Warlock
Base Class: Warlock

You have made your pact with a mysterious entity from the Outlands — a force that manifests in both sentient and non-sentient magic firearms created from the world itself. The devastating musket known as the Topaz Annihilator is one of the most notable of these firearms, which have been spread across the multiverse over the ages. The chaotic forces behind these firearms can offer power to warlocks who form pacts with it. Many gungrave warlocks create firearms that emulate those formed in the Outlands. Others forgo such arms, content to weave the chaos magic of that plane into their spellcasting.

Expanded Spell List

The Gungrave 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.

Gungrave Expanded Spells

Gungrave's Mark

Starting at 1st level, you gain the ability to place a grave target on someone. As a bonus action, choose one creature you can see within 60 feet of you. The target is marked for 1 minute. The mark ends early if the target dies, you die, or you are incapacitated. Until the mark ends, you gain the following benefits:

  • The marked target can't become hidden from you and you always know it's location until the mark ends, but only while the two of you are on the same plane of existence.
  • Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on the d20.
  • If the marked target dies, you regain the use of an expended warlock spell slot.

You may expend a warlock spell slot to regain the use of the Gungrave's Mark, otherwise you can’t use this feature again until you finish a short or long rest.

Gunslinger

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with firearms.

The influence of your patron also allows you to mystically channel your will through a particular firearm. Whenever you finish a long rest, you can touch one firearm that you are proficient with and that lacks the two-handed property. When you attack with that firearm, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

You can have up to two channeled firearms, but can summon only one at a time, unless given the capability to do so later on in this class. If you attempt to channel with a third firearm, you must break the channel with one of the other two.

Guns Akimbo

Starting at 6th level, you can summon your second pact firearm or create a duplicate form of your pact firearm and dual wield. Provided you have a free hand for the second firearm, you can create the duplicate pact firearm as a bonus action. When guns akimbo is active, you may make an extra attack as a bonus action on each of your turns. This ability last for one (1) minute, after which the duplicate disappears. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), after which can't be used again until after a long rest.

Keen Deflection

Starting at 10th level, you can use your reaction to deflect projectiles with your own, when you or a creature within 30 feet of you are hit by a ranged attack. When you do so, the damage taken from the attack is reduced by 1d10 + your warlock level. You can use this feature a number of times equal to your Charisma modifier, after which you can't use this feature again until you finish a long rest.

Rapid Reaction

Starting at 14th level, your keen senses have sharpened to that of legend. You now have two (2) reactions each round of combat. Each reaction must have separate triggering actions.

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2023 12:06:22 AM
8
0
1
Coming Soon
1/2/2024 1:01:56 AM
10
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes