Base Class: Warlock
You have made your pact with a powerful, sentient magic firearm carved from the demon who first helped inspire the design of the firearm. The Death’s Whisper, being one of the most notable, having been spread along with the original designs of firearms. The few firearms, who were imbibed with the power of the shadow demon, can make a pact to empower them to destroy evil beings and allow the demon to feed on their evil sins and their life force. The first to forge such weapons, made them with evil intent and were driven mad, giving these weapons a thirst for feeding on evil souls. Individuals who have sworn themselves to the hunt of evil-doers and made a pact with a firearm are called Reapers.
Reapers Armament
At 1st level you are given a magic weapon of your choosing. This weapon is your spell catalyst and therefore is required in casting any spells. A creature with an Reapers armament can summon it to its hand as a bonus action, or shun it to a dimensional space, were it remains until you call it back again. You can summon your firearm as long as both of your are on the same plane. Attacks made with the weapon use your charisma modifier.
The weapon can be any weapon that fires an ammunition.
Catalyst Weapon
This catalyst firearm is a magical object, and detect magic will reveal a faint aura of evocation. When you receive your Reapers armament, you bond with it. This bond allows you to channel your magic trough the Weapon. All spells are infused in your weapons ammunition causing the spell to trigger when it makes contact with its target. Spells range are over ridden by the range over your weapon. However all spells cast must have an attack roll to beat a creatures AC in order to take effect.(Unless the spell is an area of effect) If the Spell required a dc save the creature must still fail DC for the spell to take effect.
Extra Shot
Starting at 6th level you are able to make two attacks with your weapon. This attack can be a spell or a cantrip however only one spell can be cast per turn. These attacks can both be cantrips but cannot be the same cantrip.
Impowered shot
Starting at 10th level, all damage rolls made with the Reapers firearm can deal an additional 1d10 damage of your desired damage type. You can change your desired damage type during a short rest.
The damage type can be:
- Poison
- Acid
- Fire
- Cold
- Radiant
- Necrotic
- Lightning
- Thunder
- Force
- Psychic
Reap
Upon reaching 14th level When the Reapers Firearm scores a critical hit against a creature with 100 HP or less remaining you inflict a fatal blow. The target must succeed at a Constitution saving throw (DC 5 + damage dealt). On a failed saving throw, the target dies. On a success, the target takes the normal damage.
Previous Versions
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12/8/2021 10:18:59 PM
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