Hexgun, Variant (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 weapon possessed by a powerful fiendish entity. The first hexguns were bows forged by archdevils and demon lords 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 powers. 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 gun.

Eldritch gun
Character Level Damage die
1-2 1d6
3-4 2d6
5-6 3d6
7-8 4d6
9-10 5d6
11+ 6d6

Weight 2 lb. range varies from what the weapon is.

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
1st compelled duel, dissonant whispers
2nd blindness/deafness, see invisibility
3rd bestow curse, lightning bolt
4th 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 in Sleight of Hand.

Marksman Proficiency[edit]

Starting at 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with simple and martial ranged weapons.

Eldritch Marksman[edit]

Starting at 1st level, the influence of your patron allows you to mystically channel your will through your eldritch gun. 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 gun as a spellcasting focus. Any spell cast through the gun has its range doubled.

Fiendish Curse[edit]

Starting at 1st level, your patron enhances your shots with eldritch capabilities. You may use your attack action or bonus action to make a ranged weapon attack against a creature with your eldritch gun. If you hit, you do not deal weapon damage. Instead, the creature must subtract the damage dice of your eldritch gun, capped at 3d6, or twice your damage dice, capped at 6d6, from the next saving throw 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), an you regain any expended uses when you finish a long rest.

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 and damage rolls. When taking the attack action with your eldritch gun you may attack twice instead of once and cast a cantrip.

Curse of Weakness[edit]

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

Hexgun Mastery[edit]

Starting at 14th level, you master the ability to wield your weapons. 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 gun. 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. You can also add your proficiency bonus on top of your damage rolls of your eldritch gun.

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