Hexgun- Spellblade Subclass

by CoolHandLuke140

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Hexgun

The stranger strides into the center of the one road town, a cold iron pistol swinging at their side. As their prey struts out of a nearby tavern, the stranger's fingers dance around their weapon and the barrel shines with strange arcane runes. A smile stretches greedily upon their face, as they ready themselves to draw.

Hexgun Spellblades specialize in implementing curses to destroy their enemies and cast aside any "obstacles". Some received training under a hag coven, while others delved into esoteric arts all on their own. Hexguns have taken great interest in the destructive nature of firearms, believing a problem afar is much better than one nearby. As such, they have learned to transfer curses through projectiles and use the blood or essence of the target just as the bullet hits.

Hexgun Spells

You learn the following spells at the following levels. The following are Spellblade spells for you, but do not count against your spells known. You also learn the Thaumaturgy cantrip.

Additionally, all spells with the tag "curse" or "hex" are added to the Spellblade spell list for you, such as those in the Witch Curses list under Occultist.

Spellblade Level Spells Learned
3rd Binding Curse
5th Curse of Weakness
9th Curse of Misfortune
13th Devour Shadow
17th Killing Curse

Malady and Misery

Starting at 3rd level when you select this archetype, you gain the ability to apply your Spellstrike for Hex or Curse spells to pieces of ammunition as well as melee weapons, and can trigger the spell strike on a ranged weapon attack made with the infused piece of ammunition. A Hex spell or Curse spell cast in this way does not require material components (including those that must be taken from the target), unless there is a gold value associated with the material component.

Spells infused into a ranged weapon affect the target of the ranged weapon when fired, but only have a range equal to the range of the spell or the normal range of the weapon (whichever is the shorter range). If you attack a target beyond that range, the spell fails and is lost.

Additionally, you gain proficiency with firearms.

Curse Destruction

Starting at 3rd level, you gain a new option for your Arcane Surge feature.

  • You can expend a use of Arcane Surge to stop concentrating on any hex or curse spell. The creature that was affected by that spell takes necrotic damage equal to your Spellblade level plus 1d6 per level of the spell slot used to cast it.

Master of Hexes

Starting at 7th level, after you expend a use of your Arcane Surge, you gain one charge of curse energy. When you hit a creature with a weapon attack you may expend any number of these charges to add additional necrotic damage equal to your Intelligence modifier per expended charge.

All unused curse energy charges are lost when you finish a Short or Long Rest.

Hexbound Transfer

Starting at 15th level, when you use your Arcane Surge to teleport, you may instead choose to swap positions with a creature under the effect of one of your curses or hexes, teleporting to their space and teleporting them to your space. The creature must make a Charisma saving throw at disadvantage, swapping positions on a failure.

Regardless if the target succeeds the saving throw or fails, you may cause them to explode with curse energy. The target creature and all creatures within 5 feet take necrotic damage equal to your Proficiency Bonus. You may do this before or after the teleport completes.

Fractured Curse

Starting at 20th level you learn to unleash numerous curses at once. You may channel cursed energy to empower your next weapon attack. You target a number of creatures within range equal to your Intelligence modifier, making an attack roll against each target. If you are using a ranged weapon you create ammunition to power these attacks, dealing necrotic damage instead of the normal weapon damage.

You may charge these attacks with a 1st level Hex or Curse spell as per your Spellstrike feature, expending only one spell slot to do so. You concentrate on each target as if you had cast one spell, for up to 1 minute. If the normal duration for the spell is longer than one minute you may choose one target to continue concentrating on after one minute has passed. If you use your Curse Destruction feature, you may choose which targets are affected.

After you use this ability you may not do so again until you have finished a long rest.

Firearms

Placeholder for now while I think of options. Leaning toward more powerful than bows/crossbows, but can't use certain feats and maybe an exotic weapon proficiency.

Game Master Note

Consider allowing your Hexgun players to gain proficiency with firearms as a 1st level Spellblade, considering them martial weapons. This allows them to capture that theme early on, building into the Hexgun theme when they reach 3rd level.

Feats

Cursed Caster

Prerequisites: The ability to cast at least one spell

You inundate your spellcasting with a burst of cursed energy. You gain the following benefits.

  • Increase your Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20.
  • You immediately learn one 1st and one 2nd level spell of your choice with the curse tag. Your spellcasting ability is the one you chose when you selected this feat.

Cursed Strike

As a bonus action, you can imbue your weapon with cursed energy for 1 minute, making targets you strike more susceptible to curses. The first time you hit a target with an attack, it takes an 1d6 extra necrotic damage and has disadvantage on saving throws against spells with the curse tag. If the creature dies before the duration ends (or if you use a bonus action to recall the cursed energy), it returns to your weapon and you can reuse it after you hit a new target.

Once you have used this ability, you must take a short or long rest before using it again.

Spells

Here are a list of spells that are mentioned in this character option.

Other spells are from Kibbles' Casting Compendium or Spells That Don't Suck, used with permission. See credits for more details.

Links to the mentioned classes can be found in the credits.

Binding Curse

1st-level enchantment (curse)


  • Classes: N/A
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute

You bind a creature to a point within 5 feet of it, causing a glowing chains of light to connect it to that point. For the duration of the spell, if the creature attempts to move away from that point, the must make a Wisdom saving throw, or be unable to move more than 5 feet away from from that point until the start of their next turn.

If a creature starts its turn more than 10 feet from the binding point, they must make a Strength saving throw or be dragged 5 feet toward the binding point.

Curse of Misfortune

3rd-level enchantment (curse)


  • Classes: N/A
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute

You curse a target creature, bringing bad luck. When you place this curse, pick a number from to 2-19. Whenever the target rolls the chosen number on an attack roll, saving throw, or ability check, that number is treated as 1.

Additionally, once during the effect you can use your reaction when the target rolls an attack roll, saving throw, or ability check to force to reroll the d20 and use the lower roll. You regain the ability to do this each time the target rolls your chosen number.

Curse of Weakness

2nd-level necromancy (curse)


  • Classes: Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Replaces: Ray of Enfeeblement

Ghastly energy flickers within a 10-foot-radius sphere centered on a point you choose within range. When a creature starts its turn in the area or moves into the area during its turn, it must make a Constitution saving throw. On a failure, a creature is cursed with weakness until the end of its turn: it has disadvantage on Strength checks and Strength saving throws, it deals half damage with weapon attacks that use strength, and its speed is reduced by 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for each slot level above 2nd.

Devour Shadow

4th-level necromancy (arcane)


  • Classes: Occultist, Spellblade, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Your shadow suddenly elongates into that of a horrifying devouring abomination and attempts to eat the shadow of a target creature in range. The target must make a Charisma saving throw. On failure, the target creature's shadow is devoured and they take 6d6 necrotic damage, and are magically weakened, subtracting 1d4 from the attack rolls, saving throws, and ability checks for the duration of the spell, while you can add 1d4 to your attack rolls, saving throws, and ability checks for the duration of the spell. On success, a large bite is taken from the shadow, and they take half as much damage and are not weakened.

If either you or the target has no shadow, the spell fails. If their shadow is consumed, they have no shadow until the spell ends.

At Higher Levels. When you cast this spell with a 5th level spell slot or higher, you can target an additional creature for each spell slot level above 4th. The bonus you gain consuming shadows does not increase beyond 1d4, even if you consume multiple shadows.

Killing Curse

5th-level necromancy (curse)


  • Classes: N/A
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (something from the target creature (such as blood, hair, or scales) which the spell consumes)
  • Duration: Concentration, up to 1 minute

You curse a target to die. The targets current and maximum hit points are reduced by 3d10 + 10. If this causes a creatures to have zero hit points, the creature dies.

For the duration of the spell, the target cannot regain hit points unless from a spell cast using a spell slot of higher level than the spell slot this curse was cast with, and any death saving throw they roll is automatically considered a 1.

At the start of a creatures turn while they are under the effect of this spell, they make a Charisma saving throw. On failure, their current and maximum hit points is reduced by 1d10 + 10. On a successful save, the spell ends. A creature's maximum hit points are restored when it takes a long rest.

Game Master Note

Consider allowing your Hexgun players to select any spell similar to the Curse or Hex spells included in this document.

Hexgun Quirks

The following are some optional quirks for a player to choose from.

d6 Quirk
1 You suspect any slight inconvenience to be the result of some unknown curse.
2 Each of your curses leaves a distinct, unpleasant taste in your mouth.
3 Your shadow doesn't always follow your movements, and it likes to trick the eyes of people you meet.
4 You form a close bond with your weapons, giving each a name.
5 Your patron has a special interest in your adventures, and keeps a close eye on you through your weapons.
6 You have sudden, extreme personality changes for a brief time after cursing someone.

Credits

Hexgun: A Tiny Living Room

Art: Dalton Davidson (To Come)

Spells That Don't Suck by Omega Ankh and somanyrobots, which is licensed CC-BY and available here.

  • Spells included: Curse of Weakness

Kibbles' Casting Compendium 2.0 by KibblesTasty Homebrew LLC, which is licensed CC-BY and available here.

  • Spells included: Binding Curse, Curse of Misfortune, Devour Shadow, Killing Curse

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/ legalcode.

Thanks!!

Thank you for checking out this subclass, I would love feedback if you have any. You can comment or message me on our Patreon.

Shard Tabletop (to come)

I also made a Shard package for this content, which you can access here. Let me know if you have any comments on it on their Discord server (@CoolHandLuke140).

Change Log

V0.2

Added a new feat and some quirks. No big changes to the main subclass. Pretty happy with where it is, but going to share and get people's opinions before finalizing.

V0.1

Just getting ideas down to build from.

 

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