Pact of the Iron Warlock

## The Iron Pact

In a world with evolving technology, supernatural and eldritch beings have caught on to the change and are trying to get ahead of the game. As such, one begs the question, how does a supernatural entity view a firearm?

By forging a pact with you Patron you will be bequeathed a firearm of their own make. It will be bound to you as long as you live, and has untold potential waiting to be unleashed. Take up your weapon in hand and make your enemies cower in fear at the shine of your barrel. For none shall escape your sight.

#### **Expanded Spell List**

The Iron Pact 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.

**Iron Pact Expanded Spells**

 4th

#### **Homebrew Pact: Pact of the Faithful Steed**

You have formed an inseparable bond with your Phantasmal Steed. Gain the following benefits:

* Your Phantasmal Steed cannot be dispelled by damage.
* Phantasmal Steed no longer has a duration. The steed remains summoned until it is dismissed by the caster.
* The casting time becomes instantaneous.
* While the mount is within 5 mile(s) of you, you can communicate with it telepathically, and it understands you.
* The first time you summon your Phantasmal Steed after each short rest, you don't expend a spell slot to do so. All other times you use the spell, you expend the spell slot.

#### **Homebrew Invocations:**

##### Steady Stride:

Your phantom is fiercely loyal and willing to brave the worst for its rider.

* You gain half cover while mounted.
* Your Phantom Steed ignores the penalty of difficult terrain.

##### Spectral Lasso (Prerequisite 7th level):

With your connection to your phantom and your patron’s magic, you can manifest a lasso of your own creation to bind your targets.

* To lasso a target you must make a ranged attack roll in which you’re proficient with, using your Charisma modifier, that is contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, the attack causes no damage and the defender is restrained. The target has advantage on its ability check if it is larger than you, or disadvantage if it is smaller. You can only lasso a target that is of large size or smaller.
* Drag: You may drag a target once they are lassoed as a free action. This only affects medium size targets or smaller. Your Phantom Steed moves at half speed while a target is being dragged, in which it follows your movement but always remains 10ft behind you. For every 5ft that the target is dragged, it takes 1d4 bludgeoning damage. The target is considered prone while they are being dragged.
* Hogtie: By using your action on a lassoed target, you may hogtie them. This can only be done if you are within 5ft of the target and you have two free hands. A hogtied target is considered paralyzed until freed from the lasso. Freeing a target from the lasso has the same requirements for hogtying. You may only hogtie one target at a time.

##### Ghost Rider (Prerequisite 12th level):

Your phantom steed is entwined with your very soul. As if forging its own pact.

* While mounted on your Phantom Steed, you can make any spell that targets only you also target the mount.
* Your Phantom Steed is able to walk on liquid surfaces, as if affected by the Water Walk spell.
* One per short rest, when you or an ally within 30ft is targeted by an Area of Effect ability or spell, you can choose to have your steed shield you or the ally. Forgoing the roll and automatically passing the check. After which the steed is dismissed, and must be resummoned.
* When you fall to 0 hit points, your Phantom Steed is dispelled and you regain a number of hit points equal to half your total hit points. After this effect is triggered, you’re unable to summon your Phantom Steed until you’ve taken a short rest.

#### **Deadeye**

Starting at 1st level, you gain benefits depending on your distance from your enemies. Starting at 5ft, you gain a maximum of +3 bonus to damage rolls. For every 15ft away from 5ft, you gain +1 to hit and -1 to damage rolls for a maximum of +3 to hit, and vice versa. This bonus increases to +4 at 6th level, and +5 at 11th level.

In addition, you gain the ability to set your sights on a target to eliminate. As a bonus action, choose one creature you can see within 30 feet of you. The target is affected by Deadeye for 1 minute. Deadeye ends early if the target dies, you die, or you are incapacitated. Until the Deadeye ends, you gain the following benefits:

* You gain the maximum benefits of your Deadeye feature, regardless of range, on the marked target.
* Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20.
* You are always aware of where the target is and it cannot benefit from hiding or invisibility.

You can’t use this feature again until you finish a short or long rest.

In addition, due to learning the art of gunslinging, you no longer have disadvantage when enemies are within 5ft of you, and prone enemies no longer impose disadvantage on your attack rolls.

#### **Hex Marksman**

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and firearms.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one firearm that you are proficient with. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you make another pact weapon.

#### **Firearm Properties**

Similarly to other firearms, your pact weapon comes with a unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

***Reload.*** The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

***Misfire.*** Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to repair it.

***Explosive.*** Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

**Ammunition.** Pact weapons do not consume physical rounds and thus the weapon only has to be reloaded to regain its full ammunition.

#### **Eldritch Outlaw**

Starting at 6th level, gain a bonus to your initiative roll equal to your charisma modifier. Your pact weapon's damage is now considered magical, and your pact weapon can no longer misfire. In addition, you can reload any firearm as a bonus action.

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

#### **Dead Men Tell no Tales**

Starting at 10th level, you can move Deadeye from a slain creature to another creature. When the creature afflicted by Deadeye dies, you can apply it to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. In addition, you gain the ability to fan the hammer.

**Fan the Hammer.** You can spend your action to unleash a barrage of gunfire equal to your weapons reload score at the time this is cast. Each attack is rolled separately and this attack can target multiple enemies. This feature cannot be used again until a short or long rest.

#### **Exalted Gunslinger**

Starting at 14th level, you are now able to forge a pact with two firearms at once, and it no longer requires a free hand to reload. The same rulings for the first pact weapon apply to the second. Your attacks now also critically hit on a natural 1.

#### Deadeye Quick Reference Table

Deadeye at the maximum benefit of +5
 20 to 30ft
 35 to 45ft
 50 to 60ft
 65 to 75ft
 80+