Guild Wars Dragonhunter (5e Class)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Guild Wars franchise, and/or include content directly affiliated with and/or owned by NCsoft. D&D Wiki neither claims nor implies any rights to Guild Wars copyrights, trademarks, or logos, nor any owned by NCsoft. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Dragonhunter[edit]

Where many paladins and protectors choose to stand in front of their allies, striking foe after foe with sword and shield, valiantly opposing those who stand against them, the dragonhunter has developed a more... specialized style. Bigger foes are harder to fell with sword and shield, and all too many wear armor too thick, or slide out of the way of a noble finishing blow. As a result, all too many guardians' heads roll for their foolhardy bravery. The dragonhunter manipulates their foes into taking damage by pulling and pushing them in and out of deadly traps, and supports allies with potent magic.

Creating a Dragonhunter[edit]

Quick Build

You can make a dragonhunter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma or Wisdom. Second, choose the soldier background.

Class Features

As a Dragonhunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose two from Athletics, Persuasion, Perception, Survival, and Religion

Equipment

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

Table: The Dragonhunter

Level Proficiency
Bonus
Features Traps usable Traps known Traits
1st +2 Virtuous Fire, Fighting Style - - -
2nd +2 Traits - - 2
3rd +2 Traps 1 1 2
4th +2 Ability Score Improvement 1 1 2
5th +3 1 1 3
6th +3 Spear of Justice 2 2 3
7th +3 Wings of Resolve 2 2 4
8th +3 Ability Score Improvement 2 2 4
9th +4 3 3 5
10th +4 Shield of Courage 3 3 5
11th +4 Puncture Shot 3 3 5
12th +4 Ability Score Improvement 4 4 6
13th +5 4 4 6
14th +5 True Shot 4 4 6
15th +5 Deflecting Shot 5 5 7
16th +5 Ability Score Improvement 5 5 7
17th +6 5 5 7
18th +6 Symbol of Energy 6 6 8
19th +6 Ability Score Improvement 6 6 8
20th +6 Hunter's Ward 6 + Wisdom modifier 6 9

Virtuous Fire[edit]

Starting at 1st level, you have unlocked virtues so pure that you can create blue flame at will. You can cast Produce Flame at will. Charisma becomes your spellcasting modifier. Your spell save becomes 8 + Proficiency + Charisma.

You may also choose a fighting style.

Archery

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

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Traits[edit]

Functioning similar to a Warlock's Invocations, a Dragonhunter may select a number of traits that change the way that they fight. As the Dragonhunter gains levels, they may take new traits. These often replace level features. Below is the selection of traits available to choose, and necessary prerequisites.

Piercing Light

When you roll a 20, enemies must make a Strength saving throw to avoid being knocked prone. The DC is 8 + proficiency + Charisma.

Defender's Dogma

Once per long rest, if a creature misses an attack, you may cast Hellish Rebuke at a level equal to or below your Charisma modifier.

Zealot's Aggression

When a creature is prone, grappled, or unconscious, deal an additional 1d6 of damage on your attack roll until the effect ends.

Pure of Sight

Longbow range increases to 600 feet without imposing disadvantage.

Hunter's Recovery

Recovering from being knocked prone, being grappled, or being unconscious restores hit points equal to 1d6 + your Charisma modifier.

Hunter's Fortification

When a creature misses an attack roll, you may make an additional save to negate any status effects.

Heavy Light

After using Deflecting Shot, you may not be knocked prone, grappled, or knocked unconscious the turn after.

Soaring Devastation

Prerequisite: 7th level Dragonhunter

When using Wings of Resolve, deal damage to creatures in melee range equal to half the amount of hit points restored.

Hunter's Determination

Prerequisite: 10th level Dragonhunter

When knocked prone, grappled, or unconscious, gain an AC bonus equal to your Constitution modifier until the effect ends.

Bulwark

Prerequisite: 10th level Dragonhunter

Shield of Courage now may effect up to 4 creatures of your choice.

Zealot's Savagery

Prerequisite: Zealot's Aggression, 12th level Dragonhunter

When a creature is prone, grappled, or unconscious, deal an additional 2d6 of damage on your attack roll until the effect ends.

Holy Devastation

Prerequisite: Soaring Devastation, 12th level Dragonhunter

When using Wings of Resolve, deal damage to large and undead creatures in melee range equal to the full value of hit points restored.

Big Game Hunter

Prerequisite: 20th level Dragonhunter

Deal a permanent 2d6 additional damage to large creatures. This rises to 3d6 against huge creatures, and 4d6 against gargantuan creatures.

Traps[edit]

Beginning at 3rd level, you've gained the knowledge to lay down traps in combat, and to manipulate your foes into falling into them. Choose which traps you've chosen to learn in the order you wish. All traps last for 1d6 rounds of combat, or until they are activated.

Procession of Blades

Lay down a trap in a 5 foot radius from where you stand. Creatures that enter this trap must make a Dexterity save higher than 8 + proficiency + Charisma, or take damage equal to half of your Dragonhunter level x a d6. At level 3 this is 1d6, at level 20 this is 10d6.

Purification

Cast Cure Wounds on yourself at a level equal to your Charisma modifier or lower, and imbue light into a 5 foot radius. Creatures that enter this trap must make a Dexterity save higher than 8 + proficiency + Charisma, or take damage equal to half of your Dragonhunter level x a d6.

Fragments of Faith

Lay a trap down in a 5 foot radius from where you stand. Creatures that enter this trap must make a Dexterity save higher than 8 + proficiency + Charisma, or take damage equal to half of your Dragonhunter level x a d6. When the trap is activated, allies within 10 feet impose disadvantage on the next creature that makes an attack roll against them.

Light's Judgement

Lay down a trap in a 5 foot radius from where you stand. Creatures that enter this trap with the effects of Disguise Self or Invisibility are revealed in their true form. Any attack roll made against a creature within this trap gains advantage. Revealing effect will not change creatures under the effect of Polymorph.

Test of Faith

Lay down a trap in a 5 foot radius from where you stand. Creatures that cross into and out of melee range must make a Dexterity save higher than 8 + proficiency + Charisma or take damage equal to half your Dragonhunter level x a d6. On a failed save, the creature is also knocked prone.

Dragon's Maw

Prerequisite: 18th level Dragonhunter

Lay down a trap in a 5 foot radius from where you stand. Creatures that enter a 10 foot radius must make a Dexterity save above 10 or be pulled into the center of the trap. Creatures that enter the 5 foot radius must make a Dexterity save above 8 + proficiency + Charisma or be pulled into the center. Creatures that are pulled in are grappled and prone, and may make a new save each turn to break free.

Ability Score Increase[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.

Spear of Justice[edit]

Beginning at 6th level, you may fire one shot with a spiritual chain tethered to it. At 9th level this increases to 2 shots, 3 at 13th, and 4 at 17th. Using this chain you may carry out any of the below actions.

Grapple

Make an opposed Strength check with the target. On a success, the target is grappled, but may still move towards you. Until the grapple ends, you may only make attacks with your bow against the grappled creature.

Trip

Make an opposed Strength check with the target. On a success, the target is grappled and pulled 5 feet towards you. At 10th level this is increased to 10 feet.

Throttle

Make an opposed Strength check with the target. On a success, the target is grappled, and is suffocating for the duration of the grapple. The grapple ends if the target breaks free or if you make an attack action.

Wings of Resolve[edit]

Starting at 7th level, use your action to move instantly to a creature within 60 feet. Cast Cure Wounds at 1st level on both yourself and that creature. Usable once per day.

Shield of Courage[edit]

Starting at 10th level, use your action to allow two allies to add a d4 to their next saving throw, or instead impose disadvantage on the next attack roll made against them. Usable once per day.

Puncture Shot[edit]

Starting at 11th level, longbow attacks pierce through two enemies, provided they stand in a straight line. You may make a second attack roll on a creature standing on the other side of your target.

True Shot[edit]

Starting at 14th level, if you miss an attack with your longbow against a creature of large, huge, or gargantuan size, you may re-roll.

Deflecting Shot[edit]

Starting at 15th level, imbue light into your arrows. Enemies you strike must make a Wisdom save above 8 + proficiency + Charisma or be blinded.

Symbol of Energy[edit]

Starting at 18th level, fire an arrow at the ground and sear a symbol into the ground in a 5 foot radius. Any creature passing through this area must make a Dexterity save above 8 + proficiency + Charisma or take 1d10 fire damage. The symbol lasts for 1 minute.

Hunter's Ward[edit]

At 20th level, you gain the ability to fire a magical arrow skyward. At any point within 60 feet, create a 20 foot long and 20 foot high barrier of energy. Creatures that attempt to pass through this barrier must succeed on a Strength save above 8 + proficiency + Charisma. On a failed save, the creature takes 5d6 radiant damage and is pushed back 5 feet. On a success, the creature passes through the barrier, and takes half damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dragonhunter class, you must meet these prerequisites: 13 Strength and 13 Charisma.

Proficiencies. When you multiclass into the Dragonhunter class, you gain the following proficiencies: Heavy armor, longbow.



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: