Base Class: Warlock
You have made a pact with a being who lived his life as a gunslinger in a previous multiverse, that ascended to otherworldly power after partnering up with a shadowcursed being in the dark games at the end of all the timelines.
Expanded Spell List
Deadeye 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 |
Deadeye’s Blessing
At 1st level, your patron gives you the knowledge and skills you need to wield firearms with deadly force. You gain the following benefits:
- You gain proficiency with firearms.
- Whenever you attack with a firearm, you can use your Charisma modifier for your attack and damage rolls, instead of Dexterity.
Eldritch Firearm
At 1st level, your patron bestows upon you an eldritch firearm. Your eldritch firearm counts as a magical firearm weapon and produces its own magical ammunition when fired. You can choose one of the following weapons as your eldritch firearm:
Gunslinger. Your eldritch firearm is a one-handed weapon used for quick firing. It has the following features:
- The gunslinger deals 1d6 piercing damage. It has a normal range of 30 feet and a long range of 90 feet, and has the light property.
- You can make a single attack with the gunslinger as a bonus action.
Carbine. Your eldritch firearm is a two-handed weapon for more accurate shots with a higher damage output. It has the following features:
- The carbine deals 1d10 piercing damage. It has a normal range of 100 feet and a long range of 400 feet, and has the two-handed property.
- If you haven’t yet moved on your turn, you can choose to make a precise shot when you make your first attack with this weapon, giving you advantage on attack rolls with it for the rest of the turn. Your speed becomes 0 for the rest of your turn and attack rolls against you have advantage until the start of your next turn.
You can perform a special ritual to change your eldritch firearm over the course of 1 hour, which can coincide with a short or long rest. If you lose your eldritch firearm, as part of the same ritual, you can create a new one, causing the other one to vanish.
If you take the Pact of the Blade pact boon, you can choose to make your eldritch firearm as your pact weapon. If you do, you can choose to use a bonus action, instead of an action, to summon your pact weapon.
Carbine
- The carbine deals 1d10 piercing damage. It has a normal range of 100 feet and a long range of 400 feet, and has the two-handed property.
- If you haven’t yet moved on your turn, you can choose to make a precise shot when you make your first attack with this weapon, giving you advantage on attack rolls with it for the rest of the turn. Your speed becomes 0 for the rest of your turn and attack rolls against you have advantage until the start of your next turn.
Gunslinger
- The gunslinger deals 1d6 piercing damage. It has a normal range of 30 feet and a long range of 90 feet, and has the light property.
- You can make a single attack with the gunslinger as a bonus action.
Honed Trigger
At 6th level, you have become more attuned to the use of your eldritch firearm, gaining the following benefits.
- You can make two attacks when you take the attack action using your eldritch firearm.
- You add your Charisma modifier to your initiative rolls.
Improved Eldritch Firearm
At 10th level, your eldritch firearm gains additional benefits as shown below:
Gunslinger.
- You can make two attacks with the gunslinger as a bonus action.
- As an action, you can make a fanning shot with the gunslinger if you are wielding nothing in your off-hand. Each creature in a 30-foot cone must make a Dexterity saving throw against your spell save DC, taking 8d6 piercing damage on a failed save, or half as much on a successful one. This damage counts as magical for the purposes of overcoming damage resistances and immunities. You can use this feature a number of times equal to your Charisma modifier, regaining these uses after you finish a long rest.
Carbine.
- When you make a precise shot and attack with advantage, if both the rolls would hit, it counts as a critical hit.
- Once per turn, when you hit with an attack with this weapon, you can choose to make an impossible bullet, as it travels in random directions inside the target’s body. The target takes an additional 3d6 force damage. You can use this feature a number of times equal to your Charisma modifier, regaining these uses after you finish a long rest.
High Noon's Blessing
Starting at 14th level, as an action you can choose a number of targets, within range of your eldritch firearm, equal to your Charisma modifier plus one, and make an attack with your eldritch firearm for each of the targets. When you hit a target this way, you deal an additional 4d10 force damage.
You can’t use this feature again until you finish a short or long rest.
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