Base Class: Fighter
You've learned how to harness blood magic to bolster your own vitality at the expense of those you fight. How you learned this magic is up to you perhaps a stressful event awoke something dormant in your bloodline, or perhaps you sought a blood mage to teach you its powers. You've also learned how to create tools to assist in amplifying your powers and make fighting shape-changer easier. Perhaps you found a Lantan made firearm and gained inspiration to make your own or perhaps you where taught how to make them. Either way you've learned how to make specialty weapons that are useful and extra effective at channeling your powers and against shape changers.
Trick Weapon and Firearm
When you take this archetype at 3rd level, you gain the use of a trick weapon and a firearm, often used in tandem with each other. You also gain proficiency with trick weapons and firearms.
Trick weapons are weapons that have two forms that they switch between. You can switch between the forms of your weapons as a bonus action.
You can use a trick weapon and a firearm without any of the normal restrictions of two-weapon fighting.
Some basic trick weapon and firearms are listed at the end of this archetype. If you lose your trick weapon, you can replace it with another for 400 gp and 8 hours of work
Firearms
- Hunter Pistol
- A simple pistol that shoots bullets infused with the owner's own blood. This weapon has ammunition property, a range of 30/60 feet, and deals 1d8 piercing damage. A person wielding this weapon can take an amount of damage to their level to instantly get 5 bullets for the weapon. This weapon becomes a +1 weapon when used against shape changers. This bonus against shape changers increases to a +2 at 8th level and +3 at 14th level.
- Hunter blunderbuss
- A weapon that despite being a gun, is the best used at close range, shooting a wide blast that doesn't travel far. This weapon has the ammunition, the range property of 10/20 feet, doesn't incur disadvantage when firing from melee range, and deals 1d6 piercing damage. A person wielding this weapon can take an amount of damage equal to their level to instantly get 5 bullets for this weapon. this weapon becomes a +1 when used against shapechangers. This bonus against shapechangers increases to +2 at 8th level and +3 at 14th level.
Trick Weapon
- Saw Cleaver
- A simple handled saw that flips out into a bladed cleaver. The saw form uses the stats of a hand ax without the thrown property. The cleaver form uses the stats of a longsword without the versatile property. The saw form of this weapon becomes a +1 weapon when used against shape changers. This bonus against shape changers increases to +2 at 8th level and +3 at 14th level.
- Treaded Cane
- A cane with a bladed edge that separates into a whip. The cane form uses the stats of longsword without the versatile property and with the finesse property, and can not be distinguished easily as a weapon from a glance. the whip form uses the stats of a whip but deals 1d6 slashing damage. the whip form becomes a +1 weapon when used against shape changers. This bonus against shape changers increases to a +2 at 8th level and +3 at 14th level.
- Hunter Axe
- An axe with an extending handle that turns it into a two-handed axe. The axe form uses the stats of battleaxe with out the versatile property. The two-handed form uses the stats of a greataxe. Transforming this weapon into it's two-handed form allows to holster your firearm as a free action, and transforming it back allows you to unholster your firearm as a fire action.
Steal Vitality
At 3rd level, you've embraced that the best defense is a solid, strategic offense. When you take damage you can immediately try to steal blood from your enemy, regaining some of your health back. When you take damage, the next attack on you make can restore your health an equal amount of hit points to ether your fighter level, or the amount of damage you took, whichever is lower. You must attack with a trick weapon or unarmed strike to use this feature. You can use this ability a number of times equal to your proficiency bonus amount of time per long rest.
Morph Attack
At 7th level, you can change the form of your trick weapon faster. When you make an attack with your trick weapon with your extra attack feature you can change the form of your trick weapon as part of your subsequent attack. The weapon stats used for the attack are of the form being transformed into. The first attack and morph attack must both be on the same turn. you can do multiple morph attacks per turn, as long as you still have attacks to use from your extra attack feature.
Shudder Shot and Visceral Attack
At 10th level, you can catch your enemies off guard with a sudden shot from your firearm. When you make an attack with a firearm with your extra attack feature you can use your bonus action to "shudder" your target with it. A creature hit by this must make a DC 10 Constitution saving throw. On a failure they are open for a powerful visceral attack and their movement speed is halved on their turn.
When a creature fails its saving throw, your next attack that turn is known as a visceral attack. A visceral attack has advantage to hit and automatically deals critical damage.
At 15th level the DC for this feature becomes 15.
Blood Corrruption
At 15th level, blood's full intoxication calls to you, blurring the line between hunter and hunted. When you kill a creature, deal a visceral attack, or take damage while half or less of your maximum hit points you can transform into a monster.
While in this state:
- Your size becomes large.
- Your equipment melds into your new form until you change back.
- Your AC becomes 13 + your dexterity modifier.
- Your unarmed strikes count as +3 magic weapons that deal 1d8 slashing or bludgeoning damage.
- Your intelligence score is reduced to (21- your fighter level).
- You have resistance to non-magical bludgeoning, piercing, and slashing damage, unless the damage is from a trick weapon.
You must stay in this state until you are knocked unconscious or you are out of initiative. Once out of initiative, you can revert back to your normal form in a number of minutes equal to (your fighter level - 15).
After you use this feature for the first time, you are permanently considered a shape changer, and whenever you kill a creature that bleeds you must make a DC 10 Wisdom saving throw or be forced to transform.
Blood Frenzy
At 18th level, when you kill a creature, you can choose to have all your attacks have advantage, in exchange for all attacks against you having advantage, for 1 minute.
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