Životy
Odbornosti
Gunbreaker
| Úroveň | Bonus odbornosti | Vlastnosti | Munitions |
|---|---|---|---|
| 1 | + 2 | Arms Smith Munitions Burst Strike | 1 |
| 2 | + 2 | Arms Smith Munitions Burst Strike | 2 |
| 3 | + 2 | Arms Smith Munitions Burst Strike | 3 |
| 4 | + 2 | Arms Smith Munitions Burst Strike | 4 |
| 5 | + 3 | Arms Smith Munitions Burst Strike | 5 |
| 6 | + 3 | Arms Smith Munitions Burst Strike | 6 |
| 7 | + 3 | Arms Smith Munitions Burst Strike | 7 |
| 8 | + 3 | Arms Smith Munitions Burst Strike | 8 |
| 9 | + 4 | Arms Smith Munitions Burst Strike | 9 |
| 10 | + 4 | Arms Smith Munitions Burst Strike | 10 |
| 11 | + 4 | Arms Smith Munitions Burst Strike | 11 |
| 12 | + 4 | Arms Smith Munitions Burst Strike | 12 |
| 13 | + 5 | Arms Smith Munitions Burst Strike | 13 |
| 14 | + 5 | Arms Smith Munitions Burst Strike | 14 |
| 15 | + 5 | Arms Smith Munitions Burst Strike | 15 |
| 16 | + 5 | Arms Smith Munitions Burst Strike | 16 |
| 17 | + 6 | Arms Smith Munitions Burst Strike | 17 |
| 18 | + 6 | Arms Smith Munitions Burst Strike | 18 |
| 19 | + 6 | Arms Smith Munitions Burst Strike | 19 |
| 20 | + 6 | Arms Smith Munitions Burst Strike | 20 |
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 13
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 17
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 7
Úroveň 8
Úroveň 9
Počáteční vybavení
Vlastnosti třídy
Arms Smith (Level 1)
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.
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.
Munitions (Level 1)
Beginning at 1st level, you've learned how to create cells 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 class table above. You load up to 6 Munitions charges into your gunblade at a time. When you use Munition charges on attack rolls you expend a loaded charge. You may load more charges 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.
Gunbreaker
When using features which require you to make a ranged attack, your modifier is calculated as follows:
Gunbreaker ranged
Half of your expended Munitions rounded up are recharged after completing a short rest and all of your Munitions after a long rest.
Burst Strike (Level 1)
When you make a successful melee weapon attack with a Gunblade, you may expend 1 Munitions charge to pull your weapon's trigger and attempt to launch your enemy backwards. The creature makes a Constitution saving throw against your Gunbreaker Save DC. On a failure they take 1d10 thunder damage and are knocked back 10ft. from your position. They are not knocked back on a success.
This damage increases to 2d10 at the 6th level, 3d10 at the 12th level and 4d10 at the 18th level.
Fighting Style (Level 2)
Beginning at the 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Gunner Shot (Level 2)
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 modifier to the attack and damage rolls. Its damage is thunder, and its damage die is a d10. This damage increases to 2d10 at the 6th level, 3d10 at the 12th level and 4d10 at the 18th level. 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.
Gunbreaker Archetype (Level 3)
At 3rd level, you select select your Gunbreaker style. The Breaker style focuses on weakening foes with special Munitions, the Lionhart style which focuses on enhancing the damage dealt with the weapon's blows and the Revolver style which focuses on ranged combat.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Gunbreaker Archetype Feature (Level 6)
At 6th level, you gain a feature granted by your Gunbreaker Archetype.
Quick Hand (Level 7)
Beginning at the 7th level, you are able to load Munitions to your gunblade as a bonus action. You may load up to 8 Munitions charges to your gunblade.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Diplomatic Enforcer (Level 9)
Beginning at the 9th level, while you are within 10ft. of an ally and visible to the target creature, they double their proficiency bonus when making Persuasion, Deception and Intimidation checks.
If a medium or smaller creature is missing hit points, you gain advantage on Intimidation checks against that creature.
Gunbreaker Archetype Feature (Level 10)
At 10th level, you gain a feature granted by your Gunbreaker Archetype.
Blasting Zone (Level 11)
Beginning at the 11th level, when you make a successful melee weapon attack with a gunblade, instead of using your Burst Strike feature, you may expend three Munitions charges to cause an explosion originating from you in the direction of the target. All creatures in the 30ft. cone must make a Dexterity saving throw against your Gunbreaker Save DC. The creature takes 3d10 Fire damage on a failure, and half as much on a success. This damage increases to 4d10 at the 15th level, and 5d10 at the 20th level. You can only use Blasting Zone once per round.
You can also use your action to use Blasting Zone without making a successful melee weapon attack.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Heart of the Vanguard (Level 13)
Beginning at the 13th level, you have advantage on saving throws against being charmed and frightened. You gain proficiency in the Intimidation skill, if you already have this skill you gain expertise in it.
Gunbreaker Archetype Feature (Level 14)
At 14th level, you gain a feature granted by your Gunbreaker Archetype.
Heart of Stone (Level 15)
Beginning at the 15th level, when you are attacked by a melee weapon while wielding a gunblade, as a reaction you may expend one Munition to gain a +3 bonus to your AC against the attack roll. You must make this declaration before the attack roll result has been confirmed.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Sonic Breaker (Level 17)
Beginning at the 17th level, when you make a successful melee weapon attack with a gunblade, instead of using your Burst Strike feature, you may expend three Munitions charges to cause a massive shockwave originating from you in the direction of the target. All creatures in a 60ft. long, 5ft. wide line must make a Dexterity saving throw against your Gunbreaker Save DC. Creatures take 4d10 thunder damage on a failure, and half as much on a success. This damage increases to 5d10 at the 20th level. You can only use Sonic Breaker once per round.
You can also use your action to use Sonic Breaker without making a successful melee weapon attack.
Blood Fest (Level 18)
Beginning at 18th level, as a bonus action you may recover half your munitions. You may do so once before requiring a long rest.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Gunbreaker Archetype Feature (Level 20)
At 20th level, you gain a feature granted by your Gunbreaker Archetype.
Multitřídy
Požadavky multitříd
{"str":13}
Získané odbornosti
Podtřídy
Vlastnosti podtřídy
Breaker Style
Breaker Style (Level 3)
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
3rd-level Breaker Style feature
Beginning at the 3rd level, you have learned to use your Gunblade's Munitions to disrupt the enemy's body. When you use your Burst Strike feature, instead of the regular effect, you can 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. On a success they are not knocked prone.
This damage increases to 2d6 at the 6th level, 3d6 at the 12th level and 4d6 at the 18th level. Beginning at 9th level, if the creature is medium or smaller, they are stunned until your next turn instead of knocked prone.
Tether Bracer (Level 6)
6th-level Breaker Style feature
At 6th level, you have developed a grappling hook mounted on a bracer to assist you in both exploration and battle. Your grappling hook has a range of 60ft. When the grappling hook is anchored to a surface, you gain advantage on climb checks. If you are moving in the direction of the anchor point by foot, your speed is increased by 10ft.
In battle, as a bonus action you may make a ranged weapon attack using your Gunbreaker Ranged Attack modifier. On a hit, you deal 1d6 piercing damage and the creature must make a Strength saving throw against your Gunbreaker Save DC, 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, you gain 10ft. of movement when travelling in a straight line towards the target. As a bonus action, you attempt to drag the creature closer to you. The creature makes a Strength saving throw against your Gunbreaker Save DC, moving 10ft. closer to you on a failure.
A creature grappled in this way retains its movement speed if it moves towards you or strafes at its current distance away from you. If the creature is within 5ft. of you, its speed is then reduced to 0.
Maimed Reflexes (Level 10)
10th-level Breaker Style feature
Beginning at the 10th level, When you use your Burst Strike feature, instead of the regular effect, you can 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 the 15th level and 5d6 at the 20th level.
Nebula Burst (Level 14)
14th-level Breaker Style feature
Beginning at the 14th 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 (Level 20)
20th-level Breaker Style feature
Beginning at the 20th level, when you reach 0 hit points and would not be killed outright, you may instead drop to 1 hit point instead. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Lionhart Style
Lionhart Style (Level 3)
Practitioners 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
3rd-level Lionhart Style feature
Beginning at the 3rd level, when you use your Burst Strike feature, instead of the regular effect, you can deal an additional 1d12 damage to the creature of your choice from the following: Fire, Cold, Lightning or Thunder.
This damage increases to 2d12 at the 6th level, 3d12 at the 12th level and 4d12 at the 18th level.
Rough Divide (Level 6)
6th-level Lionhart Style feature
Beginning at the 6th level, as a bonus action you may expend one Munitions charge to move as though you are under the effects of the jump or longstrider spell until your next turn. The first melee weapon attack while under this effect deals an additional d6 of damage matching your weapon type.
Fated Circle (Level 10)
10th-level Lionhart Style feature
Beginning at the 10th level, when you make a successful melee weapon attack with a gunblade, instead of using your Burst Strike feature, you may expend three Munitions charges to wave of elemental energy originating from you. All creatures in a 10ft. radius must make a Dexterity saving throw against your Gunbreaker Save DC. On a failure Creatures take 3d12 damage of your choice from the following: Fire, Cold, Lightning or Thunder, and half as much on a success. This damage increases to 4d12 at the 15th level and 5d12 at the 20th level. You can only use Fated Circle once per round.
You can also use your action to use Fated Circle without making a successful melee weapon attack.
Elemental Intensity (Level 14)
14th-level Lionhart Style feature
Beginning at the 14th 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 (Level 20)
20th-level Lionhart Style feature
Beginning at the 20th level, when you make a successful melee weapon attack with a gunblade, you may expend one Munitions charge to make another melee weapon attack.
Revolver Style
Revolver Style (Level 3)
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
3rd-level Revolver Style feature
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 you add your Strength ability modifier to your Gunner Shot damage rolls.
Additionally, you gain proficiency in all firearms.
Gambler's Guts (Level 6)
6th-level Revolver Style feature
Beginning at the 6th 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.
Armor Piercing Round (Level 10)
10th-level Revolver Style feature
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 (Level 14)
14th-level Revolver Style feature
Beginning at the 14th 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 (Level 20)
20th-level Revolver Style feature
Beginning at the 20th 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.