Base Class: Warlock
You have made your pact with a mysterious entity from the Shadowfell - a force that manifests in sentient magic weapons carved from the stuff of shadow - much like a Hexblade does. This is where the comparisons end, as a warglock you will possess a power much greater. Swords can't stop an ounce of Shadowfellian steel coming at you 540 squares per second.
Your patron is a member of the Shadowfell's mysterious Warrior-Armament Complex, a shadowy group of artificers dedicated to getting a gun in the hand of every warrior. Your patron could be the two-headed abomination Smith & Wesson, an assassin from the Barretta Guild, or one of the many members of the Royal Glock Family: all powerful beings who use not only their resources, but also their force of will to accomplish their goals... And have shares a portion of their power with you.
Expanded Spell List
The Archfey 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.
Archfey Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Targeted Shot
At 1st level, you have begun to hone your abilities to make accurate delivery of your ranged weapon and spell attacks. Before you roll to hit a target, you can use this ability to voluntarily add an amount to the AC to the target up to double your proficiency bonus. If you hit a target with an AC heightened this way, you deal additional base damage equal to double the amount added. (Example: A skeleton has an AC of 13. Before rolling to hit, choose your number, i.e. 4, which brings the skeleton's AC to 17. If the attack hits, it will now deal x-dice + 8 (double the AC wager.))
My Little Friend
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with firearms, and can use your firearm as a spell focus. As long as you are on the same plane as this weapon, you can recall it to your hand as a reaction.
The influence of your patron also allows you to mystically channel your will through your firearm. Whenever you finish a long rest, you can touch one firearm. When you attack with that firearm, 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. This weapon also doesn't consume ammunition and changes its base damage type to Force.
Go On, Git
Starting at 6th level, you can more easily persuade any sentient creature you deal damage to. When you damage a creature, you may use a bonus action to perform any type of Charisma based skill check and add your damage to the result. If you pass this check, the creature will remain unfriendly to you, but will no longer be hostile towards you. This ability does not affect constructs or undead.
Once you use this ability, you may not use it again until after a long rest.
Magic Bullet
At 10th level, your bond with your firearm grows more powerful. Your weapon doubles its range, ignores all but full cover, and deals critical damage on a 19 or 20.
The Highest Caliber
Starting at 14th level, you have perfected the ability to morph steel and spell. Permanently increase the damage die type or die amount of your little friend by 1 (i.e. 1d6 to 2d6, 2d8 to 2d20, etc.)
Whenever you make a successful ranged spell attack, you may add your weapon damage to the spell's damage. If the spell has multiple rays or projectiles, you may add this damage for each instance.
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