Kiss of Mephistopheles
Prerequisite: 5th level, eldritch blast cantrip
When you hit a creature with your eldritch blast, you can cast fireball as a bonus action using a warlock spell slot. The spell must be centered on the creature you hit with eldritch blast.
Armor of Shadows
Source: Player's Handbook
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Improved Pact Weapon
Source: Xanathar's Guide to Everything
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Bottled Respite: As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.
Genie's Wrath: Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).
Extra Attack (Lvl 5)
You can attack twice, instead of once, whenever you take
the Attack action on your turn.
Lock n’ Load (Lvl 5)
You can load or reload a firearm you are holding as part of
your move or your action.
Marksman
You are an expert at hitting your mark with ranged weapons, gaining the following benefits:
• Being prone doesn’t impose disadvantage on your
ranged weapon attacks.
• Attacking a prone target doesn’t impose disadvantage
on your ranged weapon attack rolls if the target is
within your weapon’s normal range.
• If you haven’t moved since the start of your turn, you
can use a bonus action to steady your aim. Until the
end of your next turn, you have advantage on the next
ranged weapon attack roll you make. This effect ends
early if you move or take damage.
Path of the Righteous (Lvl 3)
You arm yourself with knowledge of evil and its crooked
ways. You gain proficiency in one of the following skills of
your choice: Arcana, History, or Religion. Your proficiency
bonus is doubled for any Intelligence check you make to
recall information about Fiends or Undead.
Consecrate Arms (Lvl 3)
As an action, you can touch a willing creature and utter
a prayer to sanctify it. Whenever that creature hits with a
weapon attack, the attack deals radiant damage instead of
the weapon’s normal damage type. This benefit lasts until
the creature dismisses it (no action required), the creature
dies, or it finishes a short or long rest.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once), and you regain all
expended uses when you finish a long rest.
Baptism of Fire (Lvl 3)
With holy fire you deliver judgment unto your enemies.
When you hit a creature with a ranged weapon attack while
benefiting from your Consecrate Arms, you can spend 1
grit point to deal 1d8 radiant damage to the target, in addition to the weapon’s damage. The damage increases by
1d8 if the target is a Fiend or an Undead.
Deadeye (Lvl 1)
In combat, you find your flow with deadly efficiency.
Whenever you hit a creature with a ranged weapon attack,
the lowest number you must roll on the d20 to score a crit-
ical hit with subsequent ranged weapon attacks decreases
by one. You can gain this benefit multiple times, but it can’t
reduce the threshold for scoring a critical hit below 16.
You lose this benefit if you miss with an attack, you be-
come incapacitated, or if your turn ends and you haven’t
attacked a creature since your last turn.
From 14th level, whenever you gain this benefit, you
can gain it one additional time, but it still can’t reduce the
threshold for scoring a critical hit below 16.
Bad Medicine (Lvl 1)
You can roll 3 (5 total) additional weapon damage die when de-
termining the extra damage for a critical hit with a firearm.
The number of additional dice increases as you gain levels
in this class, as shown in the Bad Medicine column of the
Gunslinger table
Grit (Lvl 2)
The hard-fought battles of your past have instilled in you a
wellspring of resolve, which is represented by grit points.
You have a number of grit points equal to 1 + your Wisdom
modifier (minimum of 1 point).
You can spend these points to fuel various grit features.
You start knowing four such features: Buck Up, Bullet
Time, Covering Fire, and Dodge Roll. You learn more grit
features as you gain levels in this class.
When you spend a grit point, it is unavailable until you
regain it. You regain 1 expended grit point whenever you
score a critical hit against a hostile creature, and you re-
gain all expended grit points when you finish a short or
long rest.
Buck Up
You can spend 1 grit point as a bonus action to spend one
or more Hit Dice, following the normal rules for regaining
hit points using Hit Dice. The maximum number of Hit
Dice you can spend each time you use this feature equals
your proficiency bonus.
Bullet Time
When a creature you can see makes a ranged attack against
you, you can spend 1 grit point to impose disadvantage on
the attack roll.
Covering Fire
While you are holding a firearm, when a creature you can
see within 60 feet of you makes an attack against a crea-
ture other than you, you can spend 1 grit point as a reaction
to impose disadvantage on the attack roll.
Dodge Roll
You can spend 1 grit point as a bonus action to move up
to 10 feet without provoking opportunity attacks. You can’t
take this bonus action if your speed is 0.
Speed.
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Amphibious.
You can breathe air and water.
Control Air and Water.
A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Emissary of the Sea.
Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardians of the Depths.
Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Feature: No honour.
From the dark and the seedy background you have come i.e, from where everyone is trying to get the upper hand on everyone else. As like you have learned to read people and also to see the true intentions behind of their words and actions. Here you have an advantage on (Wisdom) insight checks. This advantage even other dnd backgrounds can not have.
Features & Traits