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Gunlock (OSR/AD&D)

By player request, inspired by the Gungeon final boss – The Lich


Gunesis 1:1
In the beginning, the Gungeon was formless and void, and bullets moved over the face of the deep.

Studying the mystical arts takes a lot of time and effort. Some find this overly onerous or lack the means to learn, so take a shortcut to gain magical power by making a pact with a powerful outsider, becoming their pawn in exchange for powerful abilities.  You have made a pact with The Lich – the first creature to awaken the power of Kalibar – the Goddess of Guns and Bullets. 

Level XP Proficiency Bonus Hit Dice Features Level Title Spells Known Max Spell Level
1st          – +2 1d8 + CON Gunsmith, Eldritch Blast, Pact Magic Gunslinger 2 1st
2nd     2,000 +2 1d8 + CON Invocation Gunslinger 3 1st
3rd     4,000 +2 1d8 + CON Invocation Gunslinger 4 2nd
4th     8,000 +2 1d8 + CON Ability Score Improvement Gunslinger 5 2nd
5th     16,000 +3 1d8 + CON Invocation Gunslinger 6 3rd
6th   35,000 +3 1d8 + CON Gunslinger Gunslinger 7 3rd
7th   70,000 +3 1d8 + CON Invocation Gunslinger 8 4th
8th   140,000 +3 1d8 + CON Ability Score Improvement Gunslinger 9 4th
9th   300,000 +4 1d8 + CON Invocation Gunslinger 10 5th
10th   500,000 +4 1d8 + CON Imbue Gun-Mage 11 5th
11th+ Special You may spend 100,000 XP to gain a level 11 to 20 5e Warlock class feature or the “Invoke the Fevranzhatavr” pact feature  – including additional spell slots, spells known, invocations etc (At the DM’s discretion). Grand Warlock/Witch


The Gun Lich is an entity that resides in the depth of the Gungeon – a sacred place dedicated to Kalibar, the Goddess of Guns and Bullets. You seek to gain knowledge from your patron’s countless lifetimes of experience, while The Lich seeks to extend the (almost) forgotten power and worship of Kalibar – a pawn in a centuries-long plan.

Gunlock Expanded Spells

The gunlock 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 and all do radiation damage (where applicable):

Pact Magic

When a warlock casts a spell he makes a spell check to see if he is able to hit the target and manifest the spell correctly.  On a natural 1, the warlock loses the use of the spell for the day.  The warlock otherwise unlimited use of his spells.  When rolling a natural 1, the warlock not only loses the spell but must roll a d6, on a 1 or 6 he also gains patron taint specific to his patron.  Patron taint initially starts as a disadvantage but longer-term becomes a positive change as the warlock slowly becomes like his master. This otherwise works identically as outlined in the 5e PHB.

Patron Features

1st Level – Gunsmith

You gain proficiency in single type of firearm of your choice (or an equivalent proficiency for your setting).  This allows you to be proficient in the use of this type of gun. This otherwise functions identically to the Pact of the Blade, except, it only applies to guns.

6th Level – Gunslinger

You may duel wield pistols allowing you to shoot twice a round (for simplicity’s sake if you hit with your primary attack you can automatically apply an additional die of damage to the same target or another target within range without rolling to-hit again).

10th Level – Imbue

You may channel a single invocation, eldritch blast, or touch spell through your guns. This is an additional effect to the damage done by the weapon itself.

10th+ Level – True Grit

You make mark upon the world with daring deeds. Some gunlocks claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunlocks have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to your Wisdom modifier (minimum 1).  You use grit to fuel Deeds (see below).  You can regain a used grit whenever you score a critical hit or land the killing blow and all deeds cost 1 grit and must be performed with your gun of choice and all actions are Bonus actions unless otherwise stated.

  • Deadeye. You may cancel disadvantage for long-range ranged attacks
  • Gun Kata.  You have an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against you, you 5 feet as a reaction; doing so grants you a +2 bonus to AC against the triggering attack. Alternatively, you can drop prone to gain a +4 bonus to AC against the triggering attack.
  • This is my Gun. If for any reason your gun is unable to shoot – runs out of charges, runs out of bullets, breaks etc – you may spend a grit to “clear the chamber” and it starts working again.
  • Kalibar’s Quickdraw.  You may spend grit to go first in the turn or cancel surprise for yourself.
  • Pistol-Whip. You can make a surprise melee attack with the butt or handle of your firearm. You do 1d6 bludegoning damage and may add your CHA as bonus damage.
  • Blast Lock. You make an attack roll against the DC of a lock, if you hit, you destroy the lock.  Against magical locks, you have disadvantage on the attack roll. You may only attempt this once per lock.
  • Stop the Bleeding.  You make a firearm attack and then press the hot barrel against yourself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot heels the target of 1d6 + CHA damage.
  • Dead Shot. You make an attack roll against a target and continue to make attack rolls at -2 until you miss. The -2 is accumulative per attack after the first. Once you miss you can roll this many die of damage against the target.
  • Bullet Hell. You consume all your grit to make that many attacks against targets in range.

Revolvations 22:12
As with all things, the Gun must eventually end; the final Bullet will leave the chamber, and all will be reloaded.

Posted in 5e, Adventurer's Vault, Class, Dungeons & Dragons, OSR 5e, The Ninth World

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