Hex Gunslinger: The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one firearm that you are proficient with.
- You ignore the loading property of this firearm
- When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
- Pact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it.
- You are proficient with it while you wield it.
- This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- Warlock Invocation - Improved Pact Weapon:
- You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
- In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Active Modifiers (Feats):
- Hex Gunsilinger -
- Ignore Loading Property
- Dual Wielder -
- Can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- Can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
- Sharpshooter -
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
Notes: Bonus: Magic, Damage: Fire, Ignore: Dual Wield Light Restrictions, Ignore Weapon Property: Loading, Ignore: Dual Wield Modifier Restrictions, Bonus: Magic Item Attack With Charisma, Damage, Combat, Range, Ammunition (Firearms), Reload
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