Base Class: Blood Hunter (archived)
Previous champions of the Fire God, Kossuth have been chosen before, but it is said to be a rare case where they would be blessed with his divine flames. It is said that they would be unimaginable wielders of fire, being able to scorch down large mountains and evaporate massive portions of the sea. It is unknown the motive of why or how Kossuth picks these champions. There is no pattern on the appearance of a champion, but it is figured out that only one person a century is allowed to wield the powers of Kossuth.
Champions would have there left eye replaced with a lesser copy of Kossuth's own left eye, granting them the infernal powers of the fire god. This is known as the eye of Kossuth. Upon eye implant, tattoo-like markings form a pattern on the champion's left arm and on the left side of the face around the eye itself. Whenever the powers of the eye are activated, the markings will start to glow fiery red. Whereas most blood hunters gain their powers by becoming chilling ghosts or deathly beasts, the hellslinger gain their powers by harnessing the strength of a literal god.
Due, to champion's immunity to fire and resistance to explosives, experimentation with alchemical components and rare metals became possible which have unlocked the secrets of controlled explosive force. Hellslingers were the first to create, and deftly wield, the first firearms. However, the technology is still isn't perfect, and can be of risk to use. Knowledge of the creation of firearms and what makes them function have been kept a secret passed only to succeeding Hellslingers. Knowledge of how to create such weapons is worth millions, but it would also, in turn, revolutionize modern combat in a very unpredictable and dangerous way.
This archetype focuses on the ability to use immense divine flames to ignite the battlefield and as well as design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation, immaculate aim, and godly powers of fire, you become a distant force of death on the battlefield.
Firearms Proficiency
Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools and Firearms. You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms. 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
|
| Big Game | Crafted | 10g (5) | 2d12 piercing | 10 lb. | (200/1200) |
Reload 1, Two-handed, misfire 3
|
| Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | (30/60) |
Reload 1, misfire 3, explosive
|
Eye of Kossuth
You gain a number of flame charges equal to half of your level (rounded up) + your wisdom modifier. You regain 1 expended flame charge for each time you roll a 20 on the d20 roll for an attack or dealing a killing blow to a creature of significant threat (DM’s discretion). You regain all expended flame charges after a short or long rest.
Rite of the Flame. Your rite damage is fire type in addition to your current rite damage. If your rite damage is already fire type, the damage you suffer from activating a rite is halved.
Produce Flame (3rd Level Required)
You may spend 1 flame charge to cast produce flame.
Animate Fire (3rd Level Required)
You may spend 1 flame charge to cast control flames.
Infernal Shield (5th Level Required)
You may spend 2 flame charges to cast fire shield.
Infernal Bow (5th Level Required)
You may spend 2 flame charges to create a fiery bow. If you let go of the bow, it disappears, but you can evoke the bow again as a bonus action. The bow comes with 5 arrows that deals 2d6 fire damage.
Flare Bomb (7th Level Required)
You may spend 4 flame charges to cast fireball.
Wall of Fire (7th Level Required)
You may spend 4 flame charges to cast wall of fire.
Incendiary Cloud (11th Level Required)
You may spend 5 flame charges to cast incendiary cloud.
Incendiary Teleport (15th Level Required)
You may spend 2 flame charges to blink to a target unoccupied space 20 feet from you. Alternatively, you can spend 5 flame charges to channel for 18 seconds to open a fiery portal to a location you have been to before and is on the same plane of existence as you (must complete a short rest to be able to open another portal).
Dragon Summon (18th Level Required)
You may spend 9 flame charges to cast illusory dragon.
Selective Shots
At the 7th level, you learn two selective shots of your choice, which are detailed under “Selective Shots” below. These maneuvers enhance an attack in some way. Each use of a selective shot must be declared before the attack roll is made. You can use only one selective shot per attack.
You learn an additional selective shot of your choice at 11th and 18th level. Each time you learn a new selective shot or at the 15th level, you can also replace one trick shot you know with a different one.
Selective Shots
These selective shots are presented in alphabetical order.
Banishing Shot
When you make a firearm attack against a creature, you can expend 2 flame charges to and suffering damage equal to a roll of your crimson rite damage die. If the attack successfully hits a nonmajor creature (DM's discretion), that creature becomes banished from the living realm and is considered dead.
Crimson Shot
When you make a firearm attack against a creature, you can expend one flame charge to activate crimson rite on the next shot of a firearm without having to pay any hit points. Can only be used once, and regain expended uses after a short or long rest.
Cursing Shot
When you make a firearm attack against a creature, you can expend one flame charge to bind one of your chosen curses to your next bullet (cannot be amplified). On a hit, the creature suffers normal damage and becomes affected by your curse. Blood Curse of Spell Sunder can be binded to a bullet (if chosen) and fired as a reaction when an enemy casts a spell within 60 feet that requires a spell attack roll and targets you. Cursing shot can only be used once, and regain expended uses after a short or long rest.
Deadeye Shot
When you make a firearm attack against a creature, you can expend one flame charge to gain advantage on the attack roll.
Disarming Shot
When you make a firearm attack against a creature, you can expend one flame charge to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot
When you make a firearm attack against a creature, you can expend one flame charge to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Lifestealing Shot
When you make a firearm attack against a creature, you can expend one flame charge to apply lifesteal on your next shot. On a successful hit, you regain health of 1d4 + your constitution modifier.
Violent Shot
When you make a firearm attack against a creature, you can expend one or more flame charge to enhance the volatility of the attack. For each flame charge expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Charged Reload
Starting at 11th level, you can reload any firearm as a bonus action. You can spend 1 flame charge to make your next attack with the firearm after a reload deal an additional 1d6 fire damage.
Vicious Intent
At 15th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a flame charge on a roll of 19 or 20 on a d20 attack roll.
Combustive Critical
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack as fire damage at the end of its next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/9/2019 6:11:26 AM
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27
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3
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1.0
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Coming Soon
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Posted Aug 27, 2019How do i add this to my character?