You channel your patronic powers through the most dangerous, cutting edge technology available to you – the firearm. Others might call this a foolish notion – why use a gun when an Eldritch Blast is simpler and more reliable. Simple answer – why not use both? Despite the reputation as old fashioned, traditionalist, and mired in the past – witchcraft has existed by moving along with the times. Eldritch gunplay is simply the next step of it's evolution – and after all, what else says "bubble bubble, toil and trouble" like exploding sulfur?


Expanded Spell List:

1st: Magic Missile, Zephyr Strike

2nd: Branding Smite, Heat Metal

3rd: Conjure Barrage, Wind Wall

4th: Freedom of Movement, Animate Objects

5th: Conjure Volley, Swift Quiver

Firearm Proficiency:

At 1st level, you gain proficiency with a single one handed firearm of your choice, and a single two handed firearm of your choice.



At 1st level, you may conjure a phantasmal firearm of any variety you are proficient in. This firearm has the special properties of the type of firearm selected and deals force damage. The ammunition for this firearm is magically provided, and these deal force damage. This conjured firearm takes the better range, attack modifier and/or damage modifier from either the firearm or the Warlocks eldritch blast (Except for shotguns, which remain a short-range cone) and any invocation that applies to Eldritch Blast applies to these ranged weapon attacks.


This conjured firearm lasts for 1 hour. The Warlock can use this feature a number of times equal to their Charisma modifier, and they regain all uses after successfully completing a long rest.



At 6th level, you may select a creature and target it with a single firearm weapon attack. This attack has it's critical hit threshold increased by one stage, and the target creature must succeed on a Constitution saving throw or become stunned until the end of your next turn.


You can do this a number of times equal to your charisma modifier. These uses refresh after a long rest.


Starting at 10th level, you may conjure an eldritch cannon that attacks creatures. As a bonus action, you may move this cannon up to 30 feet and.or make a single attack as if you had fired an eldritch blast. This counts as an Eldritch Blast cast by you, and this cannon lasts for 1 minute.


You may use this ability twice per long rest.



Starting at 14th level, you may use your action to fire an attack from your Eld-Firearm  or Eldritch Blast at every creature within range. (Any creatures within the cone of a shotgun are considered to be subject by this attack.

You may use this feature once per short rest.


Flintlock Patron Eldritch Invocations:

Prerequisite: Eld-Fire Warlock

You may select one Knack you qualify for from the Marksman's list of Knacks. You use your Warlock level as Marksman levels, and must qualify for any Knack taken. You are considered to have two points of focus, which stack with any Focus gained from Marksman levels.
Special: You can take this Invocation twice, selecting a different invocation.


Named Bullet:
Prerequisite: Eld-Fire Warlock Level 7

Whenever you make a firearm attack against a creature under the effect of the Hex spell, the damage dice is increased to 1d12.


Valden 5e Saitken