The Hexgun (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

The Hexgun[edit]

Warlock Subclass

You have made your pact with a mysterious entity from the Shadowfell, a force that manifests in sentient magic weapons carved from the very essence of darkness. The patron behind these weapons can offer power to warlocks who form pacts with it. It is here though that the progress of time marches onward and so does innovation. It is here that many warlocks have foregone the usual offers that their patron suggests, instead opting for the explosive firepower that a firearm can bring them. These warlocks are known for a name similar to their fellow brethren, the Hexgun.

Expanded Spell List[edit]

The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Bane, False Life
2nd Darkness, Invisibility
3rd Phantom Steed, Speak with Dead
4th Death Ward, Blight
5th Antilife Shell, Cloudkill

Hexgun[edit]

Starting at 1st level, as an action, you can invoke your patron’s power to create a hexgun in your empty hand. This gun is a spellcasting focus for your warlock spells, and can't actually fire. You choose the form this special spellcasting focus takes each time you create it: Handgun and Rifle (detailed below). You gain benefits depending on which form your hexgun takes.

  • Handgun: Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attacks made through your hexgun. You also know the shocking grasp cantrip while your hexgun is on your person and it counts as a warlock spell for you (it doesn’t count against your number of cantrips known).
  • Rifle: When you make a ranged spell attack through your hexgun, its range is doubled and it ignores half-cover. You also know the ray of frost cantrip while your hex gun is on your person and it counts as a warlock spell for you (it doesn’t count against your number of cantrips known).

Your hexgun disappears if it is more than 5 feet away from you for 1 minute or longer. It also disappears if you use this feature again, if you dismiss it (no action required), or if you die.

In addition, starting at 5th level, when you choose to cast a warlock cantrip through your hexgun, you ignore the “At Higher Levels” section of the cantrip description and instead cast it an additional amount of times as part of the same action. You can cast it twice at 5th level, three times at 11th level, and four times at 17th level. The cantrip's effect also visually takes the form of a bullet. The cantrip must have a casting time of 1 action, it must deal damage, and it must require you to make a spell attack or force a target to make a saving throw.

In addition, your hexgun can benefit from all Eldritch Invocations that requires the Pact of the Blade feature, except for Thirsting Blade.


Hex Gunner[edit]

At 1st level, you gain the necessary training to effectively use and maintain a firearm. You gain proficiency in firearms and Tinker's tools.


Maligned Bullets[edit]

Starting at 6th level, any cantrips cast through your hexgun can score a critical hit on a roll of 19 or 20.


Unnatural Senses[edit]

Starting at 10th level, you gain either one of the following benefits depending on what your hexgun is in:

  • Handgun: As a reaction, when an enemy makes a melee attack against you, before being hit and if your speed isn't 0, you can move 5ft away from the enemy without triggering attacks of opportunity, potentially avoiding the attack if you leave its range.
  • Rifle: As a bonus action, you can give yourself advantage on your next ranged spell attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Eldritch Innovation[edit]

Starting at 14th level, your loyalty to your patron has awarded you with an enhanced form of your hexgun. You gain either one of the following benefits depending on what your hexgun is in:

  • Handgun: If both hands are empty, you now have a hexgun in each hand. While holding both hexguns in each hand, you can unleash a hail of bullets around you as an action. All creatures within a 15ft radius of you must make a Dexterity saving throw, taking 3d10 + your Charisma modifier amounts of force damage, halved on a success.
  • Rifle: The hexgun gets longer and bigger to accommodate the increase in power. As an action, you can target a single creature within 150ft of you of which it must make a Constitution saving throw, taking 5d10 + your Charisma modifier amounts of force and be knocked prone, only taking half damage on a success.

You can only use either one of these features an amount of times equal to your Charisma modifier halved (rounded up), regaining all uses on a long rest.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses