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Arcane Buster

A
milestone of progress and a benchmark of the
capabilities offered when engineers and
magisters bring their minds together for a
common purpose. The Arcane Buster as a
name more so describes the weapon they have
created than the warriors whom bear them. An
arm fitted cannon which employs powerful
arcane energies as it's ammunition. A warrior armed with
this weapon can be a devastating force on the battlefield.
Quick Build
Arcane Buster
Level Proficiency Bonus Features Core Charge
1st +2 Arcane Buster, Buster Core --
2nd +2 Reflex Shot --
3rd +2 --- --
4th +2 Ability Score Improvement --
5th +3 Buster Charge 5
6th +3 --- 5
7th +3 Buster Core Feature 6
8th +3 Ability Score Improvement 6
9th +4 --- 6
10th +4 Buster Core Feature 7
11th +4 Hyper Charge 8
12th +4 Ability Score Improvement 8
13th +5 --- 9
14th +5 Ability Score Improvement 9
15th +5 Buster Core Feature 9
16th +5 Ability Score Improvement 9
17th +6 Buster Core Feature 10
18th +6 --- 10
19th +6 Ability Score Improvement 10
20th +6 Giga Buster 10

Quick Build Hit Points


For a jump start to the Arcane Buster class, make Dexerity Hit Dice. 1d8
your highest Ability Score, followed by Intelligence then Hit Points at 1st Level. 8 + Your Consitution Modifier
Strength. Give them the Hermit background. Hit Points at Higher Levels. 1d8 (or 5) + your Consitiution
modifier per Arcane Buster level after 1st.
Class Features
As an Arcane Buster, you will gain the following class
features,

PART 1 | ARCANE BUSTER 1


Proficiencies Starting at 5th level, your tinkering abilities helped you to
Armor. Light Armor and Shields modifiy and enchance your Arcane Buster's capabilities. You
Weapons. Simple Weapons may now take use of the Charge abilities on features at the
Tools. Artisan's Tool of your choice cost of 1 Core Charge.
Saving Throws. Dexterity and Intelligence
Skills. Choose two from Acrobatics, Arcana, Investigation, Hyper Charge
Perception, Stealth, or Survival Starting at 11th level, you have further enchanced your
Arcane Buster so it may push it's previous limits. You may
Equipment now take use of the Hyper Charge abilities on features at the
You start with the following equipment, in addition to the cost of 2 Core Charge. using a Hyper Charge ability
equipment granted by your background. automatically adds the Charge ability to the feature.
An Iron Buster and (a) a dagger, or (b) leather armor
(a) Artisan Tools of your choice, (b) pouch containing 15 Giga Buster
GP When you reach the 20th level, you have fully unlocked the
(a) Dungeoneer's Pack or (b) Explorer's Pack potential of your Arcane Buster. You can now overcharge
your weapon to unleash a destructive ray of energy. By
Arcane Buster spending Core Charge's (up to 5 max) you may blast a 5 foot
Starting at 1st level, you have access and Proficiency in a new wide energy ray up to 60 feet for 3d8 damage per Core
kind of weapon; the Arcane Buster. An arcane empowered Charge spent. You may use this feature once per Long Rest
piece of engineering that fit's over your hand and forearm like
a gauntlet and uses magical energy as a self-sustaining Buster Core's
ammunition source. The Arcane Buster model your recieve at
first level is the Iron Buster, it's statistics will be outlined at The Buster Core you choose will be the defining choice of
the end of this class section. Along with Proficiency in this your Arcane Buster's combat style and avaliable abilities. You
new weapon, you may perform a soul bonding with it as a make this choice at the 1st level between the Brawler's Core,
ritual. The ritual takes 1 hour to complete, and once which offers heavy dealings in martial abilities, the
completed you can not be disarmed of your soul bound Elementalist's Core, which permits you to harness the arcane
weapon; also if the weapon is on the same plane of existance elements as ammunition, and the Divination Core, which
as you it can be summoned and equiped to your arm as an grants it's weilder holy and radiant energies to smite their
Action. foes!
Charge. You may add an additional damage die to your
weapon attack when using an Arcane Buster class weapon. Brawler's Core
Hyper Charge. You may add 2 additional damage dice to You have chosen the Brawler's Core, the part of the martial
your weapon attack when using an Arcane Buster class Arcane artillery. You exell at raw outputs of energy and
weapon. martial tactics on the battlefield and are a force to be
Some features in this class will require a saving throw, reckoned with when you have your wits about you.
here is that information.
Saving Throw DC = 8 + Intelligence Modifier + Your Brawler's Physique
Proficiency Bonus When you take this Buster Core at 1st level, you may increase
your Consititution score by 1. You also learn Unarmed
Buster Core Combat; your unarmed strikes will now deal 1d4 damage.
Starting at 1st level, you choose what style of Arcane Core This damage increases to 1d6 at 9th level, and 1d8 at 13th
will be fitted into your Arcane Buster. This Arcane Core will level.
dictate the style of combat and abilities your Arcane Buster
will be capable of. The avaliable core's to be fitted are the Combat Strategy
Brawler's Core, the Elementalist's Core , and the Divination When you take this Buster Core at 1st level, your mind for the
Core. Your Arcane Buster also can handle up to a certain battle field allows you to learn 2 Follow-Ups from the Follow-
power limit as Core Charges. Core Charges avaliable to you Up list provided in Section 2 of the Arcane Buster class
are outlined in your class table, and are recharged during a compendium.
Long Rest.
Buster Burst
Reflex Shot Starting at 7th level, you may fire a condensed ball of aether
at a target location within 20 feet of you as an Action. All
Starting at 2nd level, you may use your Reaction when an creatures within 10 feet of the of the explosion make a
attack fails against you to launch a counter attack using your Dexerity Saving Throw. If the succeed, they take half the
Arcane Buster statistics. damage and are not knocked Prone; if they fail; they take 2d8
Force damage and are knocked Prone. You may use this
Buster Charge feature 2 times per Short or Long Rest.
Charge. Add 1d8 to feature damage rolls.
Hyper Charge. Buster Burst's range is increased to 40 feet,
and the blast radius is increased to 15 feet.

2 PART 1 | ARCANE BUSTER


Advanced Tactician Blizzard Bomb
Starting at 10th level you can learn an additional 1 Follow- Starting at 10th level, you harness the power of Cold energy
Ups. into a ball of solid ice. As an action, you can launch this ice
ball that burst's into a condensed blizzard at a target within
Buster Break 60 feet of you. The target makes a Dexterity Saving Throw, or
Starting at 15th level you can take your Action to unleash a be Stunned for 1 minute and take 1d6 Bludgeoning damage +
point blank overload shot at a target within 5 feet of you as an 3d8 Cold Damage. A successful save prevents the Stunned
attack. The target takes 2d8 Force damage, and you take 1d4 condition and avoids the Bludgeoning damage. You can use
Force damage. You may use this feature 2 times per Short or this feature 2 times per Short or long Rest.
Long Rest. Charge. Deal an additional 1d6 Bludgeoning damage.
Charge. Both you, and the target are knocked backwards 5 Hyper Charge. All targets within 10 feet take the Cold
feet from the attack origin. damage.
Hyper Charge. Add 2d8 to target damage die, add 1d4 to
personal damage die. Skin of Stone
Starting at 15th level, you harness the defensive properties of
Brawler Blast earth magic. You may spend your action to unleash a short
Starting at 17th level, you are a master of combat strategy pulse of energy that will provide a magical stone skin to
and martial use of your Arcane Buster. You may learn 1 yourself. This will provide you 20 temporary Hit Points for 1
additional Follow-Up. Additionally, you may engulf yourself in + your Intelligence Modifier minutes.
energy and dash at a creature within 20 feet of you as an Charge. Apply Skin of Stone to all allies within 10 feet of
action. You target must make a Dexerity Saving Throw or be you.
knocked Prone and suffer 5d6 Force Damage. Hyper Charge. Increase temporary Hit Points by 20.
Charge. Add an additional 1d6 to damage.
Hyper Charge. You may dash an additional 10 feet. Firestorm
Starting at 17th level, you've learned how to harness the
Elementalist's Core volalite nature of Fire energy. As as action, you can hurl a
You've decided the Elementalist's Core as your empowerment giant fire bomb as a mortar from your Arcane Buster. This
choice. You harness the elemental aether around you into mortar has a range of 100 feet and deals 5d6 Fire damage to
your Arcane Buster to employ as powerful ammunition. all targets within 20 feet of the target location. You may use
this feature 1 time per Short or Long Rest.
Charge. Add an addition 1d6 to damage dice.
Elementalist's Wit Hyper Charge. Targets within 5 feet of the target location
When you take this Buster Core at 1st level, you may increase take 3d4 extra Fire damage.
your Wisdom score by 1. You may also learn 2 Cantrips from
the Wizard spell list. Intelligence is your spellcasting Divination Core
modifier.
You have taken the Divination Core, blessed with holy divinity
Shock Bolt you are a demons worst nightmare and a powerful support to
When you take this Buster Core at 1st level, you learn to your team.
harness Thunder energy into a javelin like state. As an action
you may launch this energy at a single target up to 60 feet Divine Charm
away from you. That target makes a Dexterity Saving Throw, When you take this Buster Core at 1st level, you may increase
success results in half damage; failure and they take 1d4 your Charisma score by 1. You may also learn 2 Cantrips
Piercing damage + 3d6 Thunder damage. You may use this from the Paladin spell list. Intelligence is your spell casting
feature 3 times per Short or Long Rest. modifier.
Charge. Enemy creatures within 5 feet of the target take 2d6
Thunder damage. Radiant Shot
Hyper Charge. Add 1d6 to Thunder damage dice. When you take this Buster Core at 1st level you deal Radiant
damage with your Arcane Buster instead of Force damage.
Zephyr Shield You also gain resistance against Radiant and Necrotic
Starting at 7th level, you harness the magical properties of damage.
wind to expend a force shield around you as a Reaction.
When a melee attack is declared against you, you may use
this feature to gain 2 AC for that attack. You may use this
feature 2 times per Short or long Rest.
Charge. The attacking target takes 2d4 Force damage.
Hyper Charge. You gain an additional 3 AC.

PART 1 | ARCANE BUSTER 3


Dazzle Gleam
Starting at 7th level, you imbue your next weapon attack with
an Arcane Buster classification with entrancing radiance.
When you declare your next weapon attack, you must specify
you are using Dazzle Gleam; your target must then make a
Dexterity saving throw or be Charmed for 1 + your Charisma
modifier minutes. You can use this feature 5 times per Short
or Long Rest.
Charge. All enemies within 10 feet of the target must make
the Saving Throw, or be Charmed.
Hyper Charge. Add 2d4 Radiant damage to your damage.
Salvation Shot
Starting at 10th level, you can launch a divine mortar at your
allies within 60 feet as an Action. All allies within 10 feet of
the target heal for your Arcane Buster weapon statistics +
your Charisma modifier. You can use this feature 4 times per
Short or long Rest.
Charge. increase heal radius by 20 feet.
Hyper Charge. Add an addition weapon damage die to your
heal roll.
Smite-Back
Starting at 15th level, if you recieve melee damage you can
spend your Reaction to release a holy charge of your Arcane
Buster as a counter attack for your weapon attack statistics +
your Charisma modifier. You may use this feature 5 times per
Short or Long Rest.
Charge. Displace 5 feet away from the attacking target.
Hyper Charge. Heal yourself for half the damage dealt by the
counter attack
Divine Resolution
Starting at 16th level, your Divination Core has gained the
divine power to intervine in times of need. You may spend
your Action to release a charged pulse of Holy power against
the ground; causing a radiant explosion that washes over
everything withing 50 feet. All enemy creatures take 5d8
Radiant Damage, and all ally creatures heal for 4d8 + your
Charisma Modifier.
Charge. Add 1 extra Die to the Damage and Heal.
Hyper Charge. Grant a shield to your allies in the form of
Temporary Hit Points for the result of the highest Heal
recieved.

4 PART 1 | ARCANE BUSTER


Brawler's Core Follow-Ups
The Brawler's Core permits the Arcane Buster to learn
various Follow-Ups as a form of combat manuever.
Wrong Neighborhood
If you use Reflex Shot against a failed melee attack (attacker
is within 5 feet of you), you can counter attack with two
Unarmed Strikes as a bonus action. If both Unarmed Strikes
land on the target, you can spend 1 Core Charge to perform
an extra Arcane Buster weapon attack.
Low Blow
If you use Buster Break against a creature larger than you,
impose a Dexterity Saving Throw on that target or they are
Stunned for 1 minute.
Follow up Shots
If you use a Charge or Hyper Charge weapon attack, you can
spend 1 extra Core Charge to attack again as a bonus action.
You can not Charge or Hyper Charge the second attack.
Critical Break
If you successfully land a Critical Strike on a creature within
5 feet of you with an Arcane Buster weapon attack, you can
use Buster Break as a bonus action without spending a
feature slot. You can not Charge or Hyper Charge this attack.
The Ol' One-Two
If you make an Arcane Buster weapon attack on a target
within 5 feet of you, you make make an Unarmed Strike as a
bonus action.
Defensive Shots
If you are armed with a shield and you make an Arcane
Buster weapon attack on a target further than 20 feet from
you, you can use your Arcane Buster's bonus to damage rolls
(Intelligence Modifier) on your attack roll instead. Gain +2 AC
against any counter attack made against your action.
Nova Strike
If you successfully impose the Prone status from Brawler's
Blast, you may take an Arcane Buster weapon attack as a
Bonus Action. You can not Charge orHyper Charge this
attack.
Double Burst
If you successfully impose Prone from the Buster Burst
feature, you may use Buster Burst a second time as a bonus
action without spending a feature slot. You can not Charge or
Hyper Charge this attack.

PART 2 | FOLLOW-UPS 5
Arcane Buster's
The Arcane Buster is a weapon exclusive to this class, and as
such a small list of basic Arcane Buster class weapons will be
provided as well as two rare Arcane Buster's. All Arcane
Buster type weapons gain + Intelligence Modifier bonuses to
damage.
Arcane Buster's
Iron Buster 1d4 Force + INT 60ft 50 gp
Steel Buster 1d6 Force + INT 60ft 100 gp
Blunder-Buster 2d6 Force + INT 10ft 100 gp
Gaia Buster 3d6 Force + INT 20 ft, Special ??? gp
Ultima Buster 3d4 Force + INT +2 70ft ??? gp

Rare Buster's
Gaia Buster counts as a shield.
Ultima Buster has a +2 bonus.

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