Warlock
Base Class: Warlock

You have made your pact with an archdevil or demon lord of the lower planes to acquire a supernatural ability to wield a gun, channeling your patron's hellfire magic through the weapon itself. Patrons of the hexgun warlock desire nothing more than to corrupt and destroy everything in the multiverse. However, no matter if you are good, bad, or ugly, the power that a hexgun offers will undeniably furtherer your aims.

Mages speculate that these firearms were originally created to sway the tides of battle on Avernus, but many of the weapons have now found their way onto the Material Plane to corrupt mortals with their fiendish influence.

Expanded Spell List

The Hexgun 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.

Hexgun Expanded Spells

Hands of Hell

Starting at 1st level, your patron improves your finger dexterity to a remarkable degree. You gain proficiency in Sleight of Hand.

Firearm Proficiency

Starting at 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with firearms.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Firearms
NAME COST AMMO DAMAGE WEIGHT RANGE PROPERTIES
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160)
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240)
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480)
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320)
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60)
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800)
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60)

Eldritch Marksman

Starting at 1st level, the influence of your patron allows you to mystically channel your will through a particular firearm. Whenever you finish a long rest, you can touch one firearm that lacks the two-handed property to make it into your hexgun. When you attack with your hexgun, you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls. Your hexgun will magically reload itself with an amount of ammunition equal to its reload score whenever you finish a short or long rest. 

You can repair your hexgun by using an action either to expend a spell slot or to attempt a Charisma saving throw (DC equal to 8 + misfire score) as a test of willpower, gaining a level of exhaustion if you fail or repairing the weapon if you succeed. If your hexgun is ever broken or damaged, it will mend itself over 1 hour when you take a short or long rest.

These benefits last until you finish a long rest. If you later gain the Pact of the Blade feature, you can choose a firearm as your pact weapon, and these benefits extend to every firearm that you conjure with your pact.

Hexgun Gambit

Starting at 1st level, you gain the ability to channel your patron's magic through your firearm. You can use your hexgun as a spellcasting focus for your warlock spells. Once on your turn, when you make a ranged weapon attack using your hexgun, you can cast a warlock spell with a casting time of 1 action. You must choose the spell before you roll to attack with your weapon, and your misfire score increases by 1 until the end of your turn. If the weapon attack hits, you deal your weapon damage and successfully cast the spell. If the weapon attack misses, the spell automatically fails. 

Starting 14th level, you can use this feature twice on your turn if you have an extra attack.

Eldritch Ammunition

Starting at 6th level, you never run out of ammunition for your firearm. You can magically create the ammunition for your hexgun as you reload it, and weapon attacks that you make with your hexgun become magical.

Fiendish Curse

Starting at 10th level, your patron enhances the capabilities of your eldritch bullets. When you hit with a ranged weapon attack using your hexgun, you can choose to not deal weapon damage. Instead, you can have your target subtract a damage die of your hexgun from the next saving throw the target makes before the end of your turn. You regain the use of this feature on a short or long rest.

Fiendish Reflexes

Starting at 14th level, your patron grants your hands supernatural speed. You gain expertise in Sleight of Hand, and you can reload your hexgun with a bonus action. In addition, you can add your Charisma modifier to your initiative rolls.

When a creature attempts a ranged attack against you and you can see it, you can use your reaction to make a ranged attack against the creature with your hexgun.

The Hexgun Image

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