Base Class: Blood Hunter (archived)
This is placeholder text as lore/background has yet to be fully fleshed out. INW
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.
Art of Sacrifice
Starting when you choose this archetype at 3rd level, you gain ability to bend your blood's iron into bullet form, refilling your ammunition at a price. As a bonus action with an empty firearm, roll your weapon's reload score +1, and lose hit points equal to the total of the dice rolled. The rolled damage is how many shots you regain in your weapon. If you roll max on your reload score die, your magazine becomes overstuffed and the next attack with the firearm deals one additional damage die. Weapons with a reload score of 1 cannot benefit from this ability.
Beginning at 14th level, you no longer have to sacrifice as a bonus action and can use the sacrifice ability as a free action.
Blood Curse of the Vampire
Upon choosing this archetype at 5th level, you learn to siphon the energies from the unfortunate creatures that your sights meet upon.
You gain the Blood Curse of the Vampire for your Blood Maledict feature. This does not count against your blood curses known.
Blood Curse of the Vampire: As a bonus action, you can attempt to enervate a target's blood with energies that restore your life essence within 30 feet. The target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or 1/4th of all damage you deal is returned to you as health. The target can repeat their saving throw at the end of their turn.
Amplify. This curse amplifies the damage returned to you as health to half damage dealt. If the effected target has had an attack roll made against them by you since your last turn, they have disadvantage on their saving throw.
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
|
Blood Twitch
Upon reaching 11th level, you learn how to quickly attempt to fix a jammed gun using your vampiric magic. You can spend one hit dice, and take the amount rolled as damage and add that to your tinker check to attempt to repair a misfired (but not broken) firearm as a bonus action.
Extra Attack
Beginning at 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Darkness Incarnate
At 15th level, your body has begun to contract the darkness of your vampire bloodline. You gain resistance to bludgeoning, piercing, and slashing while in dim light or darkness, however you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Dual Firearms
At 18th level, you have become one with your firearms, and gain the ability to dual wield them. You can now as apart of your attack action fire with a second one-handed firearm you are holding. Using the Sacrifice ability on the off-handed firearm causes you to take double damage from the feature.
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