March 13, 2019

The Trigger

Otherworldly Patron
Comments from the Knuckle: "This has been an oft requested patron on our Discord server. Lots of people wanted to combine being a gunslinger with eldritch power, and after binging campaign 1 of Critical Role, I gotta agree; it's peanut butter and chocolate. The only thing I'm currently uncertain about is the 14th level feature seems like it could potentially be too strong, so please chime in if with your thoughts in the comments! :)"

The Trigger

Creeping dread seizes the minds of many a tinkerer when the whispers start. First in dreams, then in their waking lives. If the whispers aren't answered; madness follows. After the completion of their hex gun, the mortal becomes an agent of their patron, the whispers that once emanated from their dreams now flow from the barrel of the gun itself. Provocateurs of destruction, these whispers almost always end in tragedy for the wielder of the hex gun, but not before they've left a trail of previously unimaginable violence in their wake.

The Trigger Expanded Spell List
Spell Level Spell
1stensnaring strike, magic missile
2ndbranding smite, scorching ray
3rdconjure barrage, lightning arrow
4thfreedom of movement, locate creature
5thconjure volley, swift quiver

Gunslinger
At 1st level, you gain proficiency with firearms and tinker's tools. When you complete a long rest you can invoke the power of your patron. When you do so you can create a number of bullets equal to your 10 + twice your warlock level. If anyone other than you tries to use a bullet created in this way, the bullet dissipates into smoke, and the person who tries to use it hears the collective screams of everyone your hex gun has ever killed.

Hex Gun
Also at 1st level, your patron imbues you with the knowledge necessary to create your hex gun. This magical firearm is a revolver of otherworldly design. You are proficient with your hex gun and you can channel spells through this hex gun, using it as an arcane focus. When you make a ranged weapon or spell attack roll while using this firearm, you gain a +2 bonus to the attack roll.

Wraith Shot
Starting at 6th level, your patron teaches you how to manipulate the life force of those you kill and weaponize it against your foes. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level.
     While you have any of these temporary hit points remaining and you deal damage to a creature, you can spend some or all of these temporary hit points to deal additional necrotic damage equal to the temporary hit points spent.

Chambered Spell
Starting at 10th level, your hex gun becomes a receptacle for eldritch might. You can store a spell of 1st through 5th level in the hex gun by casting it while holding the firearm. The spell must have a range of at least 5 feet, and the spell has no effect other than to be stored in the hex gun. If the hex gun can't hold the spell, the spell is expended without effect. The hex gun can hold a single spell at a time.
     While holding the hex gun, you can cast the spell stored within it without using a spell slot or spell components, expending it.

Eldritch Bullet
Starting at 14th level, your arcane power and your hex gun become perfectly intertwined. As a bonus action, you can charge your hex gun with arcane might. When you make a ranged weapon or spell attack, you can deal an additional 1d6 psychic damage on a hit until the end of your turn. You can use this ability a number of times equal to your Charisma modifier and regain all expended uses when you finish a short or long rest.

Sidebar: Pact Hex Gun
Warlocks of the Trigger can bind their Hex Gun as a pact weapon. If you choose to do so, your Hex Gun can only benefit from Pact of the Blade features while being used to make weapon attacks.


Changelog: 3/13/19: Chambered Spell: Once the spell is cast, it is expended

31 comments:

  1. Sorry for the extra late post! I'm in the middle of a Dark Matter sprint, so it was hard to find time to get a post ready.

    ReplyDelete
  2. Should the hex gun attack bonus stack with archery style? Because that'll give an insane attack bonus.

    Eldritch bullet seems alright, but is worded a bit oddly.

    ReplyDelete
  3. How much damage does the hex gun do?

    ReplyDelete
    Replies
    1. Here ya go! http://mfov.magehandpress.com/2018/04/firearm-rules-redux.html

      Delete
  4. If you have a friendly neighbourhood craftsman, can he pimp your hexgun?

    ReplyDelete
    Replies
    1. My ruling is no, because it's of a unique design and because it's already a potent weapon.

      Delete
  5. I feel like Chambered Spell should state that you can cast the spell within an attack, as a bonus action.

    It doesn't have any effect or use as it is now, apart than the flavour

    ReplyDelete
    Replies
    1. I suppose it might be useful for spells with long casting durations, or rituals?

      Delete
    2. It can be kept indefinitely, so it practically give you another spell slot. But yeah, it doesn't seem to do much else.

      Also, it doesn't say that when you cast the spell it is expended (although obviously it should).

      Delete
    3. Yeah, it obviously should, now that I look at it. Changing that now

      Delete
  6. Does a Chambered Spell remain stored until used?
    It doesn't have a time limit currently.

    ReplyDelete
    Replies
    1. It remains until expended. It basically counts as an additional spell, as long as you prepare it in advance

      Delete
  7. If this post is used in conjunction with pact of the blade, could I choose what gun I want to use from your firearm posts?

    ReplyDelete
    Replies
    1. If you found a magical gun, sure. But you're not creating a gun as a pact weapon, you're binding the existing Hex Gun - which is a revolver - as your pact weapon.

      Delete
  8. I’ve been waiting for something like this for a long time now. Perfect for my Tiefling Warlock!

    ReplyDelete
  9. Question: will you guys be making invocations for this? I think it would be better to make your own invocations rather than using the Pact of the Blade Invocations.

    ReplyDelete
    Replies
    1. I won't be; the Pact of the Blade invocations work just fine.

      Delete
  10. This is perfect for my friend, who loves playing your Gunslinger class, since I wanna make him a Warlock for a one-shot. Also I'll probably being using this in a Dark Matter campaign once I get the book

    ReplyDelete
  11. Love this design. I'm certainly going to try it out the next time I can :)

    ReplyDelete
  12. Is it just for balancing damage that cantrips don’t work with the Chambered Spell feature?

    ReplyDelete
    Replies
    1. It's more because cantrips are at will - so there's no point to letting someone store one for later. They don't cost a resource, so there's really no reason to "bank" one.

      Delete
    2. Ok, I misread the feature and thought you could fire the spell and the gun in the same turn, similar to the spellslinger “Spellshot” feature.

      Delete
  13. Hex gun needs more ruling:

    - If you are able to craft a hex gun, it needs to say how long it takes and what resources it costs.

    - If you can summon one like a pact weapon, it needs to say what kind of action this takes and how long it stays around.

    In any case, the +2 probably shouldn't stack with something like archery.

    ReplyDelete
  14. i love this now i can finally play my gistalted magic missile school with the trigger pact warlock who can MC. Cree fan the hammer for 15 bullets in a 6 chamber revolver.

    ReplyDelete
    Replies
    1. also in the pdf it says showman expanded spell list so you might want to change that.

      Delete
  15. So this might just be a personal preference gripe, but stats-wise there is no point to ever fire the gun normally. since eldritch blast with agonizing blast outperforms it in every way, The gun and 6th level ability are basically just bonuses to amp up what is already the single most powerful at-will attack in the game.

    ReplyDelete
    Replies
    1. The hex gun is actually really solid if you bind it as a Pact Weapon. Base 2d6 with Thirsting Blade and Lifedrinker make it a solid ranged option, and they have Swift Quiver on their spell list. In short bursts you can make four shots a round at 2d6+Cha without consuming ammo. And the 6th level feature works with the hex gun too.

      Delete
    2. Is the hex gun's damage meant to be magical? It doesn't explicitly state that the hex gun overcomes resistance to non-magical weapons, and resistances are one of the major ways EB outshines everything else, since force damage isn't resisted.

      My complaint isn't really with the weapon, but more that I'm sour about how eldritch blast has no downsides. I agree that the hex gun is solid, and cool, but EB is so broken you have to lock into a specific path of warlock and progress through more than half the class levels and invest two invocations to start doing 1.5 more average damage per attack IF you clear resistances. Hell, you even suggested casting a 5th level spell to out-compete a cantrip.

      Bleh. This is a cool subclass and I'm sorry about all my negativity.

      Delete
  16. Am I the only one refreshing the page every 10 minutes or so, waiting for that sweet sweet binder update? I hope its some vestiges.

    ReplyDelete
  17. I am the only one upset that the magical eldritch cowboy doesn't get Find Steed as a spell? Cuz that would be amazing. Otherwise, this class looks rad as hell

    ReplyDelete
  18. The 14th definitely doesn't seem overpowered. You get way more DPR with swift quiver and firing the gun normally.

    ReplyDelete