Base Class: Blood Hunter (archived)
The Hexslinger is an order that was made to bring great creative minds together that wish to fend off the dark, strange, or evil, these hunters use firearms to keep a distance and allow them to fight from range, they use this as an advantage allowing them to control the battlefield without throwing themselves to the fray. Most blood hunters training for this order will mostly hunt with bows and crossbows preparing their aim for the devastating power of firearms.
Rite of the Hex
When you join this order at 3rd level, you learn the esoteric Rite of the Hex (detailed below).
Rite of the Hex: Your rite damage is force damage.
Upon reaching 11th level any enemy hit by this rite can be pushed 10 ft away from you in a straight line.
Hex Shooter
At 3rd level, the influence of your Hunter's Bane allows you to mystically channel your will through a particular firearm. Whenever you finish a long rest, you can touch one firearm that you are proficient with. When you attack with that weapon, you can add your Wisdom modifier for the attack and damage rolls. This benefit lasts until you finish a long rest.
Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
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 |
|---|---|---|---|---|---|---|
| Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) |
Light, reload 1, misfire 1
|
| Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) |
Reload 4, misfire 1
|
| Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) |
Two-handed, reload 1, misfire 2
|
| Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) |
Reload 6, misfire 2
|
| Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) |
Reload 1, misfire 2
|
| Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | (200/800) |
Two-handed, misfire 3, explosive
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Reload 1, misfire 3, explosive
|
Extra Shot
Whenever you take the attack option with a firearm you can fire a second shot, this does not apply to melee weapons only with firearms (Extra Shot can apply to bows and crossbows). You gain this again at 7th level. (ex. At 3rd level you have 2 attacks with a firearm, and at 7th level you have 4 attacks with a firearm)
Fire Back / I'm Out
Beginning at 7th level when an enemy targets you with a ranged weapon or ranged spell attack, you can use your reaction to fire a shot back. If you do not have a shot loaded you can spend your reaction to reload instead.
Double Tap
At 7th level as an action you can fire one shot then envelop yourself in shadows and teleport 60 ft away to an area you can see, then fire a second shot afterwards. You can use this ability once per short or long rest.
Rite Explosion
Staring at 11th level when you land a shot on a creature and your rite is active, you can select other creatures within 5 ft of it and deal half damage to them. You can use this twice per long rest.
Focus
At 11th level at the start of your turn, you can use a bonus action to focus your shot dealing an extra 1d8 force damage.
Chambered
Beginning at 15th level you can concentrate your blood hunter abilities into you firearm and chamber one of the rites you know, you suffer half the damage but you are able to gain the hit points back afterwards. The rite will fade only from a long rest or when you fire it. You can use this ability once per long rest.
Hex Siphon
Beginning at 18th level you can cast a shadowed aura around you for 1 min causing the damage you deal to others to heal you by half the amount (rounded down), this ability can bring you to your hit point maximum even if you have a rite activated. You can use this ability once per long rest.
Previous Versions
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