Gunbreaker, Variant (5e Class)

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Gunbreaker[edit]

What's better than a Gun? A sword that has a gun[edit]

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.

Creating a Gunbreaker[edit]

Gunbreaker are warriors, knights and soldiers that exppaded their arsenal with technologies and explosives. Whend creating a gunbreaker you must ask yourself the question: Why is my fighter not content enough with just wielding a sword?

Quick Build

You can make a Gunbreaker quickly by following these suggestions. First, Strenght should be your highest ability score, followed by Either Constitution if you want a more fighter like style, or Intelligent if you want to concentrate more on spellcasting. Second, choose the Folk Hero background.

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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gunbreaker level after 1st

Proficiencies

Armor: all armor and shields
Weapons: simple and martials
Tools: Smith's tools
Saving Throws: Strenght, Dexterity
Skills: Choose two from Athletics, Acrobatics, History, Insight, Investigation, Intimidation, Perception, Persuasion, Stealth, or Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any Martial weapon
  • (a) leather armor or (b) scale mail
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • Smith's Tools

Table: The Gunbreaker

Level Proficiency
Bonus
Features Munitions —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Second Wind, Gunsmith 1
2nd +2 GunnerShot, Spellcasting 2 2
3rd +2 Gunner Archetype, Gunbreaker Techniques 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 5 4 2
6th +3 Ability Score Increase 6 4 2
7th +3 Burst Parry 7 4 3
8th +3 Ability Score Improvement 8 4 3
9th +4 9 4 3 2
10th +4 Abiliti Score Increase 10 4 3 2
11th +4 Extra Attack Improvement, Blasting Zone 11 4 3 3
12th +4 Ability Score Improvement 12 4 3 3
13th +5 Rebel Hearth 13 4 3 3 1
14th +5 14 4 3 3 1
15th +5 15 4 3 3 2
16th +5 Ability Score Improvement 16 4 3 3 2
17th +6 Blood fest 17 4 3 3 3 1
18th +6 18 4 3 3 3 1
19th +6 Ability Score Improvement 19 4 3 3 3 2
20th +6 Inferno Trigger 20 4 3 3 3 2

Fighting Style[edit]

You have honed your martial prowess and gain a Fighting Style feat of your choice.

Second Wind[edit]

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Gunbreaker level.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain another use of this feature at 4th level (3 uses) and another at 10th level (4 uses)

At 2nd level when you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

at 5th level whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Gunsmith[edit]

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

You have a number of Cartdriges equal to your Level, half of your expended Munitions, rounded up, are recharged, after completing a short rest and all of your Munitions after a long rest.. You can expend Cartridges to fuel your various Gunbreaker features.

Gunbreaker Save DC = 8 + your proficiency modifier + your Strength or Dexterity 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 or Strenght modifier.

Burst Strike

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.

Gunner Shot[edit]

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 or Strenght modifier to its attack and damage rolls. Its damage is thunder, and its damage die is a d10. 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.

This attack do not suffer disadvantage when used at 5 feet from you

Spellcasting[edit]

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required

You produce your Gunbreaker spell effects through your tools. You must have a spellcasting focus - specifically Smith's Tools or your Gunweapon - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the Gunbreaker spell list. At higher levels, you learn additional artificer cantrips of your choice at 10th and 14th levels

When you finish a long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Gunbreaker table shows how many spell slots you have to cast your artificer spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the spell list. When you do so, choose a number of spells equal to your Intelligence modifier + half your Gunbreaker level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Gunbreaker, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Gunbreaker Archetype[edit]

At 3rd level, you chose a Gunbreaker Archetype. Choose between a martial archetype from the fighter list, or from the other subclasses detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 10th, 15th, 18th

Gunbreaker Techniques[edit]

A Gunbreaker uses special techniques that are fueled by their Cartridges. When you gain this feature, you learn three Gunbreaker Techniques of your choice (see "Gunbreaker Techniques" below).

You learn an additional technique of your choice at 7th, 10th, and 15th level. Each time you finish a long rest, you can also replace one technique you know with a different one.

If a Techniques requires a saving Throw you must use your Gunbreaker Save DC

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 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.

Burst Parry[edit]

when you are subjected to an attack you may pull the trigger of your gunweapon. At level 7 as a reaction you may add your proficiency bonus to your AC until the end of the round. Additionally at level 14 you addditionally reduce incoming damage by 1d10 plus your constitution modifier, and creature attacking you take the same damege

Blasting Zone[edit]

Beginning at the 11th level, when you make a successful melee weapon attack with a gunblade, you may expend three Munitions charges to cause a conal explosion behind the target creature. All creatures in a 15ft. cone behind the target creature, including the targeted creature, must make a Dexterity saving throw against your Gunbreaker Save DC. They take 4d10 Fire Damage on a failure, and half as much on a success. This damage increases to 5d10 at the 17th level. You may only use this feature once per round.

Rebel Heart[edit]

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

Blood Fest[edit]

At level 17 you can use a bonus action to regain half of your maximum ammunition, you can use this feature once and regain use after a long rest

Additionally when you roll initiative you regain half of your expended munitions

Inferno Trigger[edit]

Beginning at 20th level as an action you can declare an Inferno trigger, you begin to fastly rotating your body while shooting in every direction, you can expend a number of Munition of your choice. Creature in an area 60 feet around you must pass a Dexterity Saving throw or take a 1d10 damage plus 1d10 for every munition spent this way, or half as much on a successful save. The damage depends on the flavour of your weapon, it can be piercing if your weapon shoots projectile, magical piercing if the weapon is magic, thunder if your weapon generates shockblast


Breaker[edit]

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 make a successful weapon attack against a creature you may expend one Munition charge to 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. This damage increases 2d6 at 6th, 3d6 at 10, 4d6 at 14, and 5d6 at 20

Tether Bracer

Beginning at the 7th level, you have developed a tool to help you get around and keep enemies close. When using the tether bracer as a tool, once anchored to a surface within 60ft. of you, you gain advantage on climb checks or increase your speed by 10ft. in the direction of where your grappling hook has been anchored.

As an action you can fire it at a creature within 60ft. of you. The creature makes a Strength saving throw against your Gunbreaker Save (DC 8 + your proficiency modifier + your Strength modifier), 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, as a bonus action you may move 10ft closer to the creature without provoking an attack of opportunity, or you may attempt to drag the creature closer to you. The creature makes a Strength saving throw against your Gunbreaker Save DC(8 + your proficiency modifier + your Strength modifier), moving 10ft. closer to you on a failure.

A creature grappled in this way retains its movement speed if it moves towards you strafes at its current distance away from you.

Maimed Reflexes

Beginning at the 10th level, when you make a successful weapon attack with a Gunblade, you may expend one Munitions charge to 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 14 and 5d6 at 20

Nebula Burst

Beginning at the 15th 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 18th level, when you reach 0 hit points and would not be killed outright, you may use your reaction to instead drop to 1 hit point instead and take one attack, if the attack kills an enemy you may roll up to half rounded down of your un used hit dice. Use of this ability recover after you complete a long rest.

Lionhart Style[edit]

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

Elemental Slash

Beginning at the 3rd level, when you land a melee weapon attack with your Gunblade you may expend one Munitions charge to deal an additional 1d10 damage to the creature of your choice from the following: Fire, Cold, Lightning or Thunder. This damage increases by 1d10 at the 10th and 20th level.

Rough Divide

Beginning at the 7th level, as a bonus action you may expend one Munittions charge to move as though you are under the effects of the Jump or Longstrider spell until your next turn. If you make a melee weapon attack while under this effect, you deal an addition 1d6 of damage matching your weapon type.

Fated Circle

Beginning at the 10th level, when you make a successful melee weapon attack with a gunblade, you may expend three Munitions charges to unleash a shockwave of energy. Each hostile creature within a 20ft. radius must make a Dexterity saving throw against your Gunbreaker Spell Save DC. On a failure the creature takes 3d10 damage of your choice from the following: Fire, Cold, Lightning or Thunder, and half as much on a success. This damage increases by 1d10 at 14th and again at 20th

Elemental Intensity

Beginning at the 15th level, you deal bonus damage on your Elemental Slash and Fated Circle abilities equal to your Intelligence ability modifier. Additionally, you may choose Force, Necrotic or Radiant damage when using those abilities.

Renzokuken Beginning at the 18th level, Your affinity with the elements cannot be contaioned withen you everytime you use a munition ability add 2d8s of damage. choose one of the d8s to determine the damage type; 1 Acid 2 Cold, 3 Fire, 4 Force, 5 Lightning, 6 Poison 7 Psychic, 8 Thunder

Revolver Style[edit]

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

Beginning at the 3rd level, when you use Gunner Shot with a hostile creature within 5ft. of you, you do not suffer disadvantage on the attack and if you attacked a creature in melee range you may move yourself backwards from the creature 10ft. without provoking an attack of opportunity.

Additionally, you gain profiency in firearms.

Gambler's Guts

Beginning at the 7th level, you have gained proficiency in the Insight skill and a set of gaming tools of your choice. When making a skill check or attack roll with die result 9 or lower, you may expend one Munitions charge to reroll the die. You must use the new number.

Armour Piercing Round

Beginning at the 10th level, when you use the Gunner Shot Attack action, you may spend an additional Munitions charge to calculate your attack roll as though your enemy's AC is 10 + their Dexterity modifier. If the creature has natural armour the base of 10 is increased to the appropriate number.

Bombardment

Beginning at the 15th level, you may use the following abilities when you use your Gunner Shot attack action as though you are attacking in melee range: Burst Strike, Blasting Zone and Sonic Breaker.

Bullet Hell

Beginning at the 18th level, when you use your Gunner Shot Attack action, you may expend loaded Munition charges to make additional Gunner Shot attacks. You expend one charge per extra attack made. You cannot use the Bombardment feature on the additional attacks.


Gunbreaker Techniques[edit]

Aurora

When you use your Second Wind feature, you may expend 1 ammunition from your Gunblade to extend it to an ally. Choose a friendly creature within 30 feet that you can see. When you roll to restore hit points with Second Wind, your ally restores the same amount.

Rebel Cry

As a nonus action or reaction, you can expend 1 Munition, every creature of your choice between 30 feet from you adds 1d10 to their saving throw and gain 1d10 temporary hitpoints

Fated Circle

As an action, you can expend up to three Cartridges from your Gunblade and roll your Burst Strike die equal to the amount of Cartridges spent. Each creature within 5 feet of you must make a Strength saving throw. On a failed save, a creature takes force damage equal to the amount rolled on the Burst Strike die. On a successful save, the creature takes half as much damage. If three Cartridges are expended in this way, any creature that is Large or smaller that fails its saving throw is knocked prone.

Heart of Stone

As an action, you target yourself or an ally you can see within 30 feet and expend up to three Cartridges. For each Cartridge spent, roll your Burst Strike die. The target gains temporary hit points equal to the number rolled + your Constitution modifier.

Lightning Shot

You can use an attack action to utilize one Cartridge and make a ranged Burst Strike attack using your Gunblade. This ranged attack uses your Dexterity modifier and proficiency bonus to hit, has a range of 30 feet, and deals force damage equal to your Burst Strike die plus your Dexterity modifer. On a successful hit, the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Rough Divide

As a bonus action, you may expend one Cartridge to blast yourself towards an enemy. When you do, you move up to 30 feet toward a hostile creature you can see or hear. If you are within 5 feet of them after this movement, you can choose to impose a Strength saving throw against them if they are Large or smaller. On a failed save, you knock the target prone with a mighty tackle.

Gunbreaker Spell List[edit]

You know all of the spells on the basic Artificier spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Gunbreaker class, you must meet these prerequisites: 13 Strenght

Proficiencies. When you multiclass into the Gunbreaker class, you gain the following proficiencies: Martial weapons, all armors

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