Warlock
Base Class: Warlock

You've heard of the Hexblade, now get ready for the HexGUN!!!

Expanded Spell List

The Hexgun lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Hexgun Expanded Spells

Gunslinger's Eye

Starting at 1st level, you gain the ability to accurately predict your target's movements, and can adequately plan your next shot. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to attack rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • You gain a bonus to damage rolls against the cursed target. The bonus is equal to your warlock level + your Charisma modifier (minimum of 1 damage). The damage type is force.

You can’t use this feature again until you finish a short or long rest.

Hex Gunslinger

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with firearms and gain the sharpshooter feat.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one firearm that you are proficient with. You ignore the loading property of this firearm, and when you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Hand Cannon

Starting at 6th level, you are able to magically fire a bullet of a radically increased caliber. As an action, you can force any creature in your line of sight within 90 ft. to make a Dexterity saving throw. On a failed save they take 4d8 force damage and are knocked back 10 ft. On a successful save, they take half damage and are not pushed back.

You can use this ability a number of times equal to your Charisma modifier before regaining all uses on a short rest.

 

Heat-Seeking Missile

At 10th level, you learn how to direct an errant bullet toward a new target. When you make an attack roll with your Hexgun and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ultimate Deadeye

Starting at 14th level, you are able to accurately predict the movements of all creatures in a battle, and are able to easily take them out, one at a time. When the creature marked by your Gunslinger's Eye dies, you can apply the mark to a different creature you can see within 60 ft. of you, provided you aren’t incapacitated.

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