Hallowed Hunter (5e Class)
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Those Who Walk to Hell[edit]
The hallowed hunter is a sneaky, powerful, and deadly adversary to any demonic entity. They will use anything at their disposal to ensure complete destruction of that presence. When in close combat, they will use their most trusted weapons and crafts to do maximum harm. Their tenacity in combat with the effective use of might and magic makes them very deadly.
Creating a Hallowed Hunter[edit]
You must first ask what drove your character to specialize in hunting otherworldly creatures. Were they part of an order that trained them in the ways of a hallowed hunter? Was their village wiped out by a hellish fiend, and they were the sole survivor? Did they somehow stumble into one of the Nine Hells and barely escape with their life, vowing to protect others from what they had seen there? Whatever the reason, they are determined to protect others from the horrors of other realms.
- Quick Build
You can make a hallowed hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the acolyte background. Third, choose one ranged weapon with 20 pieces of ammunition, A rapier and Leather armor, and either the alchemist tools or herbalism kit, depending on which Instrumentum Artis you choose.
Class Features
As a Hallowed Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Hallowed Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hallowed Hunter level after 1st
- Proficiencies
Armor: Light, Medium
Weapons: Simple Weapons, Martial Ranged Weapons, Shortswords, Rapiers, Scimitars, Whips
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, History, Religion, Investigation, or Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A set of alchemist's tools or (b) An herbalism kit
- (a) One ranged weapon of your choice with 20 pieces of ammunition or (b) A bundle of 5 javelins
- (a) A rapier or (b) A whip
- Leather armor
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Preferred Prey, Unarmored Defense |
2nd | +2 | Instrumentum Artis |
3rd | +2 | Huntress Specialty |
4th | +2 | Ability Score Improvement |
5th | +3 | Instrumentum Artis Upgrade |
6th | +3 | Devil Blood |
7th | +3 | Huntress Specialty Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Instrumentum Artis |
10th | +4 | No More Room |
11th | +4 | Huntress Specialty Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Instrumentum Artis |
14th | +5 | Preferred Prey Upgrade |
15th | +5 | Huntress Specialty Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Instrumentum Artis Upgrade |
18th | +6 | The Righteous Path |
19th | +6 | Ability Score Improvement |
20th | +6 | No More Room Improvement |
Preferred Prey[edit]
You have been trained in the art of hunting unnatural creatures. Starting at 1st level, you have advantage on Wisdom (Survival) checks to track celestial, fey or fiends, and on Intelligence checks to recall information about them.
Starting at 14th level, your training allow you to pinpoint their weaknesses and hit the weak spots of your targets. You can use a bonus action to make any Intelligence or Wisdom check when fighting these creatures, or to give yourself advantage on your next attack roll against such creatures.
Unarmored Defense[edit]
You never know when you will find yourself fighting demons, so you are always prepared to defend yourself. While not wearing armor nor shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Instrumentum Artis[edit]
Starting at the 2nd level, you gain access to your main tool that you will use to hunt the evil that walks the material planes. You may choose one item from the list below, and use it for the rest of your campaign. You gain features from the item you choose at the 2nd, 5th, 9th, 13th and 17th levels.
- Alchemist Arcanum: You learn the use powerful concoctions that allow you to match the power of monsters.
- Breviary: Use the power of prayers to harm your enemies and protect yourself
- Hand of Glory: This mummified hand can open gates and light the path trough the darkness.
- Holy Weapon: Simple yet effective, use a weapon blessed by the gods to pierce trough fiendish defenses.
- Incense Pot: Burn specially prepared incenses that clear your mind and heighten your senses, while protecting you from evil.
- Rosary: You can fill your rosary with magical beads with powerful defensive properties.
Hallowed Hunter Specialty[edit]
Starting at the 3rd level, you focus your skills on a particular method of hunting. You are able to choose one of the specialties bellow. You learn a feature for the subclass you choose at the 3rd, 7th, 11th and 15th levels.
- Night Stalker:Defeat the grim creatures who roam the world in the nights. Enemy of classical monsters like vampires and werewolfs.
- Elemental Exterminator: Send the elementals back to their original plane.
- Undertaker: Fighting undead to refuse to remain in their graves, the undertaker get rid of corpses infused with necromancy, while slowly becoming the monster it combats.
- Interfectorem: Slayers of outsiders, working to punish those creatures by permanently eliminating them.
- Eldritch Hunter: Defeating cults who worship elder gods, slaying nightmarish monsters from the outer space, the Eldritch Hunter faces terrors that would drive any other creature mad.
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 you 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.
Devil Blood[edit]
Starting at the 6th level, you start using the demons' own foul tactics against them. Your attacks now count as magical for the sake of overcoming nonmagical resistances of your preferred prey.
Evasion[edit]
Starting at the 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
No More Room[edit]
Starting at the 10th level, all creatures beyond the material plane fear your power. Whenever you make a critical hit, you are able to permanently destroy a otherworldly creature with an attack. When you cause damage to the creature, roll a d100.
If you score a number lower than your level in this class, that creature is permanently destroyed if it is from one of your preferred prey types, having its soul torn apart. Only a wish spell or something equally powerful can bring that creature back.
A creature from another type is reduced to 0 hit points with this attack. Once you destroy a creature with this feature, you can't use it again for the next 7 days. If you don't destroy a creature with this feature, you can't use it again until you finish a long rest.
Starting at 20th level, you no longer needs to roll the d100 to destroy the creature if the CR of the creature is equal to your level or lower, and can use this feature again after finishing a long rest.
The Righteous Path[edit]
Starting at the 18th level, your power against otherworldly foes increases exponentially. Once in each of your turns, you add your Intelligence modifier to the damage roll against your preferred enemies. This additional damage is radiant, but ignores any resistance or immunity to damage.
Hallowed Hunter Specialties[edit]
Hunters have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different Hunters steer those talents in varying directions. Your choice of specialty is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your other specialties.
Eldritch Hunter[edit]
The creatures of the night stand no chance against you. Beasts that stalk the dark: beware. A Night Warrior is coming for you.
- Explorer of the Unknown
Starting at 3rd 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.
- Haunted Dreams
Also 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.
- Unnerving Feeling
Beginning at 7th 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.
- Use Magic Device
Starting at 7th level, you ignore all class, race, and level requirement on the use and attunement of magic items.
- Eldritch Slayer
Starting at 11th level, when you use the Explorer of the Unknown against a creature, it works automatically, and the benefits granted last for 1 minute. In addition, you gain the following benefits:
- You gain advantage on any saving throws against this creature.
- You gain a slayer die, which is a d10. Whenever you hit this creature or take damage from that creature, you can use your reaction to roll this die, and either add this number to the damage or reduce the damage taken by the number rolled.
- Psychic Rebuke
At 15th level, your mind can reflect the maddening horrors of aberrant monsters against them. When you succeed 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.
In addition, you gain proficiency in Wisdom saving throws.
Night Warrior[edit]
The creatures of the night stand no chance against you. Beasts that stalk the dark: beware. A Night Warrior is coming for you.
- Night Eyes
Starting at the 3rd level, your eyes have almost perfectly adjusted to seeing in the dark. You now have darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
In addition, you add Undead and Humanoid (Shapechanger) to your list of creatures affected by the Preferred Prey feature.
- Lightbringer
Also at 3rd level, you can shed light to disperse the darkness around you. As a bonus action, you can lit a weapon or object you are holding in your hands in radiant light, shedding bright light out to 10 feet, plus 10 feet of dim light.
Once in each of your turns you add 1d6 radiant damage when you hit a creature with a weapon engulfed in this light, or 1d10, if the creature is a undead or a shapechanger.
In addition, while this weapon is lit, any attacks made with it against any creature without resistance to radiant damage is considered magical for the purposes of overcoming resistance to nonmagical damage.
- Pure Blood
Starting at the 7th level, your blood can be infected by the creatures of darkness you face every night. You have advantage on saving throws against being charmed or possessed, and resistance to necrotic damage.
In addition, you can use your action to end any charm, possession or curse in a creature you touch. You can do this a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Dark Prey
Starting at the 11th level, you have learned how to better deal with the things that go bump in the night. You can always perceive the true nature of creatures of darkness, and you can see any Preferred Prey as if you were under the effect of the truesight, out to a range of 60 feet.
In addition, the damage of the Lightbringer increases to 1d8, or 1d12 against undead and shapechanger.
- Diverse Hunting
Starting at 15th level, you learn to apply your demon hunting skills to the creatures of the night. You can cast branding smite a number of times equal to your proficiency bonus.
Elemental Exterminator[edit]
Your techniques have empowered you against creatures with magical abilities. Elementals and magic users are now on the run from you and your fearsome skill set.
- Magic Diffusion
Starting at the 3rd level, you have built a resistance to certain kinds of magic. As an action, you can choose to become resistant to one of the following damage types: acid, cold, fire, lightning, thunder or force. The damage resistance lasts until your next short rest, and you can't do it again until you finish a long rest.
- Element Eradication
Starting at the 3rd level, you have found better ways to deal with creatures of the elemental planes. When you hit a creature with a melee weapon attack, you can use your bonus action to deal additional 1d8 necrotic damage on a hit. In addition, that creature can't use its action on the next turn only to take the Attack or Search action.
- Become the Prey
Starting at the 7th level, you can use your bonus action to emulate some characteristic of the elementals, to better hunt your pray.
- Earth: You gain 20 temporary hit points, that lasts for 1 hour.
- Wind: For 1 minute, you can move without provoking opportunity strikes and your jump is tripled. You ignore up to 20 hit points in fall damage.
- Water: Your movement speed is doubled and you can swim up to your movement speed, for 1 minute. You also can breath underwater for the duration
- Fire: A mantle of flames surrounds you for 1 hour. You gain a pool of d4's equal to your Intelligence modifier + your Constitution modifier. Each time a creature hit's you with an attack, you can choose to spend any amount of dices from the pool to deal damage to that creature. Alternatively, you can spend this pool to reduce either fire or cold damage.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after a long rest.
- Primordial Annihilation
Starting at 11th level, when you hit a creature with an attack, you can suppress its resistances and immunities until the start of your next turn. Any damage resistance, immunity or condition immunity that creature has doesn't work for that duration.
In addition, whenever you hit a creature that it is concentrating on a spell, that creature makes the Concentration check at disadvantage.
- Elemental Emulation
Starting at the 15th level, you learn to use the the techniques of the creatures you hunt against them. As a bonus action, you may now add one type of elemental damage to your next weapon attack from cold, fire, lightning or thunder, dealing 3d8 additional damage from the chosen type on a hit. You may only add one damage type to your attack, and you deal additional . You may use this feature a number of times equal to your Intelligence modifier (minimum of 1), and regain expended uses upon finishing a long rest.
Undertaker[edit]
While fighting creatures from other planes is a priority, there are great threats at home as well. There is one thing that undead fear: the Undertaker.
- Grave Watcher
Starting when you choose this archetype at 3rd level, you gain a new type of Preferred Prey: Undead.
Also, to fight these creatures you have spent a long time with them, learning they patterns, powers and even become dangerously similar to them. You no longer needs to sleep, and you have to eat, drink and breath with half frequency. To gain the benefits of a long rest, you can spend the time doing light activity, such ass keeping guard.
Finally, you can use your Intelligence modifier when making Charisma (Deception), (Persuasion) or (Intimidation) and Wisdom (Insight), instead of Wisdom or Charisma.
- Stench of Death
Starting at the 3rd level, you have an uncanny ability for detecting undead. As an action, you are able to detect undead creatures within 30 feet of you for 10 minutes. You are able to use this feature a number of times equal to your Intelligence modifier (minimum of 1), and regain expended uses upon completing a long rest.
- Dust to Dust
At 3rd level, your strikes can make the matter of your foe skin disintegrate and crumble into a pile of ashes and dust. Once in each of your turns when you hit a creature, you deal additional 1d6 force damage on a hit.
- Comes with the Job
Starting at the 7th level, your body has become conditioned against the sickly blights that are involved with decay. You are now immune to disease and resistant to necrotic damage.
- Grave Digger
Starting at the 11th level, you start to perfect your techniques against the undead. The damage of your Dust to Dust feature increases to 1d8.
In addition, whenever you deal this additional damage to an undead, it must succeed on a Charisma saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier, or it is frightened by you until the end of your next turn.
- Life in Death
Starting at the 15th level, when you are killed in combat, it's not even a remote problem. When you are killed for any reason, make a constitution save of DC 8. On a success, you revive to life with half your maximum amount of hit points. On a failure, you return to life with 1 hit point. You can use this feature once, being unable to do it again until you finish a long rest.
In addition, when the any necromancy spell of 3rd-level or higher is used on you within 1 minute after your death, you return to life with 1 hit point. When returning to life in that manner, you can spend your hit die to recover hit points as if you had completed a short rest.
Interfectorem[edit]
Interfectorem, or "Murderers", are slayers of planar creatures, mercilessly hunting and killing outsiders on sight.
- Planar Sight
Starting at 3rd level, your eyes can see the marks let by outsiders upon entrance in the material plane. You can use your bonus action to activate your planar sight. Until the end of your turn while this feature is active, you can sense the presence of any creature from your Preferred Prey type up to a range of 1 mile.
Doing so also grants blindsight up to a range of 120 feet for the duration, but only detect creatures from your Preferred Prey types.
You can use this once, being unable to use it again until you finish a short or a long rest.
- Planar Anchor
At 3rd level, you learn how to target hold your targets in place to avoid the fleeing. Once in each of your turns when you hit a creature with an attack, that creature takes 1d6 additional damage, and it is unable to take any movement other than walking speed until the start of your next turn. If the creature is flying, it keeps flying in place, but it is unable to move from that position.
If the creature tries to use any trait or spell that allows for some type of teleport of movement, the target needs to first make a Concentration check or that trait or spell fails.
- Track Teleportation
At 7th level, an Interfectorem may acquire clues about a teleporting creature’s destination by closely examining the place it once stood. As a full-round action while standing in a square that a creature occupied when it cast a conjuration (teleportation) spell or spell-like ability, the Interfectorem may attempt a Survival check (DC 10 + the teleportation spell’s caster level) to sense the direction of the creature’s destination as well as whether the destination lies within 25 feet, 100 feet, 1,000 feet, or more than 1,000 feet of her. They must use this ability within a number of rounds after the creature’s teleportation equal to 1/2 their Demon Hunter level, after which the trail goes cold. An Interfectorem may use this ability at will.
At 12th level, if the Interfectorem exceeds the Survival check DC by 5 or more, they can also sense the creature’s location as if using the locate creature spell, using their Demon Hunter level as the caster level. At 18th level, if the Interfectorem exceeds the Survival check DC by 10 or more, they can also sense the creature’s location as if they had cast discern location.
- Bane of the Abyss
at 11th level, you add 1 to all your damage rolls against fiends and celestials.
Also, whenever you take the attack action and roll 19-20 on an attack roll, you can choose to banish the fiend or a celestial in one hit. The creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier or be banished for 1 minute, as in the Banishment spell. If the creature fails the saving throw for a margin of 5 or more, the creature is permanently banished.
You gain the ability to do this a number of times equal to your Charisma modifier and regain uses after finishing a long rest.
- Translate Telepathy
At 11th level, an Interfectorem can sense when a creature within 5 feet of their receives or sends a telepathic message. The distance at which they can detect telepathic messages increases by 5 feet for every 5 additional Hallowed Hunter levels they have beyond 5th level, to a maximum of 20 feet at 20th level. By making a Perception check (DC 15 + the highest CR of the creatures using telepathy) as an immediate action, they may listen to all telepathic messages sent to and by creatures in this area for a number of rounds per day equal to their Demon Hunter level. These rounds do not need to be consecutive.
Instrumentum Artis[edit]
Rosary[edit]
A string of beads with a holy symbol of a god or goddess of your choice. This item is invaluable in the defense against otherworldly attacks. You must be wearing this item in order for its features to work.
- Prayer of Protection
Starting at the 2nd level, you can use an action to create a protective dome of 10-foot radius around you, that lasts for 10 minutes.
When you create the dome, choose one or more of the creature types on your Preferred Prey feature. The dome create the following effects:
- The creature can't willingly enter the dome by nonmagical means. If it tries to use teleportation or inter-planar travel to do so, it must succeed first on a Charisma saving throw.
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Rosary Beads
Also at 2nd level, a divine power seems to watch over you. You gain one blessed rosary bead at 2nd level, and one additional at 5th, 9th, 13th and 17th levels. Each rosary bead grants you divine powers, as shown bellow.
Each rosary bead has a passive benefit and an active effect. When you use the active effect, you still benefit from the passive benefits. The save DC for the active benefits of the rosary beads equal 8 + your proficiency bonus + your Intelligence modifier.
Token of Sacred Health. You resistance to poison damage and advantage on saving throws against the poisoned condition. You can use this beads to transmute water into a potion of greater healing once, regaining the ability to do so after finishing a short or a long rest. A potion created with this token loses its effect after 8 hours.
Coin of Sunlight. You can cast the light and dancing lights cantrip. You can cast daylight once, lasting for 10 minutes, without spending a spell slot. You regain the ability to do so after finishing a short or a long rest.
Wooden Bead of Bravery. You and all creatures within 10 feet have advantage on saving throws against the frightened condition. You can cast heroism as a 2nd-level spell once, without spending spell slots. You can't do it again until you finish a long rest.
Token of Sacred Health. You resistance to poison damage and advantage on saving throws against the poisoned condition. You can use this beads to transmute water into a potion of greater healing once, regaining the ability to do so after finishing a short or a long rest. A potion created with this token loses its effect after 8 hours.
Knot of the Bastion (5th-level). Your AC increases in +1 and you gain resistance to piercing damage. You can use this bead to gain resistance to slashing, piercing and bludgeoning damage for 1 minute. You can't use this bead again until you finish a short or a long rest.
Stone of Clarity (5th-level). You gain advantage on your Wisdom (Perception) checks, and can't be charmed. You can cast locate creature once, without requiring spell components and without spending a spell slot. You can't use this bead again until you finish a long rest.
Crimson Ore of Reprehension (5th-level). You have advantage on your Charisma (Intimidation) and (Persuasion) checks. You cast banishment once, without requiring spell components and without spending a spell slot. You can only target creatures from your Preferred Prey type. You can't use this bad to banish creatures again until you finish a long rest.
- Holy Ward
At the 5th level, you learn to protect others, as well as yourself, with your rosary. You gain the following benefits:
- Whenever your o a creature within 30 feet of you make a saving throw, you can use your reaction to grant advantage on that saving throw for that creature. When you do this, you can't use the active power of that rosary until you finish a long rest.
- You can use your bonus action to ward you or another creature within 30 feet. When you do so, the next damage that creature takes is reduced by half.
- Divine Bastion
At the 9th level, your faith in your god flows through you when you wear this item. You can spend one use of your prayer of protection to give to yourself the benefits of the dome without summoning the dome, for 1 hour.
In addition, you can use your action to recharge all your beads. You can use this feature once, and regain this uses after a long rest. You can use this twice at 17th level.
- Sacred Barrier
Starting at 13th level, whenever you or an allied creature within 30 feet fail a saving throw or suffers an attack roll, you can use your reaction to reroll that dice roll.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Avenging Rebuke
At the 17th level, your faith leaves you all but untouchable. When a creature hits you with an attack roll, you can use your reaction to roll a d10. You reduce the damage taken by the number rolled on the die, and cause the same amount of damage to that creature. The damage type is force.
Alchemist Arcanum[edit]
No sense letting those perfectly good chemicals sit around. Through the powers of science, you are able to exterminate the threats from another world.
- Alchemy
Starting at 2nd level, you start to practice the alchemical arts. You gain proficiency in the alchemy tools, which you can use to concoct certain substances.
Formulas. You can learn four formulas at 2nd level. You learn more as you gain levels in this class, gaining one additional formula at 5th, 9th, 13th and 17th level.
In addition, when you gain a new formula, you can choose one of the formulas you already know and replace it with a new one.
Also, if you choose the same formula twice, you gain the Advanced version of that formula.
Reagents. You can concoct one reagent during a short or a long rest. Starting at 5th level, the number of reagents you can create when you finish a rest increases to two, at 10th level you can create three reagents and finally four at 17th level.
Crafting. You can use your reagent to craft any formula you know by spending 1 minute of uninterrupted work. You must have your alchemist supplies at hand to do so.
Consuming. When you finish, you can consume your potion as a bonus action, or you can give this potion to another creature, who will consume it as an action. The potion is aggressive on your organism, and while it is active, your maximum number of hit points is reduced by an amount equal to 5 + your proficiency bonus for each active potion. You can recover this hit points by throwing up the potion, as an action.
- Potions
Speed.You can take the Disengage action as a bonus action and your movement speed increases in 5 feet.
- Advanced: When you attack a creature, you can Disengage from it as a reaction. In addition, when you hit a creature, you can make a second attack as a bonus action. (replaces the 1st effect).
Brutality. You deal additional 1d4 damage on melee weapon attacks, and have advantage on Strength (Athletics) checks.
- Advanced: The additional damage increases to 3d4, and you also have advantage on Strength saving throws and ability checks. (replaces the 1st effect).
Hardness. You reduce slashing, piercing and bludgeoning damage by 2.
- Advanced: You have resistance to slashing, piercing and bludgeoning damage. (replaces the 1st effect).
Sight. You can see trough magical and normal darkness up to a range of 120 feet.
- Advanced:You no longer can be surprised, and you have advantage on all Wisdom (Perception) checks. You ignore disadvantage on attack rolls due to long range. (adds to the 1st effect).
Celerity. When you take the Dodge action, you take the Dash action as a bonus action.
- Advanced: When you take the Dodge action, you can make a weapon attack as a bonus action. (adds to the 1st effect).
Regeneration. If you have at least 1 hit point, you gain, at the start of your turns, a number of temporary hit points equal to your proficiency bonus.
- Advanced: If you are under half your maximum amount of hit points, you regain a number of hit points equal to your proficiency bonus at the start of each turn, until you reach half your hit points (rounded down). (adds to the 1st effect).
- Venom Absorption
At the 5th level, you learn to work with the substances in your own body. If you are poisoned, you are able to draw it out of yourself as an action, and save it in a bottle to throw at another creature of your choosing.
The targeted creature must make a Constitution saving throw of DC 8 + your proficiency bonus + your Constitution modifier, or be poisoned for a number of turns equal to your Constitution modifier. The poison loses its effect after 24 hours.
- Sword Oil
At the 9th level, you perfect a devious concoction. As an action, you can coat a weapon or 10 pieces of ammunition with this oil. When you hit a creature with it, that creature loses its resistances to damage types for 1 minute.
You can use a weapon coated with this substance up to 10 times. Once you use this feature, you must wait a long rest before using it again.
- Bomb Crafting
Starting at 13th level, you can user your action to throw an alchemical bomb on a target. As an action, choose a place within 30 feet of you. All creatures within a 5-foot radius on that place must succeed on a Dexterity saving throw against your Alchemy save DC or take 3d6 damage. This damage increase to 4d6 at 17th level.
You can choose one of the following damage types for your bomb: fire, acid or thunder. Change the damage type of the bombs require you to take a long rest.
- Homunculus
At the 17th level, you learn how to duplicate some devilish tricks from the creatures you hunt. Over the course of a long rest, you can create a potion that duplicates you. When you drink this potion after crafting it, you create a duplicate that occupies any empty space next to yourself. This duplicate acts as if it was created by the simulacrum, but it has only 1 hit point. At the end of the long rest, when you create this homunculus, you can decide to spend any number of hit dies and add the number rolled plus the number of hit dies spent x your Constitution modifier. Doing so makes the hit dies being unavailable to you until your next rest.
Incense Pot[edit]
The monks of the abbeys often use mixtures of herbs to detect and deter demons. You, however, have utilized this tool to hunt hellish beings.
- Incense Maker
Starting at 2nd level when you choose this item, you gain proficiency in the Nature skill and with the herbalist kit.
- Censer Dispersion
At the 2nd level, you learn certain properties of the incense when it is inhaled. Over the course of a long rest, you can prepare two incenses portions, which can be lit on a censer, or two incenses sticks, that can be lit without a censer. When lit, the censer gives to any one who holds it, the following benefits:
- You gain Advantage on Wisdom checks and saving throws.
- You add +1 to your attack rolls. This bonus increase to +2 at 9th level.
- Melee attacks from your preferred prey are made at Disadvantage.
- You gain resistance to psychic damage.
- Breath of Life
Starting at 5th level, when a creature within 10 feet of the Censer drops to 0 hit points, that creature is reduced to 1 hit point instead. Up to two creatures can be brought back by one censer.
- Additional Properties
Starting at 5th level, you can prepare new types of censers, with additional properties. You know two additional properties, learning one additional one at 9th and another at 17th level. You have the following options:
- Incense of Numbness: Any creature from your preferred prey type within 10 feet of you have its movement speed halved.
- Incense of Guilty Pain: Any creature from your preferred prey type within 10 feet of you take 2 points of psychic damage. You cause one additional point of damage at 9th (3) and one at 17th (4) level.
- Incense of Sacred Protection: Any creature within 10 feet gain +1 to its AC.
- Incense of The Hospitalar: At the start of your turn, you can direct the cloud of incense to one creature within 10 feet. That creature regain 1d4 + your proficiency bonus in hit points.
- Incense of Revealing: You can waft your smoke left and right up to a 10 foot radius, and reveal invisible creatures, items, traps and structures. Alternatively, you may use the smoke to show a trail that a creature took, and follow it to its current location. You must know first who or what specifically you are looking for to use the smoke in this way.
- Protective Fragrance
Starting at 9th level, you can coat a stick or portion of incense with a fragrance of protection. Choose one of the following damage types: cold, fire, poison, psychic, radiant or necrotic. All creatures of your choice within the incense area have resistance to that damage type until the incense ends.
- Smoke of Dull Senses
At the 13th level, as an action you are able to blow into your incense pot to blow the smoke in an area with a size equal to your incense area. For the duration, any creatures within the smoke except you are blinded until the smoke clears. If any creature from your list of preferred prey are caught in the smoke, they remain blinded for 10 minutes, even after the smoke clears. Doing so costs one use of your incense.
- Censer of Banishment
At the 17th level, you have learned to use the smoke from your incense pot to open and close doors to other worlds. As an action, while your incense is lit, you can choose to banish any creature within the area, like in the banishment spell. The creature must succeed on a Wisdom saving throw to avoid this effect.
In addition, the range of your incenses increase to 30 feet.
Hand of Glory[edit]
The hand of a hanged man, chopped off and dipped in wax to be made into a candle. Now, it is yours to use in your conquest against evil.
- Candlemaker
Starting at 2nd level, you have learned how to craft your hand of glory and use its power to shed light on the fiendish darkness. You gain proficiency with the Alchemist supplies, and learn the light cantrip.
- Distant Grasp
At the 2nd level, nothing is beyond your reach. You can cast the mage hand cantrip as a bonus action. The amount of weight with this hand is equal to 5 pounds for each proficiency bonus point you have.
In addition, whenever you use your mage hand, you can try to grapple or shove a creature with a size of Large or lower. The creature must succeed on a Strength saving throw against a DC equal 8 + your proficiency bonus + your Intelligence modifier.
- Hand of Dread
At the 5th level, all who gaze at the hand stop in fear. As an action, you may expose the palm of this item, and all creatures who can see it within 30 feet become frightened by you until the end of your next turn.
Any creature on your preferred prey list becomes frightened of you, even if they are resistant or immune to such a condition.
In addition, you have advantage on all your attack rolls against creatures frightened by you.
- Opening
At the 9th level, no barrier is an obstacle for you. As an action, you may unlock locked doors, gates and windows, and dispel magical barriers. You can use the hand to Dispel any abjuration spell, as an action. You can use this a number of times equal to your proficiency bonus, and regain uses after finishing a long rest.
In addition, you can cast the spell knock at will, without spending spell slots.
- Fingers of Capacity
Starting at 9th level, you can fill the fingers of the hand with rings. You can attune with one ring by putting it on the hand, without spending an attunement space. You can attune with a second ring at 13th level and a new one at 17th level.
In addition, you can benefit from the benefits of a magical ring as long the ring is attached to the hand. You can put up to five rings on the hand.
- Hand of Revealing
Starting at 13th level, you can use your hand to reveal what is hidden. You can cast see invisibility on yourself and daylight on the hand at will.
- Wax Light
At the 17th level, you learn to create light from such an evil item. As an action, light as bright as daylight will exude from your hand of glory in a 30-foot radius around you, for 1 minute.
Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Your preferred prey have disadvantage on this saving throw.
For the duration, a mote of brilliant radiance shines in the hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Breviary[edit]
- Book of Prayers
Starting at 2nd level when you choose this Instrumentum, you gain the ability to recite prayers of protection. You gain the spellcasting ability while holding onto your Breviary.
- Breviary
At 2nd level, you have a breviary containing two 1st-level cleric spells of your choice.
The spells that you add to your breviary as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil cleric's chest, for example, or in a dusty tome in an ancient library.
- Copying a Spell into the Book.
- When you find a cleric spell of 1st level or higher, you can add it to your breviary if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
- Copying a spell into your breviary involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the cleric who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your breviary using your own notation.
- For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
- Replacing the Book.
- You can copy a spell from your own breviary into another book-for example, if you want to make a backup copy of your breviary. This is just like copying a new spell into your breviary, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
- If you lose your breviary, you can use the same procedure to transcribe the spells that you have prepared into a new breviary. Filling out the remainder of your breviary requires you to find new spells to do so, as normal. For this reason, many hallowed hunters keep backup breviaries in a safe place.
- The Book's Appearance.
- Your breviary is a unique compilation of prayers and sacred rites. It might be a plain, functional leather volume that you received as a gift from a church or religious authority, a finely decorated bible with some left blank pages for you to fill in with more prayers, or even a personal notebook, were you write the prayers you know by memory.
- Preparing and Casting Spells
- The Breviary table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 prepare the list of cleric spells that are available for you to cast. To do so, choose a number of cleric spells from your breviary equal to your Intelligence modifier + half your hallowed hunter level (minimum of one spell). The spells must be of a level for which you have spell slots.
- For example, if you're a 3rd-level cleric, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your breviary. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
- You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent studying your breviary and memorizing the prayers and hymns you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
- Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
- Battle Hymns
Starting at 5th level, you gain some insight in quick prayers you can use to aid yourself in daily situations or in combat. You gain the following benefits:
- You learn one cantrip from the cleric's list.
- You can use an action to change your chosen cantrip for a new one of the same list. You can't use this feature again until you finish a long rest.
- You gain +1 to attack rolls and to the save DC of your cantrips, unless you already gain a higher bonus from a spellcasting focus. This bonus increase to +2 to at 9th level and +3 at 13th.
- Sacred Rites
Starting at 9th level, you learn how to prepare religious ceremonies trough your breviary. You can cast any spell written on your breviary that has the "ritual" tag as a ritual.
- Holy Words
At 13th level, you gain a enough understanding of the divine magic to channel it into its pure form with certain holy words. You gain the following holy words:
Word of Protection. As a reaction when a creature within 30 feet takes damage, you can spend a spell slot and reduce the damage taken by 1d8 per spell slot spent.
Word of Aggression. As a bonus action you can imbue a creature with divine energy. You can spend a spell slot and increase the damage of the next weapon attack of that creature by 1d8, plus 1d8 for each spell slot spent. The damage is radiant. If the creature is a preferred prey , you add 1d8 to that damage.
- Memorized Prayer
Starting at 17th level you can use your action to quickly scan trough your prayer book, which allow you to recite another prayer. You can replace any prepared cleric spell with any other spell written on your breviary, which then counts as a prepared spell for you.
Once you use this feature, you can’t use it again until you finish a short or a long rest.
Holy Weapon[edit]
- Consecrated Weapon
Starting at 2nd level, you can choose a consecrated weapon. The weapon must be any type of melee weapon you are proficient with. This weapon is considered magical when attacking your preferred prey , and you can only have one at time.
Once in each of your turns when you hit a creature with a consecrated weapon, you deal additional radiant damage equal to 1d4.
You must use your Consecrated Weapon for some of the Holy Weapon features.
- Avenger's Flurry
You can attack twice, instead of once, whenever you take the Attack action with your consecrated weapon on your turn.
In addition, whenever you use your Attack action to only make attacks with light or finesse weapons, you can use your bonus action to make an attack with a light, finesse or thrown weapon as a bonus action. You don't add your ability modifier to this attack's damage.
- Precise Smite
Starting at 9th level, whenever you roll a critical hit with the consecrated weapon, you deal additional 1d8 radiant damage on a hit. In addition, the damage die of the weapon become a d6, if it is lower.
In addition, your radiant damage ignore resistance to it, and treat immunity as resistance.
- Blade of Attraction
Starting at 13th level, once in each of your turns you can use your reaction to give yourself advantage on the attack roll with the consecrated weapon. In addition, the damage die of the weapon becomes a d8, if it is lower.
- Careful Strikes
Starting at 17th level, you add your Intelligence modifier to the damage rolls of your attacks with the consecrated weapon. In addition, the damage die of the weapon becomes a d10, if it is lower.
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