Dusty and worn down, a man wielding a large two handed
blade plunges it into the terrible beast gnashing at his flank.
He pulls the trigger on the handle of his weapon, sending a
thunderous shockwave through the creature, rending its
A hard-eyed woman lunges in front of her allies, gunblade
in hand, as she takes the brunt of the searing magical flame
cascading towards them. She ejects two smoking cartridges
from her weapon's chamber, and quickly loads two more,
freshly charged from the spell's magical energy.
Carefully, a man lines up his spear towards a distant
bulette careening towards his injured companion. He pulls
the trigger and a bolt of thunderous energy fires from it's
blade, impacting the creature with a furious blast, crashing it
to the dust below.
Gunbreakers are warriors who practice a rare combat style
which uses the Gunblade, a complex weapon which is
difficult to wield, but deadly in the hands of those who master
The Royal Guard
The Leonin of northern Ilsabard have passed the art of
gunblade combat from generation to generation, the style
having originated among their eighth empress's elite royal
bodyguards, the Gunbreakers. Though the specifics of the
meaning of that title are lost, it is known that the weapons
were first developed by the Arwan clan, and refined over a
century of insurgency against an unknown yet powerful
invading force. Recently, the style has been spreading among
warriors from other cultures, likely an attempt from Leonin
masters to ensure its survival after the destruction of their
Artistry of War
The Gunblade itself is created by modifying a melee weapon
with a complex firing mechanism called an Arwan Trigger, a
reinforced barrel, and a unique chamber which utilizes
specialized aetherically charged ammunition called
cartridges. Gunbreakers use these weapons to employ
powerful offensive and defensive maneuvers on the
battlefield, protecting their allies from harm and dealing
devastating thunderous strikes to their foes.
Creating a Gunbreaker
When creating a Gunbreaker, one must consider how they
learned about the Gunblade style of fighting. Did they serve
in a military detachment with Gunbreakers among them?
Perhaps they met a traveling Leonin mercenary who sought
to take a student under their wing.
You must also consider why the Gunbreaker has decided to
head off on their journey. Perhaps they stand for those who
cannot stand for themselves, with dreams of becoming one of
the fabled "Gunbreaker Knights". Perhaps they are testing
this new weapon for their master to earn the right to learn to
craft their own.
Whatever the reason, the Gunbreaker is a powerful ally to
have on your side and fearful foe to face down.
Class Features The Gunbreaker Arwan
As a Gunbreaker, you gain the following class features Proficiency 1d10
Level Bonus Features
Hit Points 1st +2 Gunsmith Cat, 1d10
Hit Dice: 1d10 per Gunbreaker level Hypodermic 1d10
Hit Points at 1st Level: 10 + your Constitution modifier 2nd +2 Arwan Trigger, Fighting 1d10
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per Gunbreaker level after 1st 3rd +2 Gunbreaker Job 2d10
4th +2 Ability Score 2d10
Armor: Light armor, Medium armor, Shields. 5th +3 Extra Attack 2d10
Weapons: Simple weapons, Martial weapons, Gunblades 6th +3 Royal Guard 2d10
Tools: Smith's Tools, Tinker's Tools 7th +3 Gunbreaker Job Feature 3d10
Saving Throws: Strength, Dexterity 8th +3 Ability Score 3d10
Skills: Choose two from Athletics, History, Insight,
Intimidation, Persuasion, Perception, and Survival 9th +4 Quicksilver 3d10
10th +4 Remodel 3d10
Equipment 11th +4 Limit Break 3d10
12th +4 Ability Score
You start with the following equipment, in addition to the 4d10
equipment granted by your background Improvement 4d10
13th +5 Gunbreaker Job Feature 4d10
A martial Gunblade weapon 14th +5 Royal Guard (x2)
(a) Leather armor or (b) a chain shirt 15th +5 Guardian Force 4d10
(a) A simple weapon or (b) a shield 16th +5 Ability Score
Tinker's tools and an explorer's pack
17th +6 Royal Guard (x3)
Multiclassing Requirements 18th +6 Gunbreaker Job Feature
19th +6 Ability Score
Class Ability Score Minimum
Gunbreaker Strength 13 and Dexterity 13 20th +6 Renzokuken
Class Proficiencies Gained
Gunbreaker Light armor, medium armor, shields, simple
weapons, martial weapons, gunblades
Gunsmith Cat Gunblade Weapons
Beginning at 1st level, you have learned the techniques
required for creating gunblades and their specialized While the most commonly seen of these exotic
ammunition, cartridges. weapons is akin to a longsword, they do not
necessarily need to be bladed, though the process
If you wish to construct a new gunblade, you can do so over by which these weapons function require that they
the course of a long rest if you have smith's tools or tinker's be melee weapons of a durable enough material.
tools with you. This process consumes 500gp worth of Speak with your GM to determine if the weapon
materials, and fails if your long rest is interrupted, destroying you wish to modify is suitable.
half the materials. If you choose to deconstruct your previous
gunblade as part of this process, you can recover materials
for the construction of the new one equal to 250gp. Fighting Style
At 2nd level, you adopt a particular style of fighting as your
Cartridges specialty. Choose one of the following options. You can't take
a Fighting Style option more than once, even if you later get
The aetherially charged munitions that are consumed to to choose again.
power many of a Gunbreaker's abilities are called Aether
Cartridges, or simply cartridges. Blind Fighting
You can create a number of cartridges equal to your You have blindsight with a range of 10 feet. Within that range,
proficiency bonus, after which you must finish a short or long you can effectively see anything that isn't behind total cover,
rest before you can create more. even if you're blinded or in darkness. Moreover, you can see
an invisible creature within that range, unless the creature
The Gunblade successfully hides from you.
A gunblade deals the same damage on a hit as the weapon it Defense
was converted from, and retains the same properties, though
it gains the Loading, Range (40/160), and Special properties While you are wearing armor, you gain a +1 bonus to AC.
if it did not already have them.
As an action, you can expend a loaded cartridge to make a
ranged weapon attack from your gunblade. On a hit, the When you are wielding a melee weapon in one hand and no
target takes 1d8 piercing damage. other weapons, you gain a +2 bonus to damage rolls with that
A gunblade is capable of holding 2 cartridges. After both
cartridges are consumed, you must use an action to reload. Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you
Saving Throws: Some of your abilities require your target to make with a melee weapon that you are wielding with two
make a saving throw to resist the ability's effects. The saving hands, you can reroll the die and must use the new roll, even
throw DC is calculated as follows: 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.
Gunbreaker save DC = 8 + your proficiency bonus + your Gunnery
Strength or Dexterity modifier (your choice).
You gain a +2 bonus to attack rolls you make with ranged
Hypodermic weapons or when using your gunblade's ranged weapon
You have learned a technique to convert one of your aether attack.
cartridges into a restorative syringe that bolsters yourself or
your allies. As an bonus action, you can expend a cartridge Interception
and inject yourself or another creature you touch to restore
hit points equal to 1d10 + your gunbreaker level. When a creature you can see hits a target, other than you,
within 5 feet of you with an attack, you can use your reaction
Alternatively, instead of restoring hit points, the to reduce the damage the target takes by 1d10 + your
hypodermic can be used to cure the target of one disease or proficiency bonus (to a minimum of 0 damage). You must be
neutralize one poison affecting it. wielding a shield or a simple or martial weapon to use this
The Gunblade's primary function is to augment a Protection
Gunbreaker's attacks by pulling the weapon's trigger during a
strike. At 2nd level, when you hit a creature with a melee When a creature you can see attacks a target other than you
weapon attack using your gunblade, you can expend one that is within 5 feet of you, you can use your reaction to
loaded cartridge to deal 1d10 thunder damage to the target, impose disadvantage on the attack roll. You must be wielding
in addition to the weapon's damage. This thunder damage a shield.
increases as you gain levels in this class, as shown in the
Arwan Trigger column of the Gunbreaker table.
Among the Ilsabard Empress' royal guards, the various roles Decorative Trinket Charm: When you finish a long rest, roll
assigned to members of each retinue were called Jobs. These one d20 and record the number rolled. You can expend one
were archetypes that defined the Gunbreaker's different cartridge to replace any single attack roll, strength saving
combat styles, of which only three survive to this day. throw, or strength-based ability check with your Trinket
Charm roll. You must choose to do so before the roll. Your
At 3rd level, you select select your Gunbreaker Job of either Trinket Charm roll can be used only once. When you finish a
Griever, Hyperion Knight, or Lionheart, all detailed at the end long rest, you lose any unused Trinket Charm rolls.
of the class description. The Job you choose grants you Junction Slots: A creature who can cast spells can store two
abilities at 3rd level, and again at 7th, 13th, and 18th level. 1st level spells or one 2nd level spell in your gunblade. While
wielding it, as an action you can expend a cartridge to cast
Ability Score Improvement the stored spell, using the gunblade as a spellcasting focus.
When you reach 4th level, and again at 8th, 12th, 16th, and The spell uses your Dexterity modifier and your gunbreaker
19th level, you can increase one ability score of your choice saving throw DC.
by 2, or you can increase two ability scores of your choice by Magicite Inlay: While weilding your gunblade, you can
1. As normal, you can't increase an ability score above 20 expend a cartridge as an action to cast the Detect Magic spell
using this feature. from it.
Pistol Grip: While wielding your gunblade, a creature can't
Extra Attack be disarmed of it, unless the creature is incapacitated.
Beginning at 5th level, you can attack twice, instead of once, Solid Barrel: Your gunblade grants a +1 bonus to attack and
whenever you take the Attack action on your turn. damage rolls made with it. This bonus increases to +2 when
you reach 15th level in this class.
Your continued training has honed your skills as a protector. Limit Break
Starting at 6th level, whenever you or a friendly creature Beginning at the 11th level, you can let loose your more
within 10 feet of you must make a saving throw, the roll can primal energies when pushed to your limit. If you are at or
be rerolled if it fails. The new roll must be used, and you can't below one quarter of your maximum hit points, you can
use this feature again until you finish a long rest. attack three times, instead of once, whenever you take the
Attack action on your turn. After you use this feature, you
You can use this feature twice between long rests starting gain one level of exhaustion.
at 14th level and three times between long rests starting at
17th level. Guardian Force
The spirits of the Ilsabardian royal Gunbreaker guards guide
At 17th level, the range of this aura increases to 30 feet. your actions, and you become a bulwark between your foes
and those you've sworn to protect. When you reach 15th level
Friendly creatures within the range of royal guard have in this class, as an action, you can expend four cartridges to
advantage on Charisma (Persuasion), Charisma (Deception) grant +2 AC to a number of friendly creatures you can see up
and Charisma (Intimidate) ability checks made against to your proficiency bonus. In addition, a number of creatures
targets who can see you. you can see up to your proficiency bonus must make a
wisdom saving throw. On a failed save, the targets have
Quicksilver disadvantage on all attack rolls against targets other than
Starting at 9th level in this class, you can reload your you. Both effects end after one minute. After you use this
gunblade as a bonus action. feature, you must take a long rest before you can use it again.
You have spend countless hours tinkering with and refining You are the ultimate guardian, an unchallenged master of
the features of your gunblade. At 10th level, your gunblade gunblade combat. Beginning at 20th level, when you use your
can now hold 4 cartridges, and counts as magical for the Limit Break feature, you may expend all of your available
purpose of overcoming resistance and immunity to cartridges to attack six times, instead of once. After you use
nonmagical attacks and damage. In addition, you can take a this feature, you gain two levels of exhaustion, instead of one.
long rest and expend 100gp worth of materials to augment it You may use Arwan Trigger on each of the attacks granted by
with two add-ons that improve its functionality. If you wish to Renzokuken, regardless of how many cartridges you
change one or both of these add-ons, you can do so over a currently have available, and you do not need to take the
long rest by expending 50gp of materials per add-on. reload action to do so. After you use this feature, you must
Aetherlight Rod: Your gunblade can cast bright light in a 30- take a long rest before you can use it again.
foot cone and dim light for an additional 30 feet.
Chromium Plating: While wielding your gunblade, a
creature has advantage on initiative rolls. In addition, the
wielder can’t be surprised, provided it isn’t incapacitated.
While most of the roles assigned to the retinue of the
Ilsabardian Royal Guard have been lost to time, three have Hyperion Knight
survived through the teachings of the Leonin Gunbreaker Those who dedicated their lives to be the shield of the
masters, passed from generation to generation. empire, the knight protectorate of the 8th Empress herself,
were granted the title of Hyperion Knights. Today, those who
Griever assume this job practice a style focused on shielding their
Gunbreakers who were members of the Royal Guard's allies from harm, while debilitating their foes.
scouting corps were called Grievers. They used their
gunblades primarily as firearms, and were adept at engaging Empress' Protector
foes at range.
When you choose this Job at 3rd level, you gain proficieny
Camouflage with heavy armor.
At 3rd level, when you choose this Job, you gain proficiency in Hyperion Trigger
the Stealth skill.
Starting at 3rd level, when you choose this Job, you can add
Shear Trigger one of the following effects when you use your Arwan Trigger.
An invisible barrier of magical force appears
Beginning at 3rd level when you choose the Griever job, your and protects you. Until the start of your next turn, you or a
gunblade's ranged weapon attacks deal 1d10 damage. When creature you touch have a +5 bonus to AC, and you take no
you expend a cartridge to make a ranged weapon attack with damage from Magic Missile.
your gunblade, you can use Arwan Trigger on the target Burst Strike:
The target must make a Strength saving throw.
without expending an additional cartridge. On a failed save, the target is pushed away from you in a
straight line up to 15 feet. If the target hits a solid object or
Tether Bracer another creature while being pushed, it stops being pushed,
and takes 1d6 bludgeoning damage.
When you reach 7th level, this bracer mounted cable can be Danger Zone:
The target must make a Wisdom saving throw.
used as part of your movement, increasing your speed by 10ft On a failed save, the target has disadvantage on all attack
when you are not wielding a shield. As an action, you can rolls against targets other than you until the end of your next
expend a cartridge to fire the cable up to 30ft in a straight turn.
line. If it hits a solid surface, the tether bracer can pull you to Keen Edge: The target cannot make opportunity attacks until
it as part of your movement. the start of your next turn.
Heart of Stone:
You trace a sigil of warding in the air. Until
Blasting Zone the start of your next turn, you or a creature you touch have
resistance against bludgeoning, piercing, and slashing
At 13th level, you can consume two cartridges to launch a damage dealt by weapon attacks.
devastating projectile from your gunblade to a point you
choose within 60ft, which explodes upon contact. Each No Mercy
creature within a 20ft radius sphere centered on that point
must make a dexterity saving throw. On a failed save, a target Beginning at the 7th level, you have advantage on saving
take 4d6 fire damage and 4d6 force damage or half as much throws against being Charmed and Frightened. You gain
on a successful one. Targets who fail the save are knocked proficiency in the Intimidation skill if you do not already have
prone. it, and your proficiency bonus is doubled for any ability check
you make with it.
Beginning at 18th level, a Griever can use their tether to
hinder foes. As an action, you can expend a cartridge to make At 13th level, on your turn, when you score a critical hit with a
a ranged attack against a creature you can see within 30ft. If melee weapon or reduce a creature to 0 hit points with one,
the attack hits, the target takes 1d8 piercing damage and is you can make one melee weapon attack as a bonus action. If
grappled by the tether. the initial attack used Arwan Trigger, you can use it again on
the bonus action attack without expending a cartridge.
While the target is grappled by your tether, as a bonus
action you can perform one of the following actions: Superbolide
Gnashing Fang: The Target must make a Strength saving
throw. On a failed save, the target takes 1d6 piercing damage Beginning at the 18th level, when you reach 0 hit points and
and drops an object it is holding of your choice. would not be killed outright, you may instead drop to 1 hit
Savage Claw: The target must make a Strength saving point instead. You can use this feature a number of times
throw. On a failed save, the target takes 1d6 bludgeoning equal to your Constitution modifier (a minimum of once). You
damage and is pulled 15ft towards you in a straight line. regain any expended uses when you finish a long rest.
Wicked Talon: The target must make a Strength saving
throw. On a failed save, the target takes 1d6 slashing damage
and is knocked prone.
The boldest and bravest Gunbreakers were often referred to
as Lionhearts. This aggressive gunblade style focuses on At 18th level, using Draw imbues you with an aura of
methods of absorbing and redirecting magical energies and elemental energy. The aura extends 15 feet from you in all
dispatching foes with elemental attacks. directions, but not through solid objects, and lasts for a
number of rounds equal to your Charisma modifier. The
Draw effect of the aura varies depending of the type of damage
absorbed by Draw. If multiple types are absorbed, you choose
Starting at 3rd level when you choose this Job, when you or a which effect to activate. Aurora ignores resistance to the
creature of your choice that you can see within 5ft of you is damage types its effects produce. The effects are as follows:
hit with a spell attack that deals damage, you can use your Acid or Poison: All other creatures within your aura must
reaction to reduce the damage taken by 1d10 + your make a constitution saving throw. On a failed save, a target
proficiency bonus, to a minimum of 0 damage. If there are gains the poisoned condition. At the beginning each of their
multiple damage types, you choose which one to absorb first. turns turn, a creatured that has moved out of the aura may
make a constitution saving throw. On a successful save, the
If the total damage is reduced to 0 in this way, you gain 1 condition ends.
cartridge. The amount absorbed by draw increases to 2d10 + Bludgeoning, Piercing, or Slashing: All other creatures
your proficiency bonus at 13th level, and 3d10 + your within the aura take 2 damage of the type absorbed for each
proficiency bonus at 18th level. turn they remain within your aura.
Cold or Fire: All other creatures within your aura take 1d6
Once you use this feature, you must finish a short or long damage of the absorbed type if they start their turn inside
rest before you can use it again. your aura.
Force or Psychic: All other creatures within your aura must
Flame Saber make a wisdom saving throw. On a failed save, they become
frightened. At the beginning of each of their turns, a creature
You have learned to focus the aetheric energy from your that has moved out of the aura may make a wisdom saving
cartridges into deadly elemental attacks. Beginning at 3rd throw. On a successful save, the condition ends. The
level when you choose this job, each time you use your Arwan condition ends if a creature spends at least one turn outside
Trigger feature you can choose the type of extra damage of your aura.
dealt. Choose Cold, Fire, Lightning, Radiant, or Thunder Lightning or Thunder: Creatures of your choice within your
damage. aura must make a constitution saving thwon. On a failed save,
they become blinded and deafened. At the beginning of each
Hypervelocity of their turns, a creature that has moved out of your aura may
make a constituion saving throw. On a successful save, the
Beginning at the 7th level, as a bonus action you may expend condition ends. The condition ends if a creature spends at
one cartridge to double your speed and jump distance until least one turn outside of your aura.
the end of your next turn, and for the duration your Radiant or Necrotic: Creatures of your choice within your
movement does not provoke opportunity attacks. Once before aura regain 1d6 hit points on each of your turns until the
the effect ends, you can give yourself advantage on one effect ends.
weapon attack roll on your turn if you have used your
movement. If the attack hits, you may use Arwan Trigger
without expending a cartridge.
Once you use this ability, you must take a short or long rest
before you can use it again.
At 13th level, as an action you can expend 2 cartridges to
cause a circle of elemental force to burst from within you.
Each creature in a 15ft sphere originating from you must
make a dexterity saving throw. On a failed save, a target takes
4d6 radiant damage and 4d6 lightning damage, or half as
much damage on a successful one. Targets who fail the save
are blinded until the start of your next turn.
You can use this ability once, and then must take a short or
long rest before you can use it again.
Gunblade Weapon Properties
Gunblades have the loading property, but have modified
chambers which can hold more than one of their special
ammunition, the aether cartridge. A gunblade may make a
ranged attack a number of times up to the amount of
cartridges it can hold before it must be reloaded.
The range category of a weapon converted to a gunblade is
40/160. It may be used to make ranged weapon attacks up to
its normal range of 40ft, and to make ranged weapon attacks
at disadvantage within its long range of between 40ft and
160ft. It cannot make ranged weapon attacks beyond its long
Gunblades are specially constructed weapons that require
training to use effectively. If wielded by a creature without the
Gunblade weapon proficiency, they may only be used as if
they were the base weapon they were converted from.