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, Charisma should be your highest ability score, followed by either Strength or Dexterity. 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

Proficiencies

Armor: Light and medium armor
Weapons: Simple melee weapons, simple ranged weapons, Hunting Horns
Tools: Two musical instruments of your choice
Saving Throws: Strength, Charisma
Skills: Choose two from Arcana, Athletics, Deception, Intimidation, Perception, Performance, Persuasion, Medicine, and Survival

Equipment

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

Table: The Horn Hunter

Level Proficiency
Bonus
Cantrips Known Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 3 5 Hunting Horn, Song Spellcasting 2
2nd +2 3 6 Hunter Expertise 3
3rd +2 3 7 4 2
4th +2 4 8 Ability Score Improvement 4 3
5th +3 4 9 4 3 2
6th +3 4 10 Expertise feature 4 3 3
7th +3 4 11 Skilled 4 3 3 1
8th +3 4 12 Ability Score Improvement 4 3 3 2
9th +4 4 13 4 3 3 3 1
10th +4 5 15 Monster Hunter 4 3 3 3 2
11th +4 5 16 4 3 3 3 2 1
12th +4 5 17 Ability Score Improvement 4 3 3 3 2 1
13th +5 5 18 4 3 3 3 2 1 1
14th +5 5 19 Expertise feature 4 3 3 3 2 1 1
15th +5 5 20 4 3 3 3 2 1 1 1
16th +5 5 21 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 5 22 4 3 3 3 2 1 1 1 1
18th +6 5 23 Expertise feature 4 3 3 3 3 1 1 1 1
19th +6 5 24 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 5 25 State of Purity 4 3 3 3 3 2 2 1 1

Hunting Horn[edit]

Starting at level 1, you are able to wield massive horns in battle. The hunting horn is a heavy weapon that does 1d12 bludgeoning damage and has the two-handed property. Hunting horns costs 50gp to buy and weigh 20lbs.

Song Spellcasting[edit]

You have learned to harness the power of music from your hunting horn to change the world around you.

Cantrips

You know three cantrips of your choice from the wizard spell list. 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 sleep and have a 1st-level and a 2nd-level spell slot available, you can cast sleep using either slot.

Spells Known of 1st Level and Higher

You know five 1st-level spells from the bard spell list or wizard spell list.

You may only learn spells from the following schools of magic: Conjuration, Diviniation, Enchantment, Illusion, and Transmutation.

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 3rd 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 spells you know and replace it with another learnable spell from the bard spell list or wizard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your horn hunter 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 horn hunter 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(Hunting Horn) as a spellcasting focus for your horn hunter spells.

Hunter Expertise[edit]

At 2nd level you further dive into the life of a hunter. You may choose between the Maestro or the Grazioso expertise.

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.

Skilled[edit]

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

Monster Hunter[edit]

At 10th level, you gain advantage on History and Survival checks if they directly relate to non-humanoid creatures.

State of Purity[edit]

At 20th 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.

Maestro[edit]

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.

Encore[edit]

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.

Grazioso[edit]

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.

Perfect Body[edit]

Beginning at 2nd level, you have honed your body to the point of perfection. You gain resistance to bludgeoning damage from non-magical attacks and one other damage type besides slashing and piercing.

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.

Multiclassing[edit]

Uses a custom made weapon.

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: hunting horns, and medium armor.


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