Base Class: Warlock
You have made a pact with a being of immense power, as a reward it now grants you access to its personal arsenal of eldritch weapons. Eldritch Gunslingers are wildly known for their inhuman accuracy and reaction time and getting into a duel with one is more often then not a deah sentence on its own.
"I'd start running if I were you. If you get far enough you might be able to hear the shot before it hits your head."
Level 1: Eldritch Arsenal
Starting at 1st level, using an action you can summon a rangend weapon with the light property in each hand. The weapons disappear as soon as you are not holding them anymore. They can be dismissed by dropping them as a free action, weapons with the reloading property are automatically reloaded by dismissing them. (The amunition for all weapons is created magically and does not use up any amunition) Additionaly you gain proficiency with firearms.
If you choose the Pact of The Blade as your pact boon you gain following additional benefits:
- You can use your charisma modifier for attacks made with your Eldritch Arsenal weapons.
- You can add a number of Magic Ranged Weapons to your eldritch arsenal equal to your proficiency bonus. You can perform a special ritual over the course of 1 hour, which can be done during a short rest, to add a Magic Weapon to your arsenal. You can then dismiss the weapon, shunting it into an extradimensional space, you can summon it in place of one of your Eldritch Arsenal weapons thereafter, if you have added 2 or more weapons to your asenal you can replace both of your initial weapons this way. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being in your arseal if you die, if you perform the 1-hour ritual on a different weapon and exeed your arsenal maximum, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Level 1: Quickdraw
Your connection to your Patron has sharpend your reaction time. When you or one of your allies is targetet with an attack by a creature you can see within 60 ft, you can use your reaction to make a ranged attack against the attacking creature, this attack is made with disadvantage. If you hit the creature it takes damage as usual and has disadvantage on its attack roll. You can use this feature a number of times equal to your charisma modifier. You cannot use this feature if your weapon is out of amunition.
Also you can add your charisma modifier to your initiative roll.
Level 6: Dance of Death
At 6th level, you can channel the eldrich powers of your patron through your body to perform a deadly dance and drown your enemies in a hail of bullets. You can use a warlock spell slot your action and your bonus action to open fire on everything around you. Every creature of your choice within a 30ft range must succeed on a dexterity saving throw against your spell save DC or take damage equal to the damage of both your ranged weapons halved, on a failed save a creature takes half that damage.
If you are using a weapon with the reloading property you can use this feature regardless of amunition left, and after the dance the weapon is atomatically reloded.
You can use this ability only if you are using two ranged weapons.
Level 10: High Noon
Starting at 10th level, your reaction time and your steady hand work in harmony. You no longer have disadvantage on attacks made with your Quick Draw ability. Additionally you can now also use your Quick Draw ability to attack a creature being target by an attack or spell, on a successful hit you either grant the attacker advantage on their attack or impose disadvantage on the attacks saving throw. If the attack requires an attack roll and a saving throw you only grant advantage on the attack.
Level 14: Dead Shot
At 14th level, you gain the ability to defy death itself. When you are hit with an attack that would reduce you to 0 hit points you can immediately make one ranged attack against the creature that attacked you as a free action, you make this attack with advantage and if the attack hits it is treated as a critical hit. If you reduce your opponent to 0 hit points with this attack you do not fall unconcious, instead you are healed for half the amount of damage you did with this attack. You cannot use this ability again until you finish a long rest.
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