Hunter of Artemis (5e Class)
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- 1 Hunter of Artemis
- 1.1 Followers of Artemis
- 1.2 Creating a Hunter of Artemis
- 1.3 Class Features
- 1.3.1 Table: The Hunter of Artemis
- 1.3.2 Ability Score Increase
- 1.3.3 Timeless Body
- 1.3.4 Maiden Vows
- 1.3.5 Wilderness Resistance
- 1.3.6 Spellcasting
- 1.3.7 Hunter's Skills
- 1.3.8 Fighting Style
- 1.3.9 Experience of the Hunt
- 1.3.10 Extra Attack
- 1.3.11 Determined to Hunt
- 1.3.12 Clear-Minded
- 1.3.13 Hypersonic Speed
- 1.3.14 Lieutenant of Artemis
- 1.3.15 Superior Hunter
- 1.4 Hunter in Battle
- 1.5 Hunter in Mind
- 1.6 Multiclassing
Hunter of Artemis
Love is a driving force in society. It can begin arguments, provoke envy, cause harm, and even start wars. However, in spite of its many risks, none of us are truly immune to the force of love. Love conquers all; it changes everyone, forces people to do things they would not otherwise do.
Everyone, that is, except the Hunters of Artemis. The Hunters of Artemis are a group of huntresses which share the common trait of despising relationships with men. Some simply join for eternal life. Others join because they were betrayed or even harmed by men. Regardless of the reason, Artemis, goddess of the Hunt, will accept any female into her Hunt, so long as they reject the company of men.
Followers of Artemis
The Hunters of Artemis are a legion of female warriors, participating in what is known as "the Hunt." They are followers of the Greek goddess Artemis, and Hunters must make a vow with her before they may join her Hunt. Only females may participate in the Hunt (there have been two exceptions, as they were asexual men who were well favored with the goddess).
As they participate in the Hunt, Hunters will find themselves more and more attuned with the forces of nature. They can communicate with wild beasts, and are even empowered by the Wild. They can eventually become a lieutenant of Artemis, being most favored by the goddess.
Creating a Hunter of Artemis
|One of the Hunters of Artemis.|
When you create a Hunter of Artemis, consider why your character has decided to follow Artemis. Was she betrayed by a man? Did love harm her? Does her life seem too short?
- Quick Build
You can make a Hunter of Artemis quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom, then Constitution. Second, choose the Acolyte background. Third, take the Nature and Perception skills.
As a Hunter of Artemis you gain the following class features.
- Hit Points
Weapons: Crossbows, Bows, dagger, shortsword, scimitar, whip, Simple Ranged Weapons
Saving Throws: Strength and Wisdom
Skills: Choose 3 from Animal Handling, Survival, Nature, Arcana, Nature, Medicine, Perception, or Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) longbow with 20 arrow or (b) 2 shortsword
- Any Simple weapon
- A token from Artemis herself, such as a holy symbol
- (a) Explorer's pack or (b) Dungeoneer's Pack
- Leather armor
- If you are using starting wealth, you have 4d4×10 in funds.
|Features||Hunter's Die||—Spell Slots per Spell Level—|
|1st||+2||Timeless Body, Maiden Vows, Wilderness Resistance||—||—||—||—||—||—|
|2nd||+2||Hunter's Skills, Spellcasting, Fighting Style||2||2||—||—||—||—|
|3rd||+2||Experience of the Hunt||3||3||—||—||—||—|
|4th||+2||Ability Score Improvement||4||3||—||—||—||—|
|5th||+3||Determined to Hunt, Extra Attack||5||4||2||—||—||—|
|6th||+3||Experience of the Hunt feature||6||4||2||—||—||—|
|7th||+3||Wilderness Resistance feature||7||4||3||—||—||—|
|8th||+3||Ability Score Improvement||8||4||3||—||—||—|
|9th||+4||Timeless Body feature, Hunter's Skills feature||9||4||3||2||—||—|
|10th||+4||Clear-Minded, Wilderness Resistance feature||10||4||3||2||—||—|
|11th||+4||Experience of the Hunt feature||11||4||3||3||—||—|
|12th||+4||Ability Score Improvement||12||4||3||3||—||—|
|15th||+5||Experience of the Hunt feature||15||4||3||3||2||—|
|16th||+5||Ability Score Improvement||16||4||3||3||2||—|
|17th||+6||Lieutenant of Artemis||17||4||3||3||3||1|
|18th||+6||Timeless Body feature, Hunter's Skills feature||18||4||3||3||3||1|
|19th||+6||Ability Score Improvement||19||4||3||3||3||2|
Ability Score Increase
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. You can't increase an ability score above 20 using this feature except at levels 16 at 19.
As a Hunter of Artemis, you are bestowed limited immortality. At level 1, you no longer age naturally and you're immune to natural and magical aging. At level 9, you are resistant to poison damage and immune to the diseased condition, and at level 18, you are immune to poison damage and to the poisoned condition.
As a Hunter of Artemis, you must reject all romantic interaction with others. If you enter into a romantic relation with somebody, you are no longer a Hunter. You lose all of your features that are not Ranger features, and turn into a ranger of equal level, up to the DM for the full effects.
At level 1, and again at levels 7 and 10, you gain resistance to a damage type of your choice from the following list: Cold, Fire, Lightning, Poison, Thunder, Radiant.
At level 2, you gain your Spellcasting ability You prepare the list of Hunter's of Artemis spells that are available for you to cast, choosing from the Hunter of Artemis Spell List When you do so, choose a number of Hunter spells equal to your Wisdom modifier + half of your Hunter's of Artemis level (rounded down with a minimum of one spell). The spells must be of a level for which you have spell slots.
The Hunter's of Artemis table shows how many spell slots you have to cast your spells of lst 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 are a 5th-level Hunter's of Artemis, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare 1st-level cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Hunter's of Artemis spells requires time spent in meditation with Artemis and or the Wilderness: at least 1 minute per spell level for each spell on your list.
Wisdom is your Spellcasting ability for your Hunter's of Artemis spells. The power of your spells comes from your devotion to Artemis or the Wilderness. You use your Wisdom whenever a Hunter's of Artemis spell refers to your Spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Hunter's of Artemis spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can cast a Hunter's of Artemis spell as a ritual if that spell has the ritual tag and you have the spell prepared.
You can use a Holy symbol, or your weapon as a spellcasting focus for your Hunter's of Artemis spells.
At 2nd level you begin learning the skills of a Hunter. Your access to these magical skills are called Hunter's Die (which are a d6). You have Hunter's Die equal to your level and can expend them to use one of the below features. You regain Hunter's Die at the end of a long rest. When you gain a Hunter's Skill feature, you may choose one of the three below features:
- Speed Attack
As a bonus action you can expend a Hunter's Die to hasten your attacks. You gain one additional action (you cannot use these additional action for Speed Attack, Surge, or a spell). You can use this option once for every short rest. The usage increases to two at 9th level and three at 18th level. This action can be used only to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action each. During this time, your speed is also doubled as if you are under the effects Haste. This lasts until the end of your next turn.
- Stay Determined
As a reaction when taking damage from an enemy, you can use grim perseverance to push through the pain by expending a Hunter's Die. You can then instead roll a Wisdom save, that increases in difficulty, during the start of each of your following turns to push taking the damage. This DC starts at your spell DC and increases by 1 for each success. After 5 rounds, each time rolling another DC check, the damage taken is not applied. If you fail this check, you take the damage. You may only have one of these active at once.
When you strike with an attack using your action on your turn and hit, as a bonus action you may expend a Hunter's Die, adding this roll as damage, and then take an additional attack, this does not benefit from extra attack or similar features. At 9th Level, when you use this, you may attack twice using this method. At 18th level, the damage rolled applies to both of these extra attacks.
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.
Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling 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.
Experience of the Hunt
At level 3 you begin to gain experience from your time in the Hunt. You may choose one of the archetypes below:
For those who wish to improve their physical abilities.
For those who wish to improve their mental prowess.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Determined to Hunt
At level 5, your dedication to the Hunt allows you to heal yourself at a moment's notice. On your turn, you may use a bonus action to gain hit points equal to 1d8 + your Hunter level + your proficiency bonus. You must undergo a short or long rest to regain this ability.
At level 10, if you have one Hunter's Die remaining, you can use an action to expend that Hunter's Die. You then gain an amount of Hunter's Die by the score shown on that die, plus 2 (1d6+2). You regain this feature after a long rest.
At level 14, your awareness to nature and danger reaches extreme clarity. While not incapacitated, you have advantage on all initiative rolls.
Lieutenant of Artemis
At level 17, your skill in the Hunt has won you the utmost respect from Artemis. You are assigned to become her new lieutenant. You may now roll a 19 or 20 to critically hit in weapon and spell attacks. You gain +1 to your AC and a +2 your Dexterity score, which may now be increased to a maximum of 22.
At 20th level, you have become so proficient as a Hunter that you can counter any attack at a moment's notice. When you use your action to attack and hit, you can make an extra attack with a Ranged Weapon (only one attack). You can draw the weapon as part of this action. Additionally, whenever an enemy makes a ranged non-magical attack against you, you may attempt to shoot the projectile out of the air as a reaction (it is assumed to be an arrow, though DM discretion can allow this ability to go further); in order to do this, you must make a ranged weapon attack against an AC of 20 (the DM can alter this value as deemed necessary). On a hit, roll damage and subtract it from the enemy's damage total. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Hunter in Battle
After spending time hunting and fighting, your strength and stamina increase. You begin to strive for peak physical form.
- Enhanced Body
Starting at level 3, you may add 1d4 to any Dexterity check or saving throw, or to any damage roll once per short rest, this increases for each Hunter in Battle feature, for example, by level 11. You can do this an amount of times equal to your proficiency bonus.
- Ancient Speed
At level 6 your walking speed increases by 10 feet. You also gain proficiency in Dexterity Saving Throws, if you already have proficiency in this, you may gain a proficiency in a skill that relies on Dexterity, or gain expertise in one which you already have proficiency.
- Hunting Knowledge
Beginning at level 11, you may expend a Hunter's Die as a bonus action to mark a single creature as your prey for 1 minute. While marked you critical hit on a roll of 19-20 on a d20, for spell and weapon attacks. Additionally you deal damage equal to your Hunter's Die on a hit whilst this is ongoing. The maximum usages of this feature equals your Wisdom modifier and you regain all uses after completing a long rest.
- Hunting Force
Once you reach level 15, when you hit with a melee weapon attack on your turn, the first weapon attack against this same target, by your allies has advantage until the start of your next turn.
Hunter in Mind
With your time in nature and study, you notice yourself improving in your mental abilities. You find yourself doing more to improve your mind.
- Enhanced Mind
Starting at level 3, you may add 1d4 to any Intelligence, Wisdom, or Charisma check or saving throw, or to any magical damage roll or spell save. You can use this feature up to the amount of times equal to your Wisdom modifier (minimum of 1), you regain this feature after completing a long rest.
- Ancient Research
At level 6, your Wisdom score increases by 2. This cannot make your Wisdom score exceed 20. If your Wisdom would be increased past this point, you may instead choose to increase your Dexterity or Constitution, these also do not exceed 20, and if these are all at 20, then you gain no benefits.
- Healing Knowledge
Beginning at level 11, you may expend a Hunter's Die as a bonus action to heal a creature within 15ft of you. It regains hit points equal to your Hunter's Die times your Hunter level. This feature requires a long rest before it can be used again.
- Hunting Mind
Once you reach level 15, when you hit with a ranged attack, you can force the target to make a Wisdom saving throw equal to your spell save DC. The target is stunned for until the end of your next turn and takes 10d10 psychic damage on a failed save, or half as much on a successful one. After using this feature, you must complete a long rest to use it again. In addition to this feature, you gain advantage on all ranged attacks for the next minute against this target.
Hunter of Artemis Spell List
- 1st Level
Absorb Elements, Alarm, Animal Friendship, Beast Bond, Bless, Compelled Duel, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Divine Favor, Ensnaring Strike, Fog Cloud, Goodberry, Hail of Thorns, Hunter's Mark, Jump, Longstrider, Protection from Evil and Good, Purify Food and Drink, Shield of Faith, Speak with Animals
- 2nd Level
Aid, Animal Messenger, Barkskin, Beast Sense, Cordon of Arrows, Darkvision, Find Steed, Find Traps, Lesser Restoration, Locate Animals and Plants, Locate Objects, Magic Weapon, Moonbeam, Pass Without Trace, Protection from Poison, Silence, Spike Growth, Summon Beast
- 3rd Level
Beacon of Hope, 'Conjure Animals, Conjure Barrage, Create Food and Water, Daylight, Dispel Magic, Elemental Weapon, Flame Arrows, Lightning Arrow, Nondetection, Plant Growth, Protection from Energy, Speak with Plants, Water Breathing, Water Walk, Wind Wall
- 4th Level
Conjure Woodland Beings, Freedom of Movement, Grasping Vine, Guardian of Faith, Locate Creature, Stoneskin
- 5th Level
Commune, Commune with Nature, Conjure Volley, Dispel Evil and Good, Flame Strike, Summon Celestial, Swift Quiver, Tree Stride
Prerequisites. To qualify for multiclassing into the Hunter of Artemis class, you must meet these prerequisites: female player character, 15 Wisdom and 13 Dexterity.
Proficiencies. When you multiclass into the Hunter of Artemis class, you gain the following proficiencies: Animal Handling, Survival, and Nature.