Racial Traits:
Superior Darkvison (120ft)
Predation (Proficiency in Perception)
Tenacity
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Origin Bonuses:
+1 to Charisma
Gain 10 additional walking speed
Proficiency in Athletics & Slight of Hand
Class features:
Arms Smith
Beginning at the 1st level, you have learned how to modify weaponry to incorporate gunfire into their function. You spend 1 day of time working on your weapon to complete the conversion process
Munitions
Beginning at 1st level, you've learned how to create cells that 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.
GB save DC: 13
Ranged mod: +6
Half of your expended Munitions rounded up are recharged after completing a short rest and all of your Munitions after a long rest.
Current Munitions: 4
Burst Strike
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 backward. 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: Defense
Gunner Shot
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.
Archetype: Revolver
Archetype feature: 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 you add your Strength ability modifier to your Gunner Shot damage rolls.
Additionally, you gain proficiency in all firearms.
Level 4 ASI: +1 to Str & Dex
Level 4 Feat: Gunner
+1 Dexterity
You gain proficiency with firearms
You ignore the loading property of firearms
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls
Starting feat: Skill expert
+1 to Constitution
Proficiency and expertise in Persuasion
Class/Racial Features & Traits