Warlock
Base Class: Warlock

Eldritch Gunslingers are men and women with experience handling firearms who seek a way to improve their craft beyond that of a simple gunsmith. They turn to the eldritch and cryptid, seeking to imbue their creations with otherworldly powers and abilities. Eldritch gunslingers tend to confuse and interest their patrons, who grant them access to more arcane knowledge than the average contract as a way of testing the limits of their thrall's ingenuity. Eldritch Gunslingers have the ability to Enchant their bullets with magical properties based in their own knowledge of spellcasting, and, with enough experience, learn to craft legendary items unlike anything ever seen. 

Firearm Expertise

Having experience with firearms, you know how to construct and care for them, as well as how to craft firearm ammunition. You gain proficiency with Tinker's Tools.

You also gain proficiency in firearms, allowing you to apply your proficiency bonus to attack rolls made with firearms.

You may use Charisma as a substitute for the ability modifiers of Tinker's Tools and Firearm attacks, if you so choose.

During a short or long rest, you may attempt to create ammunition for your firearms, provided you have the necessary materials (5 gp worth of gunpowder and 2 sp worth of metal scraps). On a successful DC 10 (Tinker's Tools) check, you can create bullets at a rate of 10 per half hour, assuming the heating is done over a campfire or similar source. If the facility used is more optimized for shaping metal (i.e. a smith's forge or laboratory) the time is reduced to 1 bullet every minute. 

If your gun misfires, you may expend a spell slot to immediately resolve the misfire, rather than using an action with tinker's tools.

 

Arcane Blessing

At first level, curious by your strange application of magic, your patron grants you access to the cleric spell list. You may select cantrips and spells at first level from either spell list, and when you select spells as you level up you make take a spell from the cleric table instead of the warlock table of the appropriate level. 

You may not use cleric spells for the Mystic Arcanum class feature.

Eldritch Enchantment

Through your prowess with firearms and your understanding of magic, you have learned to enchant the bullets you create with spells you know.

You may Enchant a number of bullets equal to your charisma modifier + your charisma score (minimum of 1). To enchant a bullet, you must expend a spell slot as if you were casting a spell. Additionally, you must choose the spell you wish to enchant a bullet with. Doing so will make you unable to cast the spell until either all bullets enchanted with it are used or the enchantment wears off. 

Enchanted bullets take the properties of the spell expended to enchant them, and are considered magical for the purpose of overcoming nonmagical resistance. This enchantment lasts until your next short or long rest, after which you may expend another spell slot to continue its duration. In the case of spells that have multiple targets or spells that have splash abilities, the enchantment firing is explained as multiple shots being fired consecutively from your firearm, so long as it has loaded ammunition to do so. Only the first bullet in a string of such shots needs to be enchanted, though if an enchanted bullet is fired as a result of this ability it retains its damage type, and whichever spell has higher damage is the damage used. The abilities of such a secondary bullet are resolved after any immediate abilities of the first.

The spell effect of an enchanted bullet is cast at the level of the spell slot expended, and cantrips retain any leveling modifiers as in their description. As an example, an Eldritch Gunslinger at 5th level with 14 charisma and the agonizing blast feature could imbue 7 bullets with Eldritch Blast, expending one of their spell slots in the process. Any bullet fired would deal 1d10+4 force damage, as well as chain into a second bullet that deals the same damage.

Spells such as Healing Word do not deal damage, rather, they apply healing to the target(s). You may not make a creature the target of multiple shots from the same healing bullet. Additionally, spells such as Mage Armor apply their AC boost upon making impact with the target of your attack. Finally, spells such as Armor of Agathys are no longer restricted to yourself as a target, you may apply it to any creature you make a ranged attack against. 

If you choose to fire at a friendly creature who understands the nature of the shot, the roll is made with advantage, ignoring ac bonuses granted by shields or class features granted by their dexterity modifier, such as Barbarian's Unarmored Defense.

Bullets that are not fired nor renewed at the end of their duration lose their enchanted status and are no longer considered magical.

Capstone Firearms

Having spent a great deal of time working with your eldritch enchantments, you've discovered a way to apply minor enhancements to your firearms themselves, rather than just the bullets. Firearms affected by this enhancement are called Capstone Firearms, and require a percentile die roll to determine the effectiveness of the enchantment after the proper Tinker's Tools checks.  

While creating a firearm, you may choose to attempt to create a Capstone weapon. Roll a d100. On a roll of 10 or lower, the weapon has a permanent increase to its misfire score, calculated by subtracting the roll from 10 and adding it to the weapon's base misfire score (to a maximum of 10). At 6th level, the d100 roll is made with disadvantage. At 10th level, the roll is no longer disadvantaged, and at 14th level, you may add your Tinker's Tool's modifier to the roll. 

For a weapon to accept a Capstone Enhancement, it must be made with materials equal to or higher than the price indicated in the d100 Roll row.

Capstone Enhancements:

 d100 Roll

 11-30

100 gp

31-60 

500 gp

 61-90

1,000 gp

91-100

10,000 gp 

Elemental Conductor

Damage type of non-magic bullets becomes fire.

Damage type of non-magic bullets randomly becomes cold, force, or psychic. 

Damage type of non-magic bullets randomly becomes Necrotic, Radiant, or Acid.

Damage type of non-magic bullets becomes a damage type of your choice, dealing 1d6 additional damage of that type. This damage is considered magical for the purpose of overcoming resistance.

 Enhanced Barrel 

 Range increased by 5 feet 

 Range increased by 15 feet 

Range increased by 25 feet

 Range increased by 25 feet, Adv. on attacks made from 10-20 feet range.

 Enlarged Chamber

Bullet capacity increased by 1 

Bullet capacity increased by 2 

Bullet capacity increased by 3 

Bullet capacity increased by 3, and critical hits have a 25% chance to restore 1 nonmagic bullet to the gun. 

 Improved Detonation

Bullet damage increased by 1 

Bullet damage increased by 2 

Bullet damage increased by 3

Bullet damage increased by 3 or 1d6. 

 Increased Critical

On an attack roll of 19, there is a 50% chance of the shot being critical.

On an attack roll of 19, a hit is considered critical. 

On a roll of 18, a hit is considered critical. 

On a roll of 18, a hit is considered critical, while also allowing you to make a second attack as a free action (with disadvantage). 

 

A Capstone firearm cannot have more than one Capstone enhancement. Capstone enhancements cannot be removed unless the affected firearm is completely destroyed or affected by dispel magic or some similar spell. Using parts from a gun with a Capstone enhancement to create a new Capstone firearm requires the new Capstone roll to be the same type as the previous. If two parts from different Capstone firearms are used, the gun cannot have a capstone enhancement.

Improved Spell list

Impressed by your growth and ingenuity, your patron grants you access to the druid spell list. From this point you may select spells from the druid spell list so long as they are not above 5th level. These spells use Charisma as your spellcasting ability, rather than Wisdom. 

Improvised Enchantment

Having spent so much time working with firearms and enchanting them, you determine the means by which you can apply field enchantments to your weapons. 

You may, as bonus action, enchant a number of bullets equal to your Charisma Modifier (minimum of one) with any one cantrip. This effect lasts until your next long rest, and you are unable to cast the chosen cantrip until the end of the duration. You may only use this feature once per long rest.  

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