Hexgun (5e Subclass)

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Hexgun[edit]

Warlock Subclass

You have made a pact with a magic sentient weapon known as a hexgun - an eldritch firearm posessed by a powerful fiendish entity. The first hexguns were firearms forged by archdevils and demonlords to sway the tides of battle on Avernus. When some of these weapons found their way onto the Material Plane, they brought the war with them, entangling mortals into the bloodshed. Hexgun warlocks made pacts with these weapons, using their dark magic to empower their own firearms. No matter if you are good, bad, or ugly, the power that a hexgun grants you will undeniably further your ambitions.

Upon choosing this as your starting class you may choose to not choose a light crossbow and 20 bolts or any simple weapon but to choose the eldritch pistol.

It deals 1d6 force damage, this increases to 2d6 at level 6, 3d6 at level 14.

Weight 2 lb. range 40/120

Expanded Spell List[edit]

The hexgun 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.

Spell Level Spells
Cantrips firebolt, control flames
1st compelled duel, dissonant whispers
2nd blindness/deafness, see invisibility
3rd bestow curse, lightning bolt
4th Evard’s black tentacles, locate creature
5th contagion, insect plague

Hands of Hell[edit]

Starting at 1st level, your patron improves your finger dexterity to a remarkable degree. You gain proficiency or Expertise if you already have proficiency in Sleight of Hand.

Firearm Proficiency[edit]

Starting at 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with firearms.

Eldritch Marksman[edit]

Starting at 1st level, the influence of your patron 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.

Hexgun 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 rolls. When taking the attack action with your eldritch pistol you may attack twice instead of once.

Curse of Weakness[edit]

Starting at 10th level, As a bonus action you may afflict a creature within 120ft of you that you can see with this curse a creature under the effect of this curse must make a charisma save against you spell save DC gaining a weakness to piercing, and force damage for 1 minute on a fail, or nothing on a success, the creature may repeat the save at the end of each of it's turns. you may do this a number of times equal to your charisma modifier (minimum of 1) regaining all uses on a short or long rest.

Hexgun 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 force a different creature within your curse range to make the save as well without expending an additional use of your curse.

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 short long rest.

I DID A COMPLETE REWORK OF THIS SUBCLASS AS A FULL ON CLASS LOOK AT THE Eldritch Gunslinger

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