Pact of The Trigger + Ghostrider Warlock

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PPACT

ACT
ACT OF
ACT
ACT OF
OF
OF THE T
OF THE
THE
THE
THE TRIGGER
RIGGER
RIGGER
RIGGER
RIGGER

Y
ou can use your action to create a hex gun in Prerequisite: level 7, Pact of the Trigger feature
your empty hand. You can choose the form that When you hit a creature with a cantrip cast with your hex
this ranged weapon takes each time you create gun, you can immediately cause the hit to wound another
it. It can either be a Sniper or a Revolver creature within 15 feet of the original target. The second
(detailed below). target takes damage (of the type of the cantrip) equal to your
Your hex gun disappears if it is more than 5 Charisma modifier (minimum of one). You can redirect a hit in
feet away from you for 1 minute or more. It also this way a number of times equal to your Charisma modifier,
disappears if you use this feature again, if you dismiss the and regain all expended uses after a short or long rest.
weapon (no action required), or if you die.
You are proficient with your hex gun and you can channel E
EEE
ESCAPE
SCAPE
SCAPEROLL
SCAPE
SCAPE ROLL
ROLL
ROLL
ROLL
cantrips through it as bullets, using it as an arcane focus. If
Prerequisite: level 12, Pact of the Trigger feature
you do so, instead of increasing the damage of the cantrip
Your reflexes are honed. As a reaction to an enemy making a
when you reach certain levels, you can cast the cantrip
melee attack against you, before being hit, you can cast a
additional times as part of the same action (except for Eldrich
cantrip with your hex gun (it deals half damage) and, if your
Blast), the cantrip must deal damage and it must make a spell
speed isn't 0, move 10ft away from the foe without triggering
attack or require a saving throw. You can cast it 2 times at
attacks of opportunity, potentially avoiding the attack if you
level 5, 3 times at level 11, and 4 times at level 17. If you do,
leave the foe's range.
the cantrip can deal its damage more than once, but its other
effects aren't applied to the same target again. R
R
R
R ECKLESSF
RECKLESS
ECKLESS
ECKLESS
ECKLESS FFF
FIRE
IRE
IRE
IRE
IRE
Sniper Form: The range of your ranged spell attack rolls Prerequisite: level 12, Pact of the Trigger feature (revolver
cast through the hex gun is doubled. While wielding this form)
weapon you know the ray of frost cantrip. You can let out a rain of fire. If you cast a cantrip with your
hexgun you can reroll any 1 or 2 on your damage die until you
Revolver Form: Being within 5 feet of a hostile creature
get a different score.
doesn’t impose disadvantage on your ranged spell attack
rolls cast through the hex gun. While wielding this weapon C
C
C
C RIPPLINGS
CRIPPLING
RIPPLING
RIPPLING
RIPPLING SSSSHOT
HOT
HOT
HOT
HOT
you know the shocking grasp cantrip.

E
EEE LDRITCH IIIIINVOCATIONS
Prerequisite: Pact of the Trigger feature
ELDRITCH
LDRITCH
LDRITCH
LDRITCH NVOCATIONS
NVOCATIONS
NVOCATIONS
NVOCATIONS Once per turn, when you damage an enemy with an attack
made using your hex gun, you can force them to make a
D
D
D
D EADE
DEAD
EAD
EAD
EAD EEE
EYE
YE
YE
YE
YE
Strength saving throw against your spell save DC or fall prone
and have their speed reduced to 0 until the start of your next
Prerequisite: level 12, Pact of the Trigger feature (sniper form) turn. You can use this ability 3 times per short or long rest.
If you haven't moved this turn, you can take aim as a bonus
action, reducing your speed to 0 and granting you advantage D
D
D
D ESTRUCTIVES
DESTRUCTIVE
ESTRUCTIVE
ESTRUCTIVE
ESTRUCTIVE SSSSHOT
HOT
HOT
HOT
HOT
on all attacks you make using your hex gun feature until the
end of your turn. Prerequisite: level 15, Pact of the Trigger feature
Once per long rest you can focus all the destructive energy
SSSSSAWN
AWNB
AWN
AWN
AWN BBB
BARREL
ARREL
ARREL
ARREL
ARREL of your hexgun in a single shot. Make an attack roll, on a hit
you deal 8d10 force damage, and the target is knocked back
Prerequisite: level 5, Pact of the Trigger feature (revolver form) 20 feet from the force of the impact.
You can create shattering deflagrations. As an action you
can fire a special round. All creatures within a 10 foot cone in A
A
A
A GONIZINGS
AGONIZING
GONIZING
GONIZING
GONIZING SSSSHOTS
HOTS
HOTS
HOTS
HOTS
front of you must succeed a Dexterity saving throw versus
your spell save DC or take 2d10 force damage. This damage Prerequisite: Pact of the Trigger feature
increases to 3d10 at level 11 and 4d10 at level 17. When you cast a cantrip, add your Charisma modifier to the
damage it deals on a hit (if you don't already add your
H
H
H
H
HEATSEEKER
EATSEEKER
EATSEEKER
EATSEEKER
EATSEEKER
Charisma modifier to it).

Prerequisite: level 5, Pact of the Trigger feature


If you cast a cantrip through your hex gun you can ignore
half and three quarter cover.

H
H
H
H
HEADSHOT
EADSHOT
EADSHOT
EADSHOT
EADSHOT
Prerequisite: level 7, Pact of the Trigger feature
You can see the weak spots of your foes, attacks you make
using your hex gun score a critical hit on a roll of 19 or 20 on
the dice.

R
R
R
R
RICOCHET
ICOCHET
ICOCHET
ICOCHET
ICOCHET
W
W
W
W ARLOCK::::: T
WARLOCK
ARLOCK
ARLOCK
ARLOCK TTT HE F
THE
HE
HE
HE FFFFLAME
LAME R
LAME
LAME
LAME R
R
R
RIDER
IDER
IDER
IDER
IDER
Penance Stare
Penance Stare
Starting at 14th level, as an action, you can look directly into a
target’s soul, forcing a creature within 10 feet of you to stare
You have made a pact with a powerful spirit of vengeance,
into the depth of hell consuming you. The target must succeed
perhaps by your own greed, or perhaps to save a dying father. a Wisdom saving throw or take 5d8 fire damage and 5d8
With this pact your are granted parts of its powers. Flames radiant damage and be incapacitated until the beginning of
seem to obey it, burning everything in its path, letting its your next turn on a failure. Once a creature fails their saving
searing hatred cleanse the world. throw against that ability, you can’t use it again until your take
a long rest.
Innocent creatures, such as children, beasts, and creatures
Expended
Expended Spell
Spell List
List the GM deems appropriate, are immune to this ability.
The Flame Rider 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.

Flame Rider Expended Spells


Spell Level Spells
1st burning hands, ensnaring strike
2nd lame blade, heat metal
3rd conjure barrage, reball
4th re shield, phantasmal killer
5th immolation, steel wind strike

Dreaded Hellfire
Dreaded Hellfire
At 1st level, your patron's presence inside you renders you
terrifying and powerful. You gain proficiency in the
Intimidation skill.
In addition you can focus your patron's energy when
fighting. You can change the damage type of any warlock spell
and ability that deals force or necrotic damage to deal fire
damage instead.

Unbreakable Spirit
Unbreakable Spirit
Also at 1st level, you have an otherwordly constitution, your
hit point maximum increases by 1 and increases by 1 again
whenever you gain a level in this class. In addition you gain
resistance to fire damage.

Skeletal Rider
Skeletal Rider
Beginning at 6th level, You learn the phantom steed spell and
can cast without using a spell slot once per short or long rest.
The summoned horse is immune to fire damage and instead of
its normal duration, the spell lasts until you dismiss the horse
(no action required) or it falls to 0hp. In addition the steed can
walk on any surface, and has the ability to move up, down,
and across vertical surfaces, as long as it moves at least 10ft
during a turn.

Overheated
Overheated
At 10th level, the fire that consumes your soul intensifies,
threatening to burst out of you. When you deal fire damage
using a spell or an ability, you ignore resistance to fire damage
and treat immunity as resistance. In addition, instead of using
your Strength modifier for ability checks, saving throws,
attack and damage rolls, you may use your Charisma modifier.

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