Base Class: Warlock
In some worlds the knowledge of firearms was deemed too dangerous for mortals to possess. As such, the great powers across the planes gathered all such knowledge and sealed it away to protect it from abuse. Recently some of this knowledge has been leaked to lesser beings, such as the devil Neratusa and the Mind-Under-the-Mountain among others, such entities have in turn begun to share it with mortals... for a price, of course.
The great powers have since divided into factions, bickering amongst themselves. So long as these lesser beings only share the completed objects to a chosen few, while maintaining the knowledge of their construction secret from mortals, they are permitted to continue. As many of the great powers privately hope these god-killing weapons to turn on their enemies.
Mortals who make a deal for access to these weapons become warlocks bound to one of the many patrons by the Pact of the Gunslinger.
Gunslinger Spells
The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Gunslinger Spells table, you thereafter always have the listed spells prepared.
Gunslinger Spells
| Warlock Level | Spells |
|---|---|
| 3 | color spray, magic missile, mirror image, silence |
| 5 | haste, stinking cloud |
| 7 | confusion, wall of fire |
| 9 | creation, dispel evil and good |
Forbidden Designs
At 3rd level your patron grants you proficiency in firearms. If you have the Pact of the Blade invocation all of your firearms gain the benefits of being your pact weapon and you can summon any non-magical firearm as your pact weapon.
In addition, your patron gifts you one magical firearm, this weapon uses your Charisma for attacks and damage rolls. If your magical firearm is lost or damaged you can perform a 1 hour ceremony to magically conjure a new one. You are gifted additional firearms at 6th, 10th and 14th level. Some weapons are only available a higher levels.
Arcane Disruptor
(requires 6th level)
The Arcane Disruptor is a one-handed weapon with a 30/60 ft range and deals 1d8+CHA psychic damage on a hit. If the target is concentrating on a spell they take an additional 1d8 psychic damage and make their concentration saving throw at disadvantage. Targets that are not capable of casting spells are immune to damage from this weapon.
This weapon has the Vex weapon mastery property.
Cold Blaster
(requires 14th level)
The cold blaster is a two-handed ranged weapon, with a 30/60 ft range, that deals 1d10 +CHA cold damage on a hit. Creatures that take damage from this weapon must make a Dexterity saving throw against your spell DC or have their movement reduced to 0 until the start of your next turn.
This weapon has the Cleave weapon mastery property.
Devil's Breath Flamethrower
(requires 6th level)
Your demonic flamethrower is a two-handed weapon that deals 3d6 fire damage in a 15 ft long, 5ft wide line originating from you. All creatures in the line make a Dexterity saving throw against your spell DC taking 3d6 fire damage on a failure and no damage on a success. In addition, you must make a Dexterity saving throw (DC 5) to avoid the back-splash, on a failure you take half the fire damage dealt.
Disintegration Ray
(requires 10th level)
The Disintegration Ray is a one-handed weapon with a range of 30/60ft and deals 4d10+CHA force damage to a single target. Objects or other targets that would be destroyed by the disintegrate spell are also destroyed by this weapon. If the total damage of a single hit by this weapon is greater than 30 the weapon is drained of all energy and made non-functional until a replacement can be summoned.
This weapon has the Sap weapon mastery property.
Eldritch Revolver
Your eldritch revolver is a one-handed weapon and has a range of 80/320ft and deals 1d10+CHA force damage on a hit. It magically conjures ammunition when fired thus does not need to be loaded.
This weapon has the Sap weapon property.
Hand Cannon
The Hand Cannon is a two-handed weapon with a 100/300 ft range and deals 1d12+CHA bludgeoning damage on a hit. Once you fire this weapon you must spend a bonus action to reload it before firing again.
This weapon has the Topple weapon mastery property.
Laser Pistol
(requires 14th level)
The laser pistol is a one-handed weapon with a range of 30/30 ft, it deals 2d8+CHA radiant damage on a hit. It can cut through any non-magical material less than 1 foot thick. When you roll a 20 on the d20 to attack with this weapon the target is blinded until the end of their next turn.
This weapon has the Graze weapon property.
Life Stealer
(requires 6th level)
The Lifestealer is an enchanted pistol (range 80/320), that deals 1d6+CHA piercing + 1d6 necrotic damage on a hit. You heal a number of HP equal to the necrotic damage dealt by this weapon.
This weapon has the Slow weapon mastery property.
Quickshot Pistols
You gain a pair of one-handed Light pistols which each have a range of 80/320 ft and deal 1d6+CHA piercing damage on a hit. These pistols magically conjure ammunition when fired thus do not require reloading.
These weapons have the Nick weapon mastery property.
Rainbow Gun
(requires 10th level)
The Rainbow Gun is a one-handed weapon with a range of 60/100 ft, on a hit it deals 3d6+CHA damage of a random type.
Roll a d8 to determine the type of damage dealt:
1 = Red, fire damage
2 = Orange, acid damage
3 = Yellow, lightning damage
4 = Green, poison damage
5 = Blue, cold damage
6 = Indigo, force damage
7 = Violet, thunder damage
8 = roll again and deal 2d6 additional damage of that type;
This weapon has the Vex weapon property.
Sniper Rifle
The sniper rifle is a two-handed weapon with high accuracy at super long range. You have advantage on attacks with this weapon, unless your target is within 30 ft of you, which has a range of 300ft/600ft range, and deals 2d12+CHA piercing damage on a hit. Once this weapon has been fired you must use a whole Action to reload it, this reloading property cannot be negated in any way.
This weapon has the Vex weapon mastery property.
Snub-nose shotgun
The snub-nose shotgun is a two-handed weapon with a 15/30 ft range, and deals 1d12+CHA piercing damage on hit, and half as much on a miss (as long as you are within 30ft of the target). You do not suffer any penalty for attacking creatures within 5ft of you when using this weapon. If you roll a 1 on the d20 attack roll, the weapon backfires dealing 1d4 fire damage to yourself. This weapon holds a single charge, requiring a bonus action to reload.
This weapon has the Push weapon mastery property.
Telekinetic Gun
(requires 14th level)
This weapon generates a magical telekinetic beam that can be used to life up an object up to 25 lbs within 60ft and move it to another location within 60 ft of the weapon. The beam can hurl a lifted object towards a target as a ranged weapon with 100/300 ft, that deals 3d8+CHA bludgeoning, slashing or piercing damage depending on the object hurled.
This weapon has the Topple weapon mastery property.
Tesla Gun
(requires 10th level)
Your Tesla gun is a one-handed weapon with a range of 50/100 ft and on a hit deals 4d6+CHA lightning damage. On a hit, you must choose one additional creature that is within 5ft of the target, this creature receives half the damage of the attack. If you roll less than a total of 10 on this weapon's damage dice the gun shorts out and cannot be used again until you perform the ritual to replace it.
Extra Attack
When you reach 6th level, you can make two attacks with any of your firearms whenever you take the Attack action on your turn.
Firearm Mastery
Starting at 6th level, you can use the weapon mastery property of fire arms you gain through your Forbidden Designs.
"Lucky" Shot
At 10th level, you are granted unnatural accuracy with your firearms. Once on your turn if you miss on an attack with one of your firearms, you can change that miss into a hit. When you do so the weapon you are using jams immediately after the attack and cannot be used again until you have performed the ritual to replace it.
Explosive Rounds
At 14th level, you are granted a magical supply of explosive ammo for your firearms. You use your bonus action to load one of these bullets. Doing so deals 2d6 thunder and 2d6 fire in 10ft radius sphere centered on where your next shot lands in addition to your normal firearm damage.
(this feature cannot be used in combination with any firearm that already deals area damage, such as the flamethrower)
Previous Versions
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7/18/2026 8:30:34 PM
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Posted Jul 20, 2026Looking good from my end. Got to play it last night.
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Posted Jul 18, 2026Spells should be working properly now.