Darkness Hunter (5e Subclass)
Darkness Hunter[edit]
Ranger Conclave
Darkness Hunter, they are experts at hunting and traveling at night, mortally attacking their enemies without their realizing it. Darkness and its greatest ally, in it you become a ruthless ranger.
- Darkness Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Darkness Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spell |
3th | minor illusion |
5th | entangle |
7th | darkness |
11th | fear' |
15h | greater invisibility |
- Night Hunter
Starting at 3rd level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
To darkness and its ally, you become an incomparable hunter in it. Your walking speed increases by 5 feet. If you take the Attack action on your first turn in combat, you can make one additional weapon attack as part of that action.
- Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are considered invisible to any creature that relies on darkvision to see you in that darkness.
- Extra Attack (for Revised Ranger)
Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.
- Improved Senses
At 7th level, you can see normally in darkness, both magical and nonmagical, darkvison range increases by 30 feet. In addition, in a dark place you gain the following benefits:
- You have advantage on Wisdom (Perception) checks based on hearing.
- You gain a bonus of +5 to your passive Wisdom (Perception) checks.
- You have advantage on Wisdom (Survival) checks.
- Shadow Step
At 11th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack you make before the end of the turn. On a hit, this attack deal additional 3d6 damage.
- Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
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