Eldritch Hunter (5e Subclass)

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Eldritch Hunter[edit]

Ranger Subclass

Eldritch Hunters are rangers that tap into the Eldritch energies that rest in the natural world to enhance their abilities. Some mistake them for common spellslingers, but they're far off with that assumption. Many Eldritch Hunters have spent time studying the Eldritch arts. Most would say they are much more akin to a Warlock.

Bonus Cantrips

At the 3rd level, you learn the booming blade, green-flame blade, and eldritch legerdemain cantrips. Additionally, booming blade and green-flame blade can be cast with your Eldritch Bow.

Eldritch Bow

At the 3rd level, you can use your action to create an Eldritch Bow in your empty hand. This bow counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, the bow gains a +1 bonus to its attack and damage rolls, unless it is a magic bow that already has a bonus to those rolls.

Your Eldritch Bow disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic bow into your Eldritch Bow by performing a special ritual while you hold the bow. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the bow, shunting it into an extradimensional space, and it appears whenever you create your Eldritch Bow thereafter. You can't affect an artifact or a sentient weapon in this way. The bow ceases being your Eldritch Bow if you die, if you perform the 1-hour ritual on a different bow, or if you use a 1-hour ritual to break your bond to it. The bow appears at your feet if it is in the extradimensional space when the bond breaks.

Eldritch Knowledge

At the 3rd level, you learn one eldritch invocations of your choice from the warlock class.

If an invocation has prerequisites, you must meet them to learn it.
Also if the invocation specifies that you must use a warlock spell slot you may use a ranger spell slot instead
Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Arcane Shot options of your choice (see "Arcane Shot Options" below).

Once per turn when you fire an arrow from Eldritch Bow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach the 7th, 11th, and 15th level.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

War Magic

At 11th level, you can use a bonus action to cast cantrip when you take the attack action.

Ever-Ready Shot

At 15th level, when you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Arcane Shot Options

The options are all magical effects. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Wisdom modifier.

  • Banishing Arrow: you use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 11th level in this class, a target also takes 1d8 force damage when the arrow hits it and 2d8 force damage at the 15th level
  • Beguiling Arrow: Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d8 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 3d8 when you reach 11th level in this class and 4d8 when you reach the 15th level.
  • Bursting Arrow: You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d8 force damage each.
The force damage increases to 3d8 when you reach 11th level in this class and 4d8 when you reach the 15th level.
  • Enfeebling Arrow: You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d8 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 3d8 when you reach 11th level in this class and 4d8 when you reach the 15th level.
  • Frostbite Arrow: When this arrow strikes its target, conjuration magic creates icicles to form and freeze around your target. The creature hit by the arrow takes an extra 2d8 cold damage, its speed is reduced by 10 feet, and it takes 2d8 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the icicles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the icicles last for 1 minute or until you use this option again.
The cold and slashing damage increases to 3d8 when you reach 11th level in this class and 4d8 when you reach the 15th level.
  • Piercing Arrow: You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d8 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 1d8 when you reach 11th level in this class and 2d8 when you reach the 15th level.
  • Seeking Arrow: You turn your arrow into a bolt of lightning, this grants your arrow the ability to seek out your target, allowing the arrow to zig and zag its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d8 lightning damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The arrow turns back into a normal arrow after hitting the target.
The lightning damage increases to 1d8 when you reach 11th level in this class and 2d8 when you reach the 15th level.
  • Shadow Arrow: You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d8 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 3d8 when you reach 11th level in this class and 4d8 when you reach the 15th level.
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