Base Class: Warlock
Ever wanted to play with guns and be a gun? Well step right up here and see about taking a small shot in the dark, for we welcome everybody and everything to become the newest set of weaponry for allies.
Expanded Spell List
1st-Level Hexsoul Gunsmith Feature
The Hexsoul Gunsmith 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.
The Hexsoul Gunsmith Spells
| SPell LEVEL | SPELLS |
|---|---|
|
1st |
Compelled Duel, Hunter's Mark |
|
2nd |
Detect Thoughts, Pass Without Trace |
|
3rd |
Nondetection, Elemental Weapon |
|
4th |
Locate Creature, Shadow of Moil |
|
5th |
Dominate Person, Swift Quiver |
Hexgunner
1st-Level Hexsoul Gunsmith Feature
At 1st level, you acquire the training necessary to effectively arm yourself for battle involving a multitude of guns. You gain proficiency all firearms.
In addition as you start off in this path, you are granted a specialized eldritch firearm. This firearm is known as the Hexgunner. The Hexgunner is a firearm, ranged (80/320 ft.), two-handed weapon that deals 1d12 piercing and has the reload property of a number of shots equal to your proficiency bonus before needing a bonus action to reload. This firearm can use your Charisma modifier instead of Dexterity for the attack and damage rolls.
However, you can replace your Hexgunner with a new firearm. Whenever you finish a long rest, you can touch one firearm that your are proficient with and turn it into your Hexgunner.
If you later gain the Pact of the Blade feature, you can make your Hexgunner any firearm.
Level 1: Hexmark Shot
1st-Level Hexsoul Gunsmith
Starting at 1st level, you are able to utilize a small curse from your shots. When you hit a target with an attack from a weapon, you can use a reaction to mark them for one minute. While the duration is up and the target died, it can be transferred to another target by hitting a target with another shot and sacrificing a reaction, or a bonus action if the other target is within the dead target by another feet equal to ten times your proficiency bonus. The mark ends early if you die or you are incapacitated.
Until the mark ends, you gain the following benefits:
- You gain a bonus to damage rolls against the marked target. The bonus equals your proficiency bonus.
- You choose one ability, the target gains a penalty on ability checks made with chosen ability equal to half of your proficiency bonus.
- You have a 1d4 bonus on checks involve searching for the target. This bonus increases to 1d6 at 6th Level and 1d8 at 14th Level.
You have an amount of uses equal to your proficiency bonus, regaining all of them on a long rest.
Mage Gunner
6th-Level Hexsoul Gunsmith feature
Getting much stronger along your gun; you pushed yourself slightly further to see what can be amplified with your magic 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 cantrips in place of one of those attacks.
- With your Hexgunner, you are able to utilize ranged cantrips and use your firearm's range in place of the spell's range if it is longer.
Body Shot
10th-Level Hexsoul Gunsmith feature
"I have a gun, but I can also turn into a gun."
You begin to let yourself loose as present a new form at 10th level, turning into a Hexgunner yourself. You would turn into your regular Hexgunner but your Hexgunner form is entirely different than your firearm.
As an action, or during a short or long rest, you can change into a Hexgunner. You retain any bonuses or features of your race, and are still considered to be of that race and type. You gain immunity to poison and disease, you do not require food, air, or water, and you no longer age. You have the same AC as your bearer, and you can use the higher of your Dexterity modifiers to calculate their AC. Whenever your bearer takes damage but you do not, both you and your bearer take half the amount of damage instead. You can regain hit points as though you were a living creature. Your walking movement speed is 0, and can’t be increased.
As a Hexgunner, you have the following properties:
You have a range of 80/320. Your attacks inflict 1d12 piercing damage, and you require no ammunition to fire. You count as a magical weapon for the purposes of overcoming damage resistances and immunities, and grant proficiency with firearms to your bearer. You are not considered a magical weapon for the purposes of spells like Elemental Weapon.
Additionally, your spells’ somatic components are replaced with “visual” components, where you visibly flare with magical power. You count as an arcane focus. Your bearer must have at least one hand touching you to enable you to cast a spell that deals damage with a range other than “Self” or “Touch”. The only exception is Eldritch Blast or Fire Bolt.
In addition, when you use Hexmark Shot, towards only your marked target, you can attack using yourself and utilize melee cantrips with your shots.
You can communicate telepathically with your bearer, and with any creature that speaks a language within 60 feet of you. This telepathy is two-way, but otherwise you cannot speak.
If your bearer is unconscious, you can move their body and control their actions, even when they are reduced to 0 hit points. Each time they take damage or would otherwise be awakened, you can choose to force them to make a Wisdom saving throw against your warlock spell save DC. If they fail, they don’t awaken.
Whenever your bearer makes a skill or ability check, you can choose to make the check in their stead using your statistics.
You change back to normal after death or sacrificing a whole turn to change back.
Deflective Shot
14th-Level Hexsoul Gunsmith
Starting at 14th level, you can shoot down other attacks, even magical ones. Whenever a successful attack roll is made against a creature within 60 feet of you, you can use your reaction to shoot the projectile and steal its momentum, reducing the damage it deals by your damage.
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