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Trefferpunkte

Trefferwürfel 1d10 pro Stufe

Übungen

STR , DEX

Klasseneigenschaften

Stufe 1

Trigger System
Munitions
Burst Strike

Stufe 10

Breaker Style Feature

Stufe 11

Rough Divide

Stufe 12

Ability Score Improvement

Stufe 13

Unyielding Heart

Stufe 14

Breaker Style Feature

Stufe 15

Bloodfest

Stufe 16

Ability Score Improvement

Stufe 17

Bow Shock

Stufe 18

Superbolide

Stufe 19

Ability Score Improvement

Stufe 2

Fighting Style
Lightning Blade

Stufe 20

Reserve Cache

Stufe 3

Breaker Style

Stufe 4

Ability Score Improvement

Stufe 5

Extra Attack

Stufe 6

Breaker Style Feature

Stufe 7

Draw and Junction

Stufe 8

Ability Score Improvement

Stufe 9

Diplomatic Enforcer

Übungen

Armor

light

medium

heavy

shield

Weapons

simple

martial

pistols

muskets

Skills

Startausrüstung

a martial weapon which has already been converted to a gun blade.
(a) a shield or (b) a pistol and 20 bullets

Klasseneigenschaften

Trigger System (Level 1)

Beginning at the 1st level, you have learned how to modify weaponry to incorporate the trigger system into their function. You spend 1 day of time working on your weapon to complete the conversion process. To ensure proper functioning of the trigger system you may only wield one weapon with the trigger system at a time.

Gun Weapons

Trigger System 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 you charge using the energy of your body. You can keep a number of munitions charged equal to your Gunbreaker level.

You recharge half of your expended munitions cells (rounded up) when you complete a short rest and all expended munitions when you complete a long rest.

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

Burst Strike (Level 1)

Starting at 1st level, when you hit a creature with a melee weapon attack using a weapon fitted with a trigger system, you can expend one munition to deal 2d8 thunder damage to the target, in addition to the weapon's damage.

Additionally, starting at 9th level, you can spend 2 munitions to deal 4d8 thunder damage and at 17th level you can spend 3 munitions to deal 6d8 thunder damage.

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.

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 weapons, 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 a 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 feet 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.

Lightning Blade (Level 2)

Beginning at the 2nd level you are able to use your munitions for a ranged strike of lightning energy. As an action you may spend one munition to make a weapon attack roll with your gunblade against a creature within 30ft. of you, on a hit dealing lightning damage equal to the weapon's damage.

When you have the extra attack action, you make two ranged attacks with lightning blade when you use this feature.

Breaker Style (Level 3)

At 3rd level, you select select your Gunbreaker style. The Vanguard style is used by gunbreakers who are focused on providing a strong frontline to protect their allies in battle. The Leonhart style uses munitions to break through their foes defenses with their munitions. Finally the Infiltrator style uses their skills to perform highly sensitive missions.

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.

Breaker Style Feature (Level 6)

At 7th level, you gain a feature granted by your Breaker Style.

Draw and Junction (Level 7)

Beginning at 7th level, you've learned new ways to make use of your munitions:

Fated Circle

As an action, you may spend up to 3 munitions creating a 10ft. circular explosion centered on you. All creatures in the effected must make a Dexterity saving throw against your Gunbreaker Save DC. taking 2d8 thunder damage for each munition spent on a failure, and half the damage on a success.

This may also be used in place of your burst strike feature.

Gnashing Fang

When you use your burst strike you may spend an additional munition to attempt to rattle the creature. The creature must make a Constitution saving throw against your Gunbreaker save DC, becoming stunned on a failed save.

Hear tof Stone

when you or an ally within 30ft. of you takes damage you can use your reaction to expend a munition to reinforce the creature's body until the start of your next turn. The creature gains resistance to slashing, piercing and bludgeoning damage.

Savage Claw

When you use your burst strike, you may choose to force the creature to make a Strength saving throw. On a failure they are pushed back 10ft. or knocked prone, your choice.

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 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 Intimidate checks.

If a medium or smaller creature is missing hit points, you gain advantage on Intimidation checks against that creature.

Breaker Style Feature (Level 10)

At 11th level, you gain a feature granted by your Breaker Style.

Rough Divide (Level 11)

Beginning at 11th level, as a bonus action you may expend one munition to move as though you are under the effects of the Jump or Longstrider spell (your choice) until the start of your next turn. Additionally, your attacks while under the effect of Rough Divide land a critical hit on a die result 18 or 20.

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.

Unyielding Heart (Level 13)

Beginning at 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.

Breaker Style Feature (Level 14)

At 17th level, you gain a feature granted by your Breaker Style.

Bloodfest (Level 15)

Beginning at 15th level, when you land a critical hit, you recover 1 munition.

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.

Bow Shock (Level 17)

Beginning at 17th level, you have learned to release an electrical storm from your Gunblade. You may spend any number of munition to release a blast of lightning centered on you. For each charge spent the radius of the spherical area affected by bowshock increases by 10ft. and deals an additional 2d8 lightning damage.

Creatures in the affected area must make a Constitution saving throw against your Gunbreaker Save DC, taking the full damage and becoming paralyzed for 1 minute on a failure, and taking half the damage and resist becoming paralyzed on a success. A paralyzed creature repeats the saving throw at the end of their turn.

Superbolide (Level 18)

Beginning at 18th level, When an attack would reduce you to 0 hit points, as a reaction you can instead drop to 1 hit point by expending a munition. When you do so you become invulnerable until the end of your next turn. You may use this feature once. Use of this feature recovers when you complete 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.

Reserve Cache (Level 20)

Beginning at 20th level, when you roll initiative you gain 3 munitions.

Multiklassen

Multiklassen-Voraussetzungen

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Erworbene Übungen

Armor light , medium
Skills Choose Wählen 1 von Athletics, Acrobatics, History, Investigation, Intimidation, Persuasion, Stealth, Survival
Weapons simple , martial

Unterklassen

Unterklassen-Eigenschaften

Guardian

Guardian (Level 3)

The original Gunbreakers served as the stalwart protectors of the Queen of Bozja long ago. Though that chapter of the Blades has been closed, Gunbreakers often find themselves as powerful and effective defenders of people from all walks of life.

Vanguard

3rd-level Guardian feature

Beginning at 3rd level, when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.

Zone Coverage (Level 10)

10th-level Guardian feature

Beginning at 10th level, as a reaction, when a creature moves within 15ft. of you, you may use your reaction to move up to half your movement speed towards the creature and make a attack of opportunity against it.

Merciless Defender (Level 14)

14th-level Guardian feature

Beginning at 14th level, creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. You can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Infiltrator

Infiltrator (Level 3)

A relatively new approach to the martial arts of Gunbreakers, recycling the energy of their munitions to hide themselves and strike key targets with deadly force, while slipping away undetected.

Camouflage

3rd-level Infiltrator feature

Beginning at 3rd level, you may spend a munition to cast the invisibility spell on yourself.

Additionally, at the 14th level, you may spend two munitions to cast the Greater Invisibility spell on yourself.

Break and Enter (Level 6)

6th-level Infiltrator feature

Beginning at 6th level, you gain a climbing and swim speed equal to your movement speed and proficiency in thieves tools. Additionally when you make an attack roll while invisible, your attack lands a crit on a die result 18-20.

Aetherial Hunter (Level 10)

10th-level Infiltrator feature

Beginning at 10th level, when you are invisible your base movement speed is doubled and you have advantage on concentration checks.

Terminal Trigger (Level 14)

14th-level Infiltrator feature

Beginning at 14th level, when you land a critical hit on a creature and you use your Burst Strike feature, it must make a Constitution saving throw against your Gunbreaker Save DC. On a failed save, double the damage of your Burst Strike.

Lionheart

Lionheart (Level 3)

Lionhearts, taking their namesake from a legendary gunbreaker of the past, and aim to fell foes with a variety of elemental strikes and wild fighting style. Their unrelenting assaults and killer instinct often draw comparisons to lions on the hunt.

Elemental Burst

3rd-level Lionheart feature

Beginning at 3rd level, when you use your Burst Strike feature, the bonus damage is increased by your proficiency bonus and you may change the damage type to one of the following: fire, cold or lightning.

Additionally, starting at 10th level, you may change your burst strike damage to force, necrotic or radiant damage.

Hunter's Sense (Level 6)

6th-level Lionheart feature

Beginning at 6th level, you have advantage on perception checks and do not have disadvantage on attacks while blinded.

Continuation (Level 10)

10th-level Lionheart feature

Beginning at 10th level, when you use your burst strike feature, as a bonus action you may make an additional weapon attack with your gunblade.

Relentless Rush (Level 14)

14th-level Lionheart feature

Beginning at 14th level, when you land an attack using the continuation feature, you may spend a munition to make an additional attack. If this attack lands you may spend another munition to make another additional attack. You may do this until your Relentless Rush attack misses.