Hexshot (5e Subclass)
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Hexshot[edit]
Warlock Subclass
You have forged a pact with a sentient eldritch firearm, known as a Hexlock, imbued with the dark will of a unknown entity. These arcane weapons, originally crafted by archdevils and demon lords to sway the battles of the Hells, have made their way to the Material Plane, carrying the essence of infernal conflict. Whether you walk the path of righteousness or darkness, the power of the Hexlock will undeniably amplify your ambitions.
Expanded Spell List[edit]
The Hexshot 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 | fire bolt, guidance |
1st | shield, hunter's mark |
2nd | mirror image, vortex warp |
3rd | conjure barrage, fireball |
4th | greater invisibility, freedom of movement |
5th | swift quiver, flame strike |
Infernal Dexterity[edit]
Starting at 1st level, your patron enhances your hand-eye coordination and agility, granting you supernatural precision. You gain proficiency in either Sleight of Hand, Acrobatics, or Athletics (your choice). If you are already proficient in all these skills, you can choose one to gain expertise instead, doubling your proficiency bonus when making checks with that skill.
Eldritch Marksman[edit]
Starting at 1st level, your pact grants you supernatural skill with firearms. You gain proficiency with firearms, as well as simple and martial ranged weapons. Additionally, you can use firearms as your spellcasting focus for Warlock spells, and use a bullet to duplicate it's range or area.
When attacking with a firearm, you can use your Charisma modifier, instead of Dexterity, for the attack and damage rolls.
Hexlock Weapon[edit]
Starting at 1st level, you receive a cursed, sentient firearm known as the Hexlock instead of a typical starting weapon. Alternatively, you can transfer its curse to any firearm you touch as an action. This transformation changes the weapon’s damage and range while preserving all other properties of the original firearm. The Hexlock can take the form of a simple ranged weapon, such as a pistol or rifle, and has the following properties:
- Range: 90/240 (pistol) or 200/600 (rifle)
- Damage Die: 1d6 (pistol) or 1d10 (rifle)
- Weight: 2 lb.
- Reload: As a bonus action, you can reload the weapon with magical energy instead of regular bullets.
- Properties: Additional properties, such as magazine type, size or whether the weapon is two-handed, additional abilities, are determined by the original firearm you select.
Additionally, you can infuse the Hexlock with magical enhancements and upgrade it like any other firearm or weapon, allowing you to customize its capabilities and improve its performance in combat.
Character Level | Damage die (pistol) | Damage die (rifle) |
---|---|---|
1st | 1d6 | 1d10 |
3rd | 2d6 | 2d10 |
6th | 3d6 | 3d10 |
9th | 4d6 | 4d10 |
11th | 5d6 | 5d10 |
14th | 6d6 | 6d10 |
Cursed Shot[edit]
Starting at 1st level, your Hexlock fires bullets infused with dark magic. Whenever you hit a creature with a ranged attack using your Hexlock, you can curse the target. The cursed creature must subtract a roll of your Hexlock's damage dice (up to a maximum of 3d6) from its next saving throw, attack roll, or ability check before the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Hexed Barrage[edit]
Starting at 6th level, you can unleash a volley of eldritch-enhanced shots in rapid succession against cursed targets. When you take the Attack action on your turn, you can make two additional attacks with your Hexlock; however, these extra attacks can only deal damage to creatures affected by your Cursed Shot.
You can use this feature once per short or long rest.
Soul-Sight Bullet[edit]
Starting at 6th level, your eldritch firearm grants you the ability to see beyond the physical realm. As a bonus action, you can gain truesight with a range of 60 feet for up to 10 minutes. While you possess Soul-Sight, you can fire through walls, doors, and other solid barriers, provided they are no thicker than 5 feet. However, when you fire through these obstacles, the effective range of the Hexlock is halved.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Additionally, using this feature requires concentration, and you cannot cast another concentration spell while maintaining Soul-Sight.
Infused Trick[edit]
By 10th level, your Hexlock has become a conduit for your dark magic. When you make a ranged attack with your Hexlock, you can choose to infuse the shot with concentrated eldritch energy, using one of your Cursed Shot charges.
- Eldritch Infusion: When you do so, you can roll your Hexlock's damage die an additional time and add them together, and the target takes additional necrotic damage equal to your Charisma modifier. This extra damage is dealt even if the attack misses.
Additionally, when you use the Infused Trick against a target that is already cursed, they have disadvantage on their next saving throw against one of your spells until the end of your next turn.
Eldritch Cataclysm[edit]
At 14th level, your bond with the Hexlock reaches its zenith, allowing you to unleash a cataclysmic surge of eldritch energy. As an action, you can channel your dark power into a massive shot that manifests in an explosive arcane burst.
Eldritch Burst: Choose a point you can see within 120 feet. A 30-foot radius sphere centered on that point erupts in a torrent of force and dark magic. Each creature in that area must make a Dexterity saving throw against your spell save DC.
- On a failed save: A creature takes 12d10 force damage and is knocked prone. Additionally, they become cursed by your Cursed Shot feature, suffering a penalty equal to your Hexlock’s damage dice on their next saving throw, attack roll, or ability check before the end of your next turn.
- On a successful save: The creature takes half damage, isn’t knocked prone, and does not become cursed.
Arcane Residue: The area affected by the Eldritch Burst becomes saturated with lingering magical energy. For 10 minutes, the area remains hazardous terrain, causing any creature that starts its turn there to take 2d10 necrotic damage. Creatures within this area have disadvantage on saving throws against your spells while standing in it.
Once you use this feature, you cannot use it again until you finish a long rest.
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