Hunter(HXH) (5e Class)

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Hunter(HXH)[edit]

Power Within[edit]

Nen is a technique that allows living beings to use and manipulate their life energy. The type of Nen that people can use falls into 6 types: Enhancers, Emitters, Transmuters, Conjurers, Manipulators, and Specialists. One's power with Nen grows with their aptitude, willpower, and skill.

Creating a Hunter[edit]

Quick Build

You can make a Hunter quickly by following these suggestions. First, find out which type of Nen you have aptitude in, as this determines what your main stat should be. For Enhancers, your main stat should be Strength. For Emitters, your main stat should be Dexterity. For Conjurers, your main stat should be Intelligence. For Transmuters and Manipulators, your main stat should be Charisma. For Specialists, your main stat should be whatever you are specializing in. Your secondary ability should be Constitution.

Class Features

As a Hunter(HXH) you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, Finesse Weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose four from Acrobatics, Athletics, Perception, Stealth, History, Investigation, Persuasion, and Intimidation

Equipment

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

  • (a) Two simple weapons or (b) one martial finesse weapon

Table: The Hunter(HXH)

Level Proficiency
Bonus
Nen Points Martial Arts Unarmored Movement Features
1st +2 0 1d6 - Martial Arts, Unarmored Defense
2nd +2 0 1d6 10 ft. Unarmored Movement
3rd +2 0 1d6 10 ft. Action Surge
4th +2 20+main ability modifier 1d6 10 ft. Ability Score Improvement, , Meditaton, Nen, Ten, Ren
5th +3 25+main ability modifier 1d8 15 ft. Extra Attack, Zetsu
6th +3 30+main ability modifier 1d8 15 ft. Archetype
7th +3 35+main ability modifier 1d8 15 ft. Endurance, Meditation Improvement,
8th +3 40+main ability modifier 1d8 15 ft. Ability Score Improvement, , Archetype Feature, Advanced Nen Techniques
9th +4 45+main ability modifier 1d8 20 ft. Archetype Feature,
10th +4 50+main ability modifier 1d8 20 ft. Intimidating Aura
11th +4 55+main ability modifier 1d10 20 ft. Archetype Feature, Extra Attack
12th +4 60+main ability modifier 1d10 20 ft. Ability Score Improvement, Endurance Improvement
13th +5 65+main ability modifier 1d10 25 ft. Soul Surge
14th +5 70+main ability modifier 1d10 25 ft. Archetype Feature, Meditation Improvement
15th +5 75+main ability modifier 1d10 25 ft. Improved Advanced Technique,Endurance Improvement
16th +5 80+main ability modifier 1d10 25 ft. Ability Score Improvement
17th +6 85+main ability modifier 1d12 30 ft. Archetype Feature
18th +6 90+main ability modifier 1d12 30 ft. Unarmored Movement Improvement
19th +6 95+main ability modifier 1d12 30 ft. Ability Score Improvement
20th +6 100+main ability modifier 1d12 30 ft. Mastery, Nen After Death

Martial Arts[edit]

Beginning at 1st Level, your natural strength shines through in your martial prowess.

  • Your unarmed strikes' damage die becomes 1d6
  • You may use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • If you took the attack action with a unarmed strike, you can use your bonus action to make one unarmed strike or a one handed weapon attack.
  • When you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

The damage dice of your unarmed strikes will increase as you level in this class, as shown in the Hunter(HXH) table.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Unarmored Movement[edit]

Starting at 2nd level, your movement speed increases while not wearing armor or wielding a shield, your movement speed increases by +10 ft. This bonus increases as you level up in this class.

Action Surge[edit]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 18th 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.

Meditation[edit]

At 4th level, you can meditate for 30 minutes to concentrate on your inner self. After your meditation, you can increase one of your ability scores by 2 for 24 hours. You can only use this once per long rest.

At 5th level, you will also regain xd6 Nen points(Even beyond your Nen maximum), with x being half your class level rounded up whenever you meditate.

At 7th level, your meditation prepares you for the physical turmoil of nen combat by hardening your body and spirit, after meditating for 30 min roll d6s equal to your proficiency bonus and you gain that number of temporary hit points. These Hit points do not stack with the ones gaind from athe Ten ability so you will not gain temporary hitpoints from Ten until all the hitpoints from this ability are lost.

At 14th level, your concentration has increased, you can now meditate for 1 hour. When you choose to meditate for that long, you gain the normal bonuses from meditating and you can choose one of your Nen abilities to deal 2 extra dices of damage for the first 1d4 uses of the ability.

Nen[edit]

Beginning at 4th level, you gain the ability to use nen. You gain a number of Nen Points equal to your maximum which is determined by your nen user level. You must spend Nen Points in order to fuel various features. As a nen user, you can convert your aura to create various effects. You regain all of your Nen Points at the end of a long rest and half on a short rest, but you must spend at least 30 minutes of that time meditating. Certain features will call for a saving throw or nen attack. Use the following to calculate:

Nen attack modifier = Your proficiency bonus + your main ability modifier.

Nen save DC = 8 + your proficiency bonus + your main ability modifier.

Ten[edit]

At 4th level, as a Bonus Action, you can channel your aura around yourself in a defensive way. While Ten is active, every attack made against you has its' damage reduced by 1d10 + con + half your Hunter level. At the end of each round this technique is active you must spend 2 Nen Points, keeping its effects active until the end of the next turn. This effect otherwise lasts until you end it as a free action.

At 6th level, your Ten has improved to a new level, and now when you activate your ten you gain temporary hit points equal to 5 times your proficiency bonus. These temporary hit points last until Ten is no longer active.

At 8th level your Ten has evolved into a better defensive ability, and now while your ten is active you gain +3 to AC.

At 15th level you have mastered your ten, increasing your bonus AC to +4 and your temporary hitpoints to 6 times you proficiency bonus, but the upkeep is increased to 4 Nen points per turn, and you can also activate your Ten with a reaction.

Activating Ren or Zetsu while Ten is active will cause Ten to end.

Ren[edit]

At 4th level, you have learned how to form your aura in an aggressive manner. To activate your Ren, you must spend a Bonus Action to activate or end its effects. While it is active, you gain 1 extra damage die on unarmed strikes. At the end of each round this technique is active you must spend 2 Nen Points, keeping its effects active until the end of the next turn. This effect otherwise lasts until you end it as a free action.

At 7th level, your Ren ability has become more useful through training. While your Ren is active, your movement speed increases by 10ft, you gain a +1 bonuses to attack and damage rolls and you can use 2 additional nen points to deal double damage with any melee attack.

At 15th level, you have mastered Ren giving you the ability to focus your bloodlust at a single target within 50 feet, as a action you can spend a number of nen points to add to the save dc the chosen creature must make a Wisdom saving throw, on a failure they are overwhelmed by the spine chilling assault and falls unconscious for 2d4 minutes on a success they are frightened for 1d4 rounds. You can use this feature a number of times equal to your proficiency bonus modifier.


Activating Zetsu or Ten while Ren is active will cause Ren to end.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Archetype[edit]

At the 6th level, you chose an archetype. You will have to work with your dm on the abilities, though there are a few listed at the bottom of this page. Your choice grants you features at 6th, and again at 8th, 10th, 14th, and 17th level. Choosing your archetype does not lock you out of any other Archetype, though your efficiency with the others will be drastically different. You can have as many Hatsu's as your main ability modifier + your proficiency bonus. Being of a certain Archetype means you can learn other Archetypes better than others and worse then others:

5584b80063a090.242054565584b800458d92.85368139.png
The Nen Types Chart
  • 100%: You can learn up to 17th level abilities of the other Archetype.(this feature is only available to specialists, they must choose one of the other archetypes nen types to gain a 17th level skill.)
  • 80%: You can learn up to 14th level abilities of the other Archetype.
  • 60%: You can learn up to 10th level abilities of the other Archetype.
  • 40%: You can learn up to 8th level abilities of the other Archetype.
  • 0%: You can’t learn anything from this Archetype.

Transmutation Archetype Enhancement 80% Conjuration 80% Emission 40% Manipulation 40% Specialization 0%

Enhancement Archetype Transmutation 80% Emission 80% Conjuration 60% Manipulation 40% Specialization 0%

Conjuration Archetype Transmutation 80% Enhancement 60% Manipulation 60% Emission 40% Specialization 0%

Emission Archetype Enhancement 80% Manipulation 80% Transmutation 60% Conjuration 40% Specialization 0%

Manipulation Archetype Emission 80% Enhancement 60% Conjuration 60% Transmutation 40% Specialization 0%

Specialization Archetype Percentages entirely dependent on specialization choice.


You may choose your Nen type if your gm allows it, but if he doesn't you can roll a d100 to find out your nen type.

1-19 20-38 39-57 58-76 77-95 96-100
Enhancement Transmutation Emission Conjuration Manipulation Specialization

Zetsu[edit]

At 5th level, you have learned how to hide your aura from others. Activating Zetsu is a Bonus Action, giving you advantage on Stealth checks and temporarily gain proficiency in Stealth, if you are already proficient, double your proficiency bonus. While Zetsu is active, you cannot be detected by any magical means, and you cannot spend any Nen Points. If you attempt to spend Nen Points, the feature will activate but you will immediately end Zetsu. You can also use Zetsu during a short rest to remove 1 point of exhaustion, or a long rest to remove 2 points of exhaustion. Doing so will cause you to be surprised by any attacks against you during the rest. While Zetsu is a amazing ability for stealth it leaves the user vulnerable as their natural defense and instinct are dulled, when in Zetsu any Nen attack that hits you treats the hit as you having a vulnerability to that damage type. This effect otherwise lasts until you end it as a free action.

At 6th level, You have had enough experience with Zetsu that as long as you have your reaction left for the turn you can exit zetsu before any attack hits you no longer leaving you vulnerable.

At 10th level, You have learned how to move silently, to where tracking you is nigh impossible, while in a state of Zetsu the user is always under the same effect as the pass without a trace spell.

At 15th level, Mastering the art of Zetsu grants an unparalleled ability to strike from the shadows, so the first attack roll you make while in Zetsu will be a crit and will deal double damage.

Activating Ren or Ten while Zetsu is active will cause Zetsu to end.

Advanced Nen Techniques[edit]

At 8th level you have become familiar with Ten, Ren, Zetsu and a few unique Hatsu. by combing each of these on different parts of the body you have learned aura techniques essential to all Nen Users. You gain access to the following techniques using Nen:

  • Gyo - you focus your Aura into your eyes as a bonus action for 5 Nen Points. You are able to see invisible objects and magical manifestations. This lasts for 1 minute and you must maintain concentration.
  • In - you hide your aura without completely stopping it as a bonus action for 4 Nen Points. This effect lasts until the end of your next turn, and any ranged nen attacks you make have advantage but deal half as much damage.
  • En - you generate a sphere of aura as bonus action for 5 Nen Points or more. This sphere has a radius equal to 3 times the Nen Points spend ft. You are aware of the locations of any creatures within this sphere for 1 minute or until you lose concentration. If this has a range greater than 20ft, ranged attacks passing through this area and targeting you, will be at disadvantage.
  • Shu - you coat an object you are holding in aura. When you make a melee weapon attack, you may spend 2 Nen Points to increase its damage die by 1 size (i.e. 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d8). This effect lasts for 1 minute or until you lose concentration.
  • Ko - you concentrate your aura into one part of your body, cutting the flow to anywhere else. Each time you make a unarmed attack, you may spend 2 Nen Points to add an extra dice of damage, but you gain vulnerability to the next attack that hits you until the start of your next turn.
  • Ken - you concentrate aura in all directions. As an action for 5 Nen Points while Ten is active, you double the effect of Ten's damage reduction for as long as you pay an additional 2 Nen Points for Ten's upkeep.
  • Ryu - you balance the concentration of aura used in Ko and Ken. When you use a Nen Archetype feature that deals damage and uses an action to perform, you may spend 5 Nen Points. The Hatsu substitutes one of your attacks instead of taking your entire action.

You may also choose to expend Nen in one of the following ways by using a bonus action:

  • Create invisible Nen writing. Each message written this way counts as magically invisible can only be read by a creature with Truesight, Astral sight, or by using Gyo or another sense that allows sight of invisible objects. Each message written this way does not fade until the caster dies and costs 1 Nen Point. Messages are writings that fit within a 5ft area on a surface.
  • Expel Nen to launch yourself or an object you are carrying by spending 1 Nen point for each additional +5ft the object or creature is launched. This can also be used to slow yourself during a fall, by spending a number of nen points equal to X*5ft fallen can reduce the damage taken by half, and using 2X*5ft completely negates fall damage.
  • Create a sensory effect such as Prestidigitation, Minor illusion, or Thaumaturgy. Each effect emulated costs 1 Nen Points.

Endurance[edit]

At 7th level, you can speed up your body’s natural healing function. You can expend nen points up to your half your level rounded down regaining one 1d6 hit points per 2 nen points spent. This increases to 1d8 at 12th level, and 1d10 at 15th level. You can use this ability up to your con modifier reseting after a long rest.

Intimidating Aura[edit]

At 10th level, your aura has become massive. While you have at least half or more of your maximum aura points, your aura will grant you +15ft movement speed. additionally, you may choose if you want your aura visibly surrounding you or not at will, if it is showing, it will give you disadvantage in Stealth checks but advantage on Intimidation checks.

Soul Surge[edit]

Beginning at 13th level, whenever you make a saving throw and fail, you can spend 5 nen points to reroll it and take the second result.

Improved Advanced Technique[edit]

Starting at 15th level, you gain 4 Improved Advanced Techniques from the following:

  • Improved Gyo - you have learned to allot some of your aura to your eyes for awareness. By spending additional 8 Nen Points and 1 Nen point at the end of each turn, you gain Truesight for 60ft and no longer have to concentrate on this effect.
  • Improved In - you have learned to hide your aura by containing every ounce of aura around your attacks and constructs. As an Action, For 6 Nen Points you cannot be detected by magical means, and any ranged nen attacks you make have advantage for 1 minute. Nen constructs you make during this time also have advantage on their first strike until it has hit a target, after which it loses this effect.
  • Improved En - You have greatly enhanced your presence through your En. By paying an additional 7 Nen, all other creatures inside your En area must make a Wisdom Saving Throw, on a success their presence is revealed and they cannot make opportunity attacks, on a in addition to what happens on a success on failure they become frightened and are stunned for 1 turn. Additional the size of your En increase to 4 times the nen spent.
  • Improved Shu - you can now make your Rising Aura coat an object. Each time you make a weapon attack, for 8 Nen Points, you may increase not only the damage dice by 1 size, but the dice itself once. (i.e. 1d4 -> 2d6 -> 3d8 -> 4d10 -> 5d12)
  • Improved Ko - Concentrating your aura into one part of your body, the trade off in power you gain is matched by its risks.Every time you make a unarmed attack, you may spend 6 Nen points to add 3 damage dice to the attack, but you gain vulnerability to the next attack that hits you until the start of your next turn.
  • Improved Ken - you concentrate aura into a barrier around your body, but rooting yourself in the process. As an action for 6 Nen Points, you cannot move and all damage you take is halved until the beginning of your next turn.
  • Improved Ryu - you have become familiar enough with Ryu to the point you can bypass weak aura with enough focus. When you make a melee weapon or unarmed attack, you may spend 8 Nen Points to make its damage unable to be reduced, even from immunity.

Mastery[edit]

Beginning at 20th level, you have mastered Nen. Your Dexterity and Constitution scores increase by 4, to a maximum of 26. Additionally, you regain +3d6 Nen Points when you begin initiative. Also you gain the ability to crit on 19-20 and reroll damage die that land on 1, taking the new roll.


Nen After Death[edit]

At 20th level, you are bound with your Nen beyond life itself. If you die while possessing at least 1 Nen Point, you may roll a Constitution Saving Throw DC 15. Upon a successful save, your maximum hp is reduced to half its original amount, heal to your current max hp, your maximum amount of Nen Points is doubled, and your AC increases naturally by 4 points as your body has become one with its Nen. This ability can only be activated once.


Archetypes[edit]

Level-Based Abilities[edit]

Since Nen is extremely unique, it is difficult to make a system that balances its usage to level, so these are slight guidelines.

At level 8, one begins to form their nen into abilities called Hatsu's, which are utilizations of their specific nen abilities, at this level, they gain the ability to use their aura to make a special move, for 8th level abilities, you can liken them to 3rd level spells as in what they can do.

At 10th level, one takes the next step in their journey of strength, 5th level spells.

At 14th level, 7th level.

At 17th level, 9th level.


Transmuter[edit]

Transmuters are extremely versatile, their nen being able to take on different natures, with that in mind, their dexterity and charisma increase by 1. They also gain proficiency in deception.

Work with your DM to decide what your unique ability would be, Nen is extremely personalized. If you cannot think of anything, there may or may not be examples below.

Enhancer[edit]

Enhancers are the most durable, as they can boost their strength using their nen. when you pick this archetype, you gain additional health equal to +4 per level, so +24 at first and an additional +4 each level. You also gain an additional melee damage die.

Work with your DM to decide what your unique ability would be, Nen is extremely personalized. If you cannot think of anything, there may or may not be examples below.

Emitter[edit]

Emitters can extend their Nen to great distances, they gain +2 to dex.

Work with your DM to decide what your unique ability would be, Nen is extremely personalized. If you cannot think of anything, there may or may not be examples below.

Conjuration[edit]

Conjurations can create objects with their Nen which can interact with the world, but one needs to train their mind to do so, your int increases by +2.

Work with your DM to decide what your unique ability would be, Nen is extremely personalized. If you cannot think of anything, there may or may not be examples below.

Manipulation[edit]

Manipulators can use their Nen to control objects or other people. Your charisma and dexterity increase by +1 each.

Work with your DM to decide what your unique ability would be, Nen is extremely personalized. If you cannot think of anything, there may or may not be examples below.

Specialist[edit]

Specialists are something entirely different, their nen has a special effect, pick one of the other archetypes to gain their buffs, but also choose a special effect that your nen takes, examples are below.

Stockpiling: Your nen gains the quality of stockpiling, this can be used in many ways, such as building up for a large attack or capturing energy and releasing it back at an attacker.

Healing: Your nen gains the quality of healing, this can be used to heal yourself passively within your aura or heal others.

Airstrike: Your nen gains the quality of airstrike, this can be used to send your nen extremely high, where it then rains down upon an area.

THE GOONIVERSE!!!: because of the insane pride Crab Rangoon has for himself, he is able to be all of him as it were. completely mimicking the nen ability's of his alterative selves all thats missing is mastery over each and every ability.

Feats[edit]

Binding Vows[edit]

One Major plot point of HxH is how many characters make vows to increase their power under certain circumstances, these can be extremely complex or simple, and they need a balanced downside and upside, once you take this feat, you can choose to make 2 binding vows each time you meditate using the meditation ability, you can have as many as your DM allows.



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