Blood Hunter
Base Class: Blood Hunter

The term Bloodslinger is a portmanteau of Gunslinger and Bloodhunter. This order was formed in opposition to vampires, and generally recruit from those victimized by them. They pursue any who they believe are associated with vampires, and particularly disdain life-stealing magic. Thus, these hunters do favor prey such as witches and necromancers as well. 

Their means of attack is a combination of their blood hunter magic and their firearms, creating a deadly combination. They often create vials of their own blood in their spare time to offset the costs during crisis. However, fresh blood induces more powerful effects, and it often brinks them to the very brink against powerful enemies, exhausting their bodily fluids. They gamble that their enemies strength fails before theirs.

 

Rite of Burning Blood

When you join this order at 3rd level, you learn the Rite of Burning Blood as part of your Crimson Rite feature. When you activate the Rite of Burning Blood, the extra damage dealt by your rite is acid damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • When you attack with this weapon, if it's ranged, you can shift 5ft in the opposite direction without provoking attacks of opportunity.
  • When you hit a creature with this weapon, you may cause the ammunition to burst. A creature within 5ft (not the original) must make a Dexterity Save against your Blood Magic Save DC, taking acid damage equal to a roll of your hemocraft die on a failure. If the creature you hit consumes fresh blood regularly, you can instead make it simply take acid damage equal to a hemocraft die roll; no save.

Crimson Path

Starting at 3rd level, you learn to apply your blood curses at any distance. You gain an additional use of your Blood Maledict feature.

Immediately after you hit a creature with a ranged weapon, you can use your Blood Maledict feature against it, regardless of range.

You gain proficiency with firearms.

Hemomagnetic Force

Upon reaching 7th level, at the start of your turn, you magically create a magnetic field that swirls your blood like a ferrofluid, enabling remote interaction with metal, and allowing your Crimson Rite enhanced ammo have more impact force.

While you are using a Crimson Rite, the distance you your ranged attacks propel you is increased by 5ft (up to 10ft when using Burning Blood), and when your attacks hit a creature, the creature is pushed back 5ft if it is Large or smaller.

As an action, you can push/pull a metallic object within 30ft of you by 5ft if the object is Small or smaller. If a creature is wearing or carrying that object, then it can make a strength save against your blood magic DC to maintain their position and/or hold onto the object.

As an action, you can begin hovering while you are above or below a metal object that is Tiny or larger (bullets are acceptable), up to 20ft above the ground. This requires your concentration, as if concentrating on a spell. You can spend your movement to move horizontally from that position, but if you end your turn without a metal object directly above or below you, then you fall to the ground. Objects above you, if not firmly anchored, can be pulled out by the magnetic force and fall, taking you with it. You can safely descend to the ground as an action. At 18th level, you can hover anywhere as long as there are three well spaced metallic objects within 40ft of you.

Improved Burning Blood

Starting at 11th level, you gain even greater hemotoxic potential, causing weakened enemies to succumb to lethargy. Whenever you hit a creature with a weapon that has an active Crimson Rite, and it is afflicted by your Brand of Castigation, you deal an extra acid damage equal to one roll of your hemocraft die. Once per turn, if you hit a creature under the previous requirements that has less than half its hitpoints, you may force it to make a Consitution Save against your blood magic DC. If it fails, its speed is halved until it finishes a short rest.

Blood Curse of Adrenaline Burst

At 15th level, you hone your hemocraft to induce an adrenaline burst in your nearby allies. You learn Blood Curse of Adrenaline Burst, and it doesn't count against your blood curses known.

Blood Curse of Adrenaline Burst

As a bonus action, you cause you and your allies within 30ft to release adrenaline in their bodies. Each of you may use your reaction to take either an Attack(one weapon attack only),Dodge, or Dash actions. If any of you or them do elect to spend your reaction this way, you gain a level of exhaustion at the end of the current combat, or after 1 minute, whichever is sooner.

You can not use this blood curse two turns in a row.

Amplify. Your reaction for this round is refunded to you, if spent, immediately afterwards.

Bounced Shot

Upon reaching 18th level, you can coat your shots in an incompressible, paramagnetic blood mixture, allowing you to affect them in flight with hemomagnetism. Once per turn, you can trigger ONE of the following.

  • If you hit with an attack, you can cause the attack to bounce to another creature within 30ft. Make another attack roll against that creature.
  • If you miss with an attack, you can reroll the attack. If a creature would be moved when hit, it can be moved in any direction.

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