Eldritch Hunter (5e Class)
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Eldritch Hunter[edit]
Class Features
As a Eldritch Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Eldritch Hunter level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Eldritch Hunter level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple Weapons
Tools: Chose any two
Saving Throws: Intelligence and Wisdom
Skills: Choose three from Arcana, History, Insight, Investigation, Nature, Perception, Religion, and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) spear or (b) quarterstaff
- (a) studded leather armor or (b) leather armor
- (a) light crossbow or (b) any simple weapon
- (a) dungeoneer's pack or (b) explorer's pack
Level | Proficiency Bonus |
Features | Rituals Known | Relics Discovered | Sanity |
---|---|---|---|---|---|
1st | +2 | — | 1 | 1 | 4 |
2nd | +2 | — | 1 | 1 | 4 |
3rd | +2 | — | 1 | 2 | 6 |
4th | +2 | Ability Score Improvement | 1 | 2 | 6 |
5th | +3 | — | 2 | 3 | 14 |
6th | +3 | — | 2 | 3 | 14 |
7th | +3 | — | 2 | 4 | 17 |
8th | +3 | Ability Score Improvement | 2 | 4 | 17 |
9th | +4 | — | 2 | 5 | 27 |
10th | +4 | — | 3 | 5 | 27 |
11th | +4 | — | 3 | 6 | 32 |
12th | +4 | Ability Score Improvement | 3 | 6 | 32 |
13th | +5 | — | 3 | 7 | 38 |
14th | +5 | — | 3 | 7 | 38 |
15th | +5 | — | 3 | 7 | 44 |
16th | +5 | Ability Score Improvement | 3 | 7 | 44 |
17th | +6 | — | 4 | 8 | 57 |
18th | +6 | — | 4 | 8 | 57 |
19th | +6 | Ability Score Improvement | 4 | 8 | 64 |
20th | +6 | — | 4 | 8 | 64 |
Explorer of the Unknown[edit]
Starting at 1st level, you can recall information about eldritch lore and forgotten occult knowledge. You gain a bonus equal to your Intelligence modifier to any check made to recall any type of information about aberrations, fiends, undead, organizations devoted to worship or serve those beings, magical objects related to those creatures and sites or structures related to them.
In addition, you can use this knowledge to remember traits of those creatures. As a bonus action, you can make an Intelligence (Arcana) against a DC equal 10 + the creature CR. On a success, you can chose one of the following benefits:
- You learn the weaknesses and vulnerabilities of the creature
- You discover one of the Actions on the creature's statblock
- You can grant advantage to all attacks made against that creature until the beginning of your next turn.
Once you have succeeded in using this feature, you can't use it again on the same creature until 1 minute has passed.
Uncovered Artifact[edit]
Starting at 1st level, your researches into the occult and nightmares with the far realm have lead you to unearth ancient objects of great power, related with ancient beings, and sometimes, to recreate some of those objects yourself.
- The Silver Key
Wondrous Item, legendary, attunement A well made and decorated key made of silver, that allow its owner to travel to the land of dreams. When attuned to it, the owner can use an action to travel to the astral plane, as the spell astral projection, but leaving no body behind. If you use your action to dismiss the astral projection, you return to the same place you have activated the key.
This key have one charge, and after used, regain its charge on the next dawn.
Occult Knowledge[edit]
When you reach the 2nd level, your knowledge about the cosmic horrors deepens, allowing you to use a type of occult knowledge against your foes.
- Dark Rituals
- Xenophagia
- Eldritch Science
Unnerving Feeling[edit]
Beginning at 2nd level, as an action, you can use your instincts to feel the presence of some unnatural being in the near terrain. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any aberration, fiend or undead are present within 1 mile of you. You can also feel the presence of spells cast by those creatures in the area, or any creature controlled by a spell or effect by those creatures.
You cannot sense the exact location of those creatures, nor the type of creatures.
Hunter's Archetype[edit]
At 3rd level, you can chose one of the following hunter's archetypes:
- Stalker
- Track and kill eldritch beings with mundane means.
- Psychic
- Uses psionics to defeat eldritch beings
You gain class features at 3rd level, and again at 6th, 15th and 20th level.
Haunted Dreams[edit]
At 3rd level, you can let your mind open to vivid nightmares of creatures from the far realm. When you complete a long rest, you may choose to discover some hidden truth in your dreams as per the augury spell. Whenever you do this, you must roll on the short term madness table.
Use Magic Device[edit]
Starting at 10th level, you ignore all class, race, and level requirement on the use of magic items.
Psychic Rebuke[edit]
At 18th level, your mind can reflect the maddening horrors of aberrant monsters against them. When you succed on a saving throw against an effect or spell, targeting only you, that deals psychic damage or causes either the charmed or frightened conditions, the creature must make a saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the creature suffers the effect targeted against you.
Uncovered Artifact List[edit]
The artifacts on the list bellow are separated in three catteries: grafts, relics and books.
Books[edit]
- Lighting Gun
A unique device created by an advanced alien race, appears to be long and ovoid bottle-shaped metal object, with a handle not made to human hands.
The lighting gun is a ranged weapon, and you are considered proficient with it. Its range is 100/400 and deals 1d10 lighting damage.
You can use your Intelligence modifier, instead of your Dexterity, for attacks and damage rolls with it.
The number of attacks you can make with it increases, as you gain levels in this class. 2 at 5th level, 3 at 11th level and 4 at 17th level.
- Brain Cylinder
Pre-requisite 6th level
A glass cylinder filled with a otherworldly fluid, capable of extracting and storing a brain from a recently deceased body of a creature death within the last minute.
As an action, you attach the object to the head of a body of a creature with a small or medium size, pulling the brain into the cylinder after 1 minute. A brain contained inside the cylinder lasts for 24 hours, decomposing after that. The cylinder can contain one brain at time.
Once the brain is extracted, you can try to communicate with the brain, as an use of the spell speak with dead. After each question, roll a percentile die. There's 20 % of chance after each question that the trauma of this experience will result in a confused and bumbling brain, incapable of answering more questions.
The fluid spent with the brain is magically refueled on the next dawn.
- Uncanny Idol
Pre-requisite 14th level, requires attunement
The uncanny idol is a small figurine with a sculpted body of a forgotten and alien god. This item has 3 charges.
You can meditate in front of the idol for 1 minute, in order to contact the elder god the statue is meant to represent, casting contact other plane.
The idol regains its charge at dawn.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Eldritch class, you must meet these prerequisites: 13 Wisdom.
Proficiencies. When you multiclass into the Eldritch Hunter class, you gain the following proficiencies: one Eldritch Hunter skill of your choice.
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