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 and 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: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Horn Hunter level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Two musical instruments of your choice
Saving Throws: Constitution, Charisma
Skills: Choose three 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:

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

Table: The Horn Hunter

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Hunting Horn, Melodies
2nd +2 2 Monster Hunter, Spellcasting 2
3rd +2 2 Hunter Expertise 3
4th +2 2 Ability Score Improvement 3
5th +3 2 Extra Attack, Melodies Improvement 4 2
6th +3 3 Expertise feature 4 2
7th +3 3 Reliable Skill 4 3
8th +3 3 Ability Score Improvement 4 3
9th +4 3 4 3 2
10th +4 4 Remarkable Athlete 4 3 2
11th +4 4 Melodies Improvement 4 3 3
12th +4 4 Ability Score Improvement 4 3 3
13th +5 4 4 3 3 1
14th +5 4 Expertise feature 4 3 3 1
15th +5 4 Heightened Abilities 4 3 3 2
16th +5 4 Ability Score Improvement 4 3 3 2
17th +6 4 Melodies Improvement 4 3 3 3 1
18th +6 4 Expertise feature 4 3 3 3 1
19th +6 4 Ability Score Improvement 4 3 3 3 2
20th +6 4 Healing Surge 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, weapons that count as musical instruments to play melodies and cast your spells.

Melodies[edit]

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

Once a turn, after 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 one melody 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 one melody. 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 your maximum number of melodies for 1 minute.

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

At 5th, the maximum number of melodies you can play at one time increases to two. At 17th level, the maximum number of melodies you can play at one time increases to three.

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.

Spellcasting[edit]

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

Cantrips

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.

Spells Known of 1st Level and Higher

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.

You prepare the list of horn hunter spells that are available for you to cast, choosing from the horn hunter spell list. When you do so, choose a number of horn hunter spells equal to your Charisma modifier + half your horn hunter level. The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of horn hunter spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

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 hunting horn 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 may not use it again until you finish a short or long rest.

Remarkable Athlete[edit]

Starting at 10th level, your wilderness escapades and repeated physical training has honed your body to perfection. You gain proficiency with the Athletics and Acrobatics skills, and if you already have proficiency in one of those skills, your proficiency bonus is doubled for any ability check you make with it. In addition, you can jump extra feet equal to your Strength modifier on high jumps and extra distance equal to Strength score on long jumps.

Heightened Abilities[edit]

Starting at 15th level, through your experience gained, you have gained an almost supernatural ability to avoid danger. As a reaction to making a saving throw, you may add 1d6 to your roll, potentially causing you to make a save.

Healing Surge[edit]

Starting at 20th level, as an action, you may heal yourself for half your maximum hit points. Once you use this feature, you can not use it again until after you finish a long rest.

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 a variety of tasks.

Song Magic

Beginning at 3rd level, you have learned how to properly incorporate your music into your magic. When you cast a spell, you may start playing a melody.

Flexible Spellcasting

Beginning at 3rd level, you learn three spells of your choice from the bard spell list, each of which must be of a level for which you have spell slots. You have these spells prepared at all times and they do not count against the number of spells you prepare. When you gain a level in this class, you may choose one of these spells and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Relaxing Music

Beginning at 6th level, you can use soothing music or oration to help relax your allies during a short rest. You or any friendly creatures who hear your performance may remove a level of exhuastion when they finish that short rest. Once you use this feature, you can not use it again until you finish a long rest.

Song Master

Beginning at 14th level, you become an expert of songs and melodies. Your melodies now last 10 minutes and the maximum number of melodies you can play at one time increases by one.

War Song

Beginning at 18th level, you have mastered the ability to use your song and magic to drive people into a frenzy. As an action, you may begin a war song. You and all creatures of your choice that can hear and see you within 60 feet of you have resistance to all damage and ignore difficult terrain until the start of your next turn. Once you use this feature, you can not use it again until you finish a long rest.

Grazioso[edit]

Graziosos are horn hunters that often use both song and might in order to hunt their prey. They are fierce warriors with their hunting horns who have slain many a beast lives.

Violent Melody

Beginning at 3rd level, once each turn, when you hit a creature with a hunting horn while you are playing melody, you may have the attack deal 1d4 + half your horn hunter level additional bludgeoning damage.

Adrenaline

Beginning at 3rd level, your instincts are so honed that you are quick to respond to fights. You have advantage on initiative rolls and can not be surprised at the beginning of combat, if you are not incapacitated.

Rough Traveler

Beginning at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical terrain without being slowed by it and without taking damage from it if they have thorns, spines, or a similar hazard.

Break Defense

Beginning at 14th level, when you hit a creature with an attack that deals additional damage from Song of Violence, if the creature is below half its maximum hit points after damage is dealt, you may choose to break the creature's defense. The target of your attack falls prone and loses its damage resistance and its damage immunities turn into resistances until the start of your next turn. Once you have broken a creature's defense, it becomes immune to your Break Defense feature for 24 hours.

Final Strike

Beginning at 18th level, when you hit a creature with an attack that deals additional damage from Song of Violence, you may have the attack deal 3d8 additional bludgeoning damage for each melody you are currently playing. If this attack reduces a creature to 0 hit points, you regain use of this feature when you finish a short rest. If this attack doesn't reduce a creature to 0 hit points, you can't use this feature again until you finish a long rest.

Melodies[edit]

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

Song of Battle

Prerequisite: 5th level

You and all allies within 30 feet of you that can hear you may add 1d4 to the first damage roll they make from an attack each turn for the duration. This damage increases at certain levels to 1d6 at 11th level, and 1d8 at 17th level.

Song of Elemental Resistance

Prerequisite: 11th level

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 of your melody.

Song of the Elemental Weapon

Your melee attacks deal 1d4 additional cold, lightning, or fire damage(chosen when used) for the duration of your melody. This damage increases at certain levels to 1d6 at 11th level, and 1d8 at 17th level.

Song of Protection

Prerequisite: 5th level

You or one friendly creature you can see within 60 feet of you that can hear you gains 1d4 + half your horn hunter level temporary hit points for the duration of your melody.

Song of Purification

Prerequisite: 11th level

At the start of your turn, you may end one effect that is causing you to be poisoned or can cure yourself of a disease for the duration of your melody.

Song of Retreat

Enemy creatures have disadvantage on opportunity attacks made against you and all allies within 60 feet of you that can hear you for the duration of your melody.

Song of Self Preservation

Prerequisite: 5th level

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

Song of the Swift

Your movement speed increases by 5 feet for the duration of your melody. 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.

Cantrips

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

1st

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

2nd

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

3rd

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

4th

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

5th

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

Multiclassing[edit]

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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