Your patron is an extra-planar gunsmithing
spellslinger, a being who offers knowledge of arcane
artifices. Its motives tend toward favoring
particularly talented mages and gunslingers, or
simply to spread the influence of its power. The
Gunrunner’s power manifests by bestowing upon
their warlocks powerful arcane gunnery fueled by
eldritch magic.
The Gunrunner is a chaotic being, building its
weaponry out of its essence and molding their
warlocks into forces of destruction. It values
strength and willpower over all else, having no
qualms in disposing of a warlock who dissents.
Gunrunner Expanded Spells
The Gunrunner 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.
| Gunrunner Expanded Spells |
Spell Level |
Spells |
1st |
chaos bolt, hail of thorns |
2nd |
heat metal, shatter |
3rd |
conjure barrage, Protection from Ballistics |
4th |
fabricate, fire shield |
5th |
banishing smite, conjure volley |
6th |
tenser’s transformation |
Spelled Gun
Starting at 1st level, you are given the knowledge on how to
imbue your essence into a firearm. You can spend 10
minutes imbuing a firearm, molding it into a Spelled Gun
with an appearance of your choice. You can use your
Charisma modifier, instead of Dexterity, for attack rolls with
your Spelled Gun and are considered proficient while
wielding it. You can have one Spelled Gun at a time, in
which case performing the ritual to imbue a second firearm
causes the first to crumble to dust. If you later gain access
to the Pact of the Blade feature, you can conjure, craft, or
mold two Spelled Guns.
As an action, you make a ranged attack with your Spelled
Gun, dealing 1d6 force damage. As the spell slot level of
your Pact Magic feature increases, the damage of your
Spelled Gun deals an additional number of d6s equal to half
the spell slot level (rounded up). A Spelled Gun uses magic
instantaneously as ammunition, ignoring ammunition
property of firearms.
You can use your Spelled Gun as a spellcasting focus for
your warlock spells.
Spellslinging Style
At 1st level, you adopt a particular style of arcane
gunslinging as your specialty. Choose one of the following
options. You can’t take a Spellslinging Style option more
than once, even if you later get to choose again.
Eldritch Vigor. Once a turn when you miss with a weapon
attack using your Spelled Gun, you deal force damage to the
target equal to your proficiency modifier.
Quick Grit. When you take an action and make a ranged
attack with a Spelled Gun that you’re holding in one hand,
you gain a bonus action you can use to attack with a
different firearm or Spelled Gun that you’re holding in the
other hand. You don’t add your ability modifier to the
attacks roll of the bonus attack, unless that modifier is
negative.
Disruptful Shot. When you attack with your Spelled Gun
and damage a creature that is concentrating on a spell, that
creature has disadvantage on the saving throw it makes to
maintain its concentration.
Eldritch Coalescence
Starting at 6th level, as part of an attack made with your
Spelled Gun, you can expend one spell slot to deal
additional force damage to the target, in addition to the
Spelled Gun’s damage. The extra damage is 1d6 for a 1stlevel spell slot, plus 1d6 for each spell level higher than 1st,
to a maximum of 5d6.
Counter Shot
At 10th level, you have discovered how to siphon magic to
empower your Spelled Gun. You learn counterspell if you did
to know it already. If you cast counterspell with a Pact
Magic spell slot while holding your Spelled Gun and succeed
on the ability check, you can siphon the countered magic
into your Spelled Gun, immediately making an attack with
your Spelled Gun as part of the reaction made to cast
counterspell.
Gunslinger
Starting at 14th level, you can add your Charisma modifier
to your initiative rolls. Additionally, in your first turn of
combat, you can use your action to use your Spelled Gun
and attack as many creatures that have yet to act equal to
your proficiency bonus. You do not add your ability modifier
to the attack rolls nor the damage rolls.
You can use this feature once and regain the use on a
short or long rest.
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