Base Class: Warlock
"More pings, more reloads.
More reloads, more pings.
More pings, more dopamine.
Which just makes the loop tighter"
You have forged a pact with Euryphaessa, an enigmatic entity that straddles the boundaries between radiant light and shadowed darkness, its influence pervading the Eldritch Realms. Through this pact, you have gained the ability to channel Euryphaessa's eldritch energies through your ranged weapons, transforming them into potent instruments of arcane might.
Euryphaessa grants you the knowledge to infuse your attacks with arcane or abyssal energy, imbuing your projectiles with eldritch power. Some Light Slingers fashion enchanted weapons that resonate with their patron's essence, while others focus on honing their mastery of eldritch magic, enhancing their spellcasting abilities.
Legends speak of Euryphaessa's role as a guardian of cosmic balance, and many believe that she manipulates events across the Material Plane through her chosen champions, the Light Slingers. As you wield your Arcane Arsenal, you become a harbinger of eldritch justice, defending realms from supernatural threats and upholding the arcane principles your patron embodies.
Your pact with Euryphaessa is not just a source of power, but a commitment to the eternal struggle between light and darkness. Those who have encountered Euryphaessa speak of an unsettling presence, often accompanied by the faint sound of a gun cocking, a subtle reminder of her vigilant watch over the realms and the swift justice she delivers to those who disrupt the cosmic balance.
Light Slinger's Expanded Spell List
The Light Slinger 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.
Spell Level Spells
1st: Compelled Duel, Shield
2nd: Branding Smite, Evade Shot*
3rd: Blink, Lightning Arrow
4th: Greater Invisibility, Locate Creature
5th: Far Step, Swift Quiver*Twilight Homebrew Spell
Light Slinger's Arsenal
At 1st level, you acquire the training necessary to effectively arm yourself for a standoff. You gain proficiency with Martial Ranged Weapons and firearms. 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 ranged weapon that you are proficient with and lacks the heavy or two-handed property. That weapon is considered as a spellcasting focus. This benefit lasts until you finish a long rest. When casting a warlock spell that would deal damage or making an attack using this weapon, you may change the damage type into radiant.
Eldritch Bolt
Upon acquiring this subclass at 1st level, your Eldritch Blast is replaced by Eldritch Bolt and any modifiers or features that reference Eldritch Blast also applies to Eldritch Bolt.
Eldritch Bolt
Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 radiant damage.
At Higher Levels. The spell's damage to 2d6 when you reach 5th level in this class, 3d8 at 11th level, 4d10 at 17th level.
Slinger's Pledge
Starting 6th Level, your Light Slinger's Arsenal may now have the heavy or two-handed properties.
Also at 6th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Warlock cantrips in place of one of those attacks.
Your choice of pact determines your specialization.
Pledge of The Blade
Your Pact Weapon's form can now have the heavy and two-handed property. When you attack with your pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You now have access to both Eldritch Bolt and Eldritch Blast, the latter's cantrip progressions is now tied to Warlock Levels instead of Character Level.
You may now cast Hex a number of times equal to half of your proficiency bonus rounded down without concentration, regaining uses after a short or long rest. If you would cast Hex while another creature is still hexed by you, the previous Hex is dispelled.
Pledge of The Chain
As part of casting Summon Familiar you can choose to imbue your familiar's light to your light arsenal, once per turn you can boost your attack with the properties of your current familiar's abilities. These abilities use your Spell DC instead of your familiars, your arsenal becomes sentient with it's own personality or the combination the personality of your current familiar when imbued and is now considered to be your familiar, but it cannot be targeted by attack, effect or spell.
Imp
the target must make a DC <Spell DC> Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Quasit
the target must succeed on a DC <Spell DC> Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sprite
the target must succeed on a DC <Spell DC> Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage, or another creature takes an action to shake it awake.
Pseudodragon
the target must succeed on a DC <Spell DC> Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
You may now cast Find Familiar a number of times equal to half of your proficiency bonus rounded down as an action, regaining uses after a short or long rest.
Pledge of The Talisman
As part of your Light Slinger's Arsenal ritual, you can attach your talisman to your light arsenal. While a talisman is attached you a weapon the range of all your attacks and spells are doubled. When using weapons with the heavy or two-handed properties and it gain a 1d4 bonus to all attack rolls made with it.
Whenever you hit a creature using your Light Slinger's Arsenal, you may spend 1 charge of your talisman to grant them a -2d4 to their attacks or saves until the end of their next turn. You have double the total amount of Talisman charges, when you land a critical strike on a creature or land the killing blow, you regain 2 talisman charges.
You may now cast Bane a number of times equal to half of your proficiency bonus rounded down without concentration, regaining uses after a short or long rest. If you would cast Bane while another creature is still Baned by you, the previous Bane is dispelled.
Pledge of The Tome
You gain a number of pages in your Grimoire equal to your proficiency bonus that can be used to transcribe spells that uses attack rolls. The levels of these spells can be less than or equal to your current Warlock Pact Slot's level. Each of these spells can be cast once per short rest or using spell slots you have of the appropriate level.
You may now cast Compelled Duel a number of times equal to half of your proficiency bonus rounded down without concentration, regaining uses after a short or long rest. If you would cast Compelled Duel while another creature is still compelled by you, the previous Compelled Duel is dispelled.
Euryphaessa's Blessing
Starting 10th level the blessing gained from your patron gives you another way to empower your arsenal or shadow. You start with 0 bullets and whenever you successfully dodge an attack (the attack misses you), pass a saving throw or skill check, you can use a reaction to create a magical mote of light or shadow floating near your arsenal or shadow. When casting a warlock spell that would deal damage or making an attack using this weapon, you may change the damage type into necrotic damage.
These bullets can be used in a variety of different ways depending on which bullet is used.
Light Bullet
- When used as ammunition or spell attack catalyst, the attack deals an additional 3d6 radiant damage (only 1 beam/instance can benefit if the attack has multiple beams/instances).
- When used as ammunition you may target yourself or an ally within your weapon's range and heal them for 2d10 hit points.
Shadow Bullet
- When used as ammunition or spell attack catalyst, the attack deals an additional 3d6 necrotic damage (only 1 beam/instance can benefit if the attack has multiple beams/instances).
- When used as ammunition you may target yourself or an ally within your weapon's range and give them advantage to their next attack, saving throw or check until the end of their next turn.
As a bonus action, you may fuse 1 Light bullet and 1 Shadow bullet to regain an expended pact slot. You may, with or without the collaboration of other Light Slinger Warlocks, use a combination of 6 Light or Shadow bullets to cast Revivify on another Light Slinger Warlock.
You can have a total number of these bullets equal to your proficiency bonus and disappear after 10 minutes. You may load either bullet into your arsenal or shadow as a free action. These bullets can only be used using your arsenal/shadow weapons.
Slinger's Shadow
Blade's Shadow
You gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When a creature of significant threat (DM’s discretion) is killed while under the effects of Hex, a rune is inscribed into your weapon depicting fallen adversary, you can have a number of runes on your weapon equal to your Charisma modifier. These runes may be expended to load your choice of either Light or Shadow bullets into your weapon, 1 rune = 1 bullet.
The Thirsting Blade Invocation improves.
Improved Thirsting Blade
You can attack with your pact weapon thrice, instead of once, whenever you take the Attack action on your turn.
Chain's Shadow
As a bonus action you may further bring out aspects of your current familiar's potential using a spell slot or a use of Pledge of The Chain's Find Familiar.
Imp
Your weapon shoots a 30-foot cone of noxious, scorching-hot vapor. Each creature in that area must succeed on a DC <Spell DC> Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature takes 31 (7d8) fire damage at the start of each of its turns and has disadvantage on Wisdom saving throws. A target can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Quasit
Your weapon emits a horrific screech. Each hostile creature within 30 feet of it that can hear it must succeed on a DC <Spell DC> Constitution saving throw or be stunned until the end of your next turn.
Sprite
You may Teleport along with any equipment you are wearing or carrying up to 30 feet to an unoccupied space you can see.
Pseudodragon
You can shoot paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC <Spell DC> Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Talisman's Shadow
By Using 3 charges of your Talisman when casting Bane, you have the target automatically fail the Charisma Save.
Whenever a creature affected by the effects of your Bane fails an attack, saving throw or skill check, it suffers a stack of Talisman's Shadow. A creature with Talisman's Shadow subtracts an additional -1d4 to all attacks, saving throw or skill check and any attacks made against it gain a bonus +1d4 to hit and damage. For the duration of the Bane Spell, whenever it succeeds an attack, saving throw or skill check, it loses 1 stack of Talisman's Shadow.
Whenever you finish the ceremony to receive your talisman from your patron, you gain an additional number of talismans equal to half your proficiency bonus rounded down.
Tome's Shadow
You gain a number of pages in your Grimoire equal to your proficiency bonus that can be used to transcribe spells that primarily uses saving throws. The levels of these spells can be less than or equal to your current Warlock Pact Slot's level. Each of these spells can be cast once per short rest or using spell slots you have of the appropriate level.
When you kill someone under the effects of Compelled Duel, their true name is written on the tome as you take part of their light (soul), you can have a number of names on your tome equal to 1 + your pact slot level, while you have at least one name on your tome you can use the trapped light a number of times equal to your proficiency bonus. Once you exploit a light for the last time, it is released, and the name loses the light. While a light is trapped, the dead humanoid it came from can’t be revived, once you started exploiting a light you cannot exploit another. While you have at least 3 names with light these abilities become empowered.
Steal Life
You can use a bonus action to drain vigor from the soul and regain 2d4 hit points.
Empowered: You now regain 2d8 and with 4 or more names its 3d8.
Borrow Experience
You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
Empowered: While bolstered, your crit range is reduced by 1 (ex. 19-20) with 4 or more names you can us it once per turn as a free action.
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