Gun Devil Warlock Patron

The 4th Circle of Avernus is an industrial nightmare, overrun with rusting structures, endless machinery, and all of it powered by souls who toil for eternity pushing boulders up-hill.

Some warlocks find that the gun devil gifts them with revenge on those who wronged them; others died at the hands of a pistol and escape from Infernus, determined to return the favor. Whatever the case, all are controlled by their weapons, which take on a demonic quality and feed on the sins of their wielder.

Expanded Spell List

The gun devil 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 ensnaring strike, false life
2nd blindness/deafness, branding smite
3rd animate dead, lightning arrow
4th fire shield, locate creature
5th conjure volley, swift quiver

Soul Shell

When you choose this archetype at 3rd level, you gain the ability to infuse bullets with magic. Whenever you fire a nonmagical bullet from a firearm, you can make it a soul shell, with a +1 bonus to the attack and damage rolls. The magic fades from the shell immediately after it hits or misses its target.

Gun Bond

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, martial weapons, and firearms. The influence of your patron also allows you to mystically channel your will through a particular firearm. Whenever you finish a long rest, you can touch one firearm that you are proficient with. When you attack with that firearm, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Hex Gun feature, this benefit extends to every firearm you conjure with that feature, no matter the weapon’s type. The firearm generates its own shells and never runs out of ammunition.

Hex Gun

Prerequisite: Pact of the Blade feature. You can create a pact weapon that is a firearm, and you can transform a magical firearm into your pact weapon.

Hell Fire

At 6th level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Hell Fire options of your choice. Once per turn when you fire a soul shell from a firearm as part of the Attack action, you can apply one of your Hell Fire options to that shell. You decide to use the option when the bullet hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Hell Fire option of your choice when you reach certain levels in this class: 10th, 14th, and 18th level.

The Hell Fire feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. Each one is associated one of the nine circles of Infernus. If an option requires a saving throw, your Hell Fire save DC equals 8 + your proficiency bonus + your Charisma modifier.

Avarus Shot

Greedy for souls, this shell is drawn from the sins of Avarus, the fourth circle of Infernus where greed rules. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The bullet flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the bullet to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the bullet, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.

Cocytus Shot

This shell freezes enemies in place like the punishments of the ninth circle of Infernus, Cocytus. If the bullet hits a creature, the target takes 2d6 cold damage and its speed is reduced by 10 feet until the start of your next turn. The cold damage increases to 4d6 when you reach 18th level in this class and the speed penalty is increases to 20 feet.

Golos Shot

This shell eats away at the target. It is drawn from the sins of the gluttonous, spawned from the third circle of Infernus, Golos. If the bullet hits a creature, the target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.

Limbus Shot

Your shell temporarily banishes a target to Limbus, a fey land of curious creatures. If the bullet hits a creature, the target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the shell hits it.

Malebolges Shot

The eighth circle of Infernus is dark and shadowy, and this shell draws on these nightmares to terrify foes. If the bullet hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class.

Phlegethon Shot

When this bullet strikes its target, it invokes the brambles of the Wood of Woe, encasing it in piercing vines. If the bullet hits a creature, the target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 piercing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Hell Fire save DC. Otherwise, the brambles last for 1 minute or until you use this option again The poison and piercing damage both increase to 4d6 when you reach 18th level in this class.

Retic Shot

This shell draws on the flames of the heretics of the sixth circle of Infernus to punish your enemies. If the bullet hits a creature, the target and each creature within 10 feet of it also take 2d6 fire damage each. The fire damage increases to 4d6 when you reach 18th level in this class.

Salax Shot

Your magic causes this shell to temporarily cause a target to be overcome with lust, drawn from the second circle of Infernus. Choose one of your allies within 30 feet of the target. If the bullet hits a creature, the target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target. The psychic damage increases to 4d6 when you reach 18th level in this class.

Styx Shot

The most violent circle of Infernus, this shell draws on the Styx to harm your enemies. When you use this option, you don’t make an attack roll for the attack. Instead, the bullet fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The bullet passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the bullet, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.

Curving Shot

At 10th level, you learn how to direct an errant bullet toward a new target. When you make an attack roll with a soul shell and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot

Starting at 14th level, your firearm is always available to you when you need it most. If you roll initiative and have no uses of Hell Fire remaining, you regain one use of it.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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