Warlock
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 Revolver or a Sniper (detailed below).

Your hex gun disappears if it is more than 5 feet away from you for 1 minute. 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, must make a spell attack or require a saving throw, and must have a range other than self. 

When you cast a cantrip in this manner, you cast it 2 times at 5th level, 3 times at 11th level, and 4 times at 17th level. The cantrip can deal its damage more than once, but its other effects can't be applied again. 

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.

Eldritch Invocation (Pact of the Trigger)

You gain the ability to learn some additional eldritch invocations listed below. These may be taken instead of your standard Eldritch Invocations at levels 2, 5, 7, 9, 12,15, or 18. Leave your original eldritch invocations blank. You should also leave you pact boon blank.

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Shots

Prerequisite: Pact of the Trigger feature
When you cast a cantrip with your hex gun, add your Charisma modifier to the damage it deals on a hit (if you don't already add your Charisma modifier to it). 

Crippling Shot

Prerequisite: Pact of the Trigger feature (revolver form) 
Once on each of your turns when you damage a creature with an attack made using your hex gun, you can force it to make a Strength saving throw against your spell save DC or fall prone and have its speed reduced to 0 until the start of your next turn. You can use this invocation a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. 

Reckless Fire

Prerequisite: Pact of the Trigger feature 
Your shots are like a rain of lead. When you roll a 1 or 2 on a damage die for a cantrip you cast with your hex gun, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. 

Repeating Cantrips

Prerequisite: 5th level, Pact of the Trigger feature 
When you fire a cantrip through your hex gun, its non-damaging effects (such as the speed reduction from ray of frost) can apply multiple times but not more than once per creature. 

Bullet Hell

Prerequisite: 5th level, Pact of the Trigger feature (revolver form) 
As a bonus action, you temporarily duplicate your hex gun to unleash a flurry of bullets. All creatures within a 15-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 11th level and 4d10 at 17th level. To use this bonus action, you need to be holding your hex gun in one hand and have the other hand free. You can use this invocation a number of times equal to twice your Charisma modifier (minimum of twice), and you regain all expended uses when you finish a long rest. 

Ricochet

Prerequisite: 7th level, Pact of the Trigger feature 
Until the end of your turn, you enhance your hex gun. When you hit a creature with a cantrip cast with your hex gun, you can immediately cause the hit to wound a second creature within 15 feet of the original target. The second target takes damage (of the type of the cantrip) equal to your Charisma modifier (minimum 1). You can use this invocation to enhance your hex gun a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short or long rest. 

Quickstep

Prerequisite: 7th level, 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 5 feet away from the foe without triggering opportunity attacks, potentially avoiding the attack if you leave its range. You can use this invocation a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. 

Riposte

Prerequisite: 7th level, Pact of the Trigger feature (revolver form) 
When an enemy attacks you with a melee attack, you can fire a special bullet to counter it as a reaction before being hit. Make a melee or ranged spell attack. On a hit, the enemy takes 1d10 force damage, its attack fails, and it is stunned until the end of its current turn. Once you’ve used this invocation to damage an enemy, you can’t use it again until you finish a short or long rest.

Headshots

Prerequisite: 9th level, Pact of the Trigger feature (sniper form) 
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. Once you've used this invocation, you can't use it again until you finish a short or long rest. 

Dead Eye

Prerequisite: 15th level, 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. 

Agonizing Shots

When you cast a cantrip with your hex gun, 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

As a bonus action, you temporarily duplicate your hex gun to unleash a flurry of bullets. All creatures within a 15-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 11th level and 4d10 at 17th level. To use this bonus action, you need to be holding your hex gun in one hand and have the other hand free. 

You can use this invocation a number of times equal to twice your Charisma modifier (minimum of twice), and you regain all expended uses when you finish a long rest.

Crippling Shot

Once on each of your turns when you damage a creature with an attack made using your hex gun, you can force it to make a Strength saving throw against your spell save DC or fall prone and have its speed reduced to 0 until the start of your next turn. 

You can use this invocation a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish 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

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. Once you've used this invocation, you can't use it again until you finish a short or long rest.

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 5 feet away from the foe without triggering opportunity attacks, potentially avoiding the attack if you leave its range. 

You can use this invocation a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Reckless Fire

Your shots are like a rain of lead. When you roll a 1 or 2 on a damage die for a cantrip you cast with your hex gun, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Repeating Cantrips

When you fire a cantrip through your hex gun, its non-damaging effects (such as the speed reduction from ray of frost) can apply multiple times but not more than once per creature.

Ricochet

Until the end of your turn, you enhance your hex gun. When you hit a creature with a cantrip cast with your hex gun, you can immediately cause the hit to wound a second creature within 15 feet of the original target. The second target takes damage (of the type of the cantrip) equal to your Charisma modifier (minimum 1). 

You can use this invocation to enhance your hex gun a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short or long rest.

Riposte

When an enemy attacks you with a melee attack, you can fire a special bullet to counter it as a reaction before being hit. Make a melee or ranged spell attack. On a hit, the enemy takes 1d10 force damage, its attack fails, and it is stunned until the end of its current turn. 

Once you’ve used this invocation to damage an enemy, you can’t use it again until you finish a short or long rest.

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.

Expanded Spell List

The Fiend 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.

Fiend Expanded Spells
Spell Level Spells

1st

burning hands, command

2nd

blindness/deafness, scorching ray

3rd

fireball, stinking cloud

4th

fire shield, wall of fire

5th

flame strike, hallow

Dark One’s Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Dark One’s Own 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.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

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 fiend, 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.

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