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