Base Class: Warlock
You can use your action to draw upon the powers of
your Patron and create a hex gun in your empty hand.
You can choose the form that this spellcasting focus
takes each time you create it. It can either be a Sniper
or a Revolver (detailed below).
Your hex gun 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 it (no action
required), or if you die.
Your hex gun acts as a spellcasting focus, and when
you cast cantrips with it, it channels them as bullets
(these still count as spells). Instead of increasing the
damage of the cantrip when you reach certain levels,
you can cast the cantrip additional times as part of the
same action (except for Eldritch Blast, which is cast as
normal). To be cast in this way the cantrip must deal
damage, it must make a spell attack or require a saving
throw, and have a range other than self.
You can fire a cantrip in this manner 2 times at level
5, 3 times at level 11, and 4 times at level 17. If you do,
the cantrip can deal its base damage more than once,
but its other effects cannot be applied again.
Sniper Form: Your ranged spell attack rolls cast
through the hex gun have their range doubled and
ignore half-cover. While wielding this weapon you know
the ray of frost cantrip.
Revolver Form: Being within 5 feet of a hostile
creature doesn’t impose disadvantage on your ranged
spell attack rolls cast through the hex gun. While
wielding this weapon you know the shocking grasp
cantrip.
Gun Form
Sniper Form: Your ranged spell attack rolls cast through the hex gun have their range doubled and ignore half-cover. While wielding this weapon you know the ray of frost cantrip.
Revolver Form: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls cast through the hex gun. While wielding this weapon you know the shocking grasp cantrip.
Revolver Form
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls cast through the hex gun. While wielding this weapon you know the shocking grasp
cantrip.
Sniper Form
Your ranged spell attack rolls cast through the hex gun have their range doubled and ignore half-cover. While wielding this weapon you know the ray of frost cantrip.
Additional Eldritch Invocations
You gain the ability to learn some additional eldritch invocations listed below. These may be taken in place of your standard Eldritch Invocations at levels 2, 5, 7, 9, 12,15, or 18.
Agonizing Shots
Prerequisite: Pact of the Trigger feature
When you cast a cantrip, add your Charisma modifier to the damage it deals on a hit (if you don't already add your Charisma modifier to it).
Bullet Hell
Prerequisite: level 5, Pact of the Trigger feature (revolver
form)
You temporarily duplicate your hex gun to unleash a flurry of bullets as an action. All creatures within a 10-foot cone in front of you must succeed a Dexterity saving throw against your spell save DC or take 2d10 force damage. This damage increases to 3d10 at level 11 and 4d10 at level 17. To use this action, you need to be holding your hex gun in one hand and have the other hand free. You can use this action a number of times equal to your Charisma modifier and regain all expended uses after completing a short or long rest.
Crippling Shot
Prerequisite: Pact of the Trigger feature
Once per turn, when you damage an enemy with an attack made using your hex gun, you can force them to make a Strength saving throw against your spell save DC or fall prone and have their speed reduced to 0 until the start of your next turn. You can use this ability a number of times equal to your Charisma modifier, and regain all expended uses
after completing a long rest.
Dead Eye
Prerequisite: level 15, Pact of the Trigger feature (sniper
form)
If you haven't moved this turn, you can take aim as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your hex gun until the end of your turn.
Headshots
Prerequisite: level 9, Pact of the Trigger feature (sniper
form)
Once per long rest, as a bonus action you can enhance your focus to see the weak spots of your foes. For the next minute, attacks you make using your hex gun score a critical hit on a roll of 19 or 20 on the dice.
Quickstep
Prerequisite: level 7, Pact of the Trigger feature
Your reflexes are honed. As a reaction, when an enemy makes a melee attack against you, before being hit, if your speed isn't 0, you can move 5ft away from the foe without triggering attacks of opportunity, potentially avoiding the attack if you leave its range. You can use this reaction a number of times equal to your Charisma modifier and regain all expended uses after a short or long rest.
Agonizing Shots
When you cast a cantrip, add your Charisma modifier to the damage it deals on a hit (if you don't already add your Charisma modifier to it).
Bullet Hell
You temporarily duplicate your hex gun to unleash a flurry of bullets as an action. All creatures within a 10-foot cone in front of you must succeed a Dexterity saving throw against your spell save DC or take 2d10 force damage. This damage increases to 3d10 at level 11 and 4d10 at level 17. To use this action, you need to be holding your hex gun in one hand and have the other hand free. You can use this action a number of times equal to your Charisma modifier and regain all expended uses after completing a short or long rest.
Crippling Shot
Once per turn, when you damage an enemy with an attack made using your hex gun, you can force them to make a Strength saving throw against your spell save DC or fall prone and have their speed reduced to 0 until the start of your next turn. You can use this ability a number of times equal to your Charisma modifier, and regain all expended uses
after completing a long rest.
Dead Eye
If you haven't moved this turn, you can take aim as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your hex gun until the end of your turn.
Headshots
Once per long rest, as a bonus action you can enhance your focus to see the weak spots of your foes. For the next minute, attacks you make using your hex gun score a critical hit on a roll of 19 or 20 on the dice.
Quickstep
Your reflexes are honed. As a reaction, when an enemy makes a melee attack against you, before being hit, if your speed isn't 0, you can move 5ft away from the foe without triggering attacks of opportunity, potentially avoiding the attack if you leave its range. You can use this reaction a number of times equal to your Charisma modifier and regain all expended uses after a short or long rest.
Devil's Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
Once you use this feature, you can't use it again until you finish a short or long rest.
Fiendish Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Adios Muchachos
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through time and space. The creature disappears and hurtles through a nightmare timeline.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a celestial, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.






