There’s an unearthed arcana invocation called arcane gunslinger. It allows a pact of the blade warlock to create a side arm or long arm as their pact weapon. If that player’s DM allows the weapon to create mundane ammo for free, the player could turn an antimatter rifle into their pact weapon. That’s 6d8 necrotic damage per round.
Futuristic firearms are an extreme example. Let’s tone it down to renaissance firearms. A musket only deals 1d12, no more than your average greataxe, so it’s no big deal.
Let’s try on modern firearms for size. A hunting rifle deals 2d10 damage per round.
Depending on the weapon a warlock chooses to conjure with the pact of the blade there’s a possibility of them becoming OP and breaking the game if given access to unlimited ammo. Some weapons don’t provide any such advantage over ordinary weapons, but the establishment of a house rule like this requires some discretion and discrimination.
My suggestion on the matter would be to allow weapons which fire arrows to generate unlimited ammunition, since it won’t fundamentally unbalance anything in combat, but to limit the amount of ammunition created for other packed weapons. Limit futuristic firearms to creating only one power cell per day, resetting at the end of a long rest. Limit modern firearms to creating only one full load of bullets, resetting after a short or long rest. As Renaissance firearms are comparably similar to bows and crossbows in terms of damage, unlimited ammo isn’t really an issue, so they’re okay.
Its a bit more complicated of a system than a simple yes or no, but it’s less restrictive than flat no and less game breaking than an enthusiastic yes. Do with this what you wish.
It’s singularly pointless to be able to summon a bow but require mundane ammunition.
But also, note in the Pact of the Blade that it takes a full one minute for your weapon to disappear if it’s further than five feet of you or more - long enough for an arrow (or bullet, if you’re going the Arcane Gunslinger route) to do the damage you need it to.
But I wouldn’t give it an extra +1 on top of the +1 the invocation gave me.
Take an analysis of the foe as your Inquisitive Roque ability, then go for sneak attacks damage using sling.
Sling attack + Sling attack, Eldritch Smite which ever one hits If no hits then Maddening hex
Magic Stone + Sling attack + Sling attack
Sling + Sling + mad hex
Magic Stone + sling + sling
etc...
When calculating damage, take into account any Crits since they are now a 19-20 range.
So here is where the debates begin. What stacks, what doesn't given the above build and spell combos.
Can any other buffs be applied to the Sling Stone or Sling?
I like crusher for the push back ability since the stone is blunt damage. I debated a Fighting Initiate style for ranged combat bonus. Open to suggestions.
I like the Inquisitive Roque for the ability to gain sneak without the Advantage on attack requirement.
I was thinking DOA patron instead of Hexblade, not sure about the tradeoff pros and cons on that.
I am open to hear the debate on Damage stacking and viability of this approach. I think it describes many of the topics covered in this thread (hence putting it here rather than a new thread).
Open to creative ideas that expand upon this build layout.
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There’s an unearthed arcana invocation called arcane gunslinger. It allows a pact of the blade warlock to create a side arm or long arm as their pact weapon. If that player’s DM allows the weapon to create mundane ammo for free, the player could turn an antimatter rifle into their pact weapon. That’s 6d8 necrotic damage per round.
Futuristic firearms are an extreme example. Let’s tone it down to renaissance firearms. A musket only deals 1d12, no more than your average greataxe, so it’s no big deal.
Let’s try on modern firearms for size. A hunting rifle deals 2d10 damage per round.
Depending on the weapon a warlock chooses to conjure with the pact of the blade there’s a possibility of them becoming OP and breaking the game if given access to unlimited ammo. Some weapons don’t provide any such advantage over ordinary weapons, but the establishment of a house rule like this requires some discretion and discrimination.
My suggestion on the matter would be to allow weapons which fire arrows to generate unlimited ammunition, since it won’t fundamentally unbalance anything in combat, but to limit the amount of ammunition created for other packed weapons. Limit futuristic firearms to creating only one power cell per day, resetting at the end of a long rest. Limit modern firearms to creating only one full load of bullets, resetting after a short or long rest. As Renaissance firearms are comparably similar to bows and crossbows in terms of damage, unlimited ammo isn’t really an issue, so they’re okay.
Its a bit more complicated of a system than a simple yes or no, but it’s less restrictive than flat no and less game breaking than an enthusiastic yes. Do with this what you wish.
It’s singularly pointless to be able to summon a bow but require mundane ammunition.
But also, note in the Pact of the Blade that it takes a full one minute for your weapon to disappear if it’s further than five feet of you or more - long enough for an arrow (or bullet, if you’re going the Arcane Gunslinger route) to do the damage you need it to.
But I wouldn’t give it an extra +1 on top of the +1 the invocation gave me.
Related to the Topic since it brings into question many of the math equations stated above.
Ok number crunchers, can you figure out the bonuses for the following build :
Halfling Inquisitive Rogue lvl 4, Warlock Level 5 Hexblade Patron (a sling weapon), Pact of the Blade
Feats: Crusher, Sharpshooter
Stats 14 dex, 18 Cha
Pact weapon is a Sling +1
Uses Magic Stone Cantrip and Elemental Weapon spell
Invocations: Eldritch Smite, Thirsting Blade, Maddening Hex
Spells: Magic Stone, Elemental Weapon, +others
Battle strategy is to use sling of course
Elemental Weapon +Fire; Magic Stone (3);
Hex the poor enemy; + maddening Hex
Take an analysis of the foe as your Inquisitive Roque ability, then go for sneak attacks damage using sling.
Sling attack + Sling attack, Eldritch Smite which ever one hits If no hits then Maddening hex
Magic Stone + Sling attack + Sling attack
Sling + Sling + mad hex
Magic Stone + sling + sling
etc...
When calculating damage, take into account any Crits since they are now a 19-20 range.
So here is where the debates begin. What stacks, what doesn't given the above build and spell combos.
Can any other buffs be applied to the Sling Stone or Sling?
I like crusher for the push back ability since the stone is blunt damage. I debated a Fighting Initiate style for ranged combat bonus. Open to suggestions.
I like the Inquisitive Roque for the ability to gain sneak without the Advantage on attack requirement.
I was thinking DOA patron instead of Hexblade, not sure about the tradeoff pros and cons on that.
I am open to hear the debate on Damage stacking and viability of this approach. I think it describes many of the topics covered in this thread (hence putting it here rather than a new thread).
Open to creative ideas that expand upon this build layout.