Base Class: Blood Hunter
This subclass was originally made by the user KaiSaHai which all the credit must go to. So, without further ado, lets proceed.
Previous champions of the Fire God, Kossuth have been chosen before, but it is said to be a rare case where they would be blessed with his divine flames. It is said that they would be unimaginable wielders of fire, being able to scorch down large mountains and evaporate massive portions of the sea. It is unknown the motive of why or how Kossuth picks these champions. There is no pattern on the appearance of a champion, but it is figured out that only one person a century is allowed to wield the powers of Kossuth.
Champions would have there left eye replaced with a lesser copy of Kossuth's own left eye, granting them the infernal powers of the fire god. This is known as the eye of Kossuth. Upon eye implant, tattoo-like markings form a pattern on the champion's left arm and on the left side of the face around the eye itself. Whenever the powers of the eye are activated, the markings will start to glow fiery red. Whereas most blood hunters gain their powers by becoming chilling ghosts or deathly beasts, the hellslinger gain their powers by harnessing the strength of a literal god.
Due, to champion's immunity to fire and resistance to explosives, experimentation with alchemical components and rare metals became possible which have unlocked the secrets of controlled explosive force. Hellslingers were the first to create, and deftly wield, the first firearms. However, the technology is still isn't perfect, and can be of risk to use. Knowledge of the creation of firearms and what makes them function have been kept a secret passed only to succeeding Hellslingers. Knowledge of how to create such weapons is worth millions, but it would also, in turn, revolutionize modern combat in a very unpredictable and dangerous way.
Eye of Kossuth
You gain a number of flame charges equal to half of your level (rounded up) + your wisdom modifier. You regain 1 expended flame charge for each time you roll a 20 on the d20 roll for an attack or dealing a killing blow to a creature of significant threat (DM’s discretion). You regain all expended flame charges after a short or long rest.
Rite of the Flame. Your rite damage is fire in addition to your current rite damage. If your rite damage is already fire, the damage you suffer from activating a rite is halved.
Produce Flame (3rd Level Required)
You may spend 1 flame charge to cast produce flame.
Animate Fire (3rd Level Required)
You may spend 1 flame charge to cast control flames.
Infernal Shield (5th Level Required)
You may spend 2 flame charges to cast fire shield.
Infernal Bow (5th Level Required)
You may spend 2 flame charges to create a fiery bow. If you let go of the bow, it disappears, but you can evoke the bow again as a bonus action. The bow comes with 5 arrows that deals 2d6 fire damage.
Flare Bomb (7th Level Required)
You may spend 4 flame charges to cast fireball.
Wall of Fire (7th Level Required)
You may spend 4 flame charges to cast wall of fire.
Incendiary Cloud (11th Level Required)
You may spend 5 flame charges to cast incendiary cloud.
Incendiary Teleport (15th Level Required)
You may spend 2 flame charges to blink to a target unoccupied space 20 feet from you. Alternatively, you can spend 5 flame charges to channel for 18 seconds to open a fiery portal to a location you have been to before and is on the same plane of existence as you (must complete a short rest to be able to open another portal).
Dragon Summon (18th Level Required)
You may spend 9 flame charges to cast illusory dragon.
Firearm Proficiency
Upon choosing this subclass at 3rd level, you gain proficiency with Tinker’s Tools and Firearms, allowing you to add your proficiency bonus to attacks made with firearms. You may use your proficiency with Tinker's Tools 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
|
| Big Game | Crafted | 10g (5) | 2d12 piercing | 10 lb. | (200/1200) |
Reload 1, Two-handed, misfire 3
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Reload 1, misfire 3, explosive
|
Selective Shots
At 7th level, you learn two selective shots of your choice, which are detailed under “Selective Shots” below. These maneuvers enhance an attack in some way. Each use of a selective shot must be declared before the attack roll is made. You can use only one selective shot per attack.
You learn an additional selective shot of your choice at 11th and 18th level. Each time you learn a new selective shot or at the 15th level, you can also replace one selective shot you know with a different one.
Selective Shots
These selective shots are presented in alphabetical order.
Banishing Shot
When you make a firearm attack against a creature, you can expend 2 flame charges and take damage equal to a roll of your crimson rite damage die. If the attack successfully hits a nonmajor creature (DM's discretion), that creature becomes banished as per the Banishment spell. You do not need to hold concentration for the duration of this spell.
Crimson Shot
When you make a firearm attack against a creature, you can expend one flame charge to activate and double the damage of a crimson rite on the next shot of a firearm without having to pay any hit points. Can only be used once per short or long rest.
Cursing Shot
When you make a firearm attack against a creature, you can expend one flame charge to bind one of your chosen curses to your next bullet (cannot be amplified). On a hit, the creature suffers normal damage and becomes affected by your curse. Blood Curse of Spell Sunder can be bound to a bullet (if chosen) and fired as a reaction when an enemy casts a spell within 60 feet that requires a spell attack roll and targets you. Can only be used once per short or long rest.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one flame charge to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one flame charge to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one flame charge to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Lifestealing Shot
When you make a firearm attack against a creature, you can expend one flame charge and bless the bullet used in the attack. On a successful hit, you regain 1d6 + your CON modifier in health points.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more flame charge to enhance the volatility of the attack. For each flame charge expended, the attack gains a +1 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per flame charge spent when determining the damage.
Field Repair
Upon reaching 11th level, you have learned how to quickly attempt to fix a gun and still get your shot in. You can spend a flame charge to attempt to repair a misfired firearm as a bonus action. In addition, when you repair a firearm regardless of using your action or spending the flame charge to do so as a bonus action, you can make a single attack with said firearm in the same action.
Vicious Intent
At 15th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a flame charge on a roll of 19 or 20 on a d20 attack roll.
Combustive Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack as fire damage at the end of its next turn. It can not lower this damage by being resistant to fire.
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