Destiny Hunter (5e Class)

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Destiny Hunter

Hunter

Rough and wild-looking, an exo stalks alone through the shadows of trees, hunting the fallen he knows are planning a raid on a nearby caravan. Clutching his trusty hand cannon, he unleashes a torrent of bullets and light, gunning down one enemy after another. After tumbling away from a blast of an ogre's eye beam, an awoken finds her feet and levels her snipers sights to fire at the glowing eye. Shrugging off the wave of fear that emanates from the hive monstrosities visage, she sends one round after another to find the gaps between the ogre's thick bone-like shell. Holding his hand high, a human whistles to the ghost that circles high above him, calling the drone back to his side. Whispering instructions, he points to the vex he’s been tracking and sends the ghost to distract the vex while he readies his weapon. Far from the bustle of the city and small shanty towns, past the hedges that shelter the most distant farms from the terrors of the darkness, amid the dense-packed trees of trackless forests and across wide and empty plains, hunters keep their unending watch.

Hunters of the Darkness

Warriors of the wilderness, hunters specialize in hunting the monsters that threaten the edges of civilization—fallen raiders, rampaging hive and other monstrosities the darkness brings. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Hunters focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their conection with the traveller, hunters acquire the ability to use the light and harness the travellers power, much as a ever guardian does. Their combat abilities, emphasize speed, stealth, and the hunt. A hunters talents and abilities are honed with deadly focus on the grim task of protecting the last city.

City Consensus and Factions

This section is fore character development a player may want to add one of the following factions to their characters story or roleplay the factions ideology. A player also might wish to make their own.

Short history

Before the City was founded, the Risen joined factions located within the refugee camp beneath the Traveller. When the fighting broke out, all of the many factions were trying to seize power and control the City. The wars came to an end when the Fallen began attacking and the factions were too weak to fight. The ensuing peace treaty united the refugee camp as the Last City, and established the government of the city as the Consensus, the Vanguard, and the Speaker, to promote cooperation instead of fighting one another.

The Consensus was founded at the conclusion of the Faction Wars and was made to keep peace between the factions and the Vanguard. They authorized the attempt to retake the Moon from the Hive, against Lord Shaxx's protests. After the invasion met with disaster, they also gave the order to retreat and collected intel and casualty reports.

The Consensus makes all of the decisions regarding the security of The City, and public order. The head of the Consensus is The Speaker, who calls meeting in to order, and delivers the final say.

The Vanguard: The Vanguard is a faction that consists of high-ranking Guardians who are considered the best of their respective classes. Dedicated to the protection of humanity and the reclamation of humanities lost golden age. Prior to the Red War, the Vanguard originally resided in the Hall of Guardians in the Tower.

The new monarchy: New Monarchy advocates abolishing the Consensus and transferring governmental power from the Speaker and the consensus to an elected Monarch.

The Future War Cult: The FWC (through vex time simulation technology) believes that another war with The Darkness cannot be avoided, regardless of whether they stay in or flee the City; therefore they must be ready to fight.

Dead Orbit: Dead Orbit wants to abandon the City and intend to escape the dying Earth before The Darkness returns, as they've no longer believe the Traveller can protect humanity and put little faith in The City's ability to hold out against a major attack.

Independent Guardians

Though a hunter might live as a hunter, a guide, or a tracker, a hunters true calling is to defend the outskirts of civilization from the minions of the darkness and bandits that press in from beyond the wall. In some places, hunters gather in secretive orders to exchange information on important targets or issues that may affect the city.. Many hunters, though, are independent almost to a fault, knowing that, when a fallen walker or a hord of hive attacks, a hunter might be the first—and possibly the last—line of defense. This fierce independence makes hunters well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city warlocks who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other guardians who can carry their own weight in a fight against civilization’s foes are worth any extra burden. A coddled warlock might not know how to feed themself or find fresh water in the wild, but they make up for it in other ways.

Creating a Hunter

As you create your hunter character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the hunters ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of minion of darkness that became your favored enemy? Or perhaps you learned your skills as part of you hunters conclave, affiliated with the city and the vanguard, trained in the travellers light as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and was eventually reborn with a connection to the traveller when found by your ghost. What’s the source of your particular hatred of a certain kind of enemy? Did that particular type of minion kill someone you loved or destroy your home village? Or did you see too much of the destruction these creatures cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the lasy city, or a significant change? What made you join up with the vanguard and other guardians? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?


Quick Build

You can make a Hunter quickly by following these suggestions. First, dexterity should be your highest ability score, followed by Constitution. Third, should be your wisdom, then finally choose the outlander background.

Class Features

As a Destiny Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons, Fierarms
Tools: All vehicles,one gaming set, All traps, Map making tools, Tinkers tools
Saving Throws: Wisdom , Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armour.
  • (a) one melee weapon or (b) two Firearm or (c) one melee weapon and one firearm
  • (a) 20 ammo or (b) 10 ammo for each
  • Explorers Pack
  • If you are using starting wealth, you have If you are using starting gold you have 5d4 x 10 GP. in funds.

Table: The Destiny Hunter

Level Proficiency
Bonus
Features Channel Super —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Connection to a higher power, Light Acrobatics, Heart of the Pack, --
2nd +2 Fighting Style, Spell casting, Sub-class, -- 2
3rd +2 Channel Super, Hunters Uncanny dodge, Sub-class tree Feature, 1 3
4th +2 Ability Score Improvement 1 3
5th +3 Extra Attack, 2 4 2
6th +3 Greater Favoured Enemy, 2 4 2
7th +3 Sub-class tree Feature,Evasion 2 4 3
8th +3 Ability Score Improvement, Quick step, 2 4 3
9th +4 2 4 3 2
10th +4 Camouflaged, 2 4 3 2
11th +4 Additional Fighting Style, 2 4 3 3
12th +4 Ability Score Improvement 3 4 3 3
13th +5 3 4 3 3 1
14th +5 Tread lightly, 3 4 3 3 1
15th +5 Sub-class tree Feature, 3 4 3 3 2
16th +5 Ability Score Improvement 3 4 3 3 2
17th +6 4 4 3 3 3 1
18th +6 Alpha Lupi, 4 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Sub-class tree Feature, 5 4 3 3 3 2
Connection to a higher power

Though in the the destiny games it is not out-rightly stated, it is my interpretation that a Guardians Light is some how connected to for lack of a better word their soul, and the soul of the traveller. This somehow turns a resurrected Guardian in to Para-causes being and allows them to harness the power of theirs souls to gain immortality, super human abilities and to be able manipulate the fabric of the universe (all be it to a limited degree) around them.

  • Benefit (Resurrection)

At 1st level, Your ever faithful companion and connection to the traveller, your ghost has brought you back from the dead. Though you have shattered memories of your past life, but that's not important now. Upon falling unconscious your ghost will appear to resurrect you granting you the ability to cheat death and fully healing you once per day.

  • Side-effect (light Removal)

With your connection to the light you are granted great benefits,but it also comes with grate cost, you are now more vulnerable to spells, magical effects and weapons that effect a creatures light (or lack of a better word soul). You take double damage form effects that damage the soul directly and have a (- 2) to any rolls, saves or check against such effects.

Light Acrobatics

starting At 1st level, your natural acrobatic abilities are significantly enhanced by the light. You are granted an additional 10ft movement speed and are granted advantage on any dexterity DC saves required by traps or attacks.

Heart of the Pack

Starting at 1ts level you are granted pack tactics perk, favoured enemy, and natural explore.

Pack tactics

You have advantage on an attack roll as long as an allied creature is within 5ft of the target and the ally isn't incapacitated.

Favoured Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favoured enemy: beasts, fey, humanoids, monstrosities, or un-dead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favoured 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, typically one spoken by your favoured enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer

You are a master of navigating the world beyond the city walls, you one choose one type of terrain from mountain ranges, forests, jungles, swamps, tundra, deserts, plains, farm lands, urban areas, caves, and tombs or ruins. This grants you the following benefits while in the chosen terrain.

  • You ignore difficult terrain.
  • You have advantage on stealth checks and saves.
  • You have advantage on survival checks while hunting or tracking a target.
Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. At 11th level you can choose one aditional fighting style. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery / Sniper

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

Defence

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

Duelling / side arm

When you are wielding a 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.

Close range training

You are specially trained for the use of ranged weapons at shorter than normal range, you no longer get disadvantage on ranged attacks made with range weapons when a target is within the weapons close range or if the target is within 5 ft of you.

CQC

You are specifically trained in unarmed combat, you can use either your strength or dexterity to make unarmed attacks.

Spell casting

By 2nd level, you have learned to draw on the travellers light through meditation and training to cast spells and infuse you equipment as a ever guardian does. See Spells Rules for the general rules of spell casting.

Grenade and Melee spells

Each sub-class has a list of associated Grenades and melee spells. You gain access to these at the levels specified in spells description. Once you gain access to a Grenades and melee spells, you always have it prepared.

Spell casting Ability

Wisdom is your spell casting ability for your spells, since your power derives from the strength of your connection to the traveller. You use your Wisdom whenever a spell refers to your spell casting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ability, spell or super effects you cast and when making an attack roll.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spell casting Focus

You can use anything, for example your weapons or a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your spells

Sub-class

When you reach 2nd level, you can choose from one of three sub-classes that gives access to a Hunters spells. Each sub-class has three additional perk trees to chose from that change how the sub-classes work, once you have chosen this perk tree you cannot change it.

Channel Super

Channel Super At 3rd level in battle, you call upon the light. On your turn, you can cast a super as a bonus action. Each super has different affects that are defined by your sub-class.

Your super lasts for 5 turns unless specified differently by your subclass or a perk tree affect.

Some super perks allow you to choose certain affects that will be explained in the perks description.

Some supers also allow you to enhance your super buy consuming one additional channel super use per-level from your remaining pool, with a maximum 5th level.

The channel super acts the same as a paladin / clerics Channel divinity but for the purposes of enhancing the Channel Super at higher levels the super will be considered at the equivalent strength as a 3rd level spell. The super is also considers as a magical effect not a spell and so is not affected by the spell counter spell but may be dispelled by either an anti magic filed or the dispel magic spell

Hunters Uncanny dodge

Hunters Uncanny dodge At 3rd level, your acrobatic skills as a hunter and your connection with the traveller combines. As a reaction you can use the hunters dodge, any damage is reduced by half and any attacks of opportunity that are made against you are at disadvantage. Whilst doing so you gain one of the following Benefits:

  • Marks mans dodge: you ranged weapon automatically reloads from your reserves.
  • Gamblers dodge: you are given a chance to regain a 1st level spell slot, roll a d6 on a 6 one of your spent 1st level spell slot is restored.

You chose which dodge you will have during a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th 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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. you also gain an extra attack at 13th level.

Greater Favoured Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favoured enemy: aberrations, celestial, constructs, dragons, elemental, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favoured enemy, including an additional language. Your bonus to damage rolls against all your favoured enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favoured enemy.

Quick step

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Camouflaged

Starting at 10th level, your perfectly adapted to set up ambushes. When you attempt to hide and you are in cover or dim light, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. This benefit is reduced to - 5 if you are in bright light or the creature has some form of dark vision. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain so and gain this benefit until you are detected.

Tread lightly Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Alpha Lupi At 18th level, you have become an unparalleled hunter, you add Wisdom modifier to attack and damage rolls.

Sub-class choices

Gunslinger

Golden Gun

At 3rd level, You conjure a flaming hand cannon with radiant power. As you fire the weapon a beam of crackling energy streaks toward a creature within range of 120 ft. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage. 

At higher level

When you cast this super, you can enhance it further by spending 1 additional channel super use per-level, you increase the number of beams you can fire by one additional beam. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


Grenade and melee spells
Hunter level spells
2nd Throwing Knife:

Conjuration

Level: 1

Casting time: 1 Bonus Action

Range: Melee attack 5ft, Ranged attack 20ft / 60ft

Components: S

Duration: Instantaneous

t the cost of a 1st level spell slot, You create a radiant blade and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 radiant damage + your spell casting modifier, this spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels.

4th Incendiary grenade:

Transmutation

Level: 1

Casting time: 1 Action

Range: 60 feet (10-foot radius)

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration: Instantaneous

The grenade creating a burst of divine energy that travels outward from the point of detonation. Each target you choose within 20 feet of the grenade must succeed on a Constitution saving throw or take 1d6 radiant damage, and is considered Burning. A target that succeeds on its saving throw takes half as much damage and isn’t given the burning condition.

At higher level When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st.

6th Swarm Grenade:

Transmutation

Level: 2

Casting time: 1 Action

Range: 60 feet (10 foot radius)

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration:Up to 15 seconds (3 turns)

As an action, you can throw a grenade that splits of caltrop like drones that cover a spherical area that is 10 feet in diameter. Any target that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1d8 magical piercing damage. Taking this damage reduces the targets walking speed by 10 feet until the target regains at least 1 hit point. A target moving through the area at half speed doesn't need to make the save.

At higher level When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd.

9th Trip Grenade:

Transmutation

Level: 3

Casting time: 1 Action

Range: 60ft (15-foot cone)

Components: S, M (A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast)

Duration: Up to 15 seconds (3 turns)

You throw a Stick like grenade that stick to any surface to create a cone that shoots forward and then disappear. Each target in a 15-foot cone must succeed on a Dexterity saving throw. A target takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is Lightning damage. Any target that ends its turn within the grenade radius must make DC dexterity save or take 3d8 damage. On a successful save the target takes half damage.

The grenade uses a motion detector allowing it to find hidden or invisible creatures that enters the grenades 15 ft cone, the detector uses your passive perception score, the creature must make stealth check against the grenade detector to avoid detonation.

The Grande can remain on the surface indefinitely unless disarmed by you or another creature. To disarm the grenade the creature must make an intelligence save against your spell save DC.

At higher level When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd.

Sub-class perk trees

Way of the Outlaw

Hunter Level Perk
5th Explosive Knife: At 5th level, When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each spell slot above 1st level. Your created blade Hit or miss, explodes. The target and each creature within 5 feet of the point where the knife exploded must succeed on a Dexterity saving throw or take 2d6 fire damage.
7th Chains of Woe: At 7th level, At 7th level, When you make a critical hits with a ranged weapon you and your allies ignore the reload and misfire rules till the end of your next turn.
15th Dead shot: At 15th level, Significantly improves your ability to hit with Golden Gun. You now have advantage to attack rolls made while in your Golden gun.
20th Six-Shooter: At 20th level, Golden Gun can be fired quickly, as a bonus action you can make additional attack on your turn while using your golden gun.

Way of the sharp shooter

Hunter Level Perk
5th Weighted Knife: At 5th level,When you cast the Throwing knife spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 damage for each spell slot above 1st level. Critical hits with the Throwing knife spell have a chance to recharge your spent 1st level spell slot. You roll 1d6 on a 6 your melee slot is restored.
7th Practice Makes Perfect: At 7th level, While using a ranged weapon, if you make a critical hit you enter a marksman's trance, during this trance rolling a 19 on the dice is considered a critical hit. The trance lasts for 3 turns.
15th Knock 'em down: At 15th level, During your marksman's trance you now have a massive increases to your accuracy. Your all ranged attacks made during the marksman's trance now have advantage. If you enter a marksman's trance while using Your Channel super, the super dose an additional 1d6 radiant damage while the buff is active.
20th Line 'Em Up: At 20th level, Critical hits with Golden Gun, extends the duration your Channel super by 1 turn.

Way of a thousand cuts

Hunter Level Perk
5th Blade barrage: At 5th level, when you cast your super you can choose leap in to the air and create three glowing blades of radiant light. Each blade automatically hits a creature of your choice that you can see within a range of 60 ft. A dart deals 1d6 + your dexterity modifier as radiant damage to its target. The blades all strike simultaneously and you can direct them to hit one creature or several.
At higher level

When you cast this super, you can enhance it further by spending 1 additional channel super use per-level, when you enhance your super you increase the number of blades you summon by one per-level.

7th Knife trick: At 7th level, When you cast the Throwing knife spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each spell slot above 1st level. And you can use the disengage action for free immediately after.
15th Playing with fire: At 15th level, Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 fire damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
20th The burning edge: At 20th level, you are one with the flames. You have one additional reaction each of your turns.
Arc Dancers

Arc Staff

You evoke a staff of lightning in your hands. It is similar in size and shape to a quarterstaff, and it lasts for 5 turns. You can use your attack action to make a melee spell attack on a creature with in 5 ft of you. On a hit, the target takes 3d6 lightning damage.

At higher levels

When you cast this super, you can enhance it further by spending 1 additional channel super use per-level, when you enhance your super you increase the number of damage dice by one additional die for each damage type.


Grenade and melee spells
Hunter level spells
2nd Blink Strike:

Evocation

Level: 1

Casting time: 1 Bonus Action

Range: Self

Components: S

Duration: Instantaneous

At the cost of a 1st level spell slot, you teleport a short rage of 10 ft with a blade charged with arc energy that on a hit deals an additional 1d6 lightning damage to your unarmed strike, the type of damage attack is considered lightning damage, this spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels.

4th Swarm Grenade:

Transmutation

Level: 1

Casting time: 1 Action

Range: 60 feet (10 Foot radius)

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration: Concentration, up to 30 seconds (5 turns)

As an action, you can throw a grenade that splits of caltrop like drones that cover a spherical area that is 10 feet in diameter. Any target that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1d6 magical piercing damage. Taking this damage reduces the targets walking speed by 10 feet until the target regains at least 1 hit point. A target moving through the area at half speed doesn't need to make the save.

At higher level When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st.

6th Flux grenade:

Transmutation

Level: 2

Casting time: 1 Action

Range: 60 feet (10 foot Radius)

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration: Instantaneous

you can throw a magical grenade that can attach to a target. You make a ranged spell attack. If it hits a target the grenade sticks and they take an additional 1d4 lightning damage, the target also takes 3d8 lightning damage upon detonation at the start of your next turn. Each target that the grenade is not attached to with in the radius must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 Lightning damage on a failed save, or half as much damage on a successful one.

At higher level If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

9th Arc bolt Grenade:

Transmutation

Level: 3

Casting time: 1 Action

Range: 60ft (10 foot cube)

Components: S, M (A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast)

Duration: Instantaneous

You throw a grenade that creates a 10 ft cube. Each target in a 10ft cube must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.

At higher level When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd.

Sub-class perk trees
Way of the wind
Hunter level Perk
5th Disorienting Blow: At 5th level, When you cast the blink strike spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each spell slot above 1st level. On a hit the target must make a DC constitution save against your spell save DC, on a failed save the target becomes student till the end of its next turn.
7th Focused Breathing: At 7th level, your maximum movement speed increases by 10 ft whenever you use the dash or disengage actions.
15th Combat Meditation:At 15th level, you are one with the flow combat. As a reaction you dodge or parry an incoming attack, you add an additional +5 to your AC.
20th Lightning Reflexes: At 20th level, When you take a critical hit, you have a can use your reaction to strike back with blink strike at 1st level for free.

Way of the warrior

Hunter level Perk
5th Combination Blow: At 5th level, Killing an enemy with a Blink Strike triggers health regeneration, you gain hit points equal to you hunter level + your constitution modifier.
7th Combat Flow: At 7th level, When you cast the blink strike spell using a spell slot of 2nd level or higher, the damage of the spell increases by 1d6 for each spell slot above 1st level. You automatically succeed on the next wisdom or dexterity saving throw you need to make till the start of your next turn.
15th Deadly Reach: At 15th Level, Using the hunters dodge increases your melee range by 5 ft till the end of your next turn.
20th Lethal Current: At 20th level, As an attack action during your arc staff super, you slam your staff on the ground creating a devastating shock wave in the direction you are facing. A 15 ft long 5 ft wide shock wave blasts forth dealing 3d6 force damage to anything caught with in its path. Any creature caught with in the shock waves path can make a dexterity save against your spell save DC, on a successful save the creature takes half damage.

Way of the current

Hunter level Perk
5th Whirling guard: At 5th level, While wielding your arc staff, as your bonus action you can whirl your staff to deflect incoming projectiles. Any range attacks are made at disadvantage but your movement speed is cut to half.
7th Tempest strikes: At 7th level, during your arc staff super after using the dash action and moving at least 10 ft, you can activate Tempest strike to unleash an uppercut attack with your staff. On a hit this tempest strike knocks the target prone.
15th Lighting weave: At 15th level, Hitting a creature with either your Blink strike or Tempest strike automatically reloads all your weapons from your reserves.
20th Ebb and flow: At 20th level, Hitting a target with a grenade or melee spell has a chance to electrify them. The target must make a DC constitution save against your spell save DC, on a failed save they become paralysed for 3 turns. The target can make another roll to end the effect early at the end of each of its turn.
Night Stalker

shadow shot

You fire a necrotic bolt of light energy from your void long bow, you alter time around up to six creatures of your choice in a 40-foot cube within a 120 ft range. Each target must succeed on a Wisdom saving throw or be affected by this supers for 5 turns.

1. While in the cube an affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

2. While in the cube if the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

At higher levels

When you cast this super, you can enhance it further by spending 1 additional channel super use per-level, when you enhance your super you increase the number of creature you can slow by one per-level.


Grenade and Melee spells
Hunter level spells
2nd Smoke bomb:

Conjuration

Level: 1

Casting time: 1 Bonus action

Range: 60 ft (20 foot radius)

Components: V, S, M (A Palm sized round metallic object worth 1 SP. Component is consumed when spell is cast)

Duration: Concentration, up to 20 seconds (3 turns) You throw a small palm sized bomb to create a 20-foot-radius sphere of toxic smoke dealing 1d4 necrotic damage to a hostile creature that ends its turn in the smoke. The sphere spreads around corners, and its area is heavily obscured, and reduces the creature speed to 10 ft whilst it is in the smoke. The smoke lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Your allies are not affected negatively by the smoke. this spell can be granted extra effects once you unlock the perk that allows you to cast it at higher levels.

4th Vortex Grenade:

Transmutation

Level: 1

Casting time: 1 Action

Range: 60 feet (10-foot-radius)

Components: S, M (A grenade or Palm sized round object worth 5 SP . Component is consumed when spell is cast)

Duration: Up to 15 seconds (3 turns)

Your grenade create a 10-foot-radius sphere of dark purple void centred on a point within range. The sphere spreads around corners, It lasts for the duration, until you dismiss the spell as a bonus action or you lose concentration. Each target within its area takes 1d6 necrotic damage. Any target that ends its turn within the grenade radius must make DC Constitution save or take 1d6 necrotic damage. On a successful save the creature takes half damage.

At higher level When you cast this spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d6 for each slot level above 1st.

6th Spike Grenade:

Transmutation

Level: 2

Casting time: 1 Action

Range: 60ft (15-foot cone)

Components: S, M (A grenade or Hatchet sized metallic rod worth 5 SP. Component is consumed when spell is cast)

Duration: up to 15 seconds (3 turns)

You throw a Stick like grenade that stick to any surface air to create a cone that shoots forward and then disappear. Each target in a 15 -foot cone must succeed on a Dexterity saving throw. A target takes 2d8 damage on a failed save, or half as much damage on a successful one. The damage type is Lightning damage. Any target that ends its turn within the grenade radius must make DC dexterity save or take 3d8 damage. On a successful save the creature takes half damage.

At higher level When you cast this spell using a spell slot of 3rd level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 2nd.

9th Void Wall Grenade:

Transmutation

Level: 3

Casting time: 1 Action

Range: 60 feet

Components: S, M (A grenade or Palm sized round metallic object worth 5 SP. Component is consumed when spell is cast)

Duration: Up to 15 seconds (3 turns)

You can throw a magical grenade that explode into a wall of necrotic flames. A wall of necrotic flames rises from the ground at a point you choose within range. You can make the wall up to 25 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Constitution saving throw. A target takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one.

At higher level When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd.

Sub-class trees

Way of the trapper

Hunter level perk
5th Ensnaring smoke: At 5th level, When you cast the smoke bomb spell using a spell slot of 2nd level or higher, the damage for the effects of the spell increases by 1d4 for each spell slot above 1st level. The bomb can mow stick to surfaces and detonates when it detects enemies enter within 5 ft of the bomb. The bomb uses a motion detector allowing it to find hidden or invisible creatures, the detector uses your passive perception score. the creature must make stealth check against the bombs detector to avoid detonation. The bomb can remain on the surface indefinitely unless disarmed by you or another creature. To disarm the bomb the creature must make an intelligence save against your spell save DC.
7th Keen scout: At 7th level, You can sprint and sneak much with little effort, and you gain enhanced tracking. You can use the dash action as a bonus action, you have + 2 to stealth or slight of hand checks and you have + 2 to your passive perception score.
15th Dead fall: At 15th level, when you cast shadow shot you can choose to set up an ambush by delaying its effects, the 40 ft cube stays inactive at a point of your choice for up to 4 hours or until you dismiss it as a bonus actions, the cube automatically release its effects when a target is within 10 ft of it unless you say otherwise. Once triggered the shadow shot trap lasts for 5 turns.
20th Vanishing step: At 20th level, After performing a hunters dodge you become invisible till the end of your next turn.

Way of the Path finder

Hunter level Perk
5th Mobius quiver: At 5th level, when you cast your super you can choose to forgo the slowing effect of shadow shot to fire A purple bolt of enervating energy toward a creature within a range of 120 ft. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. that creature only deal only half damage with weapon attacks that use Strength until the end of its next turn.
At higher levels

When you cast this super, you can enhance it further by spending 1 additional channel super use per-level, when you enhance your super you increase the number of shot you can take by one for per-level. you can chose which creatures you target with each bolt.

7th Vanish smoke: At 7th level, When you cast the smoke bomb spell using a spell slot of 2nd level or higher, your smoke bomb makes up to 1 of you and your allies within the smoke invisible for 3 turns at the end of their next turn the become visible. For each spell slot above 2nd level the spells duration increases by 1 turn and the number of allies you can make invisible increases by 1.
15th Lock down: At 15th level, Your grenade effects last twice as long, allowing for strong territorial control and increased damage potential. This perk dose not apply to your smoke bomb spell.
20th Combat provision: At 20th level, Damaging enemies with grenades and making allies invisible grants you a chance to regain a 2nd level spell slot. You roll a 1d6 on a 5 or a 6 you regain the appropriate spell slot.


Way of the wraith

Hunter level Perk
5th Spectral blades:At 5th level, When you activate your super you can choose to summon a pair of deadly void blades and stalk the battlefield in a veil of shadows this lasts for the duration of the super (5 turns).
  • When you activity your super you are automatically turn invisible.
  • As attack action as the blades deals 4d8 necrotic damage.
  • Making any kind of aggressive actions or taking the attack action dose not break invisibility.
At higher levels

When you cast this super, you can enhance it further by spending 1 additional channel super use per-level, when you enhance your super you increase the number of damage dice by one additional die.

7th Corrosive smoke: At 7th level, When you cast the smoke bomb spell using a spell slot of 2nd level or higher,the damage for the effects of the spell increases by 1d4 for each spell slot above 1st level. your smoke bomb also deals 1d6 acid damage for each spell slot level above 2nd.
15th Flawless execution: At 15th level, While in stealth or invisible a critical hit on a target doesn't break your stealth or invisibility for the first attack you make on that turn.
20th Shattering strike: At 20th level, After performing a flawless execution, your melee attacks find weaknesses in the enemies defences. Each of your next attack of that turn you can ignores damage resistances.

Multiclassing

Prerequisites. To qualify for multiclassing into the Destiny Hunter class, you must meet these prerequisites: you must have a minimum Dexterity and wisdom of 13

Proficiencies. When you multiclass into the Destiney Hunter class, you gain one of the following proficiencies: Animal Handling, survival, stealth, medim armour, martial weapons

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