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 —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Second Wind, Gunsmith
2nd +2 GunnerShot, Spellcasting 2
3rd +2 Gunner Archetype, Gunbreaker Techniques 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 4 2
7th +3 Burst Parry 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 4 3 2
11th +4 Extra Attack Improvement, Blasting Zone 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 4 3 3 1
15th +5 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 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 learn a new technique, 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 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.

Burst Parry[edit]

when you are subjected to an attack you may pull the trigger of your gunweapon. As a reaction you may add your proficiency bonus to your AC until the end of the round

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.

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Spell List[edit]

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

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

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