Base Class: Blood Hunter (archived)
Most fighters spend their years perfecting the classic arts of swordplay, archery and blood magic. Whether archer or swordsman, these techniques have been perfected by greater warriors long ago.
However, some minds didnt just want to stop there. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. Cause of this discovery, a new order arose, one which seeks to combine old and tested hunter's techniques with this new technology.
This archetype focuses on the ability to utilize clunky and simplistic, yet powerful ranged weapons with brutal close quarters combat.
(Credit for the firearm systems,part of the flavor text and inspiration goes to Matt Mercer)
Gunsmithing
Upon joining this order at 3rd level, you gain proficiency with your firearms and Tinker’s Tools. You may use them to craft and maintain basic,clunky firearms and their accompanying ammunition at half the cost.
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.
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.
Hunter's firearms table:
|
Weapon Cost Ammo Damage Double-barrel 100g 5g (20) 1d10 piercing Bolt rifle 200g 10g (10) 2d8 piercing |
Weight Range Properties 5 lb (40/120) Light, reload 2, misfire 2 15 lb (120/480) Two-handed, heavy, reload 1,misfire 1 |
Gun bash
At 7th level, You've learned how to properly use your firearms as bludgeoning weapons. They are now treated as both melee weapons and ranged weapons (Using your guns as melee weapons doesnt impose disadvantage on the attack roll like it does with ranged weapons.) with which you are proficient and have the following melee attributes:
|
Weapon Cost Double-barrel 100g Bolt rifle 200g |
Damage Weight Properties 1d6 bludgeoning 5 lb Light, finesse 1d10 bludgeoning 15 lb Heavy, two-handed |
Combat focus
Upon reaching 11th level, your training allows you to clear your head and concentrate your mind on a particular aspect of combat. Cause of this, you have to choose a single benefit from the list below when each combat encounter starts. The benefit is only active during that encounter and disappears shortly after. It cannot be changed after it has been chosen.
Aspects:
- Gritted teeth: You choose a single damage type to be resistant to
- Quickdraw:You add +5 to your initiative
- Increased awareness:You gain a second reaction per round
- Adrenaline rush:You become faster by 10 feet
Gun-kata
At 15th level, you have honed your skills to such a point that your movements become a blur, giving you more opportunities to attack on your turn.
For each attack you make during your turn, you can either make another attack with a light weapon or perform an unarmed strike in that same turn. These bonus attacks cannot be used to reload your firearms.
Last stand
After reaching 18th level, you gain the ability to resist grievous wounds through a combination of pain numbing mind excercises and sheer determination.
Now when you drop to 0 hitpoints,you drop prone instead of going unconscious. While in this state, you are subject to death saving throws as normal and cant get up until you restore your HP, but your firearm attack rolls dont suffer from disadvantage.
Concentrated fire
At 18th level, you've mastered the leadslinger's arsenal. As such, you can now have your crimson rite guide your weapons to strike true.
As a bonus action, you can impose advantage on your crimson rite imbued weapon's attack roll. After the attack is complete,the weapon loses it's crimson rite.
Previous Versions
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7/2/2019 4:51:48 PM
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5
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0.0.1 (First draft)
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7/2/2019 11:33:50 PM
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90
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0.0.2 (Slight change to first draft)
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Coming Soon
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7/3/2019 12:21:14 AM
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86
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0.5 (Final Tweaks? Need feedback)
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Coming Soon
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7/3/2019 12:47:39 AM
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105
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7/3/2019 1:22:05 AM
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91
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0.5.2 (More slight tweaks)
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Coming Soon
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7/3/2019 1:43:06 AM
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89
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0
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0.5.5
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Coming Soon
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