it pays to be hardy. Once per turn, whenever you use your Charged Strike feature, you can spend 1 extra Munition shell as part of the same action to absorb half of the damage done to the target (rounded down) from the Charged Strike damage + your Constitution modifier, turning it into temporary HP for yourself.

Staggering Strike

Starting at 7th level, whenever you use the Charged Strike feature, you can expend one extra Munition shell causing a disorienting blast to disrupt your opponent. In addition to adding one extra Munition damage dice to the damage of the attack, the creature must make a Constitution saving throw against your Munitions save DC or be stunned until the start of your next turn. This feature can not be combined with other Gunbreaker features.

At 17th level, add another Munition die to the attack damage (2 dice total added to the Charged Strike damage).

Additional Fighting Style

When you reach 10th level in this class, you may choose a second Fighting Style. It must be different from the first style chosen at 2nd level.

Fated Circle

Beginning at the 15th level, when you make a successful melee weapon attack with a gunblade, you may expend three Munition shells to create a burst of elemental energy that expels outward in a circle centered on you. All hostile creatures in a 5 ft radius must make a Dexterity saving throw against your Munitions save DC. On a failure, creatures take 4d10 Thunder damage and are knocked back 10 ft. Creatures take half as much damage on a success and are not knocked back. If the creatures are more than one size larger than you, they may not be pushed back but can still take damage. Fated Circle can only be used once per round and can't be combined with other Gunbreaker features.

You can also use your Action to use Fated Circle without making a successful melee weapon attack. The damage increases to 5d10 at 18th level.

Unstoppable Rebellion

Starting at 18th level, your uncompromising will shall not be oppressed by death. When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Upon dropping to 1 HP, you also gain a +2 to your AC and have advantage on Wisdom, Intelligence, and Charisma saving throws for 1 minute. Once you use this ability, you can't use it again until you finish a long rest.

Notes on Gunblades

Gunblades can be crafted using magical ores or can just be enchanted magically once fully constructed for the purposes of overcoming resistances and immunity to nonmagical attacks and damage. The Gunner Shot feature can also be made magical for these purposes since they are not classic black powder munitions with an iron or lead ball; they are your energy.


For the purposes of keeping the reload check and balance for this class in place, you cannot stow one gunblade and draw another gunblade in a single free action to skip having to reload. If you do stow a gunblade and draw a new one it should cost an action.

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