Divine Hunter (5e Class)

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Divine Hunter[edit]

Vengeance from Above[edit]

A solitary figure approaches the frozen cave, walled off by thick ice. With a bash of his flail, the ice shatters, and he enters. The white dragon within lunges at him with no hesitation, unleashing an icy blast. The figure dodges with superhuman reflex, missing the cold breath completely. He raises his hand to the sky, and a column of light descends onto the dragon. Roaring and covering its eyes, the dragon is bombarded with blows from the figure. At last, the beast is slain, and the figure prays inaudibly in gratitude for the victory.

A divine hunter is a warrior who has devoted themselves to the teaching of a god, the instruction of a celestial, or the motives of an archfiend. Their purpose is to wield sword and sorcery against the forces their master opposes, utilizing clever battle tactics to gain the upper hand.

Creating a Divine Hunter[edit]

When creating a divine hunter, ask yourself, what caused you to take up your arms against your chosen enemies? Were you directly chosen or assigned by your deity, celestial, or archfiend, or did you devote to them yourself? Why are you attempting extermination of your unholy foes? Was it a traumatic loss or experience, a call from your deity, or simply a very strong expression of your devotion? Why does your deity, celestial, or archfiend hate your chosen enemies, if he or she does at all? Most importantly, what is your chosen enemy?

Quick Build

You can make a divine hunter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on your weapon setup, followed by Wisdom. Second, choose the acolyte background.

Class Features

As a Divine Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Choose any artistan's tools
Saving Throws: Dexterity, Constitution
Skills: Choose any 2: Acrobatics, Animal Handling, Arcana, Athletics, History, Insight, Religion, Persuasion, Stealth, Survival

Equipment

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

Table: The Divine Hunter

Level Proficiency
Bonus
Features Hunter Tactics Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Holy Healing
2nd +2 Spellcasting, Chosen Enemy 2
3rd +2 Hunter Tactics 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Extra Attack, Chosen Enemy feature 3 4 2
6th +3 Hunter's Sight 3 4 2
7th +3 4 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 5 4 3 2
10th +4 Chosen Enemy feature 5 4 3 2
11th +4 Column of Light 6 4 3 3
12th +4 Ability Score Improvement 6 4 3 3
13th +5 6 4 3 3 1
14th +5 Chosen Enemy feature 7 4 3 3 1
15th +5 Column of Light improvement 7 4 3 3 2
16th +5 Ability Score Improvement 7 4 3 3 2
17th +6 8 4 3 3 3 1
18th +6 Chosen Enemy feature 8 4 3 3 3 1
19th +6 Ability Score Improvement 8 4 3 3 3 2
20th +6 Column of Light improvement, Chosen Enemy feature 8 4 3 3 3 2

Fighting Style[edit]

At 1st 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.

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.

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 reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Archery

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

Holy Healing[edit]

You can bestow divine healing onto an ally. Starting at level 1, you have a pool of hit points equal to 5 + your divine hunter level x 2. As an action, you can expend any number of these hit points and heal a creature you touch by that amount. This feature has no effect on undead or constructs. You regain your pool of hit points expended in this manner once you complete a long rest.

Spellcasting[edit]

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Divine Hunter table shows how many spell slots you have to cast your spells. Wisdom is your spellcasting modifier. To cast one of your divine hunter spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You can change your list of prepared spells when you finish a long rest. Preparing a new list of divine hunter spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your divine hunter spells.

Chosen Enemy[edit]

You have chosen a certain foe to focus your skills against. At 2nd level, choose between Undead, Fiend, Fey, Celestial, or Dragon, all detailed below. Your chosen enemy grants you additional features at 2nd level, and again at 5th, 10th, 14th, 18th, and 20th level.

Hunter's Tactics[edit]

You've developed a bag of tricks to aid you in combat. At 3rd level, you gain two Hunter's Tactics of your choice. Your tactic options are detailed at the end of the class description. When you gain certain divine hunter levels, you gain additional tactics of your choice, as shown in the Hunter's Tactics Known column of the Divine Hunter table.

Additionally, when you gain a level in this class, you can choose one of the tactics you know and replace it with another tactic that you could learn at that 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 can't increase an ability score above 20 using this feature.

Extra Attack[edit]

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

Hunter's Sight[edit]

You can detect creatures of evil and good to discern the ones you deem foe. Starting at level 6, as an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, dragon, fey, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, dragon, fey, or undead undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Column of Light[edit]

You can channel the strength of your deity, celestial, or archfiend to summon a beacon of divinity to smite your foes. Starting at level 11, as an action, you can call down a Column of Light anywhere within 60 feet of you. A column is 300 ft. tall, 10-ft. radius cylinder, and, depending on your deity or other master's alignment, may be white, yellow, black, or red. Any hostile creature that ends its turn in the column takes 2d10 radiant damage, and the space inside the cylinder is difficult terrain for them. As an action, you can move the cylinder up to 20 ft in any direction, inflicting 2d10 radiant damage to any creature that enters its space. The Column of Light lasts for 1 minute, or if you use an action to dismiss it. Once you activate this feature, you can't use it again until you complete a long rest.

At 15th level, this feature improves. The damage increases to 4d10.

At 20th level, this feature improves further. The damage increases to 6d10. Additionally, as an attack while a Column of Light is active, you can call forth a streak of radiance from it with a range of 120 ft. centered on the column. Make a ranged spell attack against a creature. On a hit, you deal 4d10 radiant damage.

Undead[edit]

A divine hunter devoted to destroying the undead usually targets a specific type. Vampires and litches are usual targets, but since these creatures can summon their own undead, divine hunters of undead are skilled in tackling all types. Such a hunter might be devoted to a god of the life domain or the grave domain, or a necromantic archfiend who wishes to erase competition.

Turn Undead

You can utter words of power to chase undead creatures away. Starting at level 2, as an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 ft. of you must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Once you activate this feature, you cannot use it again until you complete a short or long rest.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 ft. of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Destroy Undead

Your Turn Undead can release the unholy energies that animate such creatures. Starting at level 5, whenever you activate Turn Undead, any creature that fails its saving throw and is CR 1/2 or lower is instantly destroyed. Additionally, you can activate Turn Undead twice before needing rest.

Radiant Strike

You can call on radiant energies to attack; useful not just for disrupting undeath. Starting at level 10, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Uncheatable Death

Your strengths against the undead grow. Starting at level 14, the CR limit for Destroy Undead increases to 3. Additionally, if you die, you are under the effects of Gentle Repose for half the duration (5 days).

Necro Bane

The undead quiver before you. Starting at level 18, the CR limit for Destroy Undead increases to 4, and you may activate it 3 times before needing rest. Additionally, you can add your proficiency bonus to attack rolls made against undead creatures.

Cleansing Light

Nothing beyond the grave can hide from your radiance. Starting at level 20, radiant damage inflicted on undead creatures by your spells, Column of Light, and Radiant Strikes are treated as if the target were vulnerable to radiant damage. Undead creatures already vulnerable to radiant damage are unaffected.

Fiend[edit]

Divine hunters who target fiends usually divide their focus toward either demons or devils, but some target both. Hunters of fiends are usually devoted to a god or celestial who opposes the inhabitants of the Lower Planes and Nine Hells. Another master might be an archdevil who wishes the destruction of demons, or vice-versa.

Turn Fiend

You can utter words of power to chase fiendish creatures away. Starting at level 2, as an action, you present your holy symbol and speak a prayer censuring the denizens of the Lower Planes. Each fiend that can see or hear you within 30 ft. of you must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Once you activate this feature, you cannot use it again until you complete a short or long rest.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 ft. of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Immunity

You have cultivated resistance against the venom of demons and devils. Starting at level 5, you and allies within 10 ft. of you have advantage on saving throws made to avoid or end the effects of poison. You are also resistant to poison damage. If you were already resistant, you become immune.

Hellfire Deflection

You can ward yourself or an ally against a fiend's flames. Starting at level 10, whenever you or an ally within 10 ft. of you is targeted by a single-target attack that deals fire damage, you can attempt to deflect it. Make a DC 17 Wisdom check. On a success, the target takes no damage from the attack. If an attack deals additional types of damage, the target still receives those types. You can activate this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining expended uses once you complete a short or long rest.

Wings of Radiance

You can summon a pair of wings to chase winged fiends through the air. Starting at level 14, as an action, you can adorn a pair of spectral wings made of pure light, giving you a flying speed equal to double your walking speed. These wings last for 1 hour, or if you dismiss them as a bonus action. Once you activate this feature, you cannot use it again until you complete a long rest.

Improved Hellfire Deflection

Hellfire you deflect can be turned against the wielder. Starting at level 18, whenever you successfully activate Hellfire Deflection, you inflict the deflected damage to the attacker as radiant damage. Additionally, you can add your proficiency bonus to attack rolls made against fiends.

Agonize Fiend

You can pain the creatures of the Lower Planes with your holy word. Starting at level 20, whenever you activate Turn Fiend, any creature that fails its saving throw takes 15d6 radiant damage, or half as much if they succeed. These damages do not end the turning.

Fey[edit]

A divine hunter devoted to the extermination of fey usually targets any sort, but many have a particular distaste for hags. Divine hunters of fey creatures are usually devoted to a vengeful god waging war on the Feywild, or an archfiend or celestial of similar motivation.

Aura of Diligence

You are harder to enthrall with fey charm. Starting at level 2, you and allies within 10 ft. of you have advantage on saving throws made against or to end the effects of being charmed.

Nature Suppression

Enrichment of nature doesn't impede you. Starting at level 5, you ignore the effects of difficult terrain caused by overgrown plants, and you have advantage on saving throws made against effects caused by magical plants, such as those created by spells.

Wither

You can call forth dark energies to banish nature. Starting at level 10, you can cast Blight once with this feature, requiring no slots. You regain the ability to activate this feature once you complete a long rest.

Truthful Vision

You can see through the invisibility and illusions of the fey. Starting at level 14, as an action, you can expend a level 1 spell slot to give yourself 30 ft. of truesight for 1 hour. Once you activate this feature, you cannot use it again until you complete a long rest.

Piercing Magics

Your spells are hard to suppress. Starting at level 18, you ignore the effects of magic resistance whenever you cast a spell on a fey creature. Additionally, you can add your proficiency bonus to attack rolls made against fey.

Nature's Downfall

Your conquest against fey has given you incredible might over flora. Starting at level 20, you can activate Wither twice before needing rest. Additionally, you can use an action to select two targets for the spell. This expends both uses.

Celestial[edit]

Divine hunters of celestials are among the most evil. They may specifically attack angels or divine creature such as unicorns or pegasi. Hunters of celestials are most always devoted to a wicked archfiend hellbent on the destruction of the Upper Planes, but may occasionally follow a god who rivals his fellow ascendants.

Inverse Holiness

The powers you wield are of a dark disposition. Starting at level 2, whenever you inflict radiant damage on a creature from your spells or Column of Light, you can choose to change the damage type from radiant to necrotic.

Shielding Force

You have cultivated a barrier of dark energies to defend against light. Starting at level 5, you can cast Shield a number of times equal to your Wisdom modifier (minimum of 1), without expending slots. You regain expended uses once you complete a long rest. Additionally, you are resistant to radiant damage. If you were already resistant, you become immune.

Healing Disruption

You can erase healing energies. Starting at level 10, whenever a creature within 30 ft. of you uses an ability or spell that causes it or another creature to regain hit points or bestow temporary hit points, you can make a DC 16 Wisdom check to nullify the healing as a reaction. You can activate this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining expended uses once you complete a long rest.

Improved Healing Disruption

You can turn healing into harming. Starting at level 14, whenever you successfully activate Healing Disruption, you inflict the hit points the target would've gained as necrotic damage. This has no effect if the target were to gain temporary hit points.

Unstoppable Darkness

Your spells are unsurpassable by divine sources. Starting at level 18, you ignore the effects of magic resistance whenever you cast a spell on a celestial creature. Additionally, you can add your proficiency bonus to attack rolls made against celestials.

Upper Plane Bane

You have such dark energies emanating from your strikes that you can fell creatures of light with one well-placed stroke. Starting at level 20, whenever you make a weapon attack, you can expend a level 5 spell slot to force the target to make a Constitution saving throw against your spell save DC. Celestials take a -1 penalty to this saving throw. On a failure, the target dies instantly. Once you activate this feature, you cannot use it again until you complete a long rest.

Dragon[edit]

Divine hunters who target dragons focus their efforts on either metallic or chromatic dragons, depending on their alignment. Virtually any master, good or evil, will request that a hunter take down dragons of the opposite alignment.

Titan Killer

You are skilled in taking down creatures bigger than yourself. Starting at level 2, when a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Dragonhide Penetrator

You can manipulate your weapon strikes to cut through tougher materials, namely dragonhide. Starting at level 5, whenever you make a weapon attack against a creature, you can choose to subtract 1 from their AC during the attack roll.

Aura of Courage

Intimidating presences have no effect on you. Starting at level 10, you are immune to being frightened, and allies within 10 ft. of you have advantage on saving throws made against or to end the effects of fear.

Aura of Evasion

It is difficult to hit you with large-scale weapons. Starting at level 14, whenever you or an ally within 10 ft. of you makes a Dexterity saving throw to take half damage from an attack, they take no damage on a success, and half damage on a failure.

Improved Dragonhide Penetrator

You can cut yet deeper with your weapons. Starting at level 18, whenever you activate Dragonhide Penetrator, you can subtract 2 from the target's AC instead of 1. Additionally, you can add your proficiency bonus to attack rolls made against dragons.

Lair Defiler

A dragon is the master of its lair, but you have found a way to contest its power. Starting at level 20, whenever a creature uses a lair action, you can make a Wisdom check contested by the creature's. If you win the contest, the lair action ceases to take place, and the creature cannot use that same lair action again until it uses another.

Hunter's Tactics List[edit]

If a Hunter's Tactic has prerequisites, you must meet them to learn it. You can learn the tactic at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Basic Tactics[edit]

Absorb Life

Whenever you reduce a creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your divine hunter level (minimum of 1).

Ascendant Step

Prerequisite: 9th level

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Baneful Blade

Prerequisite: 11th level

Whenever you make a melee weapon attack, the target takes additional necrotic damage equal to your Wisdom modifier (minimum of 1).

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot or material components.

Distant Aura

Prerequisite: Any "aura" subclass feature

The range of your auras increases to 20 ft.

Hidden Strike

Prerequisite: 7th level

Whenever you attack a creature that is surprised, it takes an additional 1d8 damage.

Infectious Friendship

Prerequisite: 7th level

You can cast Charm Person at will, without expending a spell slot or material components.

Keen Eye

You gain proficiency in Perception and Investigation.

Magic Adept

You learn one level 1 spell from the wizard spell list, and can cast it once, without expending a spell slot or material components. You regain the ability to activate this tactic once you complete a long rest.

Many Tongues

You learn 1 additional language of your choice.

Master Healer

You have an additional 10 hit points in your Holy Healing pool.

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Parry

Prerequisite: 7th level

Whenever a creature makes a successful melee attack against you, you can use your reaction to add a +4 to your AC. In order to do this, you must be able to see the attacker and must be wielding a melee weapon.

Rider of Light

You can cast Find Steed without expending a spell slot or material components. You regain the ability to activate this tactic once you complete a long rest.

Visions of Distant Realms

Prerequisite: 14th level

You can cast Arcane Eye at will, without expending a spell slot or material components.

Unnatural Resilience

During a long rest, you may choose 1 damage type that is not piercing, slashing, or bludgeoning. You are resistant to that type until you choose a different one.

Withering Shot

Prerequisite: 11th level

Whenever you attack with a ranged weapon, the target additional necrotic damage equal to your Wisdom modifier (minimum of 1).

Chosen Enemy Tactics[edit]

Ascend on High

Prerequisite: Celestial, 14th level

You can cast Banishment at will, without expending a spell slot or material components; however, you can target only celestials, and you can only send them back to the Upper Planes, not to a demiplane.

Blasphemous Antimagic

Prerequisite: Celestial, 11th level

You can cast Counterspell a number of times equal to your Wisdom modifier (minimum of 1), without expending a spell slot or material components. You regain the ability to activate this tactic once you complete a long rest.

Breath Absorption

Prerequisite: Dragon, 7th level

You can cast Absorb Elements at will, without expending a spell slot or material components.

Charm Reversion

Prerequisite: Fey, 5th level

Whenever you succeed on a saving throw against becoming charmed, the charmer is frightened for 1 minute. A creature frightened in this way can make a saving throw at the ends of each of its turns with the ability score and DC of the feature that it used to charm; on a success, the effect ends. You can only activate this tactic if you succeed on the initial saving throw; subsequent ones don't count.

Go to Hell

Prerequisite: Fiend, 14th level

You can cast Banishment at will, without expending a spell slot or material components; however, you can target only fiends, and you can only send them back to the Lower Planes and the Nine Hells, not to a demiplane.

Fortitude of Life

Prerequisite: Undead, 11th level

You can cast Death Ward once, without expending a spell slot or material components. You regain the ability to activate this tactic once you complete a long rest.

Infernal Immunity

Prerequisite: Fiend

You are immune to the effects of infernal wounds. However, the attacks that inflict them still deal normal damage.

Steal Undead

Prerequisite: Undead, 5th level

Whenever you activate Destroy Undead, up to 3 creatures you choose that fail the saving throw and are of sufficient CR to be destroyed will not be destroyed, but will survive and follow your spoken or mental commands to the best of their abilities for 1 minute, after which they are destroyed instantly. You can use your action to command as many undead influenced by this tactic as you have active.

Uprooter

Prerequisite: Fey

Your attacks deal double damage to plants, both magical and nonmagical (but not plant monsters).

Vicious Defeat

Prerequisite: Dragon, 9th level

You ignore the effects of legendary resistance when you attack or cast a spell on a dragon.

Divine Hunter Spell List[edit]

You know all of the spells on the divine hunter spell list.

1st Level

Bane, Bless, Command, Create or Destroy Water, Cure Wounds, Detect Poison and Disease, Detect Magic, Entangle, Fog Cloud, Heroism, Purify Food and Drink, Wrathful Smite

2nd Level

Aid, Animal Messenger, Branding Smite, Enhance Ability, Find Traps, Hold Person, Locate Object, Magic Weapon, Pass without Trace, Protection from Poison

3rd Level

Bestow Curse, Conjure Animals, Create Food and Water, Daylight Fear, feign death, Magic Circle, Remove Curse, Revivify, Speak with Dead

4th Level

Compulsion, Control Water, Dimension Door, Dominate Beast, Locate Creature, Private Sanctum

5th Level

Awaken, Dispel Evil and Good, Dominate Person, Greater Restoration, Geas, Hallow

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the divine hunter class, you must meet these prerequisites: Strength 13 or Dexterity 13

Proficiencies. When you multiclass into the divine hunter class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons

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