Base Class: Warlock
In some worlds the knowledge of firearms was deemed too dangerous for mortals to possess. As such, the great powers across the planes gathered all such knowledge and sealed it away to protect it from abuse. Recently some of this knowledge has been leaked to lesser beings, such as the devil Neratusa and the Mind-Under-the-Mountain among others, such entities have in turn begun to share it with mortals... for a price, of course.
The great powers have since divided into factions, bickering amongst themselves. So long as these lesser beings only share the completed objects to a chosen few, while maintaining the knowledge of their construction secret from mortals, they are permitted to continue. As many of the great powers privately hope these god-killing weapons to turn on their enemies.
Mortals who make a deal for access to these weapons become warlocks bound to one of the many patrons by the Pact of the Gunslinger.
Expanded Spell List
The Gunslinger 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.
Fiend Expanded Spells
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1st |
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2nd |
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3rd |
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4th |
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5th |
Forbidden Designs
At 1st level your patron grants you one type of firearm. You are proficient in the use of these weapons and use your Charisma for attacks and damage rolls. If your firearm is lost or damaged you may perform a 1 hour ceremony to return/repair it. You are gifted additional firearms at 6th and 10th level. Some weapons are only available a higher levels.
These firearms count as ranged weapon attacks and cannot be used for dual-wielding unless otherwise stated. Bludgeoning/piercing damage from these weapons is not considered magical.
If you choose Pact of the Blade all your firearms can benefit from being your pact weapon, however the Extra attack granted by this class does not stack with any Invocation that provides a similar benefit. In addition, re-summoning your firearms using your Pact Weapon feature does not repair them if they are broken.
Arcane Disruptor
(requires 6th level character)
The Arcane Disruptor is a one-handed weapon with a 30/60 ft range and deals 1d8+CHA psychic damage on a hit. If the target is concentrating on a spell they take an additional 1d8 psychic damage and make their concentration saving throw at disadvantage. Targets that are not capable of casting spells are immune to damage from this weapon.
Bayonetted Rifle
The bayonetted rifle is a two-handed weapon that combines a long range firearm (300ft/600ft range) that deals 1d10+CHA piercing damage on a hit, with a melee weapon that deals 1d4+CHA piercing damage.
Death's Musket
(requires 10th level character)
Death's musket is a two-handed weapon with a 60/300 ft range. It deals 2d8+CHA necrotic damage on a hit. If you roll a natural 20 on the attack roll your target is also paralyzed until the start of your next turn. However, if you roll a natural 1 on the attack roll, you are paralyzed until the start of your next turn.
Devil's Breath Flamethrower
(requires 6th level character)
Your demonic flamethrower is a two-handed weapon that deals 3d6 fire damage in a 15 ft long, 5ft wide line originating from you. All creatures in the line make a Dexterity saving throw against your spell DC taking 3d6 fire damage on a failure and no damage on a success. In addition, you must make a Dexterity saving throw (DC 5) to avoid the back-splash, on a failure you take half the fire damage dealt.
Disintegration Ray
(requires 10th level character)
The Disintegration Ray is a one-handed weapon with a range of 30/60ft and deals 4d10+CHA force damage to a single target. Objects or other targets that would be destroyed by the disintegrate spell are also destroyed by this weapon. If the total damage of a single hit by this weapon is greater than 30 the weapon is drained of all energy and made non-functional until a replacement can be summoned.
Eldritch Revolver
Your eldritch revolver is a one-handed weapon and has a range of 80/320ft and deals 1d6+CHA force damage on a hit.
Hand Cannon
(requires 6th level character)
The Hand Cannon is a two-handed weapon with a 100/300 ft range and deals 1d12+CHA bludgeoning damage on a hit. If the target is Huge or smaller, it must make a Dexterity saving throw against your spell DC or be knocked prone. Once you fire this weapon you must spend a bonus action to reload it before firing again.
Lifestealer
(requires 6th level character)
The Lifestealer is an enchanted pistol (range 80/320), that deals 1d6+CHA piercing + 1d6 necrotic damage on a hit. You heal a number of HP equal to the necrotic damage dealt by this weapon.
Quickshot Pistols
You gain a pair of quickshot pistols which each have a range of 80/320 ft and deal 1d6+CHA piercing damage on a hit. When you take the Attack action to fire one of your quickshot pistols you can use your bonus action to make an off-hand shot with the other. You cannot be wielding a shield while using the off-hand weapon.
Rainbow Gun
(requires 10th level character)
The Rainbow Gun is a one-handed weapon with a range of 60/100 ft, on a hit it deals 3d6+CHA damage of a random type.
Roll a d8 to determine the type of damage dealt:
1 = Red, fire damage
2 = Orange, acid damage
3 = Yellow, lightning damage
4 = Green, poison damage
5 = Blue, cold damage
6 = Indigo, force damage
7 = Violet, thunder damage
8 = roll again and deal 2d6 additional damage of that type;
Snub-nose Shotgun
The snub-nose shotgun is a two-handed weapon with a 15/30 ft range, and deals 1d12+CHA piercing damage on hit, and half as much on a miss (as long as you are within 30ft of the target). You do not suffer any penalty for attacking creatures within 5ft of you when using this weapon. If you roll a 1 on the d20 attack roll, the weapon backfires dealing 1d4 fire damage to yourself. This weapon holds a single charge, requiring a bonus action to reload.
Tesla Gun
(requires 10th level character)
Your Tesla gun is a one-handed weapon with a range of 50/100 ft and on a hit deals 4d6+CHA lightning damage. You must choose one additional creature that is within 5ft of the target, this creature receives half the damage of the attack. If you roll less than a total of 10 on the damage dice the gun shorts out and cannot be used again until you perform the ritual to replace it.
Terrifying Strike
At 6th level, Your guns take on a terrifying aspect. When you hit with one of your fire arms, you can force target(s) to make a Wisdom saving throw against your spell DC or be frightened of you for 1 minute. The target can repeat the saving throw at the end of each of their turns ending the effect on success. Once you use this feature you cannot use it again until you finish a short rest.
Extra Attack
When you reach 6th level, you make two attacks with any of your firearms whenever you take the Attack action on your turn.
"Lucky" Shot
At 10th level, you are granted unnatural accuracy with your firearms. Once on your turn if you miss on an attack, you can change that miss into a hit. When you do so the weapon you are using jams immediately after the attack and cannot be used again until you have performed the ritual to replace it.
Explosive Rounds
At 14th level, you are granted a magical supply of explosive ammo for your firearms. You use your bonus action to load one of these bullets. Doing so deals 2d6 thunder and 2d6 fire in 10ft radius sphere centred on where your next shot lands in addition to your normal firearm damage.
(this feature cannot be used in combination with any firearm that already deals area damage, such as the flamethrower)
Previous Versions
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1/28/2022 5:44:34 AM
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Posted Mar 7, 2023"eyes glow red" the class
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Posted Jan 23, 2023They are intended to work via eldritch means as they are meant to be compatible with settings lacking firearm technology. However, I leave it open to the DM for the low tier weapons whether they should need black powder rounds.
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Posted Jul 7, 2022Hello @agilemind!
Does this guns require black powder rounds or they work via eldritch means?
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Posted Jan 28, 2022Updated to correct expanded spell list.