Base Class: Warlock
Long ago a famed inventor and a powerful wizard came together to create a new type of weapon that could upend the established balance of power. This weapon was the original gun, which was so powerful the gods imprisoned the creators and cast the weapon into the darkest pit of the nine hells. Blueprints for the weapon survived, eventually giving birth to the rudimentary firearms found in the world. The power of the original gun was too great to be diminished by the hells influence, and after eons it soon developed sentience becoming the infamous Gun Devil. Your Pact with the Gun Devil grants you access to powerful magic firearms and allows you to channel its powers to reek havoc on the battlefield.
Level 3: Pact of the Firearm
As a Bonus Action you can summon a Pistol or Musket. You have proficiency with the weapon summoned and can use it as a Spellcasting Focus. You ignore the Loading property of the weapon you summon and whenever you attack with the weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Dexterity; and you can cause the weapon to deal Fire or Force damage instead of its normal damage type.
If you have the Pact of the Blade Invocation, a weapon summoned with this feature gains all of the benefits connected to that Invocation, including those given by other Invocations. You can only have one weapon summoned using this feature at a time.
Level 3: Gun Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Gun Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Shield, Color Spray, Scorching Ray, Enhance Ability |
| 5 | Fireball, Haste |
| 7 | Fire Shield, Blight |
| 9 | Dominate Person, Wall of Force |
Level 6: Eldritch Gunner
You gain different benefits when using your Pact of the Firearm weapons based on the weapon summoned.
Pistol - Being within 5 feet of an enemy doesn’t impose Disadvantage on your attack rolls with your summoned Pistol. When you take the Attack Action while wielding your summoned Pistol you can replace one of your attacks with Eldritch Blast which you cast using the Pistol.
Musket - Your attack rolls with your summoned Musket ignore Half Cover and Three-Quarters Cover. Using your Action to cast a spell allows you to attack once with your Musket as a Bonus Action. This Bonus Action attack has Advantage and does 1d12 additional damage.
Level 10: Hex Shot
Once on your turn, you can enchant your next shot using a Pact of the Firearm weapon (no Action required). On a hit, you can cause the shot to apply Hex to the target and you can choose one of the following additional effects to also be applied.
- Slow - The target's movement speed is reduced by 20 feet until the end of your next turn.
- Corrupt - The target is Poisoned until the end of your next turn.
- Fear - The target is Frightened of you until the end of your next turn.
- Silence - The target cannot cast a spell that includes a Verbal component until the end of your next turn.
- Addle - The target has Disadvantage on the next saving throw it is forced to make before the end of your next turn.
- Madness - The target must immediately use its Reaction to attack a creature that is hostile towards you or your allies and within 30 feet of the target. The attack can be with a weapon or spell. If the target needs to move to make the attack they can do so.
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Short or Long Rest.
Level 14: Avatar of the Gun Devil
As a Magic Action you can summon an Avatar of your patron to mow down your enemies. The Avatar appears in an unoccupied space of your choice within 10 feet of you. When the Avatar is summoned every enemy within 60 feet must make a Dexterity saving throw. Affected enemies do not gain the benefits of any form of Cover, including Total Cover. On a failed save, targets take 6d12 Fire, Force, or Piercing damage (your choice). On a successful save, targets take half as much damage.
The Avatar remains in the location it was summoned until the start of your next turn. Whenever a creature you can see enters a space within 30 feet of the Avatar or ends its turn there you can command the Avatar to deal 2d12 Fire, Force, or Piercing damage (your choice) to that creature and cause it to become Frightened of you until the start of your next turn.
You must finish a Long Rest to summon the Avatar again.
-
View User Profile
-
Send Message
Posted Jan 6, 2025NOTE 1:
Summoning a weapon with Pact of the Firearm only uses a Bonus Action and does not have any cost associated. This means players can decide to swap what weapon they have summoned at any time, even during combat by simply dropping the current weapon and summoning a different one. That's intended. You don't need to choose either the Pistol or the Musket and focus entirely on one over the other, you have both at your disposal at all times.
NOTE 2:
The Pact of the Firearm feature mentions how the summoned weapons interact with Invocations. This is mostly referring to the Thirsting Blade, Devouring Blade, Eldritch Smite, and Lifedrinker Invocations. If you have any of these Invocations, you can use their effects with the weapons summoned with this feature. There's no need to use the Pact of the Blade invocation on the weapon you summon as you would a Magic Weapon (using a Bonus Action), the effects should just apply automatically. That's the intent.
NOTE 3:
Hex Shot's language is a bit vague on purpose. The original intent I had in mind is that you Enchant your next shot and if that shot misses then you don't get the extra effects AND you use up 1 use of the feature. There's no saving throws attached to these effects, so they need to be balanced out in some way. However, if you or your DM feel like uses of the feature should not be used up when the enchanted shot misses, then that's fine. Just know it greatly increases the power of the feature.
NOTE 4:
You can decide what your Pact of the Firearm weapons look like and what the Gun Devil Avatar looks like. Personally, I like to think of the Gun Devil Avatar as a smaller version of the Gun Devil from Chainsawman Chapters 75 and 76. Do what you want, have fun.