Most Blood Hunters resort to their blade to expel their powers, but in recent times, there are those who've taken up on gunpowder firearms to help with their tasks. These hunters travel more and are less likely to stick around too long. They bond to their weapon and manipulate their ammunition to best suit their fights. They mix themselves between their firearms and their blades, giving them the ultimate versatility. These hunters patrol the lands, keeping away the evil in those who dare to cross them.

Firearms Specialist

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

Blood's Will

You gain a number of blood charges equal to half of your level (rounded up) + your wisdom modifier. You regain 1 expended blood 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 blood charges after a short or long rest.

Armor-Breaking Round

You load a heavy caliber shot into your firearm and shoot with such force, it magically weakens armor. Roll your usual damage die, the creature takes half that damage and gets a -3 to AC until the end of your next turn. This may be used once per long rest 

Charged Shot

Starting at 11th level, you can reload any firearm as a bonus action. You can spend 1 blood charge to make your next attack with the firearm after a reload deal an additional damage equal to your crimson rite die.

Vicious Intent

 At 17th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a blood charge on a roll of 19 or 20 on a d20 attack roll.

Rite 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 a chosen blood rite damage type at the end of it's next turn.

Blood Shots

 You learn one selective shot of your choice from the list of Blood Shots. You learn additional shots at 3rd, 7th, 11th, and 15th levels.

Banishing Shot

When you make a firearm attack against a creature, you can expend 2 blood charges and take 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.

Blood Shot

When you make a firearm attack against a creature, you can expend one blood 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 blood 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.

Blood Curse of Spell Sunder : When an enemy casts a spell within 60 feet that requires a spell attack roll and targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll.

Deadeye Shot

When you make a firearm attack against a creature, you can expend one blood charge to gain advantage on the attack roll.

Disarming Shot

When you make a firearm attack against a creature, you can expend one blood 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 blood 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 blood 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 blood charge to enhance the volatility of the attack. For each blood 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.

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