Prey-Hunter (5e Class)

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Prey-Hunter[edit]

Everyone has a role in Tribe of Rushing Water. Yours is to hunt dangerous foe to feed the young, old, and the weak.

What is the Prey-Hunter?[edit]

In this world, animals, like cats, are as smart as humans. Up in the mountains, where dangerous birds live, there is a tribe of cats called Tribe of Rushing Water. Everyone is split into two groups: Prey-Hunter and Cave-Guard. In order to keep the tribe alive the two groups work together to achieve something that they cannot do by themselves.

Prey-Hunter is trained to be a deadly hunter. In the mountains, the best food is the dangerous bird of prey. The same kind of bird that prey on isolated cats. It is up Prey-Hunter to take down this beast before they fly away or kill a cat. A victory meets the tribe is feed and a fail means another cat has fallen prey to the birds once more.

Creating a Prey-Hunter[edit]

Why are you so focused on offense? Why do you dislike the fey? What was your favorite hunter? What was your worst hunt? How do you keep your tribe well fed?

Quick Build

You can make a Prey-Hunter quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution. Second, choose the tribe background. Third, choose great sword, a light crossbow and 20 bolts, and scale mail armor.

Logo-tribe-textless.png
Vector Sigma [1]

Class Features

As a Prey-Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: light and medium armor, shield
Weapons: simple, marshal
Tools: none
Saving Throws: Strength and wisdom
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) a martial weapon or (b) two simple weapons
  • (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail armor
  • an explorer’s pack

Table: The Prey-Hunter

Level Proficiency
Bonus
Features Prey Dice Prey Talent
1st +2 Fighting Style, Mark Prey, Natural Camouflage 1d4 -
2nd +2 Hunt Talent 1d4 1
3rd +2 Martial Archetype 1d4 1
4th +2 Ability Score Improvement 1d4 1
5th +3 Extra Attack 1d4 1
6th +3 1d6 2
7th +3 Martial Archetype Improvement 1d6 2
8th +3 Ability Score Improvement 1d6 2
9th +4 1d8 3
10th +4 Martial Archetype Improvement 1d8 3
11th +4 Extra Attack (2) 1d8 3
12th +4 Ability Score Improvement 1d8 3
13th +5 1d10 4
14th +5 Bad Move 1d10 4
15th +5 Martial Archetype Improvement 1d10 4
16th +5 Ability Score Improvement 1d10 4
17th +6 1d12 5
18th +6 Martial Archetype Improvement 1d12 5
19th +6 Ability Score Improvement 1d12 5
20th +6 Extra Attack (2) 1d12 5

Fighting Style[edit]

At 1st 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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

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

Prey Mark[edit]

At 1st level, you pick and chose your prey. When you hit a creature with an attack roll, you can call on your focus your attention and mark this creature as Prey for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit your Prey and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a Prey once, and you regain all expended uses when you finish a short or long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level, to 1d8 at 9th level, to 1d10 at 13th level and to 1d12 at 17th level as seen in Prey Die in the Prey-Hunter table.

Natural Camouflage[edit]

At 1st level, you apply natural camouflage to make it easier to hide. When you are in mountains or stony ground (like caves), you roll with advantage in stealth checks. As long you are not moving, you can make hide action in the open space.

Additionally, natural camouflage serves as armor depending on what material you use. You can change your materials after a short or long rest.

Mud Camouflage

You cover your fur in mud. This coating is considered as Light armor with an ac of 11 + Dexterity Modifier. At the 10th level, this ac is increased by 1.

Pebble Camouflage

You cover your fur in mud and small pebbles. This coating is considered as medium armor with an ac of 13 + Dex modifier (max 2). At the 10th level, this ac is increased by 1.

When you put on pebble camouflage, you may choose to add bigger pebbles and increase ac by 1 but you have a disadvantage on stealth rolls.

Stone Camouflage

You cover your fur in mud and stone. This coating is considered as heavy armor with an ac of 13 + proficiency bonus. You need 13 strengths to properly use it and you have a disadvantage on stealth rolls.

Hunt Talent[edit]

At 2nd level, each Prey-Hunter learn and talented in different things. Hunt talents is the features and abilities you learn from other Prey-Hunter. You gain one hunt talents of your choice. When you gain certain Prey-Hunter levels, you gain additional talent of your choice, as shown in the Talents Known column of the Prey-Hunter table. A level prerequisite refers to your level in this class.

Some prey talents use a DC or a spell saving DC. The DC for these talents are 8 + your wisdom modifier + your proficiency mod.

Additionally, whenever you reach a level in this class that grants the Ability Score Improvement feature you can choose one of the talents you know and replace it with another talent that you could learn at that level.

Martial Archetype[edit]

At 3rd level, you chose a Martial Archetypes. Choose between Fey Slayer and Teller of the Pointed Stone, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 10th, 15th, and 18th levels.

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 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 the 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 and to four when you reach 20th level in this class.

Bad Move[edit]

At the 14th level, you punish the creature for casting a spell. You gain Magic Slayer feat.

If your Prey Mark, is within 30 ft of you, you can trigger Magic Slayer's features.

Hunt Talents[edit]

Nature's Gifts[edit]

Most Nature's Gift has a level requirement based on Ranger, Pathfinder Edition levels.

Crossbow Ace

You have a deep understanding of the crossbow. When you're wielding a crossbow and use Mark Prey, you gain add 1d4 to the damage roll on your next attack with that crossbow. You must make the attack before the end of your next turn or these benefits are lost.

Additionally, when you're wielding a crossbow and use Mark Prey, you ignore the loading property of crossbows with which you are proficient until the start of your next turn.

Hunter's Aim

Whenever you use Mark Prey, your next attack against your Mark Prey has advantage until end of this turn.

Quick Draw

You draw your weapon and attack with the same motion. When you start an attack action, you can draw one of your weapons without the item interaction.

Relentless Stalker

Your hunted prey cannot escape your relentless pursuit. When your Mark Prey moves out of your weapon's reach, you can use your reaction to follow the fleeing creature up to half of your movement speed. You can ignore attack of opportunity and difficult terrain during this movement unless the difficult terrain is caused by a magical effect.

PF Favored Enemy

You have studied a specific type of wild creature and can hunt it more easily. When you gain this gift, choose fey, beasts, dragons, or ooze and plants as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can use Mark Prey before anyone can act, designating that enemy.

The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy.

Running Reload

You can reload your weapon on the move. If you move at least 5 ft, you can reload one of your weapons with the loading property. You can use this gift unlimited number of times as long each time you move at least 5 ft.

Additionally, when you take the dash action, all of your weapons are reloaded and you ignore loading property until end of your turn.

Twin Parry

You use your two weapons to parry attacks. You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

Fey Take Down

You have become expert at taking down fey. Whenever you hit a fey with Mark Prey, they get the following effects until the start of your turn:

  • Flying Speed is halved
  • Disadvantage on resisting grappled checks
  • Roll double dice of Mark Prey, instead of one
  • When teleporting, becoming invisible, or entering the ethereal plan, you can use your reaction to prevent it. The fey makes a wisdom saving throw vs 8 + your wisdom modifier + your proficiency modifier, or the intended effect fails.

Additionally, you have advantage on Wisdom (Survival) checks to track fey, as well as on Intelligence checks to recall information about them. You learn to speak sylvan, the language of fey.

6th level[edit]

Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Nature Initiative

You've received the basic training developed for all ranger recruits. You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Defy Fey

You are keen to the wiles of the fey and can usually shake off their magic. You have advantage against all saving throws caused by fey creatures.

Fey Tracker

You are exceptionally skilled at noticing the subtle techniques fey use to avoid notice. You have advantage to track and find fey creature.

Skirmish Strike

Your feet and weapon move in tandem. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Snap Shot

You’ve learned to react with ranged weapons when a creature is in close quarters. You can use your attack of opportunity to make a ranged attack instead of melee attack. For this attack, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

9th level[edit]

One with the Mountain

You are able to become part of the mountain. You can cast meld into stone at will.

Blind-Fight

Requirement: Proficiency in perception Your battle instincts make you more aware of concealed and invisible opponents. You have 10 ft blind sense.

Deadly Aim

You aim for your prey’s weak spots, making your shot more challenging but dealing more damage if you hit. Before you make an attack with a ranged weapon against your Mark Prey that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Eerie Environs

Requirements: Proficiency in stealth he natural world can be scary to those not used to it—and you make it scarier still. When are in nature, any and all sounds that you make while you are in stealth sounds like part of nature or impossible to locate your exact location.

Hamstring Strike

You slow your foes with a well-aimed attack. Once per turn, when you deal damage with a weapon, that creature's speed is reduced by 10 ft until the start of your turn.

Hazard Finder

You have an intuitive ability to sense hazards. You have advantage to finding traps. Additionally, you can cast Find Trap at will without any spell slots

The Harder They Fall (Ranger)

You know how to make a larger creature hurt when it falls to the ground. If you successfully make a creature prone from the shove action a foe that's larger than you, it takes 1d8 bludgeoning damage.

kUnseen Passage You have mastered a magical technique for moving through dangerous mountains unseen. You can cast pass without trace at will without requiring any spell slot.

Warden's Boon

As an action, by pointing out vulnerabilities, you grant the benefits listed in Mark Prey and your hunter’s edge benefit to an ally within 30 ft until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait.

13 Level[edit]

PF's Favored Terrain

You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you benefit while in your favored terrain, depending on your choice.

  • Aquatic: You gain a swim Speed equal to your Speed. If you already had a swim Speed, you increase it by 10 ft.
  • Arctic: You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme cold, and you can walk across ice and snow without slipping and falling.
  • Desert: You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand without slipping and sinking.
  • Forest, Mountain, or Underground You gain a climb Speed equal to your Speed. If you already had a climb Speed, you increase it by 5 ft.
  • Plains: Your speed is increased by 10 feet.
  • Sky: If you can fly, you increase it by 10 feet. Otherwise, you can cast levitate on yourself at will, without expending a spell slot or material components.
  • Swamp: You can move across bogs at full Speed, even if they are deep enough to be difficult terrain or to normally require you to Swim.
Terrain Master

Requirement: PF's Favored Terrain You adapt to your surroundings in any natural terrain. After a short or long rest, you change your PF's Favored Terrain to match with the current terrain.

Green Light to $%$%^ Them up

As an action, make a weapon attack made with iron against a Fey creature. On a hit, deal normal damage and make a dexterity saving throw as they are being targeted by a single target faire fire.

Roll with It

You can dodge attacks from giants. As a reaction against a giant with Mark Prey hits you, you make a dexterity save using 10 + the giant's attack bonus as the save DC. On a pass, you take half damage and pushed back 5 ft. On a fail, you take the damage and become prone.

Second Sting

Requirement: duel wielding two weapons You read your prey’s movements and transform them into openings, so failures with one weapon set up glancing blows with the other. Once per turn, when you miss with a melee weapon attack from your primary hand against your Mark Prey, you swing with your off-hand weapon. You automatically deal damage equal to the damage of the off-hand weapon excluding all damage dice. (This removes dice from weapon runes, spells, and special abilities, not just weapon damage dice.)

Targeting Shot

You carefully track your prey’s position and defenses, allowing you to follow up around obstacles that block your shot. You ignore Mark Prey's non-magical defenses like dodge and all types cover but not armor. Once you make this attack, you cannot make any other attacks this turn.

Exploit Weakness

You can take full advantage of foe's weakness. Whenever you get a critical strike, you can use your bonus action to make a weapon attack.

17th level[edit]

Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

If you already have action surge, you can use it twice before a rest, but only once on the same turn.

Vanish

You can use the Hide action as a bonus action on your turn.

Double Prey

You can focus on two foes at once, hunting both of them down. When you use the Mark Prey, you can pick two creatures as your prey.

Share Prey

Hunting as a duo, you and your ally both single out your prey. When you use Mark Prey and select only one prey, you can grant your Mark Prey benefits and hunter’s edge to an ally in addition to gaining them yourself. The ally retains these benefits until you use Mark Prey again.

Obscured Emergence

You are, by nature, a thing of gloomy woods and barren wilds, and when you choose show yourself, a bit of this gloom clings to you, obscuring your form with strange distortions or mist. When your stealth ends, you gain the benefits of dodge action and +10 to stealth until the start of your turn.

Impossible Volley

You fire a volley at all foes in an area. As an action and bonus action, you make ranged attack at disadvantage against each enemy within a 10-foot-radius centered within your weapon's range. Roll the damage only once for all targets. You cannot use this feature if you already have disadvantage to any of the shots.

Perfect Shot

After watching the motions of combat with incredible intensity and precision, you fire at your prey at the perfect moment to deliver maximum pain. As an action and bonus action, you make a ranged weapon attack with advantage against your Mark Prey. If you hit, the attack deals maximum damage.

Shadow Hunter

requirement: camouflage You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in natural terrain, you’re always invisible from all foes if you choose to be, except for your Mark Prey.

Martial Archetypes[edit]

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Fey Slayer [edit]

You become better at dealing magic users like fey.

Anti-magic

At 3rd level, you are more resistant to magic. You have advantage on saving throws against magic spells.

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Prey Mark forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add your Prey Mark die to your roll.

Magic-User's Nemesis

At 10th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against 8 + your wisdom modifier + your proficiency modifier, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest.

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Prey Mark forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Cheap Tricks

At 18th level, you can see through fey's tricks. You always pass saving throws against illusions and charming magic.

Additionally, you gain 30 ft of true sight.

Dragon Slayer [edit]

You become better at dealing flying creatures like dragons.

Dragon's Roar

At 3rd level, you mimic a dragon's roar. As an action, you can cause each creature in a 15-foot cone originating from you to make a Wisdom saving throw against your talent save DC. The creatures that fail their saving throws are all frightened by you until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Grounding Strikes

At 3rd level, you can stop your mighty foes to escape or use their movement at their advantage. Once per turn, when you cause damage with a weapon attack, you force the target to make a Constitution saving throw vs your talent DC. On a failed save, the target's flying speed is reduced to 0, until the end of its next turn. A creature that is flying above the ground moves up to 60 feet gently towards the ground, not taking fall damage.

Ruthless Bravery

Starting at 7th level, you can bravely stand the frightening presence of dragons. You are immune to frightened condition.

Who is Scared Now?

Starting at 7th level, your bravery can make dragons to second guess themselves. When another creature attempts to frighten you, you can use your reaction to attempt to turn the frighten back on that creature. The creature must succeed on a Wisdom saving throw against your talent save DC or be frighten by you until the end of your next turn or until the creature takes any damage.

Legendary Reaction

At 10th level, you are a master at facing legendary foes. Whenever a creature within 60 feet of you uses a legendary action or legendary resistance, you can make an attack against that creature, without using a reaction.

Crazy Ride

At 15th level, only the foolish and the experts dare to ride a hostile dragon. Your jump height is doubled and you have advantage to all rolls to get on and remain on a creature.

Dragon-breath Endurance

At 18th level, you learn the how to perfectly avoid a dragon's breath. Whenever you are forced to make a Dexterity or Constitution saving throw, you take no damage on a success, and only half damage on a failure.

Teller of the Pointed Stones [edit]

You are the tribe of rushing water's leader. Unlike clan leaders, you have a close tie with the tribe of endless hunting (heaven) and you serve as the medicine cat. It would have been too much for a normal clan cat but in the unchanging mountain, there is little responsibility for a leader.

Note: this subclass is purposely very powerful

Teller of the Pointed Stones Spellcasting
Level Cantrips Know Spells Known 1st 2nd 3rd
3 2 2 1 - -
4 2 2 1 - -
5 2 3 1 - -
6 2 3 1 - -
7 2 4 1 1 -
8 2 4 1 1 -
9 2 5 1 1 -
10 3 5 1 1 -
11 3 6 1 1 -
12 3 6 1 1 -
13 3 7 1 1 1
14 3 7 1 1 1
15 3 8 1 1 1
16 3 8 1 1 1
17 3 9 1 1 1
18 3 9 1 1 1
19 3 10 1 1 1
20 3 11 1 1 1
Spellcaster

At the 3rd level, Tribe of Endless Hunting has shown the way of divine magic.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at the 10th level.

Spell Slots

The Teller of the Pointed Stones Spellcasting table shows how many spell slots you have to cast your cleric 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 short or long rest.

For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the divination or abjuration spells on the cleric spell list.

The Spells Known column of the Teller of the Pointed Stones Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or abjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at the 8th, 14th, and 20th levels can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or abjuration spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric 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

Mountian Herbalism

At the 3rd level, you are well known for any herbs that grow on the mountain. You have the advantage to find any herbs while in the mountain.

Additionally, you gain proficiency in medicine skills.

Proper Care

At the 3rd level, you have modified your medicine cave to improve healing. Whenever you are in the tribe of endless hunting holy locations or in a well-stocked collection of healing herbs, your healing spells are gaining the following:

  • Reroll any 1s or 2s on healing dice
  • Add your intelligence modifier to the healing
  • Double the amount of healing
  • Remove any magical effects
  • Remove any poison condition
Telling Stones and the Rippling Puddles

At the 3rd level, you can receive signs from the tribe of endless hunting. When you spend more than one minute in the tribe of endless hunting holy locations, you may receive messages from them through signs, usually strange sounds from stones and ripples of the puddles. The signs tell you two different things:

Subject

When you receive such omens, make a history check vs dc of 15. On a pass, you have an idea on the subject that the omen is referring to. On a failure, you get the broadest subject.

Result

All omens come in four different results. You make a religion check vs dc of 15. The higher the result, the clearer will be the omen's result.

  • Weal

Something good will happen to the subject.

  • Woe

Something bad will happen to the subject.

  • Ambivalent

Something both good and bad will happen to the subject.

  • Naught

Nothing good or bad will happen to the subject. It can be a neutral result or no result.

Example: The subject is water and bear. A roll of 5 means you know it is ambivalent. A roll of 10 means that it will be more a good result than a bad result. A roll 15 means that the omen relates to too much water (bad) and cleansing land (good). A roll 20 means there will be a flood (bad) but it will remove something evil from the land (good). A roll of 25 means that a flood will kill an evil bear from this land.

Helping Hand

At the 7th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Good Nature

At the 7th level, you easily form friendships with others. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Blessing of the Future

At the 10th level, during your long rest, you can receive a vision of what is to come today. When this happens, roll a d4 die. Until you finish your next long rest, you gain access to a special reaction based on the number you rolled:

  • Weal (1)

Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d4 and add the number rolled to the total.

  • Woe (2)

Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d4 and subtract the number rolled from the total.

  • Ambivalent (3)

Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll two d12. Use one to subtract the number rolled from the total and use the other to add the number rolled from the total.

  • Naught (4)

Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to remove the advantage or disadvantage.

You can only use this feature one minute before and after the event(s) that your vision showed you or event that is foretold by Telling Stones and the Rippling Puddles.

Share the Future

At the 10th level, you can help to change the future without leaving your home. After a short or long rest, you can tell a creature of a possible near-future event shown to by your Blessing of the Future. They gain that special reaction while you lose that special reaction until the end of long rest.

Additionally, after a short or long rest, you can tell a creature of a possible future event shown to by your Telling Stones and the Rippling Puddles. If you do so, that creature can reroll any dice roll once during that event.

Creatures can only benefit one Share the Future feature at a time.

Cleansing Touch

At the 15th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your half of your Wisdom modifier (a minimum of once, rounded down). You regain expended uses when you finish a short or long rest.

Higher Power

At the 18th level, your connection with the Tribe of Endless Hunting has reached its height. Choose one cleric spell of any level. You can cast this spell without any spell slots once per long rest.

After long rest, you can replace this spell for any cleric spell.

Endless Arcanum

At the 19th level, tribe of endless hunting bestows upon you a magical secret called an arcanum. Choose one 4th-level spell from the cleric spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

HB or Official Fighter Subclass [edit]

You can use any HB (with the usual approval of GM) and official subclasses for fighter.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Prey-Hunter class, you must meet these prerequisites: 13 dex or 13 str

Proficiencies. When you multiclass into the Prey-Hunter class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons

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