Hunter (5e Class)

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Hunter[edit]

The Hunter[edit]

The Hunter is as much a beast as they are a person. Their weapons are akin to butchery tools. With the eyes of wolves, a weapon in each hand, and an unnerving glare fueled by bloodlust, they stalk creatures of the night. Walking the razor-thin line between wise and utterly insane. (CAUTION: This class is best used in a Bloodborne setting. Until optimized for standard 5e, this class is incomplete)

credit to Rod Wong on artstation

Creating a Hunter[edit]

Hunters undergo a blood transfusion to gain their beastlike qualities. Think about the circumstances your character was in to go through with the treatment. Were they taken in after being orphaned by a particular beast? Were they deathly ill and saw this as a last resort? Or did they choose of their own volition?

Quick Build

Focus on Dexterity. Then choose the leather armor and a hunter's weapon. Skills go for Survival, Perception and Stealth. Go for the Outlander Background.

Class Features

As a Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and Medium armor
Weapons: Hunters weapons and Simple weapons
Tools: Herbalism kit or Poisoner's kit
Saving Throws: Dexterity and Strength
Skills: Choose two from Acrobatics, Athletics, Insight, Investigation, intimidation ,Perception, Stealth and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) One melee hunter weapon with the property First Pick or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) A Hunters' Pistol, 20 pieces of ammunition, a blood vial, A hunters badge, and an herbalism kit or (b) A Hunters' Blunderbuss, 20 pieces of ammunition, a blood vial, A hunters badge, and an herbalism kit

Table: The Hunter

Level Proficiency
Bonus
Features Blood vials Visceral Attack Damage
1st +2 Hunter's Gait, Blood vials 1d4 1d8
2nd +2 Trigger Finger, Visceral Attack 1d4 1d8
3rd +2 Hunter's Path, Rally 1d4 2d8
4th +2 Ability Score Improvement, Bloodied Rounds 1d4 2d8
5th +3 Extra Attack, Blood Vial Increase 2d4 3d8
6th +3 Hunter's Path 2d4 3d8
7th +3 Beast's Eyes 2d4 4d8
8th +3 Ability Score Improvement 2d4 4d8
9th +4 Blood vial increase, Worthy Prey 3d4 5d8
10th +4 Hunter's Path 3d4 5d8
11th +4 Ambush Predator 3d4 6d8
12th +4 Ability Score Improvement 3d4 6d8
13th +5 Blood vial increase, Extra Attack (2) 4d4 7d8
14th +5 Hunter's Path 4d4 7d8
15th +5 Bloodlust 4d4 8d8
16th +5 Ability Score Improvement 4d4 8d8
17th +6 Blood vial increase 5d4 9d8
18th +6 Beast's Sense 5d4 9d8
19th +6 Ability Score Improvement 5d4 10d8
20th +6 Apex Predator 5d4 10d8

Hunter's Badge[edit]

A badge given to hunters after their first night. Showing this to certain vendors will allow them access to hunters' weapons.

Hunter Weapons: Hunter weapons have two states. With a few exceptions, these can be transformed between swings without costing an action, bonus action, or reaction.
Weapon Weight Cost Properties Damage Transforation Properties Transformation Damage
Saw Cleaver 3lbs 35gp Finesse, First Pick 1d8 slashing Finesse, Versitile, First Pick 1d8/1d10 slashing
Threaded Cane 2.5lbs 30gp Finesse, First Pick 1d6 Piercing Finesse, Reach, First Pick 1d6 Slashing
Hunter Axe 3.5lbs 35gp First Pick 1d8 slashing Two-handed, heavy, First Pick 1d12 Slashing
Saw Spear 3.5lbs 35gp Finesse 1d6 Slashing Reach, Versitile 1d6/1d8 Piercing
Church Pick 3lbs 45gp Finesse 1d6 slashing Reach, Finesse 2d4 Piercing
Boom Hammer 3.5lbs 65gp Versitile 1d8/1d10 Bludgening Recoil, hot metal, Versitile 1d8/1d10 Bludgening + 2d6 Fire
Beasthunter Saif 2.5lbs 50gp Finesse, Frenzied Strikes 1d8 Slashing Versitile, Finesse 1d8/1d10
Beastcutter 4lbs 75gp - 1d6 slashing Reach, Heavy, Two-handed 2d6 slashing
Kirkhammer 10lbs 150gp Versitile, Silvered 1d8/1d10 slashing Two-handed, Heavy, Long-windup 2d12 Bludgening
Ludwig's Holy Blade 7lbs 250gp Versitile, Silvered 1d8/1d10 slashing Two-handed, Heavy, Silvered 2d10 Slashing
Rakuyo 4.5lbs 85gp finesse, Versitile 1d8/1d10 Slashing Finesse, Dual Strike 1d8 Slashing + 1d4 Piercing
Reiterpallasch 3.5lbs 175gp Finesse 1d8 Piercing Finesse, Ammunition(Quicksilver Bullets), Range(100/500ft) 1d6 Slashing(Melee), 1d8 Piercing(Ranged)
Rifle Spear 3lbs 200gp - 1d6 Slashing Ammunition(Quicksilver Bullets), Two-handed, Reach, Range(200/1000ft) 1d8 Piercing(Melee), 1d10 Piercing(Ranged)
Simon's Bowblade 3lbs 45gp versitile, finesse 1d8/1d10 Slashing Ammunition(Arrows), Heavy, Two-handed, Range(150/600ft) 1d8 Peircing
Stake Driver 6lbs 150gp - 1d6 peircing, 1d4 Bludgening recoil, Long Windup 3d6 peircing + 2d6 fire
Whirligig Saw 6lbs 75gp - 1d10 Bludgoning Two-handed, Ripper 1d8 slashing
Hunters' Pistol 1.5lbs 125gp Quickdraw, Range(100/500ft) 1d6 Piercing - -
Hunters' blunderbuss 3lbs 150gp Quickdraw, Range(50/250ft) 1d10 Piercing - -

By order of appearance

  1. First Pick: One of the first weapons given to hunters. The others are earned.
  2. Hot Metal: Cannot transform again for one round, as the metal needs to cool.
  3. Recoil: Reverts to normal state after attack hits.
  4. Frenzied Strikes: Can make one more attack as a bonus action.
  5. Long Windup: Cannot multi-attack. Cannot transform if an attack in the other form has been made.
  6. Dual Strike: These weapons are a pair. One attack uses both simultaneously.
  7. Ripper: Make one attack roll, roll damage as if the remaining attacks hit.
  8. Quickdraw: Can be used for Trigger Finger

Hunter's Gait[edit]

Your transfusion has begun to take effect, making you faster in the body and mind. At 1st level, you gain an extra 15 ft of movement speed. If a creature makes an attack against you, you can use a reaction to use up to 15 ft of movement speed to hop in any direction and out of harm's way. When used, the attack has disadvantage. If the attack hits, the hunter must make a Dexterity saving throw (DC 10 + 1/4 damage dealt rounded up) or be knocked prone, as you are hit mid-jump. No matter the outcome, the distance is still traveled.

Blood Vials[edit]

At 1st level, you can use the healing blood used for your transformation to heal in battle. As a bonus action, you can inject the blood into your body, healing 1d4 + player level. The amount of dice is dictated by player level. The blood vial has five charges and is refilled during a long rest by... strange means. The dice amount increases by 1d4 at 5th level, and again at 9th, 13th, and 17th level. This only can be used on those with at least one level in Hunter.

Visceral Attack[edit]

At 2nd level, you can use your beastly nature to rip your foes asunder. When a creature within range is Stunned, Restrained, Grappled, Paralyzed, or unaware of you, you may add 1d8 to one attack on your turn. If the attack lands, the creature must make a Dexterity saving throw (DC 10 + Prof mod + Weapon ability modifier) or be knocked prone. A successful visceral attack restores any available Rally Potential. If a creature is killed by a visceral attack, all enemy creatures that can see the hunter must make a Wisdom saving throw (DC 10 + 1/4 of damage dealt) or be Frightened of the hunter.

Trigger Finger[edit]

Your enhanced reflexes allow you to use your firearm to intercept attacks and leave them open. At 2nd level, you can make an attack with a hunter's weapon with the Quickdraw trait when a creature makes an attack against you. This reaction is announced before the roll to hit. If the attack doesn't hit through your AC, the creature is automatically stunned until the end of your next turn. If the attack passes your AC, the creature must make a Constitution save (DC 10 + Dex mod + Prof mod) or be stunned. If they pass, the attack lands as normal.

Hunter's Path[edit]

When you reach 3rd level, your blood has manifested its true splendor. You pick one of three archetypes; way of the Beast, Way of the Stars, and Way of the Blood.

Your path grants you features at 3rd level, and again at 6th, 10th and 14th levels.

Rally[edit]

Bathing in freshly spilled blood fuels your body, pushing it past injury. At 3rd level, whenever you take damage, a third of that amount is stored as Rally Potential until the end of your next turn. When you deal damage with a melee attack, you consume rally to heal the same amount as the damage dealt. You cannot heal more than what your current rally will allow. (Ex: A hunter as 6 rally potential, and deals 8 damage. The hunter only heals 6, as he does not have enough rally to heal the full amount)

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 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.


Bloodied Rounds[edit]

At 4th level, your blood can substitute the quicksilver bullets used in hunter firearms. As a bonus action, You can suffer 1d4 damage and gain five bloodied rounds. These rounds do an extra 1d4 necrotic damage. You can only have five at any given time.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, and three times at 13th level, whenever you take the Attack action on your turn.

Beast's Eyes[edit]

Your eyes adapt to the night of the hunt. At 7th level, your eyes become permanently slit like a beast. You gain 30ft of dark vision. if you already have dark vision, add them to the total.

Worthy Prey[edit]

The idea of a difficult hunt excites you. At 9th level, you can pick a creature and mark them as Worthy Prey. Any attacks made by the caster against the marked creature have advantage, and any attack made against a creature that isn't the worthy prey have disadvantage until the worthy prey is killed. when the worthy prey is killed, the caster consumes and heals for all current rally potential.

Ambush Predator[edit]

You thrive at the moment the hunt begins. At 11th level, you have advantage on all attacks, skill checks, and saving throws on a surprise round. You also gain advantage on the initiative roll afterward.

Bloodlust[edit]

The beast within fuels your strikes the more blood spilled. At 15th level, whenever you kill a creature, you can make an extra attack against another within melee range. This can be repeated as long as a creature is killed and another is still within melee range.

Hunter's Sense[edit]

Your senses have heightened, allowing you to know what is around you regardless of what you can see. At 18th level, you gain 30ft of blindsight as long as you can still hear and smell.

Apex Predator[edit]

You have reached the top of the food chain, all who aren't of the pack are prey. And they know it. At 20th level all hostile creatures within 50ft of you have disadvantage on attacks against you and your allies. You have advantage on intimidation checks, and all hostile animals with an Intelligence of six or lower are immediately frightened of you.

Way of the Beast[edit]

The blood has blurred the line between human and animal, making you a creature of the hunt. These hunters focus on face-to-face encounters, fighting with an animal-like fury.

"The sweet blood, how it sings to me~ It's enough to make a man sick."

Beastial knowledge

Starting at 3rd level An instinct to stalk prey and knowledge of the wilds around you instills itself in your mind. This gives you the following benefits: • You ignore difficult terrain. • You have advantage on Survival checks involving tracking living creatures. • You have advantage on stealth checks in any area considered wilderness.

In addition, you have learned how to make special tools that allow you to fight harder, you can now make the following items with an herbalism kit: • Beast Blood Pellet: A peculiar medicine that engulfs the user into a bestial frenzy that grows stronger as the blood flows. Duration - 1 minute, cannot spoil Effects - as a bonus action, you can take a pellet. After, you add one more weapon die to all attacks. You add one extra die every time you kill a creature. (Max 5) You cannot be charmed or controlled by any means. You have advantage on all strength checks and saving throws. After the duration, The creature affected takes one point of exhaustion. If a creature that does not have at least 3 levels in hunter consumes a pellet, it must make a Wisdom saving throw (DC 15) or be afflicted by madness for one hour. Components - A vial of cleric beast blood (250gp), a piece of animal flesh = one pellet

• Elemental Paper: A course paper covered in oil and powder that, when quickly struck across metal, sets said metal on fire or running with electricity. Duration - 1 minute Effects - After applying to a weapon with no elemental effects, the weapon will then do an extra 1d6 fire or lightning damage. Components - One flask of oil, 25gp worth of magnesium powder, a strip of treated paper = one dose(fire) Components - one Eel liver, 25gp worth of copper powder, a strip of treated paper = one dose(Electric)

Attuned Rally

At 6th level, half of damage taken is stored as rally, as opposed to 1/3.

Beast's Roar

at 10th level, you can spend an action to roar like a beast. All creatures within 15ft of the hunter must make a Strength saving throw (DC 10 + Str mod + Prof mod) or be knocked back 15ft and be knocked prone. If a creature collides with an object or another creature, it takes 1d8 force damage per 5ft of movement it is incapable of moving. This action costs three Quicksilver Bullets.

Art of Quickening

at 14th level, If a creature makes an attack against you, you can use a reaction to use up to 15 ft of movement speed to blink away from the attack, causing it to miss. This replaces the quickstep from Hunters Gait.

Way of the Stars[edit]

You have glimpsed beyond the veil, seeing the inner workings of the world. This eldritch insight has granted you otherworldly power. "As you once did for the Vacuous Rom, grant us eyes, grant us eyes!"

{{#anc
Eldrich knowledge}

Beginning at 3rd level, your mind whispers truths that would drive the common mind to madness. This gives you the following benefits:

  • You have advantage on insight and deception checks.
  • You have proficiency on wisdom saving throws. If you already have proficiency, you now have expertise.
  • You can now speak, read, and understand Celestial if you already couldn't.

In addition, you have learned how to make special tools that allow you to do unnatural things, you can now make the following items with an herbalism kit:

  • Blue Elixir:

A thick, blue liquid that hunters use through force of will. Duration - 10 minutes Effects - As a bonus action, a creature can drink the elixir to become invisible while standing still and transparent while moving. While transparent, you have +5 and advantage on stealth checks. If a creature that does not have at least 3 levels in hunter consumes this, it must make a Constitution Saving throw(DC 15) or fall Unconscious for one minute. Components - 50gp of great one-touched brain fluid, 10gp of medical anesthetic = three bottles

  • Lead Elixir:

A clear, syrupy liquid that toughens the skin. Duration - 1 minute Effects - As a bonus action, a creature can drink the elixir to gain a +5 to their AC at the cost of half their movement speed. When a creature consumes this item, it must make a dexterity saving throw (DC12) or fall prone at the sudden feeling of weightiness. Components - a jug of tree sap, 50gp of iron shavings - five bottles

Blacksky Eye

at 6th level, you can use an action to spend 1 Quicksilver Bullet to fire a magic projectile. The range is 120 feet and is a spell attack (1d20 + Int mod + Prof mod) if it hits, it deals 1d8 force damage. At 11th level, it increases by 1d8, and again at 14th, 17th, and 20th level

Empty Phantasm Shell

at 10th level, You can use a bonus action to rub the shell against your current weapon as long as it doesn't have any elemental damage already. For the next 10 minutes, that weapon now deals an extra 2d6 force damage and instead uses your Intelligence modifier for attack and damage rolls.

A Call Beyond

at 14th level, you can spend an action to spend 7 Quicksilver rounds to fire a hail of magical projectiles. You can select a point within 80ft that you can see to send the projectiles to. At the point selected, all creatures within a 15ft area must make a Dexterity saving throw (DC 10 + Int mod + Prof mod) or take 18d4 force damage. On a succession, they take half damage.

Way of the Blood[edit]

You have harnessed the corrupt blood within your body, strengthening the curse to new heights. " Drink deep of our blood. Feel the spreading corruption burn."

{{#anc
Vile knowledge}

Beginning at 3rd level, your blood has burned knowledge into your veins, this burning strength grants you the following benefits:

  • You can create 10 Bloodied rounds as opposed to the normal 5.
  • You are immune to Lycanthropy, Vampirism, and any other blood curse.
  • You can suffer 1d4 damage to make a vial of corrosive blood. This has the same effects as acid.

In addition, you have learned how to make special tools that allow you to strengthen your connection to the blood, you can now make the following items with an herbalism kit:

  • Bone Marrow Ash:

A white-grey powder that enhances the strength of firearms. Duration - 1 minute Effects - As a bonus action, a creature can pack this into their firearm to add 1d6 to damage rolls. Components - 25gp of Black powder, 1gp of ground bones = five applications

  • Sedative:

Thick blood that soothes the mind. Duration - 1 hour Effects - As a bonus action, a creature can drink the blood to gain advantage on Intelligence saving throws. If a creature that does not have at least 3 levels in hunter consumes this, it must make an Intelligence Saving throw(DC 15) or lose 1d4 intelligence for five minutes. Components - A vial of an elderly's blood, 5gp of a medical sedative - one bottle

Bloodtinge

at 6th level, you can add 1d4 necrotic damage to all attacks with a hunter weapon that uses bloodied rounds. At 11th level, it increases to 2d4, and again at 14th, 17th, and 20th level

Executioners Gloves

at 10th level, You can use your action to spend 3 bloodied rounds to fire three wrathful spirits at a creature you can see. It has a range of 120 feet and automatically hits unless stopped by a shield spell. Each spirit does 1d12 necrotic damage.

Memento Mori

Your blood and weapon have become one. At 14th level, your Bloodtinge dice are now affected by critical hits.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Hunter class, you gain the following proficiencies: Light and Medium armor, simple and hunter weapons, Herbalism kit, and 1 skill.



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