Monster Slayer (5e Class)

From D&D Wiki

Revision as of 16:57, 29 November 2020 by Arquebus (talk | contribs) (→‎God's Hand)
Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. The "God Hand" subclass is missing features. The 2nd level feature appears only on the class table (improvised weapon).


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Monster Hunter

A human lays in a bush waiting. Weeks pass and a group of spined devils stalk pass where he hides. A second later a 4 bolts shoot out from the bush hitting each in the head. The human then comes out of his hiding place and proceeds to cut off their heads, taking his trophies.

An orc walks into a camp of giants. She grabs her maul made from a dragon she made work of last week. She then charges into the thick of them swinging and dodging masterfully causing the group to kill each other. After each had fallen she only left with few scratches. She then got back to town and collected her reward.

A dragonborn sets a trap and waits. Days pass and then a crash. He looks where the trap was set and sees a griffin has fallen for his trick. The dragonborn then climbs down from his tree and walks slowly to the griffin with his hand raised. The griffin screeches for a moment for it fears it will die. The dragonborn then lays his hand on the griffin and feeds it; taming it. He then climbs onto his new mount and takes to the skies to start his next hunt.

Introduction

You are the hunter that makes the dragon run in fear. You make the earth elementals look over their shoulders. You make the undead fear death. A Monster Hunter is the best of the best at slaying creatures they hate. They use any weapon they can get their hands on for they only have a unrelenting hatred for the monster type they choose. Monster Hunters are a class that is favored by the townspeople for the Hunters make the world a little safer for each civilization.


Creating a Monster Hunter

Quick Build

You can make a Monster Hunter (variation) quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the The Haunted background. Third, choose a martial melee weapon, then a Heavy crossbow or longbow( you start with 20 bolts or arrows). Then you have the choice of a holy symbol or a trinket from your first kill.

Class Features

As a Monster Hunter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Monster Hunter level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Monster Hunter level after 1st

Proficiencies

Armor: Light, medium and heavy armor
Weapons: all
Tools: Leatherworker's tools
Saving Throws: Dexterity and Charisma
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Perception, or Animal Handling

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chainmail or (b) Hide armor and a shield
  • (a) two simple weapons or (b) any martial melee weapon
  • (a) Longbow (20 arrows) or (b) Heavy Crossbow (20 bolts)
  • (a) Adventurer's pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have 5d12 gold in funds.

Table: The Monster Hunter

Level Proficiency
Bonus
Features
1st +2 Hated Enemy
2nd +2 Improvised Weapon
3rd +2 Hunting Archetype
4th +2 Ability Score Improvement, Ability score improvement
5th +3 Extra Attack
6th +3 Smithing
7th +3 Archetype Feature
8th +3 Ability Score Improvement
9th +4 Archetype Feature
10th +4 Monster Slayer
11th +4 Weapon Poisons
12th +4 Ability Score Improvement, Extra Attack (2)
13th +5 Hated Enemy
14th +5 Archetype Feature
15th +5 Extra Attack(3)
16th +5 Ability Score Improvement
17th +6 Hated Enemy
18th +6 The Antidote
19th +6 Ability Score Improvement
20th +6 Lengendary

Hated Enemy

Hunters knowledge about the supernatural have been handed down for generations. Starting at 1st level: Choose a type of favored enemy: Aberrations, Beasts, Celestials, constructs, dragons, elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Werewolf's and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them. When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated Language, at 13th and 17th, level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures.

Hunting Archetype

Starting at Level 3 you may choose one Monster Hunter Archetype, Hunter of Letters, Monster Slayer, and Old Blood.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 18th and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

At level 5 You get to attack twice instead of once on your attack action. When you reach 15th level, you may attack three times instead.

Smithing

At level 6 you are able to make your own armor and weapons.

You gain proficiency with smith's tools, and you get advantage when using a forge with the help of another who has proficieny in smith's tools.

Monster Slayer

Starting at Level 10 when dealing damage to a monster who is one of your Favored Enemy's you may add 1d8 to your damage roll.

Weapon poisons

Your training as a Monster Hunter has made you proficient with a Poisoners Kit.

Starting at level 11 you can either spend 2 hours to create a vial of poison (1 application). you can use a single application of poison on your weapon that will last 5 rounds rounds, dealing 1d6 poison damage.

The Antidote

You have become a master of concoctions. Your poisons are renowned to monster hunters.

At level 18 you can take three days to begin fermenting a poison, that when delivered to an enemy has the power to kill within an hour if a constitution saving throw of 16 is failed. The poisoned victim can make a saving throw every day but can only be completely cured by use of the antidote. The by-product of the poison creates the antidote, that if administered will leave the victim incapacitated for 24 hours but completely cured.

This poison can be administered via attack (one application equals one attack with it).

Through food or drink.

Or even through use of a surgical needle.

Legendary

Starting at Level 20 monsters now fear your name. If the monster is one of your Favored Enemy's and they are within 30 feet from you they must make a CHA saving throw with disadvantage at the start of there turn, If they fail they are frightened of you.

Hunting Archetypes

Jack of All Trades

At Third Level, you may choose this hunter archetype. The time you have spent learning to hunt with various hunters has opened your eyes to the styles of combat that many different people use.

Hunting style

Starting at level 3 if you have taken the Jack of All Trades archetype: you adopt a particular style of fighting as your hunting specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Monk Studies

Starting at level 7 if you have taken the Jack of All Trades Archetype: You have spent months hunting with the Monks scattered across Faerun and thus have learned to channel the energy known as Ki, you are not a master of this energy and so you only have Ki points equal to half that of your total level, rounded down. With this knowledge the Monks also taught you the most basic uses of Ki energy, Flurry of Blows.

Fighters Breath

Starting at level 9 if you have taken the Jack of All Trades: The heartiest fighters have taught you the ways of the second wind; You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your total level. Once you use this feature, you must finish a long rest before you can use it again. .

Visceral Attack

Starting at level 14 if you have taken the Jack of All Trades archetype: Starting at 14th level, you have learned to pinpoint an opponents weakness and exploit them. When you make an attack with advantage, if it hits you can choose to make it an automatic critical hit. Once you use this feature, you can't use it again until after a short or long rest.

Slayer

At Level three you may choose this hunter archetype. Your whole life has lead you to this moment, Hunting. You care more about eliminating the monsters of this world and you will stop at nothing to do so.

Advanced Favored Enemy

Starting at level 3 if you have taken the Slayer archetype: You have dedicated your life to hunting down the supernatural you can choose another favored Enemy.

Improved Fighting

Starting at level 7 if you have taken the Slayer archetype: you choose another Fighting Style you may not choose the same one.

Prey

Starting at level 9 if you have taken the Slayer archetype: When attacking one of your favored enemy's you also score a critical hit on a 18 and 19.

Double Damage

Starting at level 14 if you have taken the Slayer archetype: When dealing damage to one of your favored enemy's the monster must make a constitution saving throw, if they fail they take double damage.

God's Hand

At level three you may choose this Archetype. You have made a pact with Balinor the God of the Hunt, you stumbled upon one of his minions injured while on a hunt. you decided to help the creature and made a fast friend, word of your deeds traveled far and Balinor has decided to shine on you. As long as you keep your hunting to the monstrosities you have hunted for years Balinor will continue to give you Patronage, do not make him revoke his powers.

Starting at Level 3 if you have taken the God's Hand Archetype you know the cantrips Prestidigitation, and Thaumaturgy.


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: