Warlock
Base Class: Warlock

You’ve made a pact with a powerful being known as the Banished Gunsmith, who dwells in a place outside of time, creating the weapons of gods and fiends alike. You called to this being, and it answered, granting a boon to a fervent supplicant, or merely agreeing to fulfill your request in exchange for a price of its own. Your body was destroyed, and your soul has been forged into a firearm, preserving your life and keeping you safe. Wandering the world, your power grows with every shot fired and every enemy slain as you fulfill your part of the bargain or try to take back the wishes twisted against you by the devious yet compassionate Gunsmith, who cares deeply for all its creations.

A subclass that grants you the ability to become a firearm. While in this path of patron that you chosen, you are a firearm with a mission to gain new power and sights. But be forewarned, it is not an easy path.

Weapons and Warriors. In all cases, the choice to play this subclass should be discussed with other players. Talk with your GM/DM about how you plan to integrate the character into the game world and into the story. Communicate with your fellow players about who your bearer will be, or determine if you will be carried by another ally from outside the group. As a rule of thumb, the ally should not significantly improve the combat prowess of the party.

Bearers of the Blade (GM/DM Allowance only if get permission). If you are so inclined, you may request a creature of CR 1/2 or lower, at least until at least 5th level. Be aware that this request is not always feasible and should not be expected to be granted without a cost of some kind, preferably in financial or social capital. After that, a creature of CR 1 or CR 2 may be appropriate until around 11th level, where a creature of CR 3 may be acceptable, depending on the difficulty of combat encounters the party is facing, as well as any rewards gained through your experiences. A strong and capable bearer is especially prized by a sentient weapon, and may make a good quest reward. Note that even a devoted bearer is still a person, and may be vulnerable to cowardice, brashness, or treachery, or may simply be unable to continue with the party for whatever reason, depending upon the circumstances.

True heroes are rare, and even the bold can rarely keep up the adventuring lifestyle for long before succumbing to injuries, doubt, or grief. Not all tales end unhappily, however. Sometimes, the goals one sets out to achieve are completed, and retirement is preferable to an early grave. In any event, be aware of the allies you surround yourself with and know that they may not always be there to help.

The false life of a sentient item is long and perilous, and your death and destruction may seem inevitable at times.

Still, the bonds of companionship that can be forged are unbreakable by even the toughest challenges, so support your bearer to the bitter end.

Expanded Spell List

1st-Level Banished Gunsmith Feature
The Banished 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.

Banished Gunsmith Spells

SPell LEVEL SPELLS

1st

Command, Compelled Duel

2nd

Detect Thoughts, Knock

3rd

Conjure Barrage, Lightning Arrow 

4th

Locate Creature, Phantasmal Killer

5th

Dominate Person, Geas

Flawless Firearm

1st-Level Banished Gunsmith Feature
At 1st level, your soul been imbued into a handgun, which serves as your body. 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 soulbound firearm, you have the following properties:
You have a range of 60/120. Your attacks inflict 1d10 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 exceptions to this rule are Eldritch Blast and Fire Bolt, which you learn when you choose this patron.

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.

Your form is permanent, and you can’t be affected by Wild Shape, polymorph, or any other spell that would change it.

6th-Level Banished Gunsmith Feature
Starting at 6th level, you can shoot down other projectiles, even magical ones. Whenever a successful ranged attack roll is made against a creature within 30 feet of you, you can use your reaction to shoot the projectile and steal its momentum, reducing the damage it deals by 1d8 + your Charisma modifier.

You can use this feature a number of times equal to your Charisma modifier, and these uses recover whenever you finish a long rest.

Merciless Harvest

10th-Level Banished Gunsmith Feature
At 10th level, the true name of your soul is inscribed onto the body of your weapon, and you learn to steal this name from others. You gain resistance to radiant damage. Whenever you kill a creature with an attack using yourself, you and your wielder gain temporary hit points equal to the amount of damage left over after the target was reduced to 0 hit points.

Execution and Redemption

14th-Level Banished Gunsmith Feature
At 14th level, the weapon that houses your soul is both a prison and the key to escape. Whenever you are within 5 feet of a prone humanoid creature, you can choose to fire a single magically-infused round at them as an action. The target must make a Charisma saving throw. If they fail, they take 10d10 force damage. If they die, you appear in their hand and cannot be removed without your consent. They are considered an unconscious creature that cannot awaken, and you can control their body using your actions. Treat your statistics as theirs, and your health as their own.

When dawn arrives, the body you’ve taken disintegrates into dust and reforms into your firearm. You can do this once, and can’t do so again until you finish a long rest.

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