Base Class: Warlock
you take the powers of you're patreon like any warlock would, but you want to use it in a different manner, you have used you're patreon power to construct two firearms made out of pure eldritch energy that can shape spell into magic spell bullets.
You can use your action to draw upon the powers of your Patron and create a hex gun in your empty hand. You can choose the form that this spellcasting focus takes each time you create it. It can either be a Sniper or a Revolver (detailed below).
Your hex gun disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss it (no action required), or if you die.
Your hex gun acts as a spellcasting focus, and when you cast cantrips with it, it channels them as bullets (these still count as spells). Instead of increasing the damage of the cantrip when you reach certain levels, you can cast the cantrip additional times as part of the same action (except for Eldritch Blast, which is cast as normal). To be cast in this way the cantrip must deal damage, it must make a spell attack or require a saving throw, and have a range other than self.
You can fire a cantrip in this manner 2 times at level 5, 3 times at level 11, and 4 times at level 17. If you do, the cantrip can deal its base damage more than once, but its other effects cannot be applied again.
Sniper Form: Your ranged spell attack rolls cast through the hex gun have their range doubled and have +2 force damage to you're spell attacks and ignore half-cover. While wielding this weapon you know the ray of frost cantrip.
Revolver Form: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls cast through the hex gun and you can target two creatures instead of one and they each take half the spell damage. While wielding this weapon you know the shocking grasp cantrip.
you know the eldritch bullet cantrip.
important note to make:
( the subclass isn't mine i just added my own twist to it
it belonges to MonkeyDM on youtube)
hex guns
You can use your action to draw upon the powers of your Patron and create a hex gun in your empty hand. You can choose the form that this spellcasting focus takes each time you create it. It can either be a Sniper or a Revolver (detailed below).
Your hex gun disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss it (no action required), or if you die.
Your hex gun acts as a spellcasting focus, and when you cast cantrips with it, it channels them as bullets (these still count as spells). Instead of increasing the damage of the cantrip when you reach certain levels, you can cast the cantrip additional times as part of the same action (except for Eldritch Blast, which is cast as normal). To be cast in this way the cantrip must deal damage, it must make a spell attack or require a saving throw, and have a range other than self.
You can fire a cantrip in this manner 2 times at level 5, 3 times at level 11, and 4 times at level 17. If you do, the cantrip can deal its base damage more than once, but its other effects cannot be applied again.
Sniper Form: Your ranged spell attack rolls cast through the hex gun have their range doubled and have disadvantage when an enemy creature is 10 feet close to you instead of 5 and you deal 1D4 of the damage kind of the spells you used and ignore half-cover. While wielding this weapon you know the eldritch bullet and the ray of frost cantrip.
Revolver Form: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls cast through the hex gun. While wielding this weapon you know the eldritch bullet shocking grasp cantrip.
hex Gunsmith
you can use arcane or ritualistic means that are realted to your're patreon to adjust or improve you're base guns or possibly draft and create new ones.
(cunsult the dm for specifics)
revolver form
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls cast through the hex gun and you can target two creatures instead of one and they each take half the spell damage. While wielding this weapon you know the shocking grasp cantrip.
Sniper Form
Sniper Form: Your ranged spell attack rolls cast through the hex gun have their range doubled and have disadvantage when an enemy creature is 10 feet close to you instead of 5 and you deal1D4 of the damage kind of the spells you used and ignore half-cover. While wielding this weapon you know the ray of frost cantrip.
Additional Eldritch Invocations
You gain the ability to learn some additional eldritch invocations listed below 2, 5, 7, 9, 12,15, or 18.
Agonizing Shots
Prerequisite: Pact of the Trigger feature
When you cast a cantrip, add your Charisma modifier to the damage it deals on a hit (if you don't already add your Charisma modifier to it)
Bullet Hell
Prerequisite: level 5, Pact of the Trigger feature (revolver form)
You temporarily duplicate your hex gun to unleash a flurry of bullets as an action. All creatures within a 10 foot cone in front of you must succeed a Dexterity saving throw against your spell save DC or take 2d10 force damage. This damage increases to 3d10 at level 11 and 4d10 at level 17. To use this action you need to be holding your hex gun in one hand and have the other hand free. You can use this action a number of times equal to your Charisma modifier, and regain all expended uses after completing a short or long rest.
Crippling Shot
Prerequisite: Pact of the Trigger feature
Once per turn, when you damage an enemy with an attack made using your hex gun, you can force them to make a Strength saving throw against your spell save DC or fall prone and have their speed reduced to 0 until the start of your next turn. You can use this ability a number of times equal to your Charisma modifier, and regain all expended uses
after completing a long rest.
Dead Eye
Prerequisite: level 15, Pact of the Trigger feature (sniper form)
If you haven't moved this turn, you can take aim as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your hex gun until the end of your turn.
DEVIL'S ACCURACY
Prerequisite: level 12, Pact of the Trigger feature
When you cast a spell attack, add double you're proficiency bonus instead of the normal proficiency bonus in a you're spell attack
double shot
Prerequisite: Pact of the Trigger feature (revolver form)
twice per short rest, you can cast an additional cantrip to one of you're spell attacks.
Elder bullet
Prerequisite: level 9, Pact of the Trigger feature
At the start of your action when you cast Eldritch bullet, you can choose to take a -5 penalty to one attack roll per turn. If the attack hits, you add +10 to the damage for that attack.
eldritch devastation
Prerequisite: level 18, Pact of the Trigger feature
you have the ability to channel the whole might of you're patreon to make a devastating blast. you shoot a condensed blast against one creature the blast is so powerfull that the target must make a Constitution saving throw. If it fails, the target is reduced to 0 hit points. If it succeeds, it takes 10d10 force damage. You can only affect one creature in this manner once per round, and only twice per short rest.
Headshots
Prerequisite: level 9, Pact of the Trigger feature (sniper form)
Once per long rest, as a bonus action you can enhance your focus to see the weak spots of your foes. For the next minute, attacks you make using your hex gun score a critical hit on a roll of 19 or 20 on the dice.
hungry bullet
Prerequisite: Pact of the Trigger feature
When you cast Eldritch Bullet, and one of your spell attacks misses its target, you can use your bonus action to make another attack roll in an attempt to hit a different creature within 60ft of the creature you missed.
juggernaut shot
Prerequisite: level 15, Pact of the Trigger feature
twice per long rest you can cast a lv7 or under spell as a 5 feet wide line at a cost of half of it's range, in the line automatically fail their spell saving throw.
Mystic hex magazine
Prerequisite: level 18, Pact of the Trigger feature
You may store up 2 lv 7th-level Mystic Arcanum spell in you're hexgun and cast it as an action. you can cast a spell from the Mystic hex magazine twice per long rest.
Quickstep
Prerequisite: level 7, Pact of the Trigger feature
Your reflexes are honed. As a reaction, when an enemy makes a melee attack against you, before being hit, if your speed isn't 0, you can move 5ft away from the foe without triggering attacks of opportunity, potentially avoiding the attack if you leave its range. You can use this reaction a number of times equal to your Charisma modifier and regain all expended uses after a short or long rest.
patreon's favor
Starting at 6th level, you can call on your patron to assist in your endavour. When you make an ability check or a saving throw that you are proficint in, you can use this feature to gain advantage on the roll. you can use this future twice per long rest.
cosmic aim
Starting at 10th level ,twice per short rest you can decrease a creatures AC equal to you're DEXTERITY Modifier + you're PROFICIENCY bonus as a bonus action.
the ultimate hex gun
Starting at 14th level, once per long rest you can conjure the ultimate hex gun of you're patreon the weapon (you can choose the shape), the weaopn lasts for two turns, once per turn you can add 2d10 force damage to you're cantrips and spell attacks, you also gain the benefits of both the revolver and the sniper.
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Posted Nov 15, 2022Pretty interesting 🤔
Been tinkering with it. Instead of expanded spell list there's all new invocation slots for emphasis on the Hex Gun. This gives me an idea for my subclass I've been working on.
That brings up another thing, if I may. Could the name of the subclass be changed to Hex Gun or something similar? As it it seems like a pact boon that one get at lvl 3.
Having an easier way to switch between gun forms would be easier then having to go into the manage section to switch it out.