Base Class: Blood Hunter
The Order of the Crimson Powder is a recent and secluded order that learned how to combine ancient blood magic with the secrets of the gunpowder.
Gunsmith
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 your firearms. If you do not already have one, you receive a firearm of your choice (with approval of the DM) which you obtained through your training in the Order. This firearm cannot be sold back to merchants.
Additionally, you gain proficiency with Tinker's Tools and you may use them to craft firearms ammunitions at half the cost, or to build, repair or modify firearms.
Rite of Powder
Also at 3rd level, you learn the Rite of Powder as part of your Crimson Rite feature. It can only be activated on Firearms. When active, the extra damage dealt by your rite is necrotic. Additionally, the firearm ignores the loading property if it has it, and you don't need to load ammunition in the weapon. Instead, the vital energy consumed when you activate this rite materializes one piece of magical ammunition whenever you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Crimson Shot
Upon reaching 7th level, you learn to infuse your own blood into powerful shots. When you take the attack action, you can forgo one attack to perform a Crimson Shot instead. Each time you perform a Crimson Shot, choose between the options presented below. Each time you activate your Crimson Rite, you can make one Crimson Shot at no cost. After that, each additional Crimson Shot you make inflicts to you Necrotic damage equal to your hemocraft die. The DC of your Crimson Shot is equal to your Hemocraft save DC.
- Crimson Spear. When using this Crimson Shot, you do not make an attack roll. Instead, any creature in a 5-foot wide line within the weapon's short range must make a Dexterity saving throw. On a failed save, they suffer the weapon's damage, including any bonuses gained from your Crimson Rite and Brand of Castigation features, and half as much on a successful save. At 11th level, the range of the Crimson Spear is extended to the long range of the weapon, and any creatures further than the short range have advantage on their save.
- Crimson Rain. When using this Crimson Shot, you do not make an attack roll. Instead, any creature in a 15-foot cone originating from your firearm must make a Dexterity saving throw. On a failed save, they suffer the weapon's damage, including any bonuses gained from your Crimson Rite and Brand of Castigation features, and half as much on a successful save. At 11th level, creatures in the area of effect have disadvantage on their save.
- Crimson Blast. When using this Crimson Shot, you make a single attack condensing all the attacks you would get from the extra attack feature. On a hit, you inflict the added damage of all those attacks at once. Additionally, you can add your hemocraft modifier to the attack rolls and damage made with this shot. At 11th level, you have advantage on the attack roll.
- Crimson Burst. When using this Crimson Shot, you do not have disadvantage on the attack roll if you target a creature within 5 feet of you. The creature must make a Strength saving throw of be pushed 15 feet away, or 5 feet away on a successful save. At 11th level, the target is also knocked prone if it fails its saving throw.
Brand of Exposure
When you reach 11th level, you ignore all but total cover when attacking creatures that bear your Brand of Castigation.
Additionally, when you brand or hit a branded creature, you deal extra necrotic damage equal to your hemocraft modifier.
Syphon Shot
Upon reaching 15th level, once per turn, whenever you score a critical hit or reduce a creature to 0 hit points with a firearm, you regain a number of hit points equal to one of your hemocraft modifier.
Bloodslinger
Upon reaching 18th level, you master the arts of the Crimson Powder. Before making an attack with a firearm, you can decide to take damage equal to one of your hemocraft die. If you do so, the attack deals that much extra necrotic damage and your critical range increases by 1 (19-20). Alternatively, you can choose to take the maximum damage. If you do so, the extra damage is also maximized, and your critical range increases by 2 (18-20).
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