Headhunter Rengar (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide. Missing class features. Is this meant to represent a class or a single person? 01:06, 19 July 2024 (MDT)


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Pridestalker[edit]

The Kiilash are a vast tribe of formidable hunters, known throughout the continent for their unparalleled tracking and combat skills. Living deep in dense forests and rugged mountains, the Kiilash hunt the most dangerous beasts to protect their territory and sustain their traditions. Each member of the tribe takes pride in their physical strength, endurance, and combat prowess.

Rengar was born into this tribe, but he stood out from his peers from an early age. Despite not possessing the same brute strength as the other Kiilash, Rengar compensated for this with sharp intelligence and a natural talent for hunting. He carefully observed the behavior of his prey, learning their patterns and weaknesses, and developed clever strategies to take them down.

Quick Build

You can make a Headhunter Rengar quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Soldier background.

Class Features

As a Pridestalker you gain the following class features.

Hit Points

Hit Dice: 1d8 per Pridestalker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pridestalker level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools, snarecrafter tools
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Athletics, Investigation, Stealth, Survival, Perception

Equipment

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

  • (a) one Martial Melee Weapon of your choice or (b) two Simple Melee Weapons
  • (a) Burglar's Pack or (b) Explorer's Pack
  • Hunting trap

Table: The Pridestalker

Level Proficiency
Bonus
Features Ferocity
1st +2 Unseen Predator, Ferocity 1
2nd +2 Savagery, Bonetooth Necklace 2
3rd +2 Hunter's Pride 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Prowl 6
7th +3 Pride Feature 8
8th +3 Ability Score Improvement 10
9th +4 12
10th +4 Bola Strike 14
11th +4 Unseen Predator Improvement 16
12th +4 Ability Score Improvement 18
13th +5 Battle Roar 20
14th +5 22
15th +5 Pride Feature 22
16th +5 Ability Score Improvement 22
17th +6 Thrill of the Hunt 22
18th +6 22
19th +6 Ability Score Improvement 22
20th +6 Pride Feature 22

Unseen Predator[edit]

Starting at 1st level, you can take the Hide action as a bonus action. When taking the Hide action on a grassland or forest environment with tall grass or bushes, you can become invisible (as a spell) instead of hiding, lasting until the start of your next turn.

While hidden or invisible, you can leap towards a creature within 30 feet (no action required). You move in the air without provoking opportunity attacks, landing in an empty space within 5 feet of the enemy.

Ferocity[edit]

Starting at 1st level, your primal rage builds up during combat, empowering your fighting abilities. As a bonus action, you can enter in a state of ferocity. For the duration, you gain the following benefits:

  • Your movement speed increases by 5 feet x your proficiency bonus.
  • Some of your features have additional benefits when Ferocity is active.

Ferocity lasts for 1 minute, ending earlier if you haven't attacked a creature since your last turn or if you are knocked unconscious. You can use ferocity a number of times equal to your proficiency bonus, regaining uses after a long rest.

Savagery[edit]

Also at 2nd level, you can attack with your brutal savagery. Whenever you make an attack with a melee light weapon or unarmed strike, you can make another attack with a melee light weapon or unarmed strike as a bonus action.

Ferocity Bonus

You can make the additional attack without requiring a bonus action.

Bonetooth Necklace[edit]

Also at 2nd level, you can collect trophies from fallen enemies. Whenever you kill a creature whose CR is equal to your level or higher, you can collect a trophy. You can a maximum number of trophies equal to your proficiency bonus.

You cause additional damage with your melee attacks equal to the number of trophies you have.

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.

Prowl[edit]

At 6th level, you can take the Dash action as a bonus action. In addition, moving while dashing doesn't reveal your position if you are hidden, and you remain hidden as long as you end your movement in another hiding spot.

Bola Strike[edit]

At 10th level, when you hit a creature with a bola, that creature's movement speed is halved until the end of your next turn, in addition to the normal effects of the attack.

Ferocity Bonus

The target is restrained and have its movement speed reduced to 0 instead of halved.

Unseen Predator Improvement[edit]

At 11th level, you can become invisible whenever you are hidden (not only on tall grass or bushes).

Battle Roar[edit]

At 13th level, you can unleash a ferocious roar as an Action. All enemies within 30 feet must succeed on a Constitution saving throw, taking 4d6 psychic damage on a failure and half as much on a success.

This roar emboldens you, allowing you to regain a number of hit points equal to the number rolled on the damage dice.

Once you use this feature, you can't do it again until you finish a short or a long rest.

Ferocity Bonus

When you use your Battle Roar, all creatures that fail the save are frightened until the end of your next turn, and you remove any frightened or charmed condition currently affecting you.

Thrill of the Hunt[edit]

Starting at 17th level, while prowling, you gain blindsight up to a range of 120 feet until the start of your next turn.

Pridestalker Pack[edit]

Headhunter[edit]

Some hunters choose to scale impossible heights, cutting down creatures many times their own size for the sheer rush of the kill. Headhunters clad themselves in the bones of these creatures, a worrying sign to his more human quarry.

Giant Killer

At 3rd level, when a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Alternatively, you can use this reaction to attempt to Climb onto a Bigger Creature (check the DMG for this variant rule).

Bone Armor

Also at 3rd level, you can adorn a suit of nonmagical armor from trophy collected from a Large or larger creature you kill, instead of crafting a collar. The armor gain a bonus of +1 to the AC for each trophy.

This count against your maximum amount of trophies.

Frightening Visage

At 7th level, you gain a bonus to your Charisma (Intimidation) checks equal to the amount of Large creature trophies you have.

Slippery

At 15th level, you gain resistance to bludgeoning, piercing and slashing damage from creatures Large or larger.

Guardian of Sands[edit]

An assassin of a forgotten order long thought dead, the guardian of sands prowls the tombs, retrieving ancient relics of power for purposes unknown. Far more alarming, he appears to be hunting guardians, his blades enchanted to pierce their ancient magic and defenses.

Treasure Hunter

At 3rd level, you gain the ability to search for magical treasures in old and forgotten tombs. You gain proficiency in Investigation and Arcana. In addition, you can cast detect magic and identify as rituals.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: