Horn Hunter (5e Class)

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Horn Hunter[edit]

The horn hunter, similarly to bards, use musical instruments to supplement their magic, however the horn hunter also uses this large and heavy horn as a fearsome melee weapon. Not only can the horn hunter use their massive horn to deal significant damage to their foes, but the songs that are played with the horn are imbued with magical energy that can offer a range of magical effects to both aid allies or to deter opponents.

Creating a Horn Hunter[edit]

Why did you become a horn hunter? Did you lose something precious to you, get a thrill out of hunting monsters, want to help other adventures in their journey or something else? What do you attempt to accomplish as a horn hunter? Kill a particularly powerful creature, get a collection of monster parts, or help other achieve their goals?

Quick Build

You can make a horn hunter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Guild Artisan background. Third, choose the scale mail and any pack.

Class Features

As a Horn Hunter you gain the following class features.

Hit Points

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


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Two musical instruments of your choice
Saving Throws: Strength, Charisma
Skills: Choose three from Arcana, Athletics, Deception, Intimidation, Perception, Performance, Persuasion, Medicine, and Survival


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

  • Any martial weapon that deals bludgeoning damage
  • A component pouch
  • (a) Leather armor or (b) scale mail
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • A musical instrument of your choice
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Horn Hunter

Level Proficiency
Cantrips Known Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Hunting Horn, Melodies
2nd +2 2 3 Monster Hunter, Spellcasting 2
3rd +2 2 4 Hunter Expertise 3
4th +2 2 5 Ability Score Improvement 3
5th +3 2 6 Extra Attack, Melodies Improvement 4 2
6th +3 3 7 Expertise feature 4 2
7th +3 3 8 Reliable Skill 4 3
8th +3 3 9 Ability Score Improvement 4 3
9th +4 3 10 4 3 2
10th +4 4 10 4 3 2
11th +4 4 11 Melodies Improvement 4 3 3
12th +4 4 11 Ability Score Improvement 4 3 3
13th +5 4 12 4 3 3 1
14th +5 4 12 Expertise feature 4 3 3 1
15th +5 4 13 4 3 3 2
16th +5 4 13 Ability Score Improvement 4 3 3 2
17th +6 4 14 Melodies Improvement 4 3 3 3 1
18th +6 4 14 Expertise feature 4 3 3 3 1
19th +6 4 15 Ability Score Improvement 4 3 3 3 2
20th +6 4 15 4 3 3 3 2

Hunting Horn[edit]

Starting at 1st level, you are able to modify specific weapon into hunting horns, weapons that are treated as a musical instruments for all intents and purposes for horn hunters. Over the course of 8 hours, you may modify a martial weapon that deals bludgeoning damage into a hunting horn.


At 1st level, you gain access to melodies, songs which you can play in battle through a musical instrument.

On your turn, whenever you hit a creature with a hunting horn, you may start playing a melody for 1 minute. Each time you hit a creature this way while you are playing a melody, you may start playing another melody and reset the duration of all active melodies to 1 minute. You may have up to 3 melodies playing at any time, and if you start playing any more melodies, you must choose which melodies to end until you are playing up to 3 melodies. Your melodies are detailed at the end of the class description, and when you gain certain horn hunter levels, you gain access to new melodies and certain other melodies become more powerful.

Additionally, as an action, you may sing a song through your hunting horn, and start playing 3 melodies for 1 minute.

You may use this effect twice. You regain all expended uses when you finish a short or long rest.

Monster Hunter[edit]

At 2nd level, whenever you make a Wisdom (Survival) check related to tracking or identifying non-humanoid creatures, you are considered proficient in the Survival skill and if you already proficient in the Survival skill, your proficiency bonus is doubled for to the check.


At 2nd level, you have learned to harness the power of music from your hunting horn to change the world around you.


You know two cantrips of your choice from the horn hunter spell list detailed below. You learn additional horn hunter cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Horn Hunter table.

Spell Slots

The Horn Hunter 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.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the horn hunter spell list.

The Spells Known column of the Horn Hunter table shows when you learn more horn hunter spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the horn hunter spells you know and replace it with another spell from the horn hunter spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any horn hunter spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (see “Equipment”) as a spellcasting focus for your horn hunter spells.

Hunter Expertise[edit]

At 3rd level you further dive into the life of a hunter. You may choose between the Maestro or the Grazioso expertise. Your subclass choice grants you features at 3rd level and again at levels 7th, 14th, and 18th.

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 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Reliable Skill[edit]

At 7th level, when you would make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you cancel the disadvantage for that roll. Once you use this feature, you finish a short or long rest.

State of Purity[edit]

At 16th level, you have reached a point where others are no match for your magic and experience. You are now immune to being frightened and you gain proficiency in all saving throws.


Maestros are those that use the power of their music to turn the tide of battles in favor of their allies. They are talented in playing their songs and have been known to magically aid their allies with tasks.


Beginning at 2nd level, you have learned how to maximize the amount of damage your few spells that do deal damage do. Whenever you cast a horn hunter spell, you may add 1 point of damage for every die in an offensive spell. The damage applied by this is the same type as the damage from the spell.

Overture of Facilitation[edit]

Beginning at 6th level, when a creature within 60 feet of you make an attack roll, a skill check, or a saving throw, you may use your reaction to play a song to give that creature advantage on that roll. You regain use of this feature after you finish a short or long rest.

Song Magic[edit]

Beginning at 14th level, you have learned the truth behind how songs are related to magic. You gain proficiency in the Arcana skill, if you already have proficiency in it, you can double your proficiency bonus. Your Intelligence score also increases by 2, to a maximum of 22.

Healing Well[edit]

Beginning at 18th level, you know that magic in any shape of form is just a means to an end, and have obtained a large reservoir of magic that can heal a creature. As an action, you may touch a creature to heal them for half their maximum hit points and remove all conditions from them. You regain use of this feature after you finish a long rest.


Graziosos are Horn Hunters that often forgoe the supportive songs to gain the glory of the hunt for themselves. They are fierce warriors with their horns who have taken a great many beast lives.

Armor Expert[edit]

Beginning at 3rd level, you have ... Use your Strength modifier instead of your Dexterity modifier when determining your AC with medium armor.

Swift Striker[edit]

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You may also take the Disengage action as a bonus action.

Grandioso Strikes[edit]

Beginning at 14th level, you are able to use the full weight of your weapon to make quick attacks, regardless of how chaotic the battlefield is. The damage die for the hunting horn changes to 2d6 instead of 2d4, and whenever you use a cantrip or cast a spell as an action, you may make a melee attack with your hunting horn as a bonus action.

Lock Down[edit]

Beginning at 18th level, you have honed strikes to stop foes in their tracks. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the start of your next turn.


If a melody has prerequisites, you must meet them to use it. A level prerequisite refers to your level in this class.

Song of Elemental Resistance

Prerequisite: 11th level/17th lv?

You and all allies within 60 feet of you that can hear you have resistance to cold, lightning, or fire damage(chosen when used) for the duration.

Song of Protection

Prerequisite: 5th level

You and all allies within 60 feet of you that can hear you have 1d4 + half your horn hunter level temporary hit points for the duration.

Song of Self Preservation

Prerequisite: 11th level

You have a +1 bonus to your AC and saving throws for the duration.

Song of War

Prerequisite: 5th level

You and all allies within 60 feet of you that can hear you may add 1d4 to the first damage roll they make each turn from attack for the duration. This damage increases at certain levels to 1d6 at 11th level, and 1d8 at 17th level.

Swift Foot

Your movement speed increases by 5 feet for the duration. This speed increases at certain levels to 10 feet at 5th level, 15 feet at 11th level, and 20 feet at 17th level.

Horn Hunter Spell List[edit]

Horn hunters can choose spells to support and buff their allies, usually picking spells that best fit what situations they find themselves in.


create bonfire[1], dancing lights, green flame blade[2], guidance, light, mage hand, mending, message, minor illusion, prestidigitation


charm person, color spray, comprehend languages, detect poison and disease, disguise self, expeditious retreat, faerie fire, feather fall, identify, jump, longstrider, protection from evil and good, purify food and drink, sanctuary, shield of faith


alter self, arcane lock, blur, detect thoughts, enhance ability, heat metal, hold person, invisibility, levitate, locate animals or plants, locate object, magic mouth, protection from poison, see invisibility, spider climb, suggestion


blink, clairvoyance, counterspell, dispel magic, hypnotic pattern, magic circle, nondetection, protection from energy, remove curse, sending, speak with dead, tiny hut, tongues, water breathing


arcane eye, compulsion, confusion, divination, freedom of movement, greater invisibility, locate creature, secret chest, resilient sphere


dominate person, dream, dispel evil and good, geas, hold monster, legend lore, modify memory, scrying, seeming, telekinesis

  1. D&D 5e XGtE p.152
  2. D&D 5e SCAG p.143


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

Proficiencies. When you multiclass into the horn hunter class, you gain the following proficiencies: light armor, simple weapons, and martial weapons.

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