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. 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 For a jump start to the Arcane Buster class, make Dexerity your highest Ability Score, followed by Intelligence then Strength. Give them the Hermit background. Class Features As an Arcane Buster, you will gain the following class features, Hit Points Hit Dice. 1d8

Hit Points at 1st Level. 8 + Your Consitution Modifier

Hit Points at Higher Levels. 1d8 (or 5) + your Consitiution modifier per Arcane Buster level after 1st. 1

Proficiencies Armor. Light Armor and Shields

Weapons. Simple Weapons

Tools. Artisan's Tool of your choice

Saving Throws. Dexterity and Intelligence

Skills. Choose two from Acrobatics, Arcana, Investigation, Perception, Stealth, or Survival Equipment You start with the following equipment, in addition to the equipment granted by your background. An Iron Buster and (a) a dagger, or (b) leather armor

(a) Artisan Tools of your choice, (b) pouch containing 15 GP

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

Advanced Tactician Starting at 10th level you can learn an additional 1 Follow-Ups. Buster Break Starting at 15th level you can take your Action to unleash a point blank overload shot at a target within 5 feet of you as an attack. The target takes 2d8 Force damage, and you take 1d4 Force damage. You may use this feature 2 times per Short or Long Rest.

Charge. Both you, and the target are knocked backwards 5 feet from the attack origin.

Hyper Charge. Add 2d8 to target damage die, add 1d4 to personal damage die. Brawler Blast Starting at 17th level, you are a master of combat strategy and martial use of your Arcane Buster. You may learn 1 additional Follow-Up. Additionally, you may engulf yourself in energy and dash at a creature within 20 feet of you as an action. You target must make a Dexerity Saving Throw or be knocked Prone and suffer 5d6 Force Damage.

Charge. Add an additional 1d6 to damage.

Hyper Charge. You may dash an additional 10 feet. Elementalist's Core You've decided the Elementalist's Core as your empowerment choice. You harness the elemental aether around you into your Arcane Buster to employ as powerful ammunition. Elementalist's Wit When you take this Buster Core at 1st level, you may increase your Wisdom score by 1. As a Bonus Action, you may alter the arcane state of your Buster Core to deal either Force, Fire, Cold or Thunder damage. Shock Bolt When you take this Buster Core at 1st level, you learn to harness Thunder energy into a javelin like state. As an action you may launch this energy at a single target up to 60 feet away from you. That target makes a Dexterity Saving Throw, success results in half damage; failure and they take 1d4 Piercing damage + 3d6 Thunder damage. You may use this feature 3 times per Short or Long Rest.

Charge. Enemy creatures within 5 feet of the target take 2d6 Thunder damage.

Hyper Charge. Add 1d6 to Thunder damage dice. Zephyr Shield Starting at 7th level, you harness the magical properties of 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. Blizzard Bomb Starting at 10th level, you harness the power of Cold energy 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 60 feet of you. The target makes a Dexterity Saving Throw, or be Stunned for 1 minute and take 1d6 Bludgeoning damage + 3d8 Cold Damage. A successful save prevents the Stunned condition and avoids the Bludgeoning damage. You can use this feature 2 times per Short or long Rest.

Charge. Deal an additional 1d6 Bludgeoning damage.

Hyper Charge. All targets within 10 feet take the Cold damage. Skin of Stone Starting at 15th level, you harness the defensive properties of earth magic. You may spend your action to unleash a short pulse of energy that will provide a magical stone skin to yourself. This will provide you 20 temporary Hit Points for 1 + your Intelligence Modifier minutes. You may use this feature 2 times per Short or Long Rest.

Charge. Apply Skin of Stone to all allies within 10 feet of you.

Hyper Charge. Increase temporary Hit Points by 20. Firestorm Starting at 17th level, you've learned how to harness the volalite nature of Fire energy. As as action, you can hurl a giant fire bomb as a mortar from your Arcane Buster. This mortar has a range of 100 feet and deals 5d6 Fire damage to 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.

Hyper Charge. Targets within 5 feet of the target location take 3d4 extra Fire damage. Divination Core You have taken the Divination Core, blessed with holy divinity you are a demons worst nightmare and a powerful support to your team. Divine Charm When you take this Buster Core at 1st level, you may increase your Charisma score by 1. The nature of your will forges your strength in the forms of diplomacy as you serve for the greater good of the realm, you may add your Intelligence modifier to any Charisma(Persuasion) checks you make. Gain resistance to Radiant and Necrotic damage. Holy Buster When you take this Buster Core at 1st level you deal Radiant damage with your Arcane Buster instead of Force damage. 3

Divine Recovery When you take this Buster Core at the 1st level, you may release a burst of holy radiance above yourself. The radiant wash will fall over your body and heal you for 1d10 + 1 per Arcane Buster level. You may use this feature once per Long Rest.

Charge. This feature effects all allies within 5 feet of you.

Hyper Charge. Healing Statistic increases to 1d12 + 2 per Arcane Buster level. 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 within 50 feet. All enemy creatures take 5d8 Radiant Damage, and all ally creatures heal for 4d8 + your Charisma Modifier. You may use this feature 2 times per long Rest.

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

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 10 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. 5