Warlock Pact Boon

Pact of the Chamber

You gain proficiency with martial ranged weapons if you didn’t have it already. Additionally, your patron grants you a supply of pact ammunition for a ranged weapon of your choice. You can summon a number of pieces of pact ammunition equal to your Charisma modifier (minimum of 1) times your warlock level. Your supply of pact ammunition replenishes at the end of a long rest.

Unfired pact ammunition can be summoned at will into an unoccupied space or container within five feet of yourself. Weapons with the reload property can be loaded with pact ammunition without an action.

Your supply of pact ammunition can include magical ammunition. Magical ammunition in your possession can be absorbed into your supply of pact ammunition by performing a ritual over the course of 1 hour, which can be done during a short rest. Once the ritual is completed, the magical ammunition disappears and can be summoned at will as pact ammunition. Ammunition absorbed into your pact in this way counts against the number of pieces in your supply, but is not replenished at the end of a long rest.

Eldritch Invocations

Arcane Artillery

Prerequisite: Pact of the Chamber feature



Whenever you make a weapon attack with a martial ranged weapon you may choose to spend a spell slot for 1 of the following effects to be added to your attack:

All creatures within a 5-foot-radius radius of your target must make a Dexterity saving throw against your spell save DC, taking the full damage of the attack on a failure or half as much on a success. This radius is increased to 10 feet if the weapon has the explosive property, or if the ammunition is explosive.

Your attack also targets another enemy within 30ft of the initial target - make one attack role per target.

Your attack causes its target's armor class to be reduced by 1 until the end of your next turn.

At Higher Levels. You may add 1d6 force damage to the damage of your attack for each slot level above 1st.

Raining Hellfire

Prerequisite: 5th level, Pact of the Chamber feature



You can attack with a weapon loaded with your pact ammunition twice, instead of once, whenever you take the Attack action.

Credits: Artwork by GRB76.

Supplement by OrcFreakingBeliever and knight_star_dust. If you're looking at a pdf, find the Homebrewery version here.

Fizzling Favour

Prerequisite: Pact of the Chamber feature



You may temporarily restore a misfired (but not broken) gun loaded with your summoned ammunition. Any attacks made with a weapon restored in this way will be a critical hit on an attack roll of a 19 or 20. If the gun misfires with this attack then the gun breaks, but the attack still hits its target and is considered a critical hit. With each use of this ability, the gun's misfire score increases by one, but returns to its original value once the weapon has been fixed.

You may use this ability a number of times equal to your Charisma modifier (a minimum of once). You regain all uses at the end of a long rest.