Blood Hunter
Base Class: Blood Hunter

"Sometimes a sword is not enough, sometimes you just need a big ******* gun."

The Order of Iron and Lead is the newest sect of blood hunter orders, favouring new technology in order to combat ancient evil. The hunters of this order have bound their own blood into their bullets, turning the firearms into instruments of hemocraft. Each pull of the trigger is a calculated sacrifice, life traded for peace.

Gunsmith

When you choose this archetype at 3rd level, you learn to master firearms and how to use them in combination with your hemocraft. Allowing you to craft specialized bullets for your hunt. During a short/long rest you are able to imbue some of you regular bullets with your hemocraft. You also gain proficiency in firearms and ignore the loading property on the firearms you wield.

As a bonus action, you can load a specialized bullet you crafted and choose to use that instead of a regular bullet, before you make an attack roll.

Due to imbuing your magic into the bullets, they become unstable and lose their potency over time and becoming inert if not used before you finish your next long rest. These specialized bullets cannot be recovered in anyway and additional ones must be re-crafted during a short/long rest.

Specialized Bullets

Blood Hunter
Level
Max Bullets
Crafted
Recipes
Known
3rd 1 3
7th 2 4
11th 2 5
15th 4 7
18th 6 7

Recipes

The number of bullets you can craft. when you finish a rest, and the number of recipes you know, increases as you gain levels in the blood hunter class, as shown on the Gunsmith table above. Additionally, when you learn a new bullet recipe, you can replace one recipe you already know with a new bullet recipe. You choose four bullet recipes to learn from the options detailed at the end of this subclass description, and you can craft one bullet when you finish a short or long rest.

Barbed Rounds

Your bullet halves the creature's speed on a hit (this effect does not stack)

Beanbag Rounds

Your attack does non-lethal bludgeoning damage

Buckshot

You can attack up to three enemies within 5ft of each other with a single attack roll.

Deadeye Rounds

Your bullet automatically hits a target, but do 2d4+DEX damage instead.

Hollow Points

You roll an additional damage die on your attacks

Long Range Rounds

The range on your attack distance increases by 25 feet

Marking Shot

You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a creature that has been shot with this bullet until your next long rest.

Poison Rounds

Creature must make a Constitution saving throw or be poisoned until the start of your next turn.

Shattershot

Your bullet splinters off after impact and creatures 10ft from the target must make a DEX save or take damage. On a failed saved, creatures take damage equal to your hemocraft modifier. On a success, creatures take no damage.

Slug

Your bullets do bludgeoning damage instead of piercing.

Hemocraft Ballistics

When you reach 7th level, you are able to shape your bullet's trajectory mid-flight. As a bonus action, you take necrotic damage equal to one roll of your hemocraft die (this damage can't be reduced in any way). For one minute, your bullets curve around walls and other obstacles, and ignoring partial or full cover. Once you use this ability, you can’t do so again until you finish a short rest.

Branded Shot

At 11th level, you gain the ability to exploit a creature that bears the Brand of Castigation. Once per turn, when you make a firearm attack you can re-roll the weapon’s damage dice and use either total and you deal one additional hemocraft die to the damage.

Blood Curse of the Reclaiming Shot

Starting at 15th level, your blood curse binds your ammunition to your will. You gain the Blood Curse of the Reclaiming Shot for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Reclaiming Shot

When a creature is reduced to 0 hit points by a weapon attack  you make with a weapon bearing an active Crimson Rite, you can make another attack action as part of your turn.

Amplify. You are able to make two extra attack actions.

Activating a Blood Curse requires a use of your Blood Maledict feature.

Bullet of Inevitability

At 18th level, you have mastered both hemocraft and your firearms. When you miss a firearm attack roll, you can choose to hit instead. You can use this feature a number of times equal to your Hemocraft Modifier per long rest.

If the target is affected by a Blood Curse, the attack is treated as a critical hit.

 

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