Pact of the Duskwalker

by Kingpin069

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Pact of the Duskwalker

Your patron is a guardian of twilight, dwelling in the serene moment just before night falls. In this pact, you trade the brilliance of spellcasting for a subtler power: the muted steps of a Duskwalker, armed with a firearm that silences magic with its shots. You serve as a quiet sentinel, your mission in the calming of the chaotic voice.

Ethereal Rounds

Starting at 3rd level, as a mark of your bond you gain a spectral Firearm, embodying your void affinity. It deals 1d10 piercing damage with a 30/90 feet range. It holds bullets up to your proficiency bonus. Summon or dissipate it without using an action, and use Charisma for attack and damage rolls. Reloading is a bonus action and you may toggle between 2 modes as a bonus action:

  • Sniper Mode: Ignore half cover; range 90/240 feet.
  • Revolver Mode: No disadvantage withing 5ft range.
  • Ethereal Rounds: Infuse bullets with magical essence for various effects (see Ethereal Round Table). Infusion limit: proficiency bonus + Charisma modifier.

Arcane Fragmentation

At 6th level, transform an Ethereal Round into an explosive radius of 10 feet by crushing or shattering it. Each effect is halved in damage or requires a saving throw against your Warlock spell save DC for status effects and can be used a number of times equal to your Charisma modifier, replenished after a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Dusk's Embrace

At 14th level, your presence intensifies:

  • Death's Embrace: Gain temporary hit points equal to your Charisma modifier when a creature you attacked is reduced to 0 hit points.
  • Nullification Wave: As an action, create a 30-foot radius null energy wave. Affected creatures must make a Charisma saving throw or lose concentration and the ability to cast spells until the start of your next turn. Limit of once per short rest.
  • Unyielding Reaper: When reduced to 0 hit points, you can instead drop to 1 hit point. Limit of once per long rest.
Round Level Effect
Tracker 1st Target is marked for tracking for 1 hour, allowing you to know the direction and distance to the target.
Piercer 1st Deals an additional 1d8 damage, plus an additional 1d8 for every three levels beyond 1st. This round can penetrate through one additional target if they are in line with the shot.
Silenced 1st Deals 5 less damage than a regular bullet, this penalty decreases by 1 for every five levels beyond 1st. The shot is silent.
Disabling 1st Inflicts an extra 1d6 damage and the target must make a Constitution saving throw or be paralyzed for 1 turn.
Explosive 1st Deals an additional 1d10 fire damage, plus an extra 1d10 for every two levels beyond 1st. Creatures within 5 feet of the target suffer half damage.
Frostbite 3rd Inflicts an extra 1d8 cold damage, plus an additional 1d8 for every two levels beyond 3rd. The target's speed is reduced by 15 feet, increasing by 5 feet for every three levels beyond 3rd.
Blinding 3rd On a hit, the target must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Smokescreen 5th An area within 15ft is shrouded in a thick smoke with visibility reduced to 5ft
Necrotic 5th Causes an extra 1d10 necrotic damage, plus 1d10 for every two levels beyond 5th. The target cannot regain hit points until the end of your next turn.
Binding 7th The target is restrained for 1 minute. The target can make a Strength check against your spell save DC at the end of each of its turns to end this effect.
Temporal 9th The target must succeed on a Wisdom saving throw or be slowed (as per the Slow spell) for 1 minute.
Seismic 11th The surface the bullet hits shatters within 10-foot increased by 5ft for every 2 levels beyond 1st. Targets within this area radius must succeed on a Dexterity saving throw or be knocked prone.
Apex 12th Deals an extra 2d10 necrotic damage. If this attack reduces a creature to 0 hit points, you gain an additional apex shot that does not cost a round

Eldritich Invocations

Veil of Silence

Prerequisite: Duskwalker

Your training allows you to move with supernatural quietness and disrupt the magical senses of your foes. As a bonus action, you can activate a veil of silence around yourself. For the next minute, any sound you make is completely muffled. During this time, creatures have disadvantage on any checks made to hear you. Additionally, you have advantage on saving throws against effects that would reveal your location.

Quickstep

Prerequisite: Duskwalker

As a reaction, when an enemy makes a melee attack against you. If your speed isnt 0 you may move up to 5ft without triggering attacks of opportunity potentially causing the attack to miss.

Bullet Hell

Prerequisite: 3rd-level Duskwalker

As an action, create an area of ricocheting shots. Each enemy in a 15-foot cube originating from you must succeed on a Dexterity saving throw against your spell save DC or take 2d10 force damage. This damage increases to 3d10 at 11th and 4d10 at 17th. You may use this action up to a number of times equal to your charisma modifier replenishing on a long rest.

Phantom's Aim

Prerequisite: 5th-level Duskwalker

Your bullets can trace the outline of your foes, even when they're well-protected. Once on each of your turns when you make an attack with your Nullslayer Firearm against a creature that has cover, you can gain a bonus +2 to the attack roll.

Bullet Time

Prerequisite: 7th-level Duskwalker

You have honed your reflexes to react to threats with uncanny speed. As a bonus action, you can enter a state of focus for the next 1-minute. During this time you gain an extra 10ft of movement and the first attack you take fires 2 shots. Once you use this feature, you cannot use it again until you complete a short or long rest.

Quick Draw

Prerequisite: 9th-level Duskwalker

Your reflexes allow you to act quickly in combat. You may shoot at one enemy within range immediately after initiative is rolled

Wraith's Rebuke

Prerequisite: 15th-level Duskwalker

When a creature hits you with an attack, you can use your reaction to force them to make a Dexterity saving throw. On a failed save, they take necrotic damage equal to the damage of the attack and are frightened of you until the end of your next turn. You may use this a number of time equal to your charisma modifier per long rest

 

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