Base Class: Warlock
When a hunter received a gun with the bullets that will puncture anything he pleased from the Devil, the Devil proposed a childish contract: the last bullet would puncture the heart of his most beloved. The moment the hunter heard that, he sought down and shot all the people he loved. Telling the Devil, "This magical bullet can truly hit anyone just like you say." The final bullet then punctured his own heart. He traveled to numerous worlds, doing whatever he felt based on impulse. One day, the marksman realized the Devil no longer followed him. He pondered why, then realized that his soul had already fallen to Hell. The contract had been fulfilled, so the Devil had left. The marksman, now a devil himself, continues to pull the trigger to gather the souls of others.
Amidst a blue-aura filled place, a shadowy being approached you and held out his hand.
In the palm of the being is a bullet. It pulsates with a foreboding aura.
'This is a magic bullet that will never miss, no matter what. But… it has one condition. The final bullet will always fly toward the one you love most. If you are still willing to fire this bullet, or have someone you would like to shoot… I can grant you that.'
You have taken this Devil Marksman as your patron, and have partaken in the same contract that he himself had entered. through the contract, have been given the same Boons and the same condition, that the seventh bullet you fire will fly towards the one you love most.
So don't step into the line of fire, unless you'd like to be made a target of the Devil's Magic Bullet, that is.
(The Development Of this Subclass is ongoing, and criticism or questions on the subclass is welcome)
Level 3: Contracted Magical Equipment
"No. This will be an ordeal greater than your capabilities...unless, you are to enter into a Contract with me, that is..."
Upon taking this subclass at 3rd level and/or creating your contract with Der Freischütz, you were given the ability to call forth upon a set of magical equipment.
In exchange of an Extended Spell List, You are given a blue, shoulder length cloak Or long coat with gold trim, which allows you to add your charisma modifier to your AC when not wearing any armor.
as a bonus action you can conjure a Magical Rifle Into your hands. You are proficient with this weapon when you get it and it can be used as a Focus for your spells. Your garb and Rifle exist until 10ft away from you for 1 minute or dismissed (no action required)
Magic Bullet (Rifle)
Properties: Two handed, Range (40/120)
1d12 + CHA Magical Piercing
- If an enemy is within 5ft of you, you can instead use the Musket itself as a weapon, instead of being imposed disadvantage.
This Weapon Synergizes with your Pact Of The Blade feature, and is instantly bonded to when you take that feature. Basic Attacks from your Rifle do NOT count towards your other 3rd level class feature.
Magic Bullets
"Welcome this fate, for this bullet's flight will always strike true."
At Upon taking this Subclass at level 3, You are able to Modify the abilities of your Rifle's Magic Bullet's, allowing them to have different effects.
Magic Bullets: You can choose up to two Magic Bullets of your choice when you take this subclass, You can use only one Magic Bullet per attack (not attack action). You learn one additional Magic Bullet of your choice at 5th, 6th, 10th, and 14th level. Each time you learn new Infusion, you can also replace one Infusion you know with a different one.
Magic Bullet 1 - 6: You have Six Charges of Magic Bullet at your disposal, you regain all of your expended Bullet charges back on a Short rest.
Bullet Save DC: 8 + Your Proficiency Bonus + Charisma Modifier
The Seventh Magic Bullet: Upon expending all of your Magic Bullet charges, you Must fire The Seventh Magic Bullet within your next turn, or make a DC(7 + Number Of Rounds you have refused to fire The Seventh Magic Bullet) CON save or take 2D8 +7 Psychic Damage every turn. (This Effect Will end upon the end of combat, and you will lose the ability to fire The Seventh Magic Bullet until you regain your Magic Bullet uses, in which the cycle begins anew.)
Bullet Sigil
Consume a Magic Bullet infusion to place a floating Blue magical Sigil within the max range of The Rifle you can see, this sigil can act as a new 'aim point' for your Bullets and Bullet infusions. this Sigil exists for the next 2 minutes or until dismissed (no action required).
Firing the 'Piercing Bullet' infusion through the Sigil adds 20ft to the range and allows you to change the trajectory of the shot to any direction of the user's choosing.
Detonate Magic Bullet
When you make a melee attack with the Rifle, Consume a use of magic bullet to add an additional 1d10 Fire damage to the damage roll, this additional damage is also dealt to all creatures within 5ft of the target
Flooding Bullets
you fire your bullet through a sigil and split your bullet into several which erupt out of the ground in a small area, knocking anyone unfortunate enough to be there off their feet.
Chose a 15ft diameter Circle area that you can see where this shot will take effect, and make an attack roll at advantage with a -5 modifier.
The Attack hits all targets who's AC is lower than the roll outcome and take 2d6 Piercing + CHA damage and must make a STR Saving throw or be Knocked Prone.
Inevitable Bullet
Before you make a ranged attack roll, you can consume a charge of magic bullet to add 1d10 to the total, if the attack hits, you do the number of the d10 in additional Piercing damage.
Piercing Bullet
You imbue the magical bullet within the rifle to be that of a piercing shot, upon firing, all entities within an 80ft line of your character in a direction of your choosing must make a DEX saving throw or take an additional 2d8 Magical Piercing damage on a fail, and only half damage on a success.
This attack ignores all cover and requires no attack roll.
Silencing Bullet
Make a Ranged Magic Bullet (Rifle) attack against a target, on a hit the target takes an additional 1d8 piercing damage and must make a CON saving throw or be Stunned until the end of your next turn.
The Seventh Magic Bullet
'But… it has one condition. The final bullet will always fly toward the one you love most.'
Upon using your 6th charge of your 'Magic Bullet' Feature, by the end of your next turn you shall have to use this Feature as an action or suffer the drawbacks. The Seventh Magic Bullet will target all entities, Friend Or Foe and fire a powerful shot through all selected units within a 60ft Sphere of your character.
All Entities save you must make a DEX Saving throw against your Magic Bullet Save or take full damage from this skill, and half on a success. Allies to your character have disadvantage on this saving throw. Evasion will not take effect when the Seventh Magic Bullet is fired.
If there are no allies present within the range when The Seventh Magic Bullet is fired, you must instead make the DEX saving throw at disadvantage.
The Damage of The Seventh Magic Bullet is magical piercing of a number of D12's equal to your character level.
Marksman's Focus
"Remain immutable. Follow the sea horizon; weave the bullet through them all."
At 6th level, You gain the ability to channel your Patron's abnormal abilities to cast Hunters Mark a number of times equaling your proficiency bonus, casting the Spell in this way casts it at the level of your warlock spell slots, The target of this Hunters Mark also has Disadvantage to any saves imposed by your Magic Bullet Feature.
You regain all uses of this feature at the end of a long rest.
The Marksman's Smoking Pipe
'You wish to fire the gun yourself, knowing what the final bullet does? I find that attitude quite commendable, yet you are… early. Allow me to lend you this instead.'
At 10th Level, Your Patron grants you a gift in the form of a Smoking Pipe in the colours of your cloak and Musket. A dark black/blue flame emits from the pipe whenever it is puffed. When Inhaled, The smoke from the pipe sharpens your senses and improves your ability to fire with the weapon at the cost of some mental toll.
As a bonus action, you can puff the smoking pipe and take damage equal to 2d6 + the number of spent uses of your Magic Bullet feature to receive the following effects until the end of your turn:
- You Gain Advantage With all Ranged Attacks made with your Rifle.
- You can see enemies you have seen before through obstructions (will fulfill the 'you can see' conditions on spells, abilities, etc.)
- All attacks made with the musket, ranged or melee, deal an additional Fire Damage equal to the number of D4's Equal to your spent uses of your Magic Bullet feature and ignore resistances to piercing damage.
you can use this Feature a number of times equal to your Proficiency bonus per short rest.
Implicit Contract Renewal
'Hm. Suspicious, are you? How refreshing...Fine. Then allow me to alter my offer. I will grant you an extra shot, free of price.'
Additionally at 10th level you gain the ability to:
Once a day, after either Firing The Seventh Magic Bullet or suffering the damage incurred from not firing it, you regain all your spent uses of Magic Bullet.
Der Freischütz
at 14th level, You've gained True Mastery over your Equipment, and they gain buffs.
Contracted Magical Equipment.
Whilst wearing the Marksman's Cloak, you gain resistance to Bludgeoning, Piercing, Slashing, and Psychic damage from sources other than yourself.
The Marksman's Smoking Pipe:
Whenever you use this feature, The buffs gained from it now extend to the end of your next turn.
The Seventh Magic Bullet:
When Firing The Seventh Magic Bullet, you can change the effects of the ability to the following:
The Seventh Magic Bullet will only target yourself and your enemies, even if allies are present.
the range of The Seventh Magic Bullet increases to 120ft sphere
Every Creature targeted by The Seventh Magic Bullet automatically fails the saving throw for the attack.
if a target is resistant to piercing damage, the damage resistance is ignored. If they are immune to Piercing Damage, they become vulnerable to Piercing Damage for this attack.
Previous Versions
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Posted Feb 9, 2025I was actually thinking about a magic bullet subclass and I came across yours, I love the execution and will definitely try and use this!
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Posted Jan 14, 2025At this point I Think i've gotten everything sorted to do with the Subclass now.
i hope those who find this subclass and choose to use it find it an enjoyable gameplay experience.