Eldritch Gunslinger, Variant (5e Class)

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Eldritch Gunslinger[edit]

The Eldritch Weapons were forged by beeings of the outer planes and were used in wars between these plains of existance. When the weilder died weilding the weapon his soul was captured in the almost indistruckteble weapon and doomed to be there for eternity. After many millenia the Eldritch Weapons with the souls inside them found their way onto the material plane. Some of these souls just wanted to die and tried to persuade adventurers to somehow destroy them others joined adventurers on their travels and became close friends with the adventurers. As a thanks these souls give growing fractions of their former power to the adventurers they travel with.

Creating a Eldritch Gunslinger[edit]

Quick Build

You can make a Eldritch Gunslinger quickly by following these suggestions. First, Charimsa should be your highest ability score, followed by Dexterity.

Class Features

As a Eldritch Gunslinger you gain the following class features.

Hit Points

Hit Dice: 1d10 per Eldritch Gunslinger level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Eldritch Gunslinger level after 1st

Proficiencies

Armor: Light Armor
Weapons: Firearms, Simple Weapons
Tools: Thieves tools, Artisans tools
Saving Throws: Charisma, Dexterity
Skills: two out of intimidation, Stealth, Survival or Insight and additionaly Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Eldritch Pistol or (b) Eldritch Shotgun or (c) Eldritch Sniper
  • Component Pouch
  • (a) Shortbow with 30 Arrows or (b) Handcrossbow with 30 Bolts
  • If you are using starting wealth, you have 4d5x10 in funds.

Table: The Eldritch Gunslinger

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Weapon's Soul, Pact Magic, Weapontype, Eldritch Marksman, Fiendish Curse/Godly Blessing 2 2 1 1st -
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Friends FOREVER 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 Multi Attack(1) 3 6 2 3rd 3
6th +3 Eldritch Weapon Proficiency 3 7 3 3rd 3
7th +3 3 8 3 4th 4
8th +3 Ability Score Improvement 3 9 3 4th 4
9th +4 Eldritch Weapon Versatility 3 10 3 5th 5
10th +4 Curse of Weakness/Blessing of Strength 4 10 4 5th 5
11th +4 Multi Attack(2) 4 11 4 5th 5
12th +4 Ability Score Improvement 4 11 4 5th 6
13th +5 Overwhelming Magic(1) 4 12 4 5th 6
14th +5 Eldritch Weapon Mastery 4 12 5 5th 6
15th +5 4 13 5 5th 7
16th +5 Ability Score Improvement 4 13 5 5th 7
17th +6 Overwhelming Magic(2) 4 14 5 5th 7
18th +6 4 14 6 5th 8
19th +6 Ability Score Improvement 4 15 6 5th 8
20th +6 ??? 4 15 6 5th 8

Weapon's Soul[edit]

When gaining a eldritch Weapon you may choose out of which of the outerplanes the soul inside the weapon is. For example:

Eldritch pistol
Kind of Soul Kind of Damage
Devil force
Celestial radiant
Demon fire

You may choose any combinatition of creatures of the outerplanes and damage type at your DMs disgretion.

Pact Magic[edit]

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.

Weapontype[edit]

At 1st level, you chose a Eldritch Weapontype. Choose between Eldritch Pistol, Eldritch Shotgun and Eldritch Sniper, all detailed at the end of the class description. Your choice grants you .

Eldritch Marksman[edit]

Starting at 1st level, the influence of your Eldritch Weapon allows you to mystically channel your will through your eldritch pistol. When you attack using your eldritch pistol you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls. You may use your eldritch pistol as a spellcasting focus.

Fiendish Curse/Godly Blessing[edit]

Starting at 1st level, your Eldritch Weapon enhances your shots with eldritch capabilitys. You may use your bonus action to make a ranged weapon attack against a creature with your Eldritch Weapon. If you hit, you do not deal weapon damage. Instead, the creature must subtract(curse)/add(blessing) 1d6 at level 1, 2d6 at level 2-3, 3d6 at level 4+ or twice that with a crit from the next attack roll, saving throw or ability check it makes before the start of your next turn. This feature fails on a creature who is already under its effect. You can use this feature a number of times to your Charisma modifier plus your proficiency bonus (minimum of 1), you regain any expended uses when you finish a long rest.

Eldritch Invocations[edit]

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. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

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.

Friends FOREVER[edit]

Starting at 3rd level the bond between you and your weapon became so strong you can't be seperated anymore. Unless the creature bonded with the weapon willingly disrupts said bond the two entitys arent able to be seperated. The telepathic bound is permenant and the weapon can't be further away then 15 feet of the weilder when the weapon leaves this radius the weapon teleports either into the weilders hand or into its keeping place on the weilder. The weapon will also bestow a gift upon you for the bond you have forged with it:

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its reaction.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Multi Attack[edit]

Beginning at 5th level, you can attack twice and cast a cantrip, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Eldritch Weapon Proficiency[edit]

Starting at 6th level, you start feeling more and more accurate, deadly and fast with your patron in your hands. You can add your Dexterity modifier on top of your Charisma modifier, for attack and damage rolls.

Eldritch Weapon Versatility[edit]

Beginning at 9th level the entity inside your Eldritch Weapon gained enough energy to transfrom itself into its other variants meaning regardless of your choice of your Eldritch Weapontype it can now transform itself into the other Eldritch Weapontypes. In combat you may do this as a reaction.

Curse of Weakness/Blessing of Strength[edit]

Starting at 10th level, the curse/blessing that you afflict onto others grows stronger and lasts longer. A creature under the effect of your curse/blessing lasts until the creature’s next saving throw or for 1 minute, whichever is sooner.

Overwhelming Magic[edit]

Beginning at 13th level you may expend two Warlockspellslots (5th level) and gain two 6th level Spellslots or expend one Warlockspellslot (5th level) and gain one 7th level Spellslot. You may use either of these funktions once per Long rest.

Beginning at 17th level you may expend two Warlock spellslots (5th level) and gain two 8th level Spellslots or expend one Warlockspellslot (5th level) and gain one 9th level Spellslot. You may use either of these funktions once per Long rest as well.

Any Spellslots created this way expend after a long rest.

Eldritch Weapon Mastery[edit]

Starting at 14th level, you master the ability to wield your firearm. When a creature falls under the effect of your curse, you can use your reaction to make a ranged weapon attack against a different creature with your Eldritch Weapon. If you hit, you deal no weapon damage, and you apply your curse on the target without expending a use of it. You can use this reaction a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

???[edit]

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Weapontypes[edit]

Eldritch Pistol[edit]

This is a kind of revolver with medium range and medium damage. (range 40/120 feet)

Eldritch Pistol
Character Level Damage die
1 1d6
2-3 2d6
4-5 3d6
6-7 4d6
8-9 5d6
10+ 6d6

Eldritch Shotgun[edit]

This is a kind of one handed shotgun with small range and high damage (range 10feet (no disadvantage at 5 feet range)). The shotgun has a ciusom way of calculating the damage it deals to a target. The damage that is dealed is halfed when you throw +/- of the targets AC, no damage for everything underneath you miss, and above everything hits normaly. For example: The enemy has a AC of 18 that means 16 and underneath misses, 17 to 19 deals half damage, 20 and above deal normal full damage. (crits work as normal)

Eldritch Shotgun
Character Level Damage die
1 2d6
2-3 3d6
4-5 5d6
6-7 6d6
8-9 8d6
10+ 9d6

Eldritch Sniper[edit]

This is a kind of two handed sniper with high range and high damage (0-30 always disadvantage range is 300/600 feet (advantage when firing when prone))

Eldritch Sniper
Character Level Damage die
1 2d8
2-3 3d8
4-5 4d8
6-7 5d8
8-9 7d8
10+ 9d8
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