Base Class: Blood Hunter
Relentless in their pursuit of vengeance, the hunters from a newer order, Demon Slayers, seek to purge the world of all that is vile and unholy. Initiates of this order dive into the secret art of weaving black powder and Hemocraft magic to skillfully keep their foes at bay. In order to hone into the ability to work with weapons using black powder hunters of this order usually bind their soul with a demon in order to quicken their reflexes. These hunters then use the magic of their blood to harness the power of the demon they harbor, without losing themselves to it. Using intense will and secret blood magic rituals, members of the Order of the Demon Slayers, learn to control thier demon in order to perform acts at heighten performances. Though deemed "demon " to others, these hunters know of the ultimate sacrifice and what goes bump in the night; they prey upon all that is strange and wicked, be it aberration or monstrosity.
Demon Slayers Rage
When you join this order at 3rd level, you learn the Rite of the Purged as part of your Crimson Rite feature. When you activate the Rite of the Purged, the extra damage dealt by your rite is force damage. During your turn, the first attack roll you make with a weapon with this rite on it has advantage against aberrations, fey, fiends, monstrosities, and undead.
Adept Arbalest
Upon choosing this archetype at 3rd level, you gain proficiency with Firearms (Pistols) and the Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms
The Demons Soul inside you allows you to quickly reload you weapons with unnatural speed. You do not need to have a free hand to reload your firearms on a successful roll on the Firearms Misfire Score.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Firearms
| NAME | COST | AMMO | DAMAGE | WEIGHT | RANGE | PROPERTIES |
|---|---|---|---|---|---|---|
| Pistol | 250g | 4g (20) | 1d10 piercing | 3 lb. | (30/90) | |
| Pepperbox | 750g | 4g (20) | 1d12 piercing | 5 lb. | (50/125) | |
Demon Vault
Upon reaching 7th level, your demon soul allows you to learn how to maneuver expertly to maintain distance. Provided you are not wearing heavy armor, you can jump and move up to 15 feet while ignoring difficult terrain and without provoking opportunity attacks. You can do this as a bonus action or as a reaction to when a hostile creature moves into a space within 15 feet of you. If used as a bonus action, this costs 15 feet of your movement.
If used as a reaction until the end of your next turn, your weapon attacks have advantage if it is made against the closest hostile creature within 30 feet of where you ended your Vault. This feature can only be used a number of times equal to your Hemocraft modifier (minimum of +1).
You must finish a long rest before you can use this feature again.
In addition, your Demon soul now fuels its hatred and Rage into your attacks. When you use your Crimson Rite on your Firearms, the ammunition discharged is considered magical for the effects of overcoming immunities and resistances. In addition, your demon soul allows you to Reload your weapons instantly, as long as you have the ammunition, on a successful roll on the weapons misfire roll.
Demon Vault
Upon reaching 7th level, your demon soul allows you to learn how to maneuver expertly to maintain distance. Provided you are not wearing heavy armor, you can jump and move up to 15 feet while ignoring difficult terrain and without provoking opportunity attacks. You can do this as a bonus action or as a reaction to when a hostile creature moves into a space within 15 feet of you. If used as a bonus action, this costs 15 feet of your movement.
If used as a reaction until the end of your next turn, your weapon attacks have advantage if it is made against the closest hostile creature within 30 feet of where you ended your Vault. This feature can only be used a number of times equal to your Hemocraft modifier (minimum of +1).
You must finish a long rest before you can use this feature again.
In addition, your Demon soul now fuels its hatred and Rage into your attacks. When you use your Crimson Rite on your Firearms, the ammunition discharged is considered magical for the effects of overcoming immunities and resistances. In addition, your demon soul allows you to Reload your weapons instantly, as long as you have the ammunition, on a successful roll on the weapons misfire roll.
Rapid Fire
At 11th level, your demon soul fuels its rage into your attacks, trading accuracy for fire power. If you take the Attack action on your turn and have advantage on a ranged attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Preternatural Instinct
Starting at 15th level your demon soul gives you the ability to sense incoming danger. You gain proficiency in Dexterity saving throws. You can also use your reaction to Demon Vault after succeeding a Dexterity saving throw or when an attack you can see misses you. If you end the Vault out of the area or line of effect of the triggering event, you ignore it completely and can fire one shot at the target so long as it is in range of your firearm.
Lethal Marksman
At 18th level, your repeated attacks against your foe exposes its weaknesses fueling your demon soul into slaying its foe.. After you've hit the same creature with two ranged weapon attacks since the start of your turn, your next ranged weapon attack that hits it will critically strike.
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