Base Class: Warlock
Your patron is a sentient firearm.
Expanded Spell List
The Hexshot 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.
Hexshot's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. 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 (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with martial weapons, firearms, and tinker's tools.
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 weapon that you are proficient with and that lacks the two-handed property. 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.
Eldritch Marksman
Starting at 6th level, you learn to perform powerful elemental shots to disable or damage your opponents using your firearms.
Elemental Shots. You learn two trick shots of your choice, which are detailed under “Elemental Shots” below. Many maneuvers enhance an attack in some way. Each use of a elemental shot must be declared before the attack roll is made. You can use only one elemental shot per attack.
You learn an additional elemental shot of your choice at 10th, 15th, and 18th level. Each time you learn a new elemental shot, you can also replace one elemental shot you know with a different one.
Grit. You gain a number of grit points equal to your proficiency bonus. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your elemental shots require your targets to make a saving throw to resist the elemental shot’s effects. The saving throw DC is calculated as follows:
Elemental Shot save DC = 8 + your proficiency bonus + your Charisma modifier
Blinding Shot
The attack's damage type becomes radiant. On a hit, the target and all creatures within 10 ft. Must succeed on a dexterity saving throw or be blinded until the end of their next turn.
Burning Shot
The attack's damage type becomes fire. On a hit, the round explodes dealing an additional 1d10 to the target. Additionally, each creature in a 10ft. radius around the target must succeed on a dexterity saving throw or take 1d10 fire damage.
Chilling Shot
The attack's damage type becomes cold. On a hit the target must succeed on a strength saving throw or have their speed reduced to 0 until the end of their next turn as a layer of ice encases their body.
Decaying Shot
The attack's damage type becomes necrotic. On a hit the target must succeed on a constitution saving throw, on a failure all attacks rolls it makes are with disadvantage until the end of its next turn.
Jolting Shot
The attack's damage type becomes lightning. On a hit the target must succeed on a Wisdom saving throw, on a failure the target cannot take reactions until the start of its next turn.
Thunderous Shot
The attack's damage type becomes thunder. On a hit, if the target is large or smaller, the target must succeed on a strength saving throw or be pushed 10ft. away and knocked prone as they are blasted by a concussive wave.
Rapid Repair
Upon reaching 10th level, you learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Master of Hexes
Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
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