Warlock
Base Class: Warlock

Your patron may be an undead cowboy, or perhaps a powerful gunsmith of some sort; regardless, they have granted you the ability to enchant the firearms you wield, powering them through dark magics.

Expanded Spell List

The Marksman 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.

Marksman Expanded Spells

Spell Level

Spells

1st

Magic Missile, Ray of Sickness

2nd

Acid Arrow, Scorching Ray

3rd

Conjure Barrage, Lightning Arrow

4th

Arcane Eye, Vitriolic Sphere

5th

Banishing Smite, Conjure Volley

Eldritch Gunslinger

At 1st level, you acquire the knowledge necessary to use firearms. You gain proficiency with firearms and tinker’s tools.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one firearm. When you attack with that weapon, you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls. In addition, whenever you cast a spell that requires an attack roll, you can use that weapon as an arcane focus for that spell. This benefit lasts until you finish a long rest.

Spellbarrel Caster

Starting at 1st level, you have learned ways to improve your firearms by enchanting them with esoteric sigils.

You learn a number of runes called spellbarrel runes that you can add to the barrels of your firearms. Over the course of a short or long rest, you can inscribe these spellbarrel runes into one firearm. You can have a number of spellbarrel runes inscribed at one time equal to your proficiency bonus. If you already have runes inscribed into one firearm and attempt to inscribe a rune into another firearm, all runes disappear from the first firearm. A firearm can only be affected by a spellbarrel rune once, unless specified otherwise.

Brutality

Whenever this weapon scores a critical hit with a ranged weapon attack, it deals an additional die of damage.

Calamity

The additional damage you deal with your marksman’s curse with ranged weapon attacks from this weapon increases to 1d6, or 1d12 from a cursed bullet.

Might

This firearm gains a +1 bonus to ranged weapon damage rolls. A firearm can benefit from up to three of these spellbarrel runes at once.

Precision

This firearm gains a +1 bonus to ranged weapon attack rolls. A firearm can benefit from up to three of these spellbarrel runes at once.

Scourge

Whenever you curse a creature with a cursed bullet fired from this firearm, it also suffers disadvantage on attack rolls against you.

Soultheft

Whenever a creature is reduced to 0 hit points by a ranged weapon attack from this firearm, you gain temporary hit points equal to your Warlock level + the number of spellbarrel runes on this firearm.

Spellfury

Whenever you cast a spell with an attack roll while using this firearm as an arcane focus, you deal additional necrotic damage equal to your Charisma modifier (minimum of 1) to the target. If the spell can target multiple creatures, or involves multiple attack rolls, the damage only applies once.

Swiftness

You ignore this firearm’s loading property, and this gun is considered to have the light property for the purpose of the reload property.

Torment

Ranged weapon attacks made with this firearm score critical hits on rolls of 19 or 20.

Marksman's Curse

At 6th level, you can invoke your patron’s power to ensure you never run out of ammo. Whenever you finish a short or long rest, you can conjure a number of cursed bullets equal to 5 + half your Warlock level (rounded down). These cursed bullets crumble into dust if you use this feature again.

Whenever you hit a creature with a cursed bullet, you can choose to place your Marksman’s Curse on that creature. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • The target takes 1d4 additional necrotic damage from any ranged weapon attack you make against it, or 1d8 if you hit it with another cursed bullet.
  • Whenever you cast a spell that forces the target to make a saving throw, you can use your reaction to reduce the target’s saving throw by an amount equal to your Charisma modifier (minimum of 1). Doing so ends the curse on that creature.

You can have multiple creatures cursed in this way at once.

Spellbarrel Containment

At 10th level, your spellbarrel runes allow you to store raw magical power within your runed firearms.

While holding a firearm with at least one spellbarrel rune, you can cast a spell into the firearm. The spell’s level must be equal to or less than the number of spellbarrel runes that firearm has, up to 5th level. The spell has no effect, and is instead stored in the firearm. If the firearm can’t hold the spell, the spell is expended without effect. A firearm can only hold one spell at a time. If you store a spell into a firearm that already has a spell stored within it, the stored spell is expended with no effect.

While holding a firearm with a spell stored within it, you or another creature can cast that spell at the level it was stored into the firearm without using a spell slot or spell components. If another creature does so, it uses your spell save DC, spell attack bonus and spellcasting modifier, but is otherwise considered to have cast the spell themselves. After a spell is cast, it is no longer stored in the firearm.

Spellbarrel Fury

At 14th level, your patron empowers your spellbarrel runes, allowing you to add spellbarrel runes to multiple firearms at once. You can still only have a number of spellbarrel runes inscribed at one time equal to your proficiency bonus.

In addition, your spellbarrel runes now passively radiate magical energy. All ranged weapon attacks made through a firearm with at least one spellbarrel rune ignore their targets’ resistances.

Previous Versions

Name Date Modified Views Adds Version Actions
7/27/2021 9:00:21 PM
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