Ranger
Base Class: Ranger

A Bloodslinger is a ranger that gains various abilities having to do with blood, for instance, being able to use the blood of certain creatures to deal more to other creatures, being able to aim to drain the blood from their enemies, and even more. 

Firearm Proficiency

Starting at 3rd level, thanks to your experience with them, you have proficiency in Firearms.

Blood Gun Modifications

Beginning at 3rd level, you have studied the properties of creatures' blood, and how to extract and harness it, and you have created modifications for any firearm you use to capitalize on this. Over the course of 2 hours (which can coincide with a rest,) you can modify a firearm of which you have proficiency with and apply a bloodletting addition to it. This addition is unusable by anybody without the Blood Gun Modifications trait. It is comprised of a small tank connected to a needle on the front of the firearm. The firearm now can be used to make a melee attack that you are proficient with that deals 1d4 + STR on hit. When you hit and deal damage to a creature, you may draw a charge of blood from that creature, filling the tank for 1 charge. The tank has a number of maximum charges equal to your Ranger level plus your WIS modifier (minimum of 1.) When you make a ranged weapon attack with this firearm, you may expend one charge to be able to deal an extra 1d4 of damage, chosen by your GM based on the creature it was drawn from ; EX: Fire damage for a Fire Elemental ; NOTE: GM can certainly tell you that certain creatures may not give extra damage, such as a Commoner or Bear. Additionally, regardless of the creature's immunities, a creature has immunity to the damage of the charge that was taken from them. Modifying a firearm with this property takes 100 gp worth of materials, however you may do it once upon gaining this trait for free.

The damage dealt by one charge increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 8th level, 1d10 at 13th level, and 1d12 at 16th level.

Blood Mastery

Starting at 7th level, your study into the blood of creatures has given you the ability to work with it.

You gain proficiency in the Medicine skill, if you don't already have it, and your proficiency bonus is doubled for an ability check made using that skill.

Additionally you can focus on your next bullet's target. As a bonus action, you can make your next shot that deals piercing damage make the target start to bleed. They must succeed on a Constitution saving throw or start bleeding. They take 1d6 piercing damage at the start of each of their turns until either they or another creature makes a Medicine check to bandage the wound. The DC for each check is equal to your Spell Save DC. You can use this ability a number of times equal to your proficiency bonus, anad you regain all expended uses on a long rest.

Blood Donation

At 11th level, your mastery over blood has extended to help others. As a bonus action, if you have a charge of your blood gun modification, you can apply one charge to an ally within 5 feet's weapon, giving them the extra damage from your blood charge on their next attack with that weapon.

Additionally, as an action, you can mentally open a wound on an area of your body, allowing the blood that comes to nourish others. You take 1d8 piercing daamage that cannot be reduced in any way, and you can touch a creature within melee reach of you and heal them for 1d8 plus their CON modifier. You can use this action a number of times equal to your CON modifier, and you regain all expended uses on a long rest.

Crimson Perfection

Starting at 15th level, your mastery over blood has peaked, allowing you to perfect your Blood Charges. Any time you use a charge of your Blood Gun to deal extra damage, it now can deal the extra damage to the creature it was taken from, and the extra damage ignores resistance to the damage type it deals. Additionally, whenever you use a charge of your Blood Gun to deal extra damage, the attack roll has advantage, and you may expend two charges at once to deal the damage of two charges.

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