Base Class: Warlock
Black Powder Pact warlocks bond with dark spirits drawn to the destructive energy that surrounds black powder and black powder weapons. They typically present terrifying figures, with burning slow matches tied into their hair and beards, if they have them, and are typically swathed in smoke.
Expanded Spell List
Expanded Spell List (1st Level)
1st: shield,faerie fire
3rd:blink,stinking cloud
Black Powder 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 and burn one shot worth of ammunition. 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:
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You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
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Ranged attacks on this target do not suffer long range penalties.
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Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
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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.
Black Powder Warrior
At first level, you have developed an affinity with black powder weapons of all kinds. You gain proficiency with firearms and with tinker's tools, which can be used to make black powder and ammunition.
Your patron also grants you the ability to bond with a specific weapon. Whenever you finish a long rest you can touch one firearm. When you attack with that weapon, you can use your Charisma modifier instead of dexterity for the attack and damage rolls. You may also ignore the reload property of the weapon (but not the ammunition property).
At higher levels, when you use your pact weapon, you may fire more than one shot. At 5th level you make take two shots. At 11th level you make take 3 shots. At 17th level you make take four shots.
During a short or long rest, you can user a Tinkering kit to make a number of shots (bullets and powder) equal to five times your proficiency bonus. Normal ammunition can also be purchased and used with your pact weapon.
Elemental Ammunition
At 6th level, you gain the ability to channel energies that you control into the ammunition that you create. When you use your tinkering kit during a long or short rest to create ammunition, you can change the damage type inflicted by the ammunition to the type caused by any spell that you have prepared. You may select the ammunition that each shot uses individually, choosing before you roll for the attack. Ammunition is expended on a hit or a miss.
Inevitable Curse
At 10th level, your Black Powder Curse becomes more powerful. Shots that you take at the target of your Black Powder Curse ignore all cover, including full cover, so long as the target is in range and there is a path that can lead to the target.
Eternal Curse
Starting at 14th level, you can spread your Black Powder Curse from a slain creature to another creature. When the creature cursed by your Black Powder 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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