Eldritch Hunter (5e Class)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class uses variant rules to integrate it into a campaign.

Eldritch Hunter[edit]

A halfling man walks in the Underdark sneaking into a mindflayer colony.

A human woman hunts the witch who been living in this village for the last few years.

Hello Darkness My Old Friend[edit]

The Eldritch Hunter is a holy wanderer. But unlike a priest or a paladin, you will not see an eldritch hunter preaching or flashing their holy symbol around. They walk the thin line between light and dark. They go places normal people would not dare tread. They want to purge the world of eldritch horrors (Mind Flayer, Beholder, Chuul, and so on) and those who gain power by making deals with them (Witches/Warlock, Hags, and so on). In the name of their god and the welfare of the world they use magic, sword, and gun bring light to the dark places in the world.

Creating an Eldritch Hunter[edit]

How did they end up specializing in hunting the creatures they are sworn to destroy? Was it something they were born into? Are their family eldritch hunters and trained them into it? Was it something they discovered later in life? Did they lose a friend or family to one of these horrors and swore vengeance? Were they hunted by one of these horrors, until they turned the tables on it?

What made them start adventuring? Did they decide to do it for the fun of it? Is there a creature they are on the trail of? Are they perhaps still on the run from a creature? All these questions are lead to better understanding your character and their motivations.

Quick Build

You can make an Eldritch Hunter quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution and Intelligence. Second, choose the acolyte background. Third choose a longsword, a gun, leather armor and a dungeoneer's pack for your starting equipment in addition to anything granted by your background.

Class Features

As a Eldritch Hunter you gain the following class features.

Hit Points

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


Armor: Light, medium
Weapons: Simple weapons, martial weapons
Tools: Tinker’s tools
Saving Throws: Strength, Dexterity
Skills: Choose three from Athletics, Acrobatics, Insight, Investigation, Perception and Stealth


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

  • (a) Any simple weapon or (b) A longsword
  • (a) A shortbow with 20 arrows or (b) 10 darts or (c) Gun with 20 bullets (See Below)
  • (a) leather armor or (b) A padded shirt
  • (a) An explorer's pack or (b) A dungeoneer's pack
  • (a) A holy symbol or (b) {{{item5b}}}
  • If you are using starting wealth, you have 1d30 x 10 gp in funds.

Table: The Eldritch Hunter

Level Proficiency
1st +2 Gunsmith, Quickstep, Favored Enemy
2nd +2 Hunters Training, Quick Draw
3rd +2 Turn Aberration
4th +2 Ability Score Improvement
5th +3 Destroy Aberration, Hunter’s Grit
6th +3 Marked, Headshot
7th +3 Mental Condition
8th +3 Ability Score Improvement, Hunter Senses
9th +4 Arcane Shot
10th +4 Arm Shot
11th +4 Hunter’s Grit
12th +4 Ability Score Improvement, Visceral Rend
13th +5 Hidden
14th +5 Wings Shot
15th +5 Arcane Shot
16th +5 Ability Score Improvement, Rip and Tear
17th +6 Hunter’s Training
18th +6 Swordsmanship
19th +6 Ability Score Improvement, Give Them No Inch
20th +6 Hunters Grit


At 1st level, you can craft bullets and mix gunpowder for all types of firearms. Besides bullets and gunpowder you can repair a damage or misfire gun. The tinkers’ tools are required to craft or repair such things.


On a roll of a natural 2 or 3 the gun misfires making the gun useless until it cleared. On a natural 1 the gun breaks and needs time, money, and effort to fix.

Clearing a Gun

When a misfire it takes an action to clear the gun and get it back into battle ready.

Fixing a Gun

When a natural 1 is rolled the gun break beyond the gunfighter can't be fix on the battlefield. How much time and money needed to fix it is up to the DM.

Higher Level

At level 10 and above You can try to fix your gun when you roll a natural 1. You need to make a tinker tool check at a DC 15 if you pass the gun is fixed, if you fail the gun break more and needs to be fix in a work shop.


Your experience in fighting has taught you that it is sometimes better to exert yourself than to trust your armor. As a reaction to being attacked, you can use this feature to move 5 feet and cause that attack to automatically miss, this movement does not provoke opportunity attacks. You gain additional uses of this feature at levels 10, 13, 17 and 20. When you finish a long rest you regain your expended uses.

Quickening Additionally at 20th level after using your quickstep feature, all attacks have disadvantage until the start of your next turn

Favored Enemy[edit]

At 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

You trained to fight one group of enemy making them your favored enemy: Aberrations, you can select two races of humanoid (such as Mind Flayer & Chuul) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored 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 that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated Language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures.

Hunter’s Training[edit]

At 2nd level, Thoses who train to be an Eldritch Hunters are trained to push back their limits. When other are resting they are drill in fact compared next to a Eldritch Hunter training Paladin training is a cakewalk. Of the training you are able push yourself beyond your normal limits for a moment. 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Quick Draw[edit]

At 2nd level, One of the greatest weapons Eldritch Hunter has is their gun. When using a gun Eldritch Hunter gain a +2 to your initiative roll. If you were surprised, you may take a turn at the end of the surprise round, then going in turn normally afterwards. The Eldritch Hunter can do this twice between long rest.

Turn Aberration[edit]

At 3rd level, As an action, each Aberration that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
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 feet 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.

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.

Destroy Aberration[edit]

Starting at 5th level, when an Aberration of CR 1/2 or lower fails its saving throw against your Turn Aberration feature, the creature is instantly destroyed. The CR of undead increases as you gain levels.
Eldritch Hunter Level ----- Destroys Aberration of CR...
5th -------------------------------- 1/2 or lower
8th -------------------------------- 1 or lower
11th ------------------------------- 2 or lower
14th ------------------------------- 3 or lower
17th ------------------------------- 4 or lower

Hunters Grit[edit]

At 5th level, Speed is the key when facing against horrors that will be out number you. Trained to handle such situation. you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


At 6th level, To know where your prey is, is a big part of being a hunter as such Eldritch Hunter have learn to make their prey. The Eldritch Hunter can caste Hunters Mark three times a day between long rest.

Hunter's Mark


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


At 6th level, The Eldritch Hunter have learned how to take better shots. They learn the damage of what a shot to the head can do. The Eldritch makes a called shot for the head as as a normal attack. On a hit, the target takes double damage, and has disadvantage on attacks for 1 round. The Eldritch Hunter can do this twice between long rest.

Mental Condition[edit]

At 7th level, Because of your training your mind is sharp as a bear trap. Because of the horrors you have to face an Eldritch Hunter gains advantage on rolls against psychic attacks. The Eldritch Hunter also get advantages on fear rolls.

Hunters Senses[edit]

Level 8, Endless days and nights stalking the wilds have left their mark on your body. Gain darkvision out to 60 feet (gain 30 extra feet of dark vision of you had it already.) and gain advantage on Perception checks that involve scent or hearing.

Arcane Shot[edit]

At 9th level, A Eldritch Hunter has found a way to infuse elemental damage into their gun. After a long rest the Eldritch Hunter can choose from Fire, Ice, Acid, Force, Lightning, Necrotic, Psychic, or Radiant. Until the their next long rest all damage done by the gun is thought as magical and on top normal damage the gun does 1d6 chosen elemental damage.

At 15th level, After a long rest the Eldritch Hunter can choose from Fire, Ice, Acid, Force, Lightning, Necrotic, Psychic, or Radiant. Until the their next long rest all damage done by the gun is thought as magical and on top normal damage the gun does 1d12 chosen elemental damage.

Arm Shot[edit]

At 10th level, The Eldritch Hunter learns that they can disarm a foe that foe’s power is lessen. On a hit the foe drops 1 item of the Eldritch Hunter’s choice. The Eldritch Hunter can do this twice between long rest.

Visceral Rend[edit]

At 12th level, Your skill and countless times hunting the foe have made you expert in close courter combat, as for you can't always use your gun. Using melee weapon you can try to Rend your foe, dealing horrifyingly brutal wounds. Double your damage of melee weapon and make the creature bleed 1d10 damage until healed. You can do this twice between long rest or this happens when you roll critical hit on your melee weapon.


At 13th level, Hello darkness my old friend not just song lyrics to a Eldritch Hunter. Eldritch Hunter have embraced the darkness of the places where their prey live. They use it to their advantage moving with silence steps and sticking to the shadows they become invisible. the Eldritch Hunter get advantage to all stealth rolls.

Wings Shot[edit]

At 14th level, The Eldritch Hunter cannot fly so those who can be a problem, lucky for the the Eldritch Hunter has found ways to even the battlefield. On a hit, the target takes normal damage, and must make a Constitution Saving Throw.
(DC = 6 + Damage dealt) or plummet to the ground (taking falling damage). The Eldritch Hunter can do this twice between long rest.

Rip and Tear[edit]

At 16th level, No horrid Eldritch monsters body can withstand your brutal and often well placed strikes. With your melee weapon when you roll Critical hit, on top of Visceral Rend you can rip pieces or even limbs off a creature. Roll 1d6, 1 is right arm, 2 is left arm, 3 is right leg, 4 is left leg, 5 is internal organ and 6 is eyes or neck. If the creature can't lose limb or lose eyes, neck it takes 6d8 more weapon type damage.


At 18th level, Blood and gore run down the blade as the horror dies at his/her feet. The Eldritch Hunter's training severed they well. Trained to take down such horror he skills against them are at their peak. Eldritch Hunter get advantage to all attacks when using a melee weapon.

Give Them No Inch[edit]

Starting at 19th level through sheer force of will you can keep your body moving long after any normal person would have died, As a reaction to falling unconscious, you can become immune to all healing and gain temporary hit points equal to your maximum health, as long as at least one of these hit points remains, you are not considered unconscious, at the end of your turn, you take 5d10 necrotic damage that ignores resistance and immunity. after all of the temporary hit points are lost, you gain 4 levels of exhaustion and are no longer immune to healing effects. You can use this feature once per long rest.


Unholy Hunter[edit]

The Unholy Hunter has been trained in the arts of the Eldritch Hunter but they take those lessons and add on to hunt down demons and devils.


At 3rd level, During its first turn, the Unholy Hunter has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Unholy Hunter scores against a surprised creature is a critical hit.

Be Gone Demon

At 6th level, The Unholy Hunter gains a +2 to attack and damage when facing against a demon and/or devil.

Demon Sense

At 11th level, The Unholy Hunter gain the ability to sense demons and/or devils within 300 feet of the Unholy Hunter. A Unholy Hunter can do this once between long rest.


At 15th level, The Unholy Hunter has learn how demons and devils think, move, and attack. With this knowledge they can dogue the attacks. Any demon or devil who attacks a Unholy Hunter does so at a disadvantage.

Fey Hunter[edit]

Fey Hunters have taken upon themselves to remove anything Fey from this world. They will hunt down any who come from the Fey wilds.


At 3rd level, During its first turn, the get Hunter has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Fey Hunter scores against a surprised creature is a critical hit.

Fey Slayer

At 6th level, The Fey Hunter gains a +2 to attack and damage when facing against a Fey.

Fey Feel

At 11th level, The Fey Hunter gain the ability to sense Fey within 300 feet of the Fey Hunter. A Fey Hunter can do this once between long rest.


At 15th level, The Fey Hunter has learn how Fey think, move, and attack. With this knowledge they can dodge the attacks. Any Fey who attacks a Fey Hunter does so at a disadvantage.



Cost: 1000 gp,
Damage: 1d6 piercing
Weight: 2 lb. light
Properties: Ammunition special - Derringer
Range: 15/60
Bullet Capacity: 1
Hand: One Hand


Cost: 250 gp
Damage: 1d12 piercing
Weight: 9 lb., Properties: Ammunition
Range: 150/600
Bullet Capacity: 4
Hand: Two Hands


Cost: 125 gp
Damage: 1d10 piercing
Weight: 4 lb.
Properties: Ammunition
Range: 60/240
Bullet Capacity: 6
Hand: One Hand


Cost: 500 gp
Damage: 1d6 piercing
Weight: 8 lb.
Properties: Ammunition Shotgun
Range: 10/20
Bullet Capacity: 2
Hand: Two Hands


Cost: 250 gp
Damage: 1d8 piercing
Weight: 8 lb.
Properties: Ammunition Shotgun
Range: 13/30
Bullet Capacity: 2
Hand: Two Hands


Prerequisites. To qualify for multiclassing into the Eldritch class, you must meet these prerequisites: 15 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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