Base Class: Warlock
Your pact magic comes from within an artifact you have attained, a magical firearm, called the Morph Gun, which can alter itself to serve many needs. When you take this otherworldly patron, you are granted a magic firearm that can take many shapes. Work with your DM to decide how you discovered this weapon or what else it is capable of.
Expanded Spell List
The Morph Gun 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.
Morph Gun Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | bane, magic missile |
| 2nd | acid arrow, dragon's breath |
| 3rd | fireball, lightning bolt |
| 4th | fire shield, ice storm |
| 5th | banishing smite, destructive wave |
Morph Gun's Blast
Starting at 1st level, your Morph Gun gives you proficiency with Medium Armor.
You gain the ability to transform your Morph Gun to better suit your needs. As an action;
- You can make all creatures within a 15ft cone starting at a point from your location make a Dexterity saving throw. A creature takes 2d4 force damage on a failed save, or half as much on a successful one.
- You can make all creatures within a 10ft sphere from a point you choose within 45ft make a Dexterity saving throw. A creature takes 2d4 poison damage on a failed save, or half as much on a successful one.
Or as a bonus action;
- You can make a ranged attack on a creature within 90ft using your spell attack modifier. On a hit, the creature takes 4d4 fire damage.
- You can make a ranged attack on 2 creatures within 90ft using your spell attack modifier. Each creature hit takes 2d4 lightning damage.
You can’t use this feature again until you finish a short or long rest.
At 6th level, the damage dice become d6's, and at 10th level, d8's. At 14th level, you can use each of these actions once per short rest.
Firearm Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your magical firearm also allows you to mystically channel your will through it. You can add your Charisma modifier to any damage roll made when you cast a spell using your Morph Gun as an arcane focus.
Morph Gun Mods I
Starting at 6th level, when you are knocked unconscious, the powers from your Morph Gun surge through you. When you drop to 0 hit points, you are instead dropped to 1 hit point and transform into a devilish humanoid for 1 minute. In this transformation, you appear to be clouded by a dark aura. While transformed, your spell save DC is increased by 1 quarter of your Warlock level, you gain a Warlock spell slot, and any damage you take is reduced from your max hit points instead. If your max hit points are reduced to 0, you die. Your max hit points increase after each long rest by your total of hit dice, until your max hit points reach their original value.
You gain the ability to transform your Morph Gun to better suit your needs. As an action;
- You can make all creatures within a 15ft sphere starting at a point from your location make a Dexterity saving throw. A creature takes 2d6 force damage on a failed save, or half as much on a successful one.
- You can make all creatures within a 20ft sphere from a point you choose within 45ft make a Constitution saving throw. On a failed save, a creature slowly floats in the air. The next attack made on that creature before the beginning of your next turn sends that creature in a direction away from the origin of the attack a number of feet equal to 1d6 times 5. That creature takes 1d6 bludgeoning damage for each 10ft it was sent. On a successful save, a creature is unaffected.
Or as a bonus action;
- You can make a ranged attack on a creature within 30ft using your spell attack modifier. After that attack, you choose another creature within 30ft of the last creature and make an attack on it using your spell attack modifier. The total number of attacks you can make with this bonus action is equal to your proficiency bonus. On a hit, each creature takes 1d6 fire damage.
- You can make a ranged attack on 4 creatures within 90ft using your spell attack modifier. Each creature hit takes 1d6 lightning damage and makes a Constitution saving throw. On a failed save, they are stunned until the beginning of your next turn.
You can’t use this feature again until you finish a short or long rest.
At 10th level, the damage dice become d8's. At 14th level, you can use each of these actions once per short rest.
Morph Gun Mods II
Starting at 10th level, your Morph Gun feeds you more passive endurance. You gain proficiency in Constitution or Intelligence Saving Throws, your choice, and you gain proficiency with Heavy Armor. While transformed using Morph Gun Mods I, you gain proficiency with all Saving Throws, your Proficiency Bonus is increased by 1, and your Speed is increased by 10ft.
You gain the ability to transform your Morph Gun to better suit your needs. As an action;
- You can make all creatures of your choice within a 25ft sphere starting at a point within 30ft of you make a Dexterity saving throw. A creature takes 2d8 force damage on a failed save, or half as much on a successful one.
- You can make all creatures within a 10ft sphere from a point you choose within 60ft make a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, or half as much on a successful one.
Or as a bonus action;
- You can shoot a floating disc to a location within 15ft, then make a ranged attack on 4 different creatures within 30ft of the disc. Each creature hit takes 2d8 fire damage. On each subsequent bonus action, you may move the disc 15ft, and make 4 more attacks with it. You can use this bonus action a total number of times equal to your proficiency bonus, or until the disc is destroyed (HP 1d8, AC 16).
- You can make a ranged attack on 6 creatures within 120ft using your spell attack modifier. Each creature hit takes 2d8 lightning damage.
You can’t use this feature again until you finish a short or long rest.
At 14th level, you can use each of these actions once per short rest.
Master of Firearms
At 14th level, you upgrade your training necessary to effectively arm yourself. You gain proficiency with all types of firearms.
While wielding a firearm, your speed is increased by 10, your AC is increased by 1, and your Spell Save DC is increased by 1.
The influence of your magical firearm also allows you to mystically channel your will through it. You can add your Charisma modifier to any damage roll made when you use an action using your Morph Gun (Morph Gun Mods).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/8/2022 3:37:30 PM
|
3
|
0
|
1
|
Coming Soon
|
Comments