Base Class: Fighter
Some may find your passion for explosives and firearms to be excessive, but they just don't understand. There is a thrill to the hunt, yes. But that thrill is exacerbated when your finger curls around a trigger and you feel that beautiful kick of recoil as a bullet flies right into your mark with a satisfying, final CRUNCH! Heretical? Sure! But who cares about a little heresy if you're having a little fun too?
Inspired by the Bloodborne videogame by Fromsoftware
Level 3: Powder Keg Hunter's Tools
As a Powder Keg Hunter, you have access to a variety of tools that make you a living nightmare for your prey.
You like your weapons to have a bit of bite to them. As such, you are given your choice of the following Trick Weapons. Choose one to start with. You may choose one additional Trick Weapon at Fighter Levels 4 and 5, or at your DM's discretion.
Trick Weapons
| Rifle Spear | Standard: One-Handed Spear - 1d6 Piercing | Transformed: Two-Handed Rifle - 1d10 Piercing (Costs 1 Quicksilver Bullet) | Standard Weapon Properties: Versatile (1d8) | Transformed Weapon Properties: Range 30/60ft., Parry | Weapon Mastery: Sap |
| Hunter's Axe | Standard: One-Handed Axe - 1d6 Slashing | Transformed: Two-Handed Halberd - 1d10 Slashing | Standard Weapon Properties: Light | Transformed Weapon Properties: Reach | Weapon Mastery: Vex |
| Stake Driver | Standard: One-Handed Dagger - 1d4 Slashing | Transformed: One-Handed Dagger - 1d6-1d12 Piercing | Standard Weapon Properties: Finesse, Light | Transformed Weapon Properties: Charged | Weapon Mastery: Push |
Trick Weapons have two different forms: Standard and Transformed. You can change between the two as a Bonus Action on your turn. Trick Weapons with the "Light" Weapon Property can make the second attack with the same weapon instead of another. You are Proficient with the Trick Weapon you choose and can choose it as one of the Weapon Masteries you know per Long Rest. The Weapon Mastery works on both the Standard and Transformed forms of the Trick Weapon.
Hunter's Firearm
You also choose one of the following Hunter's Firearms. The firearm is held in your off hand as long as the weapon in your main hand is One-handed. Again, you can choose another at Fighter Levels 4 and 5, or at your DM's discretion. See the explanation of the Weapon Properties below the chart. You are Proficient with the Hunter's Firearm you choose and can choose it as one of the Weapon Masteries you know per Long Rest.
| Hunter Pistol | One-Handed Pistol - 1d8 Piercing | Quicksilver Bullet Cost: 1 per Shot | Range: 15/30ft. | Weapon Properties: Light, Parry | Weapon Mastery: Slow |
| Blunderbuss | One-Handed Shotgun - 1d10 Piercing | Quicksilver Bullet Cost: 2 per Shot | Range: 10ft. | Weapon Properties: Spread, Parry | Weapon Mastery: Topple |
| Cannon | One-Handed Pistol - 2d6 Piercing | Quicksilver Bullet Cost: 3 per Shot | Range: 30ft. | Weapon Properties: Blast Radius, Parry | Weapon Mastery: Topple |
Quicksilver Bullets
You have a number of Quicksilver Bullets equal to your Proficiency Bonus. You regain all spent Quicksilver Bullets every time you complete a Short Rest. However, you may gain two additional Quicksilver Bullets by expending 1/4th of your Total Hit Points (Rounded Down). These "Blood Bullets" deal the the Hunter's Firearm's normal damage with -2 penalty and last until you complete a Long Rest. You can produce these "Blood Bullets" once per Long Rest.
Weapon Properties
Parry - When a creature makes an Attack on you, you can use your Reaction to fire your Hunter's Firearm at them. Make a Ranged Attack on the attacking creature with Advantage. If the Attack hits, it deals half the Hunter's Firearm's damage and adds +2 to your AC, possibly allowing the Attack to miss. You must have an adequate number of Quicksilver Bullets available to use this Weapon Property. If a "Blood Bullet" was used for the Parry, add the -2 penalty to the halved damage. Even if no damage is dealt, you still gain the +2 AC bonus. The AC Bonus only applies to the attack you Parry and is lost immediately after.
Charged - Before making an attack with the weapon, it must be charged up. Roll a d4 to see what dice to roll for damage. 1=1d6 / 2=1d8 / 3=1d10 / 4=1d12.
Spread - When the weapon is fired, the Quicksilver Bullets are shredded in the barrel and spread out in a Cone. Any creatures standing to the immediate left or right of the targeted creature can be hit with the weapon's damage without the need to roll an Attack against them. Roll your Attack against the target creature and on a hit choose an additional creature in range of the spread. After you roll the damage, you can choose to deal 1/4 of the damage (Rounded Down) to the second targeted creature with the rest hitting the main target.
Blast Radius - The cannon fires a ball of Quicksilver that explodes into a 5ft. Emanation on impact. If a creature was targeted and hit with the cannon ball, they take the full damage of the projectile. Anyone else in the radius must succeed a DC 10 Dexterity saving throw, taking half the damage of the projectile on a failed save and none on a successful one.
Level 3: Bone Marrow Ash
A remarkable medium that strengthens Quicksilver Bullets.
You have a number of Bone Marrow Ashes equal to your Proficiency Bonus and can expend one when firing a weapon that requires a Quicksilver Bullet. Bone Marrow Ash adds an additional amount of Piercing damage equal to your Dexterity Modifier.
Applying the Bone Marrow Ash only requires you to declare you are doing so BEFORE making an attack with the weapon. On a hit or miss, the Bone Marrow Ash is used.
You regain all spent Bone Marrow Ash usages each Long Rest.
Level 7: Beasts, Friends and Foes
You understand that Beasts are no different from the rest of us... Some were even once us.
You have Advantage on Animal Handling skill checks when interacting with Beast type creatures as well as Advantage on Survival or Investigation skill checks when trying to determine the nature of/track Beast type creatures.
You also have one use of the Dominate Beast Spell per Long Rest. Wisdom is your Spellcasting Ability for it and it can only be cast at 4th Level.
Level 10: Powder Keg Surplus
You now have 2 additional Quicksilver Bullets per Short Rest.
You can also create 3 "Blood Bullets" instead of 2 per Long Rest.
Level 15: From The Ashes
Through the old technique of using Blood Gems to modify Trick Weapons, yours have been imbued with Fire Blood Gems.
Your Trick Weapons now deal an additional 1d4 Fire damage on all Melee Attacks. If you kill a creature with a Trick Weapon Melee Attack, their body will immolate and burn to ash (as long as they have no Resistances to Fire damage). You can then use your Reaction to scoop up the ash and restock a spent use of Bone Marrow Ash before you rest. You can restock one use of Bone Marrow Ash per corpse killed this way and cannot exceed your maximum.
Level 18: Rain of Bullets
You now have 4 additional Quicksilver Bullets per Short Rest.
You can also create 5 "Blood Bullets" instead of 3 per Long Rest.
Comments