Cleric
Base Class: Cleric

"Are my Church Hunters the honorable Spartans I hoped they would be?"

The beastly scourge that afflicts the good people of the city is a plague that has but one definitive cure: You. Through the good blood of the Healing Church, and the teachings of Ludwig and Gherman, you and your fellow Hunters of the Healing Church rid the streets of the ashen blood scourge and the ghastly beasts that carry it. Night after night, the abominations meet their end at your hands. A sacred duty that you and your compatriots tirelessly carry out. For wherever there are beasts to be found, the Hunters of the Healing Church are never far behind.

Inspired by the Bloodborne videogame by Fromsoftware

Level 3: Hunter of the Healing Church Tools

As a Hunter of the Healing Church, you have access to a variety of tools that make you a living nightmare for your prey.

Upon your acceptance of your sacred task, you are given your choice of the following Trick Weapons. Choose one to start with. You may choose one additional Trick Weapon at Cleric Levels 4 and 5, or at your DM's discretion.

Trick Weapons

Church Pick Standard: One-Handed Shortsword - 1d6 Piercing Transformed: Two-Handed War Pick - 1d8 Piercing Standard Weapon Properties: Finesse, Light  Transformed Weapon Properties: Reach Weapon Mastery: Sap
Kirkhammer Standard: One-Handed Longsword - 1d8 Slashing Transformed: Two-Handed Warhammer - 1d8 Bludgeoning Standard Weapon Properties: Versatile (1d10)  Transformed Weapon Properties: Two-Handed, Heavy Weapon Mastery: Push
Ludwig's Holy Blade Standard: One-Handed Longsword - 1d8 Slashing Transformed: Two-Handed Greatsword - 2d6 Slashing Standard Weapon Properties: Versatile (1d10)  Transformed Weapon Properties: Two-Handed, Heavy Weapon Mastery: Slow

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 Cleric 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.

Ludwig's Rifle One-Handed Rifle - 1d10 Piercing Quicksilver Bullet Cost: 1 per Shot Range: 30/45ft. Weapon Properties: Parry Weapon Mastery: Vex
Flamesprayer One-Handed Flamethrower - 2d6 Fire Quicksilver Bullet Cost: 2 per Shot Range: 5ft. Weapon Properties: Fire Spread, Parry Weapon Mastery: Graze
Repeating Pistol One-Handed Pistol - 2d6 Piercing Quicksilver Bullet Cost: 2 per Shot Range: 15/30ft. Weapon Properties: Double Shot, Parry Weapon Mastery: Slow

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.

Fire Spread - When the Flamesprayer is fired, the Quicksilver Bullets are melted in the device and spread out in front of you in a fiery 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.

Double Shot - The weapon fires two Quicksilver Bullets at one time for 1d6 Piercing each. This is already calculated into the weapon's damage (2d6 Piercing).

Level 3: Blood Vials

As a member of the Healing Church's front lines against the beastly scourge, one must always be provisioned in case of injuries.

You have two Blood Vials per Long Rest. These Blood Vials can be administered by you on yourself or an ally within 5ft. as either a Utilize Action or a Bonus Action on your turn. Each Blood Vial heals for 3d4 + your Wisdom Modifier of Hit Points. If you administer a Blood Vial as a Bonus Action, you must roll for the amount healed. However, administering one with a Utilize Action grants the full amount of Hit Points possible (12 + Wisdom Modifier).

You regain all spent Blood Vials after completing a Long Rest.

Level 6: An Ounce of Prevention...

Your nightly hunts have given you insight into more efficient ways of saving the masses and you gain the following:

You now have 3 Blood Vials per Long Rest.

Your "Turn Undead" Channel Divinity can now also target Beast type creatures and when such a creature is targeted with your "Sear Undead" Cleric Class Feature, they can take Fire damage instead of Radiant.

You know the Weapon Mastery of one weapon of your choosing. You can change the weapon every time you complete a Long Rest.

Level 17: ...A Pound of Cure

Death is the only moral cure for the suffering you have witnessed.

You can now make two attacks any time you make the Attack Action. You can replace one of the attacks with a Cantrip spell attack.

You also now have 5 Blood Vials per Long Rest and they heal for 5d4 + your Wisdom Modifier.

Finally, you may choose two weapons to know the Weapon Mastery of per Long Rest.

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