Warlock
Base Class: Warlock

Your patron is an entity who looks for warlocks who are willing to work outside the law to do their bidding. Perhaps they wish for you to seek vengeance on those who have done them wrong, perhaps they wish you to travel from town to town and settle any disputes that may come up, perhaps their motives and wishes are unclear to you, but you know you'll need a horse and a pistol to accomplish whatever it is they want you to do. Patrons of this sort may be looking for a cowboy or cowgirl who wish to exact justice on those who have done wrong.

Expanded Spell List

The Cursed Cowboy Patron 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.

Cursed Cowboy Expanded Spells
Spell Level Spells

1st

hunters mark, compelled duel

2nd

find steed, scorching ray

3rd

fireball, haste

4th

freedom of movement, phantasmal killer

5th

flame strike, dispel evil and good

Cowboy's Lifestyle

Starting at 1st level, you've become accustomed to surviving the harsh climate of the desert. You can use a reaction once per short rest to gain resistance to fire damage or cold damage (your choice) until the end of your next turn. While in the desert, you have advantage on all survival checks. You also gain proficiency with small firearms.

Devil's Gun

At 6th level, your otherworldly patron gifts you a pistol. The pistol has the following benefits.

  • The pistol's ammunition is infinite and does not require you to use an action to reload.
  • You can use your pistol as an arcane focus.
  • You can choose to deal fire or piercing damage whenever you make an attack with this weapon.
  • When wielding your pistol and casting a ranged spell that targets one creature, you can choose to use the pistol's normal range (60 ft) instead of the spell's range.
  • When making a regular attack with your pistol, you can add your Charisma modifier to the attack roll.
  • You can use a bonus action on your turn to give your pistol the burst fire property on your next attack. You can do this a number of times equal to half of your level rounded down. You regain all uses of this ability after a long rest.
  • If you lose your enchanted pistol, you can summon it back to your hand as a bonus action.

Showdown

Starting at 10th level, when you are hit with a ranged attack by an enemy, you have advantage on your next ranged attack against the same enemy. If that attack hits, the target is frightened of you until the end of your next turn.

It's High Noon...

Starting at 14th level, you can use your action to spend a spell slot to attack multiple enemies with your enchanted pistol. Choose a number of creatures that you can see within 60 ft up to twice the level of the spell slot spent. Each target must make a dexterity saving throw against your spell save DC. On a successful save, the creature takes no damage. On a failed save, the creature takes (2d8+ your Charisma modifier) fire damage and is knocked prone.

Previous Versions

Name Date Modified Views Adds Version Actions
3/1/2022 6:31:49 PM
77
27
--
Coming Soon
3/4/2022 8:45:07 PM
76
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes