Hunter, Variant (5e Class)

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A human lays in a bush waiting. Weeks pass and a group of spined devils stalk pass where he hides. A second later a 4 bolts shoot out from the bush hitting each in the head. The human then comes out of his hiding place and proceeds to cut off their heads, taking his trophies.

An orc walks into a camp of giants. She grabs her maul made from a dragon she made work of last week. She then charges into the thick of them swinging and dodging masterfully causing the group to kill each other. After each had fallen she only left with few scratches. She then got back to town and collected her reward.

A dragonborn sets a trap and waits. Days pass and then a crash. He looks where the trap was set and sees a griffin has fallen for his trick. The dragonborn then climbs down from his tree and walks slowly to the griffin with his hand raised. The griffin screeches for a moment for it fears it will die. The dragonborn then lays his hand on the griffin and feeds it; taming it. He then climbs onto his new mount and takes to the skies to start his next hunt.

The sound of clanging blades rings out. Armies in plate mail charge each other. But in the forest beside the battlefield, a click rings out, in its own, silent way. The click of an arrow being knocked on a bow. The string is pulled back, the bow turned towards the army general. A twanging sound, the arrow released, intent on its target. A thud, the general falls off of his horse, and like that, the battle is over.

Sneak and Surprise[edit]

Hunter, Variants are people of stealth, using that ability to exterminate opponents. Like combinations of fighters and rogues, Nimrod combine stealth and fighting prowess, making a deadly combination.

Creating a Nimrod[edit]

As you create a nimrod, think of how you were trained. Were you originally a street urchin, learning the ways of a rogue, and then stealing enough money to receive martial training? Did you begin as a noble, trained by a professional fighter, but then ending up on the streets? Or did you teach yourself?

Quick Build

You can make a Nimrod, Variant quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution to shore up your defences, if you prefer more utility then Intelligence if you want to excel at investigation, or Wisdom if you want to excel at tracking. Second, choose the Urchin background.

Class Features

As a Nimrod you gain the following class features.

Hit Points

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


Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Smith's tools, leatherworker's tools
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Acrobatics, Insight, Investigation, Nature, Perception, Stealth and Survival


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

  • (a) a shortsword or (b) any simple weapon
  • (a) any bow and a quiver of 20 arrows or (b) any crossbow and a case of 20 bolts
  • (a) any martial weapon or (b) smith's tools
  • leather armor and two concealed daggers

Table: The Nimrod

Level Proficiency
Features Sneak Attack Swiftness
1st +2 Fighting Style, Predator Instincts, Hated Enemy - -
2nd +2 Sneak Attack 1d6 -
3rd +2 Swiftness, Archetype Feature 1d6 10 feet
4th +2 Ability Score Improvement 1d6 10 feet
5th +3 Extra Attack 2d6 15 feet
6th +3 Improved Instincts 2d6 15 feet
7th +3 Archetype Feature 2d6 15 feet
8th +3 Ability Score Improvement 2d6 15 feet
9th +4 Versatility, Hunter Fasting 2d6 20 feet
10th +4 Archetype Feature 2d6 20 feet
11th +4 Reliable Talent 3d6 20 feet
12th +4 Ability Score Improvement 3d6 20 feet
13th +5 Ambush Master, Hated Enemy 3d6 25 feet
14th +5 Improved Instincts 3d6 25 feet
15th +5 Archetype Feature 3d6 25 feet
16th +5 Ability Score Improvement 3d6 25 feet
17th +6 Sudden Strike, Hated Enemy 4d6 25 feet
18th +6 Improved Instincts 4d6 30 feet
19th +6 Ability Score Improvement 4d6 30 feet
20th +6 Legendary Hunter 4d6 30 feet

Hunters Speech[edit]

At 1st level, you have become so in tune with your fellow hunters, you can send rudimentary instructions and messages to other hunters you have met.

Hated Enemy[edit]

Hunters knowledge about the supernatural have been handed down for generations. Starting at 1st level, choose a type of favored enemy: Aberrations, Beasts, Celestials, constructs, dragons, elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Werewolf's and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them.

When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated Language, at 13th and 17th, level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures.

Predator Instincts[edit]

Starting at 1st level, your years of tracking have honed your instincts, make you more alert and agile. As a bonus action on your turn, you can choose to activate your predator instincts. Your instincts last for a number of hours equal to your Wisdom modifier (minimum 1 hour), until the target drops to 0 hit points or falls unconscious, or until you use this ability again.

You gain the following benefits while you are wearing light armor and not wielding a shield:

  • You can use your Wisdom, instead of Dexterity or Strength for attacks and damage rolls.
  • You apply the benefits of your Hated Enemy to any type of creature.
  • Once in each of your turns you can cause additional 1d6 damage to a creature you hit with a weapon attack.

Once you use your instincts twice, you can't use it again until you finish a short or a long rest. You gain one additional use of this feature between rests at 9th and 17th levels.

Sneak Attack[edit]

Beginning at 2nd level, you know how to strike subtly and exploit a foes distraction. Once per turn you can deal an extra 1d6 damage to one creature you hit with an attack that you have advantage on the attack roll. The attack must use finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

You also don't need advantage on attack rolls to benefit from your sneak attack when making attacks against your Hated Enemy.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


You gain a +2 bonus to attack rolls you make with ranged weapons.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Evasive Movement[edit]

When you reach the 2nd level, you gain the ability to escape mortal danger with your heightened reflexes. Whenever you are attacked, you can make a Dexterity saving throw against the result of the Attack as a reaction. On a success, you take no damage from the attack. Alternatively, you can use this reaction to reroll a failed Dexterity saving throw.

If you still take damage after using this feature, the damage is reduced by 1d10 plus half your level in this class (rounded up). You can't use this feature if you are unable to move.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain your uses of it after completing a long rest.


Starting at 3rd level, your speed increases by 10 feet while you are not wearing medium or heavy armor or wielding a shield. This bonus increases when you reach certain hunter levels, as shown in the Hunter table.

In addition, when you use your Evasive Movement when benefiting from swiftness, you can move 5 feet to any direction. This movement doesn't provoke opportunity attacks. The amount moved increases with your swiftness bonus.

Hunter Archetype[edit]

At 3rd level you choose a Hunter, Variant archetype. This choice grants you additional features at 7th, 11th, and 15th level.

Ability Score Increase[edit]

When you reach 4th level, 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.

Extra Attack[edit]

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

Improved Instincts[edit]

Starting at 6th level, when your Predator Instincts are active, your ability with weapons greatly increase. Choose one of the weapon specialization features shown below. You can choose one additional one at 14th and 18th levels.

Multiattack Defense

When a creature hits you with an Attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Precise Aim

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Surprise Barrage

When you take the Attack action, if you haven't used your sneak attack on this turn, you can use your action to force all creatures in a 15-foot cone to make a Dexterity saving throw. On a failed save, each creature takes the normal damage of your ranged attack, plus half the sneak attack additional damage. You can't use sneak attack again until the start of your next turn.

Surprise Whirlwind

When you take the Attack action, if you haven't used your sneak attack on this turn, you can use your action to force all creatures in a 10-foot radius to make a Dexterity saving throw. On a failed save, each creature takes the normal damage of your melee attack, plus half the sneak attack additional damage. You can't use sneak attack again until the start of your next turn.


You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You can't benefit from your Sneak Attack additional damage when using this action.


You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You can't benefit from your Sneak Attack additional damage when using this action.

Blade Tornado

When you hit a creature with a melee weapon attack, you can make an attack against that creature, using your bonus action.

Arrow Storm

You can use your action to make one attack against each creature within the long range of your ranged weapon. You can choose a number of targets equal to your Wisdom modifier (minimum of 1).


At 9th level your weapon attacks now score a critical hit on a roll of 19 or 20.


Also at 9th level, you take twice the time to starve, and have advantage on Constitution saving throws against exhaustion due to starvation.

Reliable Talent[edit]

At 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Ambush Master[edit]

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike[edit]

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but only if the attack is the only one you make against the target this turn.


Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Legendary Hunter[edit]

At 20th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. Your Sneak Attack damage against a marked creature increases by 3d6.

In addition, if a creature from your Hated Enemy type start its turn within 30 feet of you, the creature must succeed on a Charisma saving throw. On a failed save, the target is frightened by you. The creature has disadvantage on the save if its marked by you.



Hunting Tools

At 3rd level, you can rely in hunting tools, such as traps, poison and specific weapons. You gain the following benefits:

Weapon Poisons. Your training as a Monster Hunter has made sure you have learned how to use all types of poisons. In addition, when you cause poison damage to a creature, the poison damage equals your Sneak Attack damage, instead of the damage of the poison, if your Sneak Attack damage is higher. You can still apply your sneak attack damage once per turn.
Finally, your poison damage ignore resistance and immunity to damage from your hated enemies.
Antidote. You can also fabricate antidote to any poison. You can use or deliver an antidote by using a use an object action.
Hunting Grounds

Also at 3rd level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of hunting ground: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Hunter's Clairvoyance

Starting at 15th level, you have become so adept at tracking your prey you now have clairvoyance to certain prey. You can cast Locate Creature at will, to track a creature from the type of your Hated Enemy.


Guardians are nimrods who patrol the edges of the civilized world, protecting the inhabitants of isolated settlements from the wild dangers who lurk in their borders. Protecting innocents who wander far from their homes and guarding villages that lack a proper militia or are too distant to rely on the help of knights from the realm, guardians are the first bastion of protection for civilization.

Warding Stance

When you choose this archetype at 3rd level, you have trained yourself in defensive tactics of combat. When not wielding a heavy weapon or shield, nor wearing heavy armor, you gain a bonus of +1 to your AC.

Whenever you start your turn within 5 feet of a friendly creature, you can forgo this bonus to grant a bonus of +1 to that creature's AC. This bonus last until you are no longer within 5 feet of that creature, or until you choose to end this benefit at the start of your turn. This doesn't require an action.

Protective Leap

Also at 3rd level, you can use your increased reflexes to protect your allies. You can use your Evasive Movement to protect an ally, instead of yourself. The ally must be within a distance equal to your swiftness bonus.

In addition, when you do so, you gain temporary hit points equal to half the amount granted to your ally. While you retain these temporary hit points, your movement doesn't provoke opportunity attacks.

Defensive Flow

At 7th level, whenever you use your Evasive Movement, you gain 1 flow point. You can have a number of flow points equal to your proficiency bonus.

When you, or a creature within a distance equal to your Swiftness bonus movement, you can use your reaction and spend 1 flow point to reduce the damage taken by your Dexterity or Constitution modifier (your choice ) + your Wisdom modifier.

Master Defender

At 10th level, whenever your Predator Instincts are active, you gain 2 flow points, instead of 1, whenever you use your Evasive Movement feature.

Parrying Maneuver

At 15th level, whenever you aren't wielding a heavy weapon, nor wearing heavy armor or shield, you can use your reaction to block attacks made against yourself or allied creatures within a distance equal to your Swiftness bonus movement. The damage reduction equals the damage die of your weapon, without modifiers.

When you move using this reaction, you don't provoke opportunity attacks.


Prerequisites. To qualify for multiclassing into the Hunter, Variant class, you must meet these prerequisites: Dexterity 13

Proficiencies. When you multiclass into the Hunter, Variant class, you gain the following proficiencies: simple weapons, martial weapons, light armor, stealth, Dexterity saving throws.

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