Base Class: Blood Hunter
"Without fear in our hearts, we're little different from the beasts themselves. But enough trembling in your boots. A hunter must hunt."
Instrument of the Hunt
As a hunter of this order, you wield a unique firearm called the hunter's pistol, which is specially crafted to employ quicksilver bullets fused with the wielder's own blood. You can spend ten minutes to create a number of quicksilver bullets equal to 1 + your Hemocraft modifier. The total number of bullets you hold at one time cannot exceed this amount, and you must finish a short or a long rest before you create more quicksilver bullets.
The primary function of this firearm is not damage, but rather harrying and disrupting the monsters you hunt through a special defensive technique called a countershot.
Countershot. When a creature targets you with a melee attack, you can use your reaction and one quicksilver bullet to make a countershot against the creature with your hunter's pistol. On a hit, you deal piercing damage equal to your Hemocraft die, and the creature loses its attack and must make a Constitution saving throw against your Hemocraft save DC. On a failure, the creature is stunned until the start of your next turn. The creature makes this saving throw with disadvantage if it is currently affected by your Brand of Castigation feature.
Visceral Attack
You have gained the ability to exploit an enemy's defenseless state. On your turn, you can use your action to make a special melee attack called a visceral attack against a target that is stunned or paralyzed. At 3rd level, it deals necrotic damage equal to 3d10 plus your Hemocraft modifier, and removes the stunned or paralyzed condition from the target. The damage of your visceral attacks increases as you level in this class.
Rally
At 7th level, the blood you draw from the monsters you fight bolsters your own vitality. If you have taken damage since your last turn (excluding self-inflicted damage from activating one of your class features) and you have a crimson rite active, when you hit a creature with an attack on your turn you gain a number of temporary hit points equal to the amount of rite damage dealt.
Brand of Fevered Mind
At 11th level, your Brand of Castigation feature renders your target helpless against your blood-infused quicksilver bullets. When a creature that is branded by you fails to save against your countershot, it is paralyzed until the end of its next turn.
Blood Curse: Scourge of Beasts
As a bonus action, you can draw out the inner madness of one creature within 30 feet of you. On its turn, the target must move to the nearest creature and use its action to make a weapon attack against that creature. At the end of each of its turns, the target can make a Wisdom saving throw, ending the curse on itself on a success.
Amplify. The creature's crazed state causes it to lose all ability to defend itself. Each time you or one of your allies deals damage to the cursed target, it takes an additional amount of damage equal to your Hemocraft modifier (minimum of +1). This damage matches the type being dealt by the weapon or spell attack. The effect ends if the creature successfully saves against the blood curse.
Blood Bullets
At 18th level, your blood magic has grown so potent that you can sacrifice your own vitality to fuel your hunter's pistol. If you begin combat with no quicksilver bullets remaining, you can spend a bonus action to take 2d8 necrotic damage and immediately gain 3 blood bullets, which function the same way as quicksilver bullets. You regain the ability to do this after taking a long rest.
Previous Versions
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3/30/2023 9:45:48 PM
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4/2/2023 10:53:07 PM
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