Fighter
Base Class: Fighter

A combination between a Hex Blade Warlock and a Gunslinger.

Dynamite

As an action, spend a hex point to throw a stick of dynamite up to 30 ft and effects a 10 sq foot radius circle. The dynamite deals 1d6 force damage and pushes creatures away 5 ft. All creatures within a 5 ft radius must make a DC15 DEX Saving Throw. On a successful save, the dynamite deals half damage and still moves the creature.

You can increase the damage by an additional 1d6 for every hex point spent.

Fiendish Release

As an action, you spend half of your max hex points to call forth a fiendish entity. It manifests in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the effect ends.

The fiend will last for a number of rounds equal to your character level. While the fiend is out, you cannot regain hex points.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it attacks the nearest enemy.

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Shoot First, Ask Questions Later

You have +3 to your initiative. You have advantage on Charisma (Intimidation) checks against creatures.

Adept Marksman

When you choose this archetype at 3rd level, you learn to perform powerful hex shots to disable or damage your opponents using your firearms.

Hex Shots. You learn two trick shots of your choice, which are detailed under “Hex Shots” below. Many maneuvers enhance an attack in some way. Each use of a hex shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional hex shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one hex shot you know with a different one.

Hex. You gain a number of hex points equal to your Charisma modifier (minimum of 1). You regain 1 expended hex point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended hex points after a short or long rest.

Saving Throws. Some of your hex shots require your targets to make a saving throw to resist the hex shot’s effects. The saving throw DC is calculated as follows:

   Hex Shot save DC = 8 + your proficiency bonus + your Dexterity modifier

Demon's Mark

When you reach 7th level, you can use a BA to choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon Attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

Fire Back

Upon reaching 10th level, you learn how to quickly return fire. If an enemy misses you with a ranged attack, you can use your reaction to fire a shot back at it.

Curving Shot

At 15th level, you learn how to direct an errant shot toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.

Hex Shots

These hex are presented in alphabetical order.

Agonizing Shot

When you hit a shot, add your Charisma modifier to the damage it deals on a hit

Dazing Hex

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Hex

When you make a firearm attack against a creature, you can expend one hex point to gain advantage on the attack roll.

Eldritch Smite

Once per turn when you hit a creature with your pact weapon, you can expend 2 hex points to deal an extra 1d8 force damage, plus another 1d8 per additional hex point spent, and you can knock the target prone if it is Huge or smaller. 

Eldritch Spear

Spend one hex point to increase the range of your attack to 300 ft

Ghostly Gaze

Spend one hex point to be able to see and attack through solid objects for one round. You gain darkvision if you do not already have it.

Grasp of Hadar

After a hit, you can move that creature in a straight line 10 feet closer to yourself.

Lance of Lethargy

After a hit, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Repelling Blast

After a hit, you can push the creature up to 10 feet away from you in a straight line.

Previous Versions

Name Date Modified Views Adds Version Actions
2/26/2022 4:54:13 PM
10
4
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes