Please let me know what you think of this. I pretty much ripped off the Hexblade but with a gun. Tear it apart and let me know if it is too powerful or if it is just a terrible idea.
The Reaper’s Armaments
You have made your pact with a powerful, sentient magic firearm carved from the demon who first helped inspire the design of the firearm. The Death’s Whisper, being one of the most notable, having been spread along with the original designs of firearms. The few firearms, who were imbibed with the power of the shadow demon, can make a pact to empower them to destroy evil beings and allow the demon to feed on their evil sins and their life force. The first to forge such weapons, made them with evil intent and were driven mad, giving these weapons a thirst for feeding on evil souls. Individuals who have sworn themselves to the hunt of evil-doers and made a pact with a firearm are called Reapers.
Expanded Spell list
1st Level: Shield, Zephyr Strike
2nd Level: Blur, See Invisibility
3rd Level: Blink, Elemental Weapon
4th Level: Phantasmal Killer, Freedom of Movement
5th Level: Cone of Cold, Conjure Volley
Reaper’s Knowledge 1st Level
At 1st Level you gain proficiency in medium armor and firearms. You gain the knowledge of how to make ammo for the firearm as well as proficiency with Tinker’s tools. When making an attack with a firearm you can use your charisma modifier instead of Dex for the attack roll and damage roll of the weapon.
Death’s Mark
Starting at 1st level when you gain the ability to place a curse on an enemy, called the Death’s Mark. As a bonus action, on the turn you mark him for death (up to 1 minute). Until the curse ends you gain the following benefits:
-You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
You can’t use this feature again until you finish a short or long rest. When the target of your curse dies, you can spend a bonus action to move the curse to a new target. You must choose to remain within 60 feet of your cursed enemy to maintain the curse on them or else the curse fades (Doesn’t count if your enemy moves further away from you, BUT you MUST move towards your enemy on your turn AND end your turn within 60 ft to keep the curse active).
Dead-Eye
Starting at 2nd level, you are well versed in using your Reaper’s firearm. You gain a +2 to attack rolls using your firearm. Does not stack with Archery if you multiclass or already have it.
Shadow Stalker
Starting at 6th level, with a bonus action, your shadow splits from you and assumes a wraith form similar to your form. It echoes your Ranged Weapon attacks when you make them (You must roll separately for them, the damage counts as Psychic damage). It has your AC and when the Shadow Stalker receives damage, you also receive half of that damage (rounded up) as Psychic damage. It can also move your original movement speed on your turn. Your Shadow Stalker must remain within 60 ft of you or it evaporates into shadows and returns to you. You can see through your Shadow Stalker’s senses as if they were your own (You are Blind and Deaf during this duration). If your Shadow can see a target, but you can’t, you can command your Shadow Stalker to attack using your action.
As a bonus action, you can command your shadow Stalker to return to you. It also automatically returns to you if you and the target are on different planes of existence, if you’re incapacitated, or if dispel magic, remove curse, or similar magic is used on the target. While your Shadow stalker is up, you have to maintain concentration on it like any concentration spell. You can only use this feature once per short or long rest. You can only have one Shadow Stalker at a time.
Cloak of the Reaper
At 10th level your Death’s Mark becomes more powerful. You are cloaked in the shadows of smoke during the duration of the Death’s Mark. When the target of Death’s Mark hits you with an attack, you can roll a d6, on a 4 or higher you only take half damage. This applies to your Shadow Stalker, if it is up.
Death’s Judgement
Starting at 14th level, you can use your Death’s Mark again without resting, but when you apply it to a new target, the curse immediately ends on the previous target. You can burn one 5 or higher level spell slot to invoke Death’s Judgement. When you burn a 5 level spell slot, you form a Shadow version of your firearm in your free hand. During this turn when you make an attack with your firearm, your shadow firearm makes an attack as well (You roll separately for both, but a misfire cannot happen during Death’s Judgement, you just miss normally.) Immediately after, as a bonus action, you can echo another attack with both firearms (The shadow firearm has the same amount of ammunition as the real firearm when formed). If you have your Shadow Stalker out, it immediately summons a second firearm for it and it will be echoing your attacks as normal.
The Eternal Hunt
At level 18th you can now invoke two Shadow Stalkers, they use the same attack rolls (They echo your attacks, so you roll for your attacks and only for one of your Shadow Stalkers. If the attacks hit, then the second Shadow Stalker also hits. As well as missing attacks).
Misfire – The Reaper’s Armaments all have a misfire effect on them. On a roll of a Natural 1 you receive 1d4 psychic damage. You must use a bonus action on the same turn to appease the Reaper’s firearm. To appease the firearm, you must make a Wisdom saving throw vs ‘8 + your proficiency bonus.’
Reload – You must have a hand free to reload your Reaper’s firearm. Your Reaper’s firearm can have three ammunitions within it at a time. You must spend a bonus action on your turn to reload your firearm.
Invocations
– Reaper’s Shadow
Requirements: 5th level in The Reaper’s Armaments
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 60 feet of the target cursed by a warlock feature of yours, such as Death’s Mark and Hex. To teleport in this way, you must be able to see the cursed target. You can only use this once per short or long rest.
-Death’s Respite
Requirements: The Reaper’s Armaments
On a bonus action, Death’s Mark can slow your target’s movement speed by half for one round. You can only use this invocation once per short or long rest.
-The Reaper’s List
Requirements: The Reaper’s Armaments, Book of the Tome, 7th Level
You can cast one Locate Creature spell at will without expending a spell slot or material components. You must finish a long rest before you can use this invocation again.
-Death Stalker
Requirements: 6th level in The Reaper’s Armaments
On a bonus action you can switch positions with your Shadow Stalker. You can use this twice per short or long rest.
-Reach of Death
Requirements: 10th level in the Reaper’s Armaments
The range of your Death’s Mark is now 120 feet range. Your Shadow Stalker can now be 100 feet apart from you.
Please let me know what you think of this. I pretty much ripped off the Hexblade but with a gun. Tear it apart and let me know if it is too powerful or if it is just a terrible idea.
The Reaper’s Armaments
You have made your pact with a powerful, sentient magic firearm carved from the demon who first helped inspire the design of the firearm. The Death’s Whisper, being one of the most notable, having been spread along with the original designs of firearms. The few firearms, who were imbibed with the power of the shadow demon, can make a pact to empower them to destroy evil beings and allow the demon to feed on their evil sins and their life force. The first to forge such weapons, made them with evil intent and were driven mad, giving these weapons a thirst for feeding on evil souls. Individuals who have sworn themselves to the hunt of evil-doers and made a pact with a firearm are called Reapers.
Expanded Spell list
1st Level: Shield, Zephyr Strike
2nd Level: Blur, See Invisibility
3rd Level: Blink, Elemental Weapon
4th Level: Phantasmal Killer, Freedom of Movement
5th Level: Cone of Cold, Conjure Volley
Reaper’s Knowledge 1st Level
At 1st Level you gain proficiency in medium armor and firearms. You gain the knowledge of how to make ammo for the firearm as well as proficiency with Tinker’s tools. When making an attack with a firearm you can use your charisma modifier instead of Dex for the attack roll and damage roll of the weapon.
Death’s Mark
Starting at 1st level when you gain the ability to place a curse on an enemy, called the Death’s Mark. As a bonus action, on the turn you mark him for death (up to 1 minute). Until the curse ends you gain the following benefits:
-You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
You can’t use this feature again until you finish a short or long rest. When the target of your curse dies, you can spend a bonus action to move the curse to a new target. You must choose to remain within 60 feet of your cursed enemy to maintain the curse on them or else the curse fades (Doesn’t count if your enemy moves further away from you, BUT you MUST move towards your enemy on your turn AND end your turn within 60 ft to keep the curse active).
Dead-Eye
Starting at 2nd level, you are well versed in using your Reaper’s firearm. You gain a +2 to attack rolls using your firearm. Does not stack with Archery if you multiclass or already have it.
Shadow Stalker
Starting at 6th level, with a bonus action, your shadow splits from you and assumes a wraith form similar to your form. It echoes your Ranged Weapon attacks when you make them (You must roll separately for them, the damage counts as Psychic damage). It has your AC and when the Shadow Stalker receives damage, you also receive half of that damage (rounded up) as Psychic damage. It can also move your original movement speed on your turn. Your Shadow Stalker must remain within 60 ft of you or it evaporates into shadows and returns to you. You can see through your Shadow Stalker’s senses as if they were your own (You are Blind and Deaf during this duration). If your Shadow can see a target, but you can’t, you can command your Shadow Stalker to attack using your action.
As a bonus action, you can command your shadow Stalker to return to you. It also automatically returns to you if you and the target are on different planes of existence, if you’re incapacitated, or if dispel magic, remove curse, or similar magic is used on the target. While your Shadow stalker is up, you have to maintain concentration on it like any concentration spell. You can only use this feature once per short or long rest. You can only have one Shadow Stalker at a time.
Cloak of the Reaper
At 10th level your Death’s Mark becomes more powerful. You are cloaked in the shadows of smoke during the duration of the Death’s Mark. When the target of Death’s Mark hits you with an attack, you can roll a d6, on a 4 or higher you only take half damage. This applies to your Shadow Stalker, if it is up.
Death’s Judgement
Starting at 14th level, you can use your Death’s Mark again without resting, but when you apply it to a new target, the curse immediately ends on the previous target. You can burn one 5 or higher level spell slot to invoke Death’s Judgement. When you burn a 5 level spell slot, you form a Shadow version of your firearm in your free hand. During this turn when you make an attack with your firearm, your shadow firearm makes an attack as well (You roll separately for both, but a misfire cannot happen during Death’s Judgement, you just miss normally.) Immediately after, as a bonus action, you can echo another attack with both firearms (The shadow firearm has the same amount of ammunition as the real firearm when formed). If you have your Shadow Stalker out, it immediately summons a second firearm for it and it will be echoing your attacks as normal.
The Eternal Hunt
At level 18th you can now invoke two Shadow Stalkers, they use the same attack rolls (They echo your attacks, so you roll for your attacks and only for one of your Shadow Stalkers. If the attacks hit, then the second Shadow Stalker also hits. As well as missing attacks).
Misfire – The Reaper’s Armaments all have a misfire effect on them. On a roll of a Natural 1 you receive 1d4 psychic damage. You must use a bonus action on the same turn to appease the Reaper’s firearm. To appease the firearm, you must make a Wisdom saving throw vs ‘8 + your proficiency bonus.’
Reload – You must have a hand free to reload your Reaper’s firearm. Your Reaper’s firearm can have three ammunitions within it at a time. You must spend a bonus action on your turn to reload your firearm.
Invocations
– Reaper’s Shadow
Requirements: 5th level in The Reaper’s Armaments
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 60 feet of the target cursed by a warlock feature of yours, such as Death’s Mark and Hex. To teleport in this way, you must be able to see the cursed target. You can only use this once per short or long rest.
-Death’s Respite
Requirements: The Reaper’s Armaments
On a bonus action, Death’s Mark can slow your target’s movement speed by half for one round. You can only use this invocation once per short or long rest.
-The Reaper’s List
Requirements: The Reaper’s Armaments, Book of the Tome, 7th Level
You can cast one Locate Creature spell at will without expending a spell slot or material components. You must finish a long rest before you can use this invocation again.
-Death Stalker
Requirements: 6th level in The Reaper’s Armaments
On a bonus action you can switch positions with your Shadow Stalker. You can use this twice per short or long rest.
-Reach of Death
Requirements: 10th level in the Reaper’s Armaments
The range of your Death’s Mark is now 120 feet range. Your Shadow Stalker can now be 100 feet apart from you.
I was thinking of something like this the other day. Warlock with Gun's as their eldritch blast focus. cool idea. :)
I'd say you don't really have to make it a subclass, just color the base class accordingly.
I did a similar thing in Pathfinder years ago.
Have your arcane focus look like a gun, I recommend a revolver.
When you cast a leveled spell, describe your action as loading "special" bullets (like I'm Hellboy).
I wrote one Machine patron to Warlock that could use some of this concepts: http://mariojpcsimon.blogspot.com/2017/05/invencion-propia-para-d-5-edicion.html
Hombrewing and roleplaying a lot.