Base Class: Warlock
Your mothers channeled every last bit of themselves they could before they died into your favored weapon to give you strength and guidance as you go through life. Your mothers being powerful spellcasters and of celestial descent grant you plenty of power but you will have to grow stronger to wield all of it.
Bonus Spells From Matres Tormentis
|
Spell Level |
Spells |
|
Cantrip |
|
|
1st |
Ensnaring Strike, Entangle, Hunter’s Mark, Magic Missile, and Witch Bolt |
|
2nd |
Acid Arrow, Cordon of Arrows, Ray of Enfeeblement, and Shatter |
|
3rd |
Conjure Barrage, Fireball, Flame Arrows, Lightning Arrow, and Lightning Bolt |
|
4th |
Aura of Life, Death Ward, Divination, Guardian of Faith, and Sickening Radiance |
|
5th |
Conjure Volley, Dawn, Hallow, Summon Celestial, and Swift Quiver |
The Speed Of Light
Starting at 1st level, the power gifted to you by your mothers grants you the ability to move quicker than normal. You have proficiency in Dexterity saves and expertise in sleight of hand. You also gain a bonus 10 feet to your walking speed.
Arcane Firearm
Starting at 1st level, the influence of your mothers allows you to mystically channel your will through a particular firearm. Whenever you finish a long rest, you can touch one firearm to make it into your hexgun. When you attack with your hexgun, you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls. Your hexgun will magically reload itself after firing.
Eldritch Rounds
Starting at 1st level, your basic shots with your hexgun are replaced with the Eldritch Blast cantrip. Eldritch blast counts as a bonus action spell when used through your hex gun. Eldritch blast improves as normal as described in the spell description.
Spell Shot
Starting at 1st level, you gain the ability to channel your patron's magic through your firearm. You can use your hexgun as a spellcasting focus for your spells. Once on your turn, when you make an attack using basic ammunition in your hexgun, you can cast a spell with a casting time of 1 action. You must choose the spell before you roll to attack with your weapon. If the weapon attack hits, you deal your weapon damage and successfully cast the spell. If the weapon attack misses, the spell automatically fails. You add your spellcasting modifier to each spell cast this way.
Starting 10th level, you can use this feature twice on your turn if you have an extra attack.
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.
Mothers Fury
At 6th level, Your guns take on a terrifying aspect. When you hit with one of your firearms, you can force the 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.
Improved Spell Shot
Starting at 10th level, you can cast a spell when making any attack with your hexgun, no matter the ammunition.
Ready To Draw
Upon reaching 10th level, you gain proficiency and expertise in intimidation.
Extra Attack
When you reach 14th level, you make three attacks with any of your firearms whenever you take the Attack action on your turn.
Exitium Tormenti
Lastly when you reach 14th level, you can channel all your, your mothers, and all your ancestors magic to fire a destructive shot that could wound a god. You can spend all your remaining spell slots (min of 2 spell slots) to fire a devastating shot. Everything in a 60 ft long and 15 feet wide line must make a dexterity saving throw or take 10d10 radiant damage. On a successful save they take half damage, on a failed save they take full damage and are blinded for 2 rounds. Once you use this ability you gain 2 levels of exhaustion.
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