Base Class: Warlock
You have sold your soul and services to a one unscrupulous entity or another. To repay your debt, you are honor-bound to hunt down various bounties presented to you by your benefactor or their agents. Your contracts provide ongoing benefit to aid your missions, ranging from esoteric knowledge to practical skills and magic to help you hunt your quarry.
Go forth and seek your fortune, bearing arms and arcane secrets to fell foes both magical and mundane.
Expanded Spell List
You learn additional spells when you reach certain levels in this class, as shown on the Hex Gunner Expanded Spells table. Each of these spells counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know.
Hex Gunner Expanded Spells
| warlock Level | Spells |
|---|---|
| 1st | Detect Evil and Good, Find Familiar |
| 3rd | Alter Self, Detect Thoughts |
| 5th | Clairvoyance, Magic Circle |
| 7th | Banishment, Locate Creature |
| 9th | Hold Monster, Teleportation Circle |
Stalker's Blessing
Starting at 1st level, you gain the ability to cast the Hunter's Mark spell once without expending a spell slot. When cast this way, Hunter's Mark does not require concentration, and it is cast at the same level as your Pact Magic spells would be. You do not otherwise know the spell and cannot cast it using your spell slots. Once you cast the spell this way, you must complete a long rest before you can do so again.
Beginning at 3rd level, you can also cast the spell Pass Without Trace once without expending a spell slot. When cast this way, Pass Without Trace does not require concentration. You do not otherwise know the spell and cannot cast it using your spell slots. Once you cast the spell this way, you must complete a long rest before you can do so again.
Hunter's Mark
Once per long rest, you can cast Hunter's Mark without expending a spell slot and without needing to maintain concentration on it.
Pass Without Trace
Once per long rest, you can cast Pass Without Trace without expending a spell slot and without needing to maintain concentration on it.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with firearms, medium armor, shields, and martial weapons.
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 weapon that you are proficient with. 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.
Shadow Stalker
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
You also gain Darkvision out to 60 feet, if you don't already have it.
Pact Weapon Improvement
Prerequisite: Pact of the Blade feature
Beginning at 6th level, you may ignore the Loading and Reload properties of weapons you conjure or bind with the Pact of the Blade feature. Such weapons now magically produce their own ammunition as needed.
Additionally, you can now create weapons using the Pact of the Blade feature as a Bonus Action instead of an Action.
Witch Hunter
At 10th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
Death Blossom
Starting at 14th level, you can use your action to make weapon attacks against any number of creatures within 10 feet of you, with a separate attack roll for each target.
Comments