[BS] Class - Hexslinger

by Kovaud

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Class:

Hexslinger

A half-orc dodges behind a barrel out of the way of an oncoming bullet, having ran out of ammunition he examines his options. After a quick second of thinking he takes a quick sip of his whiskey and jumps out from behind the barrel and spews a jet of flames towards his attackers.

A tiefling sits over a campfire with her companions. Sitting atop the campfire she has a cauldron which she is slowly stirring and adding ingredients to. As she waits for it to boil, she etches runes into her rifle.

Across the sun scorched desert a group of bandits pursue their prey, growing confident as the drive their quarry towards the base of a cliff. Right before they corner in on their pursuit, their mark and their steed begin to run straight up the cliffside.

These are all hexslingers, firearm experts who supplement their usage of gunpowder with eldritch power.

Magic of the Frontier

The frontier is the crucible in which a hexslinger is forged, their mastery of gunpowder and magic is unparalleled. They sling spells as easily as they sling guns, often combining the two for potent shots. They are able to imbue great power into their firearms, spewing dragonfire and projecting arcs of lightning from their firearms.

Witches of the Wild West

A hexslinger is a practitioner of eldritch magic, often earning the nickname of witches of the wild west. They dabble in dark rituals and in slinging curses at their foes. Hexslingers also carry on the tradition of keeping familiars in the form of steeds and the bond they share with their steed runs deep. They excel in mounted combat in addition to being masters of magic and gunplay.

Art Credits

Imad Awan

Tarmo Juhola

Luna9

Vladislav Gaevsky

Tiago Sousa

Jocelin Carmes

Simon Cowell

Ismail Inceoglu

胖达不胖 Z

Anish Tufchi

Oliver Wetter

TransparentPNG.com

Imad Awan

Carl Michael

Christian Bravery

Guillem H. Pongiluppi

Gavin O'Donnel

Isabel Freijedo

Hexslinger
Level Proficiency Bonus Hexcrafts Known Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Guncraft, Under Fire
2nd +2 2 Spellcasting, Hexcraft 2 2
3rd +2 2 Slinger's Coven feature, Frontier Familiar 3 3
4th +2 2 Ability Score Improvement 3 3
5th +3 3 Extra Attack 4 4 2
6th +3 3 Slinger's Coven feature 4 4 2
7th +3 3 Dusty Trail 5 4 3
8th +3 4 Ability Score Improvement 5 4 3
9th +4 4 6 4 3 2
10th +4 4 Slinger's Coven feature 6 4 3 2
11th +4 5 Something Wicked 7 4 3 3
12th +4 5 Ability Score Improvement 7 4 3 3
13th +5 5 8 4 3 3 1
14th +5 6 Slinger's Coven feature 8 4 3 3 1
15th +5 6 Uncanny Volley 9 4 3 3 2
16th +5 6 Ability Score Improvement 9 4 3 3 2
17th +6 7 10 4 3 3 3 1
18th +6 7 Slinger's Coven feature 10 4 3 3 3 1
19th +6 7 Ability Score Improvement 11 4 3 3 3 2
20th +6 8 Deadeye 11 4 3 3 3 2

Creating a Hexslinger

Before making a hexslinger there are a few questions you and your DM need to answer. Is the invention of gunpowder a common thing or a recent thing? Are you one of many who utilize firearms or are you a pioneer of gunpowder? What types of firearms are available in this setting? How are hexslinger seen by others? Are they seen as inventors of a grand new technology? Or are they seen as dangerous due to their usage of gunpowder?

Why did your character take up this path? How did they uncover the knowledge of gunpowder and firearms?

Quick Build

You can make a hexslinger quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity. Second, choose the hermit or outlander background.

Class Features

As a Hexslinger, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Hexslinger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hexslinger level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Tinker's tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from acrobatics, athletics, arcana, deception, nature, perception, persuasion, and survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two pistols or (b) a hunting rifle
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A revolver and a pouch of 20 bullets

Guncraft

1st-level Hexslinger feature

You have uncovered the secrets of gunpowder and are able to craft your own firearms. You gain proficiency with all firearms, and whenever you take a long rest, you can spend 30 minutes crafting a number of bullets equal to 10 times your Hexslinger level. Additionally, you can spend 1 hour and 75gp worth of materials crafting a martial firearm from the firearms table found later in this class.

Firearms and ammunition you create with this feature are unique in composition and don't function for creatures besides you. Ammunition created with this feature disappears whenever you take your next long rest.

Under Fire

1st-level Hexslinger feature

You are adept at getting out of dodge when under fire. Whenever you become the target of an attack, you can as a reaction dodge out of the way. The attack has disadvantage against you and you move into an unoccupied space within 5 feet of you, any attacks of opportunity made against you triggered by this movement have disadvantage.

You can use this feature a number of times equal to your Proficiency bonus, and regain all expended uses whenever you finish a short or long rest.

Spellcasting

2nd-level Hexslinger feature

You've forged a connection to eldritch powers which allows you to channel arcane might through your firearms.

Spell Slots

The Hexslinger table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Hexslinger spell list.

The Spells Known column of the Hexslinger table shows when you learn more Hexslinger spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can pick a new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Hexslinger spells you know and replace it with another spell from the Hexslinger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Hexslinger spells. Your magic comes from your innate understanding of glacial magic. You use your Charisma score whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Hexslinger spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use a firearm in your possession as a spellcasting focus for your Hexslinger spells.

Hexcraft

2nd-level Hexslinger feature

You are able to weave the eldritch magic at your disposal into various hexcrafts. You learn two hexcrafts of your choice which are detailed at the end of this document. You learn more hexcrafts as you gain levels in this class as shown in the Hexcrafts Known column. Additionally, if a hexcraft calls for a saving throw it uses your Spell Save DC.

Whenever you gain a level in this class, you can swap out a hexcraft you know with a different hexcraft.

Slinger Coven

3rd-level Hexslinger feature

A hexslinger will during their journeys seek out a coven to join and define themselves by, often seeking out covens that share the same philosophies and ideals they have. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th level.

Frontier Familiar

3rd-level Hexslinger feature

The most trusted companion of a hexslinger is their familiar. You learn the find steed spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your steed or one of the following special forms: blink dog, boar, giant lizard, or giant toad.

A steed summoned this way cannot make attacks, and becomes large if they are not already.

Ability Score Improvement

4th-level Hexslinger feature

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

5th-level Hexslinger feature

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Dusty Trail

7th-level Hexlinger feature

You are one of many brave souls who call the frontier their home. You have advantage on checks made to track creatures, navigate your environment, and to forage for food and water.

Additionally, you and your steed are unaffected by nonmagical difficult terrain and can use your Under Fire feature while mounted.

Something Wicked

11th-level Hexslinger feature

Whenever you cast find steed, the summoned steed has their movement speed doubled and add your Hexslinger level to their hit points.

Additionally, your steed has the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Uncanny Volley

15th-level Hexslinger feature

You can channel a greater amount of hex energy into your eldritch firearm. As an action, you can expend all ammunition loaded in your firearm and make a ranged weapon attack with it against a number of creatures equal to the number of bullets expended within a 30-foot cone in front of you. You cannot target the same creature using this feature.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Deadeye

20th-level Hexslinger feature

Through dark magic you can ensure your accuracy. Whenever you miss with a ranged weapon attack made with a firearm, you can choose to hit instead.

Once you use this feature, you cannot do so again until you finish a long rest.

Slinger Covens

Joining a coven involves seeking out others who share or have similar goals and ideals. Banding together to share resources and watch each others backs, a coven is one of the most important facets of a hexslinger. It can tell you everything you need to know about how a hexslinger handles themselves and gives an idea what calls to them in life.

Bootlegger's Coven

The Bootlegger's Coven practice the distillment and brewing of various alcoholic beverages, seeking to spread merriment and spirits. In the past they had been persecuted for disturbing the peace through their drunken revelry, and still maintain more secretive practices and ways to hide their alcoholic brews.

Hexbrew

3rd-level Bootlegger's Coven feature

You are able to brew magical concoctions using your knowledge of magic and explosives. Whenever you make ammunition, you can subtract 15 from the number of bullets you make and brew one of the following alchemical concoctions.

Explosive Cocktail. You brew a volatile bottle of explosive liquid. As an action, you can throw the bottle at a point within range. Each creature within 10 feet of that point must succeed on a Dexterity saving throw or take 3d6 fire damage.

Liquid Courage. You brew a bottle of alchemical bravery. When consumed it grants the creature that consumed it advantage on saving throws made against being frightened for 1 minute.

Goodberry Ale. You brew a bottle of alcoholic goodberry ale. When consumed it restores a number of hit points equal to 1d8 + your Proficiency bonus and the creature that consumed it doesn't need to eat or drink for the next 24 hours.

You must have a set of brewer's supples to use this feature.

A magical concoction becomes inert a number of hours equal to your Proficiency bonus after being made.

Additionally, you gain proficiency with brewer's supplies, and are immune to the ill effects of alcohol unless you choose to be affected.

Stowaway

6th-level Bootlegger's Coven feature

You've learned techniques use in times past to stow away and hide goods from the law. You gain proficiency with the sleight of hand skill, and have advantage on checks made to hide illegal goods and to conceal firearms on your person.

Improved Brewery

10th-level Bootlegger's Coven feature

Your skill at brewing different alchemical concoctions has improved through study with your coven. You can choose from the following additional alchemical concoctions whenever you use your Hexbrew feature.

On the Rocks. You brew a bottle of magically iced whiskey. When consumed it grants the creature that consumed it resistance to cold damage and advantage against being knocked prone for 1 minute.

Sailor's Grog. You brew a bottle of grog imbued with magical seawater. When consumed it grants the creature that consumed it the ability to breathe underwater and a swim speed of 60 feet for a number of hours equal to your Proficiency bonus.

Enchanted Apple Rum. You brew a bottle of magically poisoned alcohol. When consumed it deals 5d6 poison damage to the creature that consumed it. This alchemical concoction can be added to a different drink for the same effect upon consumption.

Raise the Spirits

14th-level Bootlegger's Coven feature

Your merriment is infectious, especially affecting those who partake in your brews. Whenever a creature of your choice consumes alcohol you make or an alchemical concoction made using your Hexbrew feature, they gain temporary hit points equal to your Hexslinger level + your Proficiency bonus for 1 hour.

Coven's Cauldron

18th-level Bootlegger's Coven feature

You are able to tap into the communal cauldron of your coven. Whenever you use your Hexbrew feature, you make two alchemical concoctions instead of one.

Campfire Coven

The frontier can be unforgiving at times, and resources can be scarce. This coven seeks to ensure its members are well stocked, and know how to prepare and eat what they find in their travels. They use the campfire as their symbol, a place where all can share food, stories, and comraderie.

Frontier Chef

3rd-level Campfire Coven feature

Your time spent on the frontier has taught you the value of good food. Whenever you use your Guncraft feature and have cooks utensils available, you can choose to prepare one of the following meals instead of making ammunition or a firearm. You and up to a number of creatures equal to your Proficiency bonus consume the meal. A creature that consumes the meal gains temporary hit points equal to your Hexslinger level which last until they take their next long rest.

Goblin Grits. While a creature has temporary hit points from your Frontier Chef feature, they can take the Disengage or Hide action as a bonus action on their turn.

Grilled Newt. While a creature has temporary hit points from your Frontier Chef feature, they have resistance to fire damage.

Spicy Ochre. While a creature has temporary hit points from your Frontier Chef feature, they can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Additionally, you gain proficiency with cooks utensils and creatures that consume a meal you make with this feature don't have to eat again for 12 hours.

Fulfilling Food

6th-level Campfire Coven feature

Whenever a creature that has temporary hit points from your Frontier Chef feature makes a saving throw, they can subtract a maximum number of temporary hit points equal to their Proficiency bonus from the amount of temporary hit points they have from that feature and add the subtracted amount to the roll.

Gunslinger's Cookbook

10th-level Campfire Coven feature

You have learned more recipes from your coven. You can choose from the following additional meals whenever you use your Frontier Chef feature.

Blackpowder Chili. Whenever a creature that has temporary hit points from your Frontier Chef feature takes damage from a melee attack, they can subtract any number of temporary hit points as a reaction and deal fire damage to the attacking creature equal to the expended amount.

Mimic Mash. While a creature has temporary hit points from your Frontier Chef feature, they have advantage on attacks rolls made against creatures grappled by them.

Bulette Brisket. While a creature has temporary hit points from your Frontier Chef feature, they can expend 10 temporary hit points as a bonus action and gain a burrow speed equal to their movement speed for 1 minute.

Sustaining Meal

14th-level Campfire Coven feature

You are able to stretch the nutritional value of your meals. As a bonus action, choose any number of creature within 30 feet of you that have temporary hit points from your Frontier Chef feature. The chosen creatures gain temporary hit points equal to your Hexslinger level, these temporary hit points are added to the temporary hit points from your Frontier Chef feature instead of replacing them.

Once you use this feature, you cannot do so again until you finish a long rest.

Frontier Fusion

18th-level Campfire Coven feature

Your coven has taught you how to combine and mix different recipes based on what you have on hand. Whenever you use your Frontier Chef feature, you can choose two meals instead of one for meals you make to benefit from.

Crossroad's Coven

Out in the west some seek power and influence through less savory means. Some find themselves at the crossroads shaking the hand of some wicked devil. Those that find themselves at the end of such a deal join this coven, seeking help to reclaim their soul and learn to harness the power they've been granted.

Hellforged Iron

3rd-level Crossroad's Coven feature

Through the fiendish power you have gained, you are able to forge hellish firearms. Whenever you take a long rest, you can transform a firearm in your possession into a Hellwrought Iron from one of the Nine Hells until the start of your next long rest. Whenever you succeed on a ranged weapon attack with your Hellwrought Iron, you can as a reaction expend a spell slot and deal additional fire damage equal to 3 times the level of the expended spell slot.

Sneaky Shot

6th-level Crossroad's Coven feature

You are able to charge your shots with blinding hellfire. As an action, you can fire a shot at a creature within 30 feet of you. The target must make a Constitution saving throw. On a failed save being blinded for 1 minute, and on a successful save being blinded until the end of their next turn instead.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Depths of the Hells

10th-level Crossroad's Coven feature

Whenever you deal damage with your Hellwrought Iron, you can choose to gain temporary hit points equal to the additional fire damage dealt until the end of your next turn.

You can use this feature a number of times equal to your Proficiency bonus, and regain all expended uses whenever you finish a long rest.

Step into the Inferno

14th-level Crossroad's Coven feature

Hellfire follows your steps as you weave in and out of fire. Whenever a creature deals damage to you while under the effects of your Under Fire feature, they take 2d4 fire damage.

Bullet from Hell

18th-level Crossroad's Coven feature

You are able to fully call forth the fury of hell and focus it into one bullet. Whenever you succeed on a ranged weapon attack, you can as a reaction choose to infuse the bullet with hellish fury dealing an additional 5d6 fire damage and the target must succeed on a Wisdom saving throw or be sent to the Nine Hells until the end of your next turn. After which, the target take an additional 5d6 fire damage.

Once you use this feature, you cannot do so again until you finish a long rest.

Faithful Coven

On the frontier, sometimes the only thing you have, is your faith. You have committed yourself to the service of a god, placing yourself as a member of this coven. You wander the frontier following the divine, acting as an agent of a higher power.

Channel Faith

3rd-level Faithful Coven feature

Your belief in the divine allows you to channel their power. Whenever you gain this feature, choose a Channel Divinity option from a divine domain from the Cleric class. For the purposes of the chosen option, you are considered to be a Cleric of a level equal to your Hexslinger level. You can use that feature once, and regain the ability to do so again whenever you finish a long rest.

Midday Prayer

6th-level Faithful Coven feature

As the sun reaches its zenith, your connection to the divine reaches its own. You learn the prayer of healing spell and can cast it once without expending a spell slot once. You regain the ability to do so whenever you finish a short or long rest. This spell counts as a Hexslinger spell for you and does not count against your number of spells known.

Turn the Faithless

10th-level Faithful Coven feature

The frontier is filled with the lawless and the sinful, you have the power to make them yield. As an action, you expend a use of your Channel Faith feature and present your firearm, speaking a prayer barring your foes. Each hostile creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is frightened of you for 1 minute or until it takes any damage. A creature frightened this way must spend all movement to move away from you on each of its turns.

Greater Investiture

14th-level Faithful Coven feature

Your faith grants you the ability to further channel the power of your god. You can use your Channel Faith feature twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a long rest, you regain your expended uses.

Avatar of the Frontier

18th-level Faithful Coven feature

You have become one of the most devout followers of your god, allowing you to temporarily channel their divinity directly. You can cast divine avatar once without expending a spell slot or requiring material components. You must finish a long rest in order to do so again.

Frontier Rider's Coven

The wide, open desert of the west calls to some hexslingers. These hexslingers often seek to join the Frontier Rider's Coven, further strengthening their bond with their steed and riding off into the sunset.

War Mount

3rd-level Frontier Rider's Coven feature

You have entered into the Frontier Rider's Coven, they have taught you how to become more in sync with your steed. Whenever you make an attack with a firearm on your turn, you can as a reaction command your steed to move to an unoccupied space of your choice or make an attack against a creature of your choice within its reach.

Additionally, mounting a creature only costs you 5 feet of movement.

Will of the Rider

6th-level Frontier Rider's Coven feature

You can tune into the senses of your steed. As a bonus action, you can choose to see through the senses of your steed until you end this feature as a free action.

Additionally, you cannot be dismounted from your Frontier Familiar against your will and your steeds attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Wide Range

10th-level Frontier Rider's Coven feature

When necessary you can will your steed to move with haste. Whenever you use your Under Fire feature while mounted, you can choose for your mount to move into an unoccupied space of your choice expending its movement as normal to do so.

Galloping Shot

14th-level Frontier Rider's Coven feature

Whenever your mount takes the Dash action while mounted, you can make a ranged weapon attack with a firearm as a bonus action.

Eldritch Barding

18th-level Frontier Rider's Coven feature

Your coven has taught you how to protect your steed. You can spend 15 minutes etching arcane sigils and runes into a set of barding for your steed. A set of barding affected this way adds your Charisma modifier to the armor class and your steed subtracts your Proficiency bonus from damage it takes. Additionally, the barding changes shape and size to fit your steed comfortably.

You can only have one set of barding affected this way at a time.

Gunsmith's Coven

Some hexslinger's take great pride in their ability to harness gunpowder and magic. Those hexslinger's often find themselves drawn into the Gunsmith's Coven, a group of craftsmen who focus on improving their firearms through imbuing them with portions of their magic.

Black Powder Runes

3rd-level Gunsmith's Coven feature

Your coven has taught you how to further mesh your mastery of magic and firearms. Whenever you use your Guncraft feature, you can choose to etch one of the following runes into a firearm in your possession instead of making ammunition or a firearm.

Mark of the Fiend. Whenever you make an attack with this firearm, you can choose for the target to make a Wisdom saving throw. On a failed save becoming frightened of your for 1 minute or until they take damage.

Warding Sigil. Whenever you make an attack with this firearm, you can choose to gain temporary hit points equal to your Proficiency bonus until the end of your next turn.

Rune of the Grasp. Whenever you make an attack with this firearm, you can choose for the target to make a Strength saving throw. On a failed save being pulled towards you up to 20 feet.

Once you etch a rune, you can use it a number of times equal to your Proficiency bonus before it fades away and the firearm is no longer affected. Additionally, the rune fades away whenever you take a long rest, and you cannot have more than one firearm affected this way at a time.

Cursed Firearm

6th-level Gunsmith's Coven feature

Whenever you have a firearm affected by your Black Powder Runes feature, you can as a reaction instantly call it to your grasp and attacks with it count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, if a creature other than you wields a firearm affected this way they take 1d4 necrotic damage at the start of each turn they remain in contact with it.

Runic Arsenal

10th-level Gunsmith's Coven feature

You have learned more runes from your coven. You can choose from the following additional runes whenever you use your Black Powder Runes feature.

Sigil of the Harvest. Whenever you make an attack with this firearm, you can choose to regain a number of hit points equal to half of the damage dealt.

Rune of Dispersion. Whenever you make an attack with this firearm, you can choose for each creature within 5 feet of you to make a Strength saving throw. On a failed save being pushed up to 20 feet away.

Mark of the Realm. Whenever you make an attack with this firearm, you can choose to teleport to an unoccupied space within 5 feet of the target.

Dual Runes

14th-level Gunsmith's Coven feature

Whenever you etch a rune into a firearm, you can choose to etch one additional rune into it. However, both runes shares the same number of uses.

Eldritch Barrage

18th-level Gunsmith's Coven feature

Whenever you use your Uncanny Volley feature, you can expend a use of one of your runes and apply its effects to each attack made with your Uncanny Volley feature.

Lawbringer's Coven

Some hexslingers seek to use their skills to uphold the law and bring justice to those who harm others. These hexslingers often fashion themselves as bounty hunters or perhaps as a type of sheriff. They are able to detain their foes and place bounties on them.

Detain

3rd-level Lawbringer's Coven feature

You've learned how to place your shots as to not harm those you still need alive. Whenever you make a ranged weapon attack with a firearm and reduce the target creature to 0 hit points you can choose to knock them unconscious instead of killing them outright. They remain unconscious for a number of hours equal to your Proficiency bonus, until they take damage, or until you end this effect as a free action on your turn.

Additionally, you learn the Long Arm of the Law hexcraft if you do not already know it, and it does not count against the total number of hexcrafts you can learn.

Bounty Hunter

6th-level Lawbringer's Coven feature

Your coven inducts you into the process of putting bounties on the heads of criminals. As an action, you can expend any amount of gold pieces and mark a creature within 30 feet of you that you can see for the next hour. If you kill or knock the creature unconscious, you gain a number of gold pieces equal to the amount expended + twice your Hexslinger level. If a hostile creature kills or knocks the target unconscious, they gain a number of gold pieces equal to the amount expended instead. You can end this mark as a bonus action on your turn.

If the target is not killed or knocked unconscious within the duration, you regain half of the expended gold pieces. Additionally, you can only have one creature marked by this feature at a time.

Wanted: Dead or Alive

10th-level Lawbringer's Coven feature

You can choose to knock a creature unconscious if you reduce their current hit point total below your Hexslinger level + your Proficiency bonus instead of at 0 hit points whenever you use your Detain feature.

Disabling Shot

14th-level Lawbringer's Coven feature

Whenever you make a ranged weapon attack with a firearm, you can as a reaction choose for the target to have to succeed on a Constitution saving throw or have their movement speed reduced to 0 until the end of their next turn.

A New Sheriff in Town

18th-level Lawbringer's Coven feature

You carry the mark of your coven proudly. You gain the following benefits.

  • You have advantage on Persuasion and Intimidation checks.
  • Whenever you gain gold pieces from your Bounty Hunter feature, you gain an additional 100 gold pieces.
  • You have advantage on attack rolls made against a creature marked by your Bounty Hunter feature.

Marksman's Coven

Some hexslingers wield their firearms with deadly precision and great mastery. In the pursuit of improving their skill they might join the Marksman's Coven. Pitting their skills against other hexslingers to improve and become masters of firearms.

Surefire

3rd-level Marksman's Coven feature

You have joined the Marksman's Coven which has helped you hone your skill with firearms. Whenever you make a ranged weapon attack with a firearm, you can choose to roll a d4 and add it to the result.

You can use this feature a number of times equal to your Proficiency bonus per long rest.

Watch and Roll

6th-level Marksman's Coven feature

You know how to put distance between yourself and danger. Whenever you use your Under Fire feature, the distance you can move with that feature is doubled and you are unaffected by difficult terrain until the end of your next turn.

Additionally, you can add your Charisma modifier to your Passive Perception score.

Steadied Shot

10th-level Marksman's Coven feature

While prone, you can make an opportunity attack against any creature that moves within range of a firearm you are currently wielding.

Fan the Hammer

14th-level Marksman's Coven feature

You are able to rapidly place your shots. Whenever you take the Attack action, you can make an attack with a firearm as a bonus action.

True Aim

18th-level Marksman's Coven feature

You know how to place your shots in the weak spots of your targets, attacks you make with firearms score a critical hit on a roll of 17, 18, 19, or 20.

Rustic Coven

Sometimes the best thing to bring out on the frontier is a song and some company. Hexslingers of this coven take that idea to heart, always carrying a tune in their travels and helping to raise the spirits of their companions.

Rustic Tunes

3rd-level Rustic Coven feature

Your coven has taught you how to weave your frontier magic into music. While you are wielding a musical instrument, you can as an action play one of the following tunes:

Western Dirge. Each hostile creature of your choice within 30 feet of you that can hear you must succeed on a Wisdom saving throw or subtract a d4 from the next attack roll or saving throw they make until the end of their next turn.

Rustic Tune. Each allied creature of your choice within 30 feet of you that can hear you gains temporary hit points equal to your Hexslinger level until the end of their next turn.

Swift Melody. Each allied creature of your choice within 30 feet of you that can hear you can take the Dash action as a bonus action until the end of their next turn.

You can use this feature a number of times equal to your Proficiency bonus, and regain all expended uses whenever you finish a short or long rest.

Additionally, you gain proficiency in two musical instruments of your choice.

Echoing Shot

6th-level Rustic Coven feature

Your coven has taught you how to infuse the echoes of your firearm with the rhythm of the west. Whenever you make a ranged weapon attack with a firearm, you can immediately play one of the tunes from your Rustic Tunes without expending a use.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Songslinger

10th-level Rustic Coven feature

You have learned more tunes with which to channel your magic. You can choose from the following additional tunes whenever you use your Rustic Tunes feature:

Thunderous Dirge. Each hostile creature of your choice within 30 feet of you that can hear you must make a Constitution saving throw. Taking 4d6 thunder damage on a failed save, and half as much damage on a successful save.

Carried Tune. Each allied creature of your choice within 30 feet of you that can hear you increases their carrying capacity by a number of pounds equal to 2 times your Hexslinger level for one hour.

Healing Melody. Each allied creature of your choice within 30 feet of you that can hear you regains a number of hit points equal to your Hexslinger level.

Internal Rhythm

14th-level Rustic Coven feature

Whenever you use your Rustic Tunes feature to benefit allies, you can as a reaction gain the benefits of the tune you played for the duration.

Song of the West

18th-level Rustic Coven feature

While wielding a musical instrument, you can as an action expend a use of your Rustic Tunes feature and play a tune granting the following benefits to allied creatures of your choice within 30 feet of you that can hear you for 1 minute:

  • They gain temporary hit points equal to your Hexlsinger level which last until the end of the duration.
  • They add a d4 to attack rolls and saving throws they make for the duration.
  • They may take the Dash, Dodge, or Help action as a bonus action on their turn for the duration.

Once you use this feature, you cannot do so again until you finish a long rest.

Twelfth Hour Coven

Out in the wilds of the west the supernatural isn't as strange or outlandish as it is in more civilized places, otherworldly creatures and other terrors lurk in the shadows under the moonlight. This coven seeks to push back supernatural creatures and protect the settlements of the west.

Hunter's Arsenal

3rd-level Twelfth Hour Coven feature

When you join this coven, you gain access to their arsenal of magical charms and wards along with their knowledge of what kills the creatures they hunt. Whenever you create ammunition with your Gunsmith feature, you can spend 1 pound of silver and silver the bullets made.

Additionally, whenever you take a long rest you can access the arsenal of your coven and choose one of the following talismans.

Amulet of Spirits. You can cast detect good and evil without expending a spell slot once per short rest.

High Noon Stopwatch. You can cast compelled duel without expending a spell slot once per short rest.

Warding Cloak. You can cast sanctuary without expending a spell slot once per short rest.

Whenever you take a long rest, you can choose to swap out a talisman for a different talisman of your choice

Curse Ward

6th-level Twelfth Hour Coven feature

You have undergone a special ritual from your coven. As an action, you can expend a use of your talisman and cast remove curse without expending a spell slot.

Additionally, you and creatures within 5 feet of you have advantage on saving throws made against being cursed.

Greater Arsenal

10th-level Twelfth Hour Coven feature

You have gained greater access to your covens arsenal of talismans and wards. You can choose from the following additional talismans whenever you use your Hunter's Arsenal feature.

Letter of Redemption. You can cast augury without expending a spell slot once per short rest.

Spurs of Silence. You can cast pass without trace without expending a spell slot once per short rest.

Crystalline Mirror. You can cast see invisibility without expending a spell slot once per short rest.

Potent Magic

14th-level Twelfth Hour Coven feature

You are able to draw out more of the mystical energy contained within your covens talismans. You can use a talisman twice instead of only once per short rest, and whenever you reach 17th level you can use a talisman three times per short rest instead.

Hexed Bullet

18th-level Twelfth Hour Coven feature

You are able to imbue your covens magic into your ammunitions. Whenever you make a ranged weapon attack with a firearm against a creature that is an aberration, celestial, elemental, fey, fiend, or undead you can choose to deal an additional 3d6 radiant or necrotic damage (your choice) to the target. Additionally, if the target is not native the plane you are currently on the target must succeed on a Wisdom saving throw or be sent back to their native plane.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Hexcrafts

Whenever you gain a hexcraft you may choose from the options below.

Arbiter's Bullet

Whenever you make a ranged weapon attack with a firearm, you can as a reaction expend a spell slot to imbue the bullet with angelic radiance. On a hit, the target takes an additional 1d6 radiant damage and you regain a number of hit points equal to the additional radiant damage dealt.

Whenever you expend a spell slot of 2nd level or higher for this hexcraft, the damage increases by 1d6 for each slot level above 1st.

Bag of Nails

As an action, you toss a bag of enchanted iron nails at an unoccupied point within 30 feet of you. A 15-foot radius centered on the point becomes difficult terrain for 1 minute and a hostile creature takes 1d4 piercing damage for each 5 feet they move through this area.

You can use this feature a number of times equal to your Proficiency bonus per short or long rest.

Black Powder Curse

As an action, you can cause a cloud of cursed gunpowder to cling to a creature within 60 feet of you. The target must succeed on a Dexterity saving throw or become imbued with accursed gunpowder for 1 minute. Whenever the target takes fire damage for the duration, they and each creature within 5 feet of them takes 1d6 fire damage.

This hexcrafts’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Brash Curse

As an action, you can attempt to curse a creature within 30 feet of you. The target must succeed on a Wisdom saving throw or be magically fatigued for 1 round. For the duration, the target subtracts 1d4 from checks, attack rolls, and saving throws that rely on Strength.

This hexcrafts’s duration increases by 1 round when you reach 5th level (2 round), 11th level (3 rounds), and 17th level (4 rounds).

Cauldron Distillery

Whenever you take a long rest, you can spend 15 minutes brewing one of the following potions: a potion of healing, a philter of love, a potion of resistance, or a potion of water breathing.

A potion created this way lasts for a number of hours equal to your Proficiency bonus before becoming inert.

Close and Personal

Whenever you make a ranged weapon attack against a target within 5 feet of you, you can choose to deal an additional 3d6 of that weapons damage type on a hit.

You can use this feature a number of times equal to your Proficiency bonus per long rest.

Critical Eye

The short range and long range for firearms you wield are doubled. Additionally, you deal an additional die of damage whenever you score a critical hit on an attack made with a firearm.

Curse of the Spurs

As an action, you can attempt to curse a creature within 30 feet of you. The target must succeed on a Wisdom saving throw or have their heels struck by sharp spurs until the end of their next turn. For the duration, whenever the target moves they take 1d4 slashing damage for every 10 feet of movement.

This hexcrafts’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Curse of the Bad Deal

As an action, you can attempt to curse a creature within 30 feet of you. The target must succeed on a Wisdom saving throw or have their luck turned against them for 1 minute. For the duration, the target subtracts 1d4 from all ability checks they make.

Whenever you reach 5th level, a creature affected by this hexcraft also treats any critical hit they make as a normal hit for the duration.

Corrosive Bullet

Whenever you make a ranged weapon attack with a firearm, you can as a reaction expend a spell slot to imbue the bullet with highly corrosive acid . On a hit, the target takes an additional 1d6 acid damage and the target must succeed on a Constitution saving throw or have their armor class reduced by 1d4 until the end of their next turn.

Whenever you expend a spell slot of 2nd level or higher for this hexcraft, the damage increases by 1d6 for each slot level above 1st.

Defocusing Bullet

Whenever you make a ranged weapon attack with a firearm, you can as a reaction expend a spell slot to imbue the bullet with psionic energy. On a hit, the target takes an additional 1d6 psychic damage and they have disadvantage on the next saving throw they make to maintain concentration within the next minute.

Whenever you expend a spell slot of 2nd level or higher for this hexcraft, the damage increases by 1d6 for each slot level above 1st.

Dead Man's Bullet

Whenever you make a ranged weapon attack with a firearm, you can as a reaction expend a spell slot and imbue the bullet with necromantic power. On a hit, the target takes an additional 1d6 necrotic damage. If the target is a humanoid and is reduced to 0 hit points, they are raised from the dead as a zombie under you control until the end of your next turn.

Whenever you expend a spell slot of 2nd level or higher for this hexcraft, the damage increases by 1d6 for each slot level above 1st.

Dark One's Sidearm

Whenever you make a firearm with your Guncraft feature, you can imbue it with dark power. You can use Charisma for the attack and damage rolls made with this weapon. Additionally, this weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can only have one firearm imbued in this way at a time, imbuing a new firearm ends the imbuement of the previous firearm.

Dragonfire Bullet

Whenever you make a ranged weapon attack with a firearm, you can as a reaction expend a spell slot to imbue the bullet with white hot flames. On a hit, the target takes an additional 1d6 fire damage and each creature in a 10-foot cone in front of you must succeed on a Dexterity saving throw or take the fire damage dealt by the attack.

Whenever you expend a spell slot of 2nd level or higher for this hexcraft, the damage increases by 1d6 for each slot level above 1st.

Eldritch Shot

Whenever you make a ranged weapon attack with a firearm, you can as a reaction imbue the bullet with arcane force. The attack automatically succeeds and deals 1d4 + 1 force damage on a hit instead of its normal damage type.

Flying Boomstick

Whenever you take a long rest you can spend 10 minutes enchanting a firearm, while enchanted the firearm behaves the same as a broom of flying except that when you activate it by speaking its command word it only stays active for 1 minute. After which the firearm loses this enchantment. Additionally, a firearm loses this enchantment when you take your next long rest and you can only have one firearm affected by this feature at a time.

This hexcrafts’s duration increases when you reach 5th level (5 minutes), 11th level (30 minutes), and 17th level (unlimited).

Firearms

Here is a reference for the firearms accessible to this class.

Martial Ranged Weapons Cost Damage Weight Properties
Pistol - 1d10 piercing 3 lb. Ammunition (range 30/90), loading
Musket - 1d12 piercing 10 lb. Ammunition (range 40/120), loading, two-handed
Revolver - 2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots)
Rifle, hunting - 2d10 piercing 8 lb. Ammunition (range 80/240), reload (5 shots), two-handed
Shotgun - 2d8 piercing 7 lb. Ammunition (range 30/90), reload (2 shots), two-handed
Ammunition Cost Damage Weight Properties
Bullets (10) - - 1 lb. -

Properties

Firearms use special ammunition, and some of them have the reload property.

Ammunition. The ammunition of a firearm is destroyed upon use.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Divine Avatar

9th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a holy symbol of the chosen god that is worth at least 10,000 gp, which you consume as part of casting this spell)
  • Duration: 10 minute

You channel the divine energy of a god and assume the form of their avatar. For the duration, you gain the following benefits.

  • You are immune to damage from nonmagical piercing, slashing, and bludgeoning damage.
  • You gain a fly speed, climb speed, swim speed, burrow speed, and movement speed of 60 feet.
  • An ability score of your choice becomes 30.
  • You gain 100 temporary hit points.

At the end of this spells duration, you lose all benefits from it and you cannot cast a spell of 2nd level or higher until you finish a long rest as the magical energy you can channel has been temporarily reduced. Additionally, you take 4d10 radiant damage when this spell ends as the divine energy of your chosen god exits you.

Glacial Bullet

Whenever you make a ranged weapon attack with a firearm, you can as a reaction expend a spell slot to imbue the bullet with intense frost. On a hit, the target takes an additional 1d6 cold damage and must succeed on a Constitution saving throw or haver their speed halved until the end of their next turn.

Whenever you expend a spell slot of 2nd level or higher for this hexcraft, the damage increases by 1d6 for each slot level above 1st.

Hexed Dynamite

As an action, you toss a stick of dynamite infused with blackpowder and magic at an unoccupied point within 30 feet of you. For the next minute, you can as an action detonate the stick of dynamite while you are within 30 feet of it. Each creature within a 15-foot radius centered on the stick of dynamite when it is detonated must make a Dexterity saving throw, taking 2d6 fire damage and 2d6 thunder damage on a failed save and half as much damage on a successful save. Additionally, flammable objects that aren't being worn or carried and structures within range take double damage and ignite.

You can only have one stick of hexed dynamite out at a time and the hexed dynamite detonates at the end of the duration if you don't detonate it earlier.

Long Arm of the Law

As an action, you conjure forth wrought iron bands around an incapacitated creature within 30 feet of you restraining the target. A creature other than the restrained creature can make a Sleight of Hand check against your Spell Save DC to end this effect, or you can end it as a free action.

Moonlight Dance

Whenever you use your Under Fire feature, you can choose to wreathe yourself in moonlight and deal 1d4 radiant damage to any creature within reach that succeeds on an attack made against you.

You can use this feature a number of times equal to your Proficiency bonus per long rest.

This hexcrafts’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Old Iron Horse

As an action, you can conjure forth a spectral steam engine which charges forward in a 30-foot line that is 10 feet wide and then disappears. Each creature in this line must make a Dexterity saving throw. On a failed save taking 2d10 force damage, and half as much on a successful save.

This hexcrafts’s damage increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10).

You can use this feature a number of times equal to your Proficiency bonus per short or long rest.

Plaguewrought Bullet

Whenever you make a ranged weapon attack with a firearm, you can as a reaction expend a spell slot and imbue the bullet with pestilence. On a hit, the target takes an additional 1d6 poison damage and the target must succeed on a Constitution saving throw or become poisoned until the end of their next turn.

Whenever you expend a spell slot of 2nd level or higher for this hexcraft, the damage increases by 1d6 for each slot level above 1st.

Poker Face

You have advantage on Deception checks, and Insight checks made against you have disadvantage.

Quickfire

Whenever you make an opportunity attack, you can make a ranged weapon attack with a firearm instead of making a melee weapon attack.

Snake Oil Salve

As an action, you apply a salve to a creature within reach and restore 1d6 hit points to the target.

You can use this feature a number of times equal to your Proficiency bonus per short or long rest.

The amount of hit points this hexcraft can restore increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Tempestuous Bullet

Whenever you make a ranged weapon attack with a firearm, you can as a reaction expend a spell slot and imbue the bullet with the power of a storm. On a hit, the target takes an additional 1d6 lightning damage and the target must succeed on a Constitution saving throw or be stunned until the end of their next turn.

Whenever you expend a spell slot of 2nd level or higher for this hexcraft, the damage increases by 1d6 for each slot level above 1st.

Thunderous Bullet

Whenever you make a ranged weapon attack with a firearm, you can as a reaction expend a spell slot to imbue the bullet with thunderous force. On a hit, the target takes an additional 1d6 thunder damage and the target must succeed on a Strengths saving throw or be knocked back 15 feet.

Whenever you expend a spell slot of 2nd level or higher for this hexcraft, the damage increases by 1d6 for each slot level above 1st.

Tumbleweed Curse

You can call upon the natural plant life of the west to hinder your foes. As an action, you cause a mass of plant matter in the shape of a tumbleweed to erupt beneath a creature within 30 feet of you. The target must succeed on a Strength saving throw or have their movement speed halved for 1 minute. The target can repeat this saving throw at the end of each of its turns to end this effect.

Witches Gambit

Whenever you make an ability check with a skill you are not proficient with, you can choose to roll a d6 and add it to total result.

You can use this feature a number of times equal to your Proficiency bonus per short or long rest.

Whiskey Spit

As an action, you ingest a mouthful of whiskey and spew its contents in a 20-foot cone in front of you. Each creature in this cone must make a Dexterity saving throw, taking 2d6 fire damage on a failed save and half as much on a successful save. Additionally, objects that aren't being worn or carried within range ignite.

This hexcrafts’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Hexslinger Spells

1st Level
  • Animal Friendship
  • Arms of Hadar
  • Bane
  • Cause Fear
  • Charm Person
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Find Familiar
  • Grease
  • Hellish Rebuke
  • Hex
  • Inflict Wounds
  • Magic Missile
  • Sleep
  • Snare
  • Tasha's Hideous Laughter
2nd Level
  • Aid
  • Alter Self
  • Animal Messenger
  • Blindness/Deafness
  • Blur
  • Continual Flame
  • Darkness
  • Darkvision
  • Find Traps
  • Heat Metal
  • Hold Person
  • Magic Weapon
  • Scorching Ray
  • Silence
  • Spider Climb
  • Zone of Truth
3rd Level
  • Animate Dead
  • Bestow Curse
  • Clairvoyance
  • Counterspell
  • Elemental Weapon
  • Fear
  • Glyph of Warding
  • Leomund's Tiny Hut
  • Magic Circle
  • Phantom Steed
  • Speak with Dead
  • Tongues
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Confusion
  • Conjure Minor Elementals
  • Death Ward
  • Dominate Beast
  • Find Greater Steed
  • Hallucinatory Terrain
  • Polymorph
5th Level
  • Animate Objects
  • Awaken
  • Cloudkill
  • Commune
  • Dispel Evil and Good
  • Hallow
  • Infernal Calling
  • Insect Plague
  • Legend Lore
  • Scrying
  • Teleportation Circle