Otherwordly Patron: Keygun
You encounter a pistol who is possessed by an entity having a mind of its own. You struck a deal with that entity for it to allow you to use the gun they reside and its powers to fight, as you both grown with the dark magics your patron unlocks.
The Keygun
Instead of a Light Crossbow or any martial weapon, your starting weapon is the Keygun in which your patron resides. Different than normal guns, the Keygun shoots magical energy and is not required to reload. You use your Charisma stat to attack. Keygun is required to use this Subclass' features. You also gain Proficiency with it. You gain the Eldritch Blast Cantrip. Whenever you cast Eldritch Blast as action, you may attack with your Keygun as a Bonus Action.
Keygun | 1d8 Force |Charisma|Range 30/90|
Key Blaster
Starting at 1st Level, once per Long Rest when you kill a creature using your Keygun, part of that creature's Power is stored in the Keygun giving you 1 Spell Slot.
Unlock - Batosbuster
Starting at 6th level, once per Long Rest, you may unlock your Keygun's potencial and turn it into a Batosbuster, a mini-gun. When you hit a creature with your Keygun, all creature's withing the weapon's Range make a Dexterity Saving Throw. Your attack deals additional 1d10 Force damage if they fail and half as much on a success.
Gates of the Keyblade
At 10th Level, when you kill a creature that has a Challange Rating equal to half of your Level with your Keygun, you may imprison it into your Keygun. Once per Long Rest you may call that creature to fight by your side. The creature stays for a number of turns equal to your Proficiency Bonus or until the combat ends. Only one creature may be imprisoned at a time. When the creature leaves it totally vanishes going to its afterlife. When the Summoned creature attacks another creature, you may attack with your Keygun as a reaction.
Locked Souls
Starting at 14th Level, you and your Patron may become one, allowing you to cast Banishment as a 5th Level Spell without using a Spell Slot.
