Beast Hunter (5e Class)

From D&D Wiki

Jump to: navigation, search

Class Features

As a Beast Hunter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Beast Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Beast Hunter level after 1st

Proficiencies

Armor: none
Weapons: Simple weapons, Trick weapons, Pistols
Tools: Tinker's tools
Saving Throws: Dexterity, Wisdom
Skills: Choose two from the following: Acrobatics, Athletics, Insight, Intimidation, Medicine, Nature, Persuasion, Stealth

Equipment

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

  • (a) any martial weapon or (b) two simple weapons
  • (a) a pistol with 20 bullets or (b) a hand crossbow with 20 bolts
  • (a) an explorer's back or (b) a scholar's pack

Table: The Beast Hunter

Level Proficiency
Bonus
Features
1st +2 Hunter's Dream, Unarmored Defense
2nd +2 Fighting Style, Blood Ministration, Trick Weapon
3rd +2 Oath Rune
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Hunter's Dodge
7th +3 Oath Rune feature
8th +3 Ability Score Improvement
9th +4 Hunter's Prowess
10th +4 Oath Rune feature
11th +4 Blood Gem Tools
12th +4 Ability Score Improvement
13th +5 Potent Blood
14th +5 Visceral Attack
15th +5 Oath Rune feature
16th +5 Ability Score Improvement
17th +6 Blood Rapture
18th +6 Oath Rune feature
19th +6 Ability Score Improvement
20th +6 Old Hunter

Hunter's Dream[edit]

All Hunters are bound to the Dream, with the purpose of either becoming it's keeper or destroying the Dream and freeing yourself from the Eternal Hunt. So long as you are bound to the Dream, you cannot truly die, and you'll spend the equivalent of one long rest in the Hunter's Dream, before you are returned to the place where you last took a Long Rest. You arrive with all your gear minus magic items, which are left behind where you died. Each time you die, you must roll a Wisdom Saving Throw DC 12 + The number of times you died. If you fail this saving throw, you suffer from Short Term Madness. If you die three times, you instantly suffer from Long Term Madness. If you die more than four times, you instantly suffer from Indefinite Madness. If you die five times, you suffer from the effects of the Feeblemind spell, and attack everything in sight, including allies.

Upon reaching the 20th character level, you may choose at any time to challenge the Keeper of the Dream, in order to break free of it's shackles and regain your mortality.

Unarmored Defense[edit]

Starting at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Fighting Style[edit]

At 2nd level, you adopt a style of fighting as your 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 to attack rolls you make with a ranged weapon.

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Also you do not take penalties from dual wielding

Blood Ministration[edit]

Starting at 2nd level, you cannot be healed by normal health potions. Instead, you use your blood in healing. Once per long rest, you can choose to use your blood in a ritual to create a healing item unique to you, the Blood Vial. During each long rest, you can create 1d6 + Proficiency Bonus Blood Vials. These Blood Vials only heal you and offer no effect to creatures outside of you, or other Beast Hunters. These Blood Vials heal for 1d4 + Constitution Modifier, increasing to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 16th level.

Trick Weapon[edit]

By 2nd Level, you have learned to craft the signature weapon of the Beast Hunter, the Trick Weapon. During a short rest, you may attempt to tinker and combine a weapon with a device, shield, or other weapon to create a new unique weapon, provided you have the materials to do so. You become proficient with any weapon that you use to craft a trick weapon.

Oath Rune[edit]

Starting at 3rd Level, you can choose one of the two Oath Runes. Oath Runes show your oath as a Hunter and determine the path you shall walk in your hunting of Beasts. Your choice grants you features at 3rd level, 7th level, 10th level, 15th level, and 18th level.

Ability Score Improvement[edit]

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 cannot increase an ability score above 20 using this feature.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hunter's Dodge[edit]

By 6th Level, you have acquired a better understanding of dodging attacks. Whenever a creature makes an attack roll targeting you, you can use your reaction to impose disadvantage on the attack roll. If the attack misses, your next attack against the target creature will have advantage.

Hunter's Prowess[edit]

Starting at 9th level, you have gained the mastery of hunting your quarry. You have advantage on Wisdom (Survival) checks to track Monstrosities, and Aberrations, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.

Blood Gem Tool[edit]

By the 11th level, you understand how to create and utilize Blood Gems. During a long rest, you can forgo half your rest to Create a Blood Gem of your own blood. When you create a Blood Gem, you take 1d10 x the number of days the Blood Gem will work, in necrotic damage. The Blood Gem will take the effect of 1 uncommon or rare weapon enchantment. After the Blood Gem is used up, it will break and be useless. The long rest does not heal the damage you take from this ritual.

Potent Blood[edit]

Starting at 13th level, your blood has become more powerful and potent. You become resistant to Poison Damage, and are immune to the Poisoned Condition.

Visceral Attack[edit]

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 during that combat phase.

Blood Rapture[edit]

Starting at 17th level, you have mastered the techniques of using others blood to your advantage. Whenever you hit a Visceral Attack, you can heal for half the damage dealt with the Visceral Attack.

Old Hunter[edit]

Starting at 20th level, you can channel the power of your predecessors, the Old Hunters. When you are hit by an attack, you can use your reaction and choose to instead force the attack to miss, as you imbue yourself with shadows and slip out of the attack. Once you use this feature, you cannot use it again until you've finished a long rest.


Corruption[edit]

The Hunters of Queen Annalise of the Cainhurst Vilebloods fight using the power of Trick Weapons and their blood, fighting for the sake of the hunt and for the glory of Queen Annalise

Queen's Vigor[edit]

Starting at 3rd level, you gain the ability to channel the power of Vileblood. Whenever you roll a 19 or 20 on a Death Saving Throw, you regain consciousness with 1 hit point.

Vileblood Swordplay[edit]

By 3rd level, you have mastered the fighting style of the Cainhurst Vilebloods, which hunts the beasts relentlessly. Whenever a Large or larger creature makes an attack against you, you can use your reaction to make an attack immediately after the creatures attack action resolves, provided that you can see the creature.

Cainhurst Duelist[edit]

Starting at 7th level, you have mastered the art of using your Trick Weapon effortlessly. You may add another Extra Attack to your Extra Attack feature, provied you are using a Trick Weapon.

Bloodtinge[edit]

By 10th level, you have mastered the art of using your blood not just as a healing and mending power, but as a fighting force as well. As a bonus action, you can choose to stab yourself with your Trick Weapon, dealing your weapons total damage to yourself, and drawing your blood out. While your blades are imbued with Bloodtinge, whenever you make a damage roll, you may roll your damage die twice, the second die dealing necrotic damage. While Bloodtinge is active, your blades are considered magical for the purpose of overcoming resistance and immunity to non-magic damage. If the Bloodtinge ritual deals more damage than remaining health, you instead live with 1 hit point for the remainder of your turn, and at the end of your turn you fall unconscious with 0 hit points.

Save the Queen[edit]

Starting at 15th level, you have gained a true understanding of the truth of Beast and Monsterkind. You are immune to being charmed and feared, and whenever a creature attempts to fear or charm you, you may use your reaction to attempt to reverse the effects. Both parties roll 1d20 + Wisdom Modifier. If you are the higher roll, you instead charm or frighten the creature, provided they are not immune to the charm or fear condition.

Cainhurst Feint[edit]

Starting at 18th level, whenever you use your bonus action to switch between your Trick Weapons forms, you gain advantage on your next attack roll, provided you use said attack roll during that turn.


Beast's Embrace[edit]

The Hunters of the Healing Church often used Beast Blood to enhance themselves, at the cost of losing their sanity to the beast within. Lead by their Vicar, they seek to embrace Beasthood to achieve the goal of spreading the blood of the true Darkbeasts.

Beast Blood[edit]

When you take Beast's Embrace at 3rd level, you surrender yourself to the power of the Beast's Blood within you. You can use your action to borrow the strength of the terrible Darkbeasts and transform into a ghastly Beast form. This new form grants a +1 bonus to AC, and two natural attacks in the form of claws and a bite. The claws deal 2d4 slashing damage and the bite does 1d8 piercing damage. You can use either Strength or Dexterity for the modifier.

Feral Awakening[edit]

Starting at 3rd level, you attune to the beast blood and gain new features. The following features are granted to you:

Darkvision

You can see in Darkness for up to 60ft, or 120ft if you already have Darkvision. Dim light looks normal, and Darkness looks like dim light. However you can't discern colors in complete darkness.

Bestial Rage

You can take a bonus action to Rage in Beast Form, and gain the benefits of Rage. You gain resistance to bludgeoning, piercing, and slashing damage, and gain bonus Rage damage (see Barbarian rage damage table)

Beast Sprint

While in Beast Form, you gain the ability to sprint like a beast. You can use your bonus action to double your movement speed, getting down on all fours to run faster. Your jump distance is also increased.

Bestial Awareness[edit]

At 7th level, you gain the sensory power of an apex predator. Whenever you make a Wisdom (Survival) check, if you have some form of connection to the creature you're hunting, such as their blood or one of their belongings, you gain advantage on the check to track them down. You also learn what type of creature it is, if you didn't already know.

Feral Surge[edit]

Starting at 10th level, your beast blood boils in combat situations far more than before. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Hunter's Last Stand[edit]

By 15th level, you have achieved mastery over last ditch survival efforts. Whenever you're dropped to 0 hit points, you can choose to instead be dropped to 1 hit point, and immediately take a free turn. Once you use this feature, you must complete a long rest to use it again.

True Vicar[edit]

Starting at 18th level, your beast blood ascends to the maximum level. You may now take on the form of the monstrous Cleric Beast. Your beast form ascends from a Large Creature to a Huge Creature, and your claw attacks now deal 2d6 slashing damage, and your bite deals 1d12 piercing damage. You can also use your bite attack to grapple a creature, provided they are large or smaller. As well, the Cleric Beast heals 1d6 hit points at the start of each turn, and regenerates any lost limbs.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into Beast Hunter class, you must meet these prerequisites: Dexterity 13 and Wisdom 13.

Proficiencies. When you multiclass into Beast Hunter class, you gain the following proficiencies: simple weapons, trick weapons, pistols.



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: