Huntsman/Huntress, Variant (5e Class)
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Huntsman/Huntress, Second Variant[edit]
Huntsman/Huntress[edit]
Huntsmen typically learn their craft from an academy or from another huntsman. After they have completed their training, they are often sent out into the wilderness to hunt monsters. The hunting of monsters by huntsmen and the protection they provide to cities has led to countless stories of how huntsmen have bravely protected civilization. These stories and many other things inspire people to become huntsmen from all walks of life. These huntsmen have also been known to wield transforming weapons that have increasingly become more and more advanced throughout the ages. The Huntsman or Huntress is an extremely variant warrior, taking many forms and filling many roles within society.
Creating a Huntsman/Huntress[edit]
Which school did you study to become a Huntress at? Why did you pick that school? Was it the most local or did you choose it for some other reason? Were you trained outside the Academy system? If so, who taught you? Why have you dedicated your life to protecting mankind?
- Quick Build
You can make a huntsman/huntress quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. You might need a high Mental stat, depending on the subclass you choose. Second, choose the sage background.
Class Features
As a Huntsman/Huntress you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Huntsman/Huntress level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Huntsman/Huntress level after 1st
- Proficiencies
Armor: Light and Shields
Weapons: Simple, Martial, Firearms, Specialized Weapon
Tools: Smith's tools, any one artisan's tools of your choice
Saving Throws: Dexterity, Constitution, Intelligence
Skills: Pick three from Acrobatics, Athletics, History, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two martial weapons or (b) one melee martial weapon and a shield
- (a) a hand crossbow with 20 pieces of ammunition or (b) one simple weapon or (c) one simple firearm
- (a) scale mail or (b) studded leather
- (a) explorer's pack or (b) scholar's pack
- If you are using starting wealth, you have 5d4 x10 in funds.
Level | Proficiency Bonus |
Aura Points | Features |
---|---|---|---|
1st | +2 | 2 | Aura Points, Aura, Expertise, Specialized Weapon |
2nd | +2 | 4 | Fighting Style, Enhanced Mobility, Regenerative Aura |
3rd | +2 | 6 | Semblance, Combat Form |
4th | +2 | 8 | Ability Score Improvement, Resistant Barrier Improvement |
5th | +3 | 10 | Extra Attack |
6th | +3 | 12 | Fight Tempo |
7th | +3 | 14 | Combat Form Feature |
8th | +3 | 16 | Ability Score Improvement, Resistant Barrier Improvement |
9th | +4 | 18 | Improved Enhanced Mobility |
10th | +4 | 20 | Aura Boost |
11th | +4 | 22 | Skill Mastery |
12th | +4 | 24 | Ability Score Improvement, Resistant Barrier Improvement |
13th | +5 | 26 | Combat Form Feature |
14th | +5 | 28 | Combat Cadence |
15th | +5 | 30 | Extra Attack |
16th | +5 | 32 | Ability Score Improvement, Resistant Barrier Improvement |
17th | +6 | 34 | Greater Enhanced Mobility |
18th | +6 | 36 | Combat Form Feature |
19th | +6 | 38 | Ability Score Improvement, Battle Aria |
20th | +6 | 40 | Resistant Barrier Improvement, Aura Mastery |
Aura Points[edit]
At 1st level, your soul produces a natural protective energy the defends you from harm and powers your huntsman abilities called Aura. You gain 2 Aura Points at 1st level and gain 2 more each level as shown in the Aura Points column on the Table: The Huntsman. During a short rest, you recover a number of spent Aura Points equal to your Constitution modifier (minimum 1). You recover all spent aura points upon completing a long rest.
Aura[edit]
Your Aura can be used in a number of ways, but ultimately it is an expression of the tenacity of life and the will to live. At first level, you can use your Aura to accomplish the following:
Protective Field[edit]
As a reaction, when you are hit by an attack, you may spend up to 3 aura points to increase your AC by the amount spent until the start of your next turn.
Energy Shield[edit]
As a reaction, when you take elemental damage you may spend 1 aura point to gain resistance to fire, lightning, acid, poison, necrotic, radiant, thunder, or cold damage until the end of your next turn.
Resistant Barrier[edit]
As a reaction upon taking physical damage, you can spend 1 aura point and roll a d10. Subtract the result from the damage taken. If the roll is greater than the amount taken, you take no damage. Upon reaching level 4 and every 4 levels thereafter, you can roll an additional d10.
Expertise[edit]
As a part of your training, you focused on one of your skills in order to master it. You gain Expertise with one skill of your choice.
Specialized Weapon[edit]
As part of your huntsman training, you craft a unique weapon, tailored to your own fighting style. You may select up to two weapons in your possession to base the design on and build with; the specialized weapon will take on the properties of each, including magical properties. The original weapons are destroyed in the process of creating the specialized weapon. The specialized weapon has multiple forms that can be changed as a bonus action: one easily transportable "sheathed" form and up to two weapon forms that each take on the properties of one of the component weapons. If any component of the specialized weapon has the Heavy property, the specialized weapon has the Heavy property in all its forms and cannot have the Thrown and Finesse properties. Because of the originality and specificity of the weapon, only you are proficient with this weapon. In both forms this weapon deals an additional damage die.
Fighting Style[edit]
Starting 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.
- Dark Combat:
You no longer have disadvantage on attack rolls in dim light, and you take no penalties on Perception(Wisdom) checks made in darkness.
- Point-Blank:
You get a +1 to ranged attacks within 10 ft of your target, and you no longer attack at disadvantage when you use a ranged weapon in that range.
- Balanced Armor:
You gain Medium Armor proficiency, and when wearing Medium Armor you increase its Dexterity limit by 1.
- Tank:
You gain Heavy Armor proficiency, and when wearing Heavy Armor you gain +1 AC.
- 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.
- Defense:
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Gunslinger:
When wielding a firearm in one hand and nothing in the other, you gain a +2 to initiative checks and a +2 on attack rolls against creatures that have not acted yet.
- Mariner:
As long as you are not wearing armor or using a shield, you have a swimming speed equal to half your normal speed and you gain a +1 bonus to your AC when underwater.
- Protection:
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Reflexive Fighter:
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach. You can use this feature again after finishing a short or long rest.
- Dart Master:
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
- Unarmed Fighting:
Your unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength modifier. If you strike with two free hands, the d4 becomes a d6.
Enhanced Mobility[edit]
At 2nd level, you have been taught how to rapidly move yourself through the battlefield, cleverly using your weapon for propulsion and parkour for style to get around quickly. You gain a +5 to your base speed. In addition, by expending 1 round of ammunition as a bonus action, you can move an extra 10ft in any direction including straight up (you can do the same with a action).
Regenerative Aura[edit]
At 2nd level, you've taken more than a few hits and know how to come back from a tough blow. You can spend a point of Aura to restore 2d8 + Int modifier Hit Points as a bonus action. This amount increases by 1d8 for each point you spend, up to a maximum of 6d8.
Semblance[edit]
Starting at 3rd level, you gain full use of your Semblance. Your semblance is a highly personal ability, reflective of who your character is. As it is an expression of your soul, it is reliant on your Aura to use. A semblance cannot be activated without at least 1 Aura Point in your pool, though some Semblances could trigger when your Aura points are depleted. The creation of a Semblance is difficult to codify, but it should exist within certain bounds of relative power. A Semblance should not take effect in a range greater than 100 feet. A Semblance should be similar in scope and power to an existing spell. It costs Aura points equal to the Spell's Level. Alternatively, a Semblance can mimic a level 1 class feature from another class. A Semblance in the form of a class feature costs two Aura points for each round that it is active. For example, if a Huntress wanted to take advantage of a Barbarian's Rage as their semblance, this ability would cost two Aura points per round that it is active and would grant all the normal bonuses and penalties associated with the Rage feature.
Combat Form[edit]
At 3rd level, you choose a Combat Form. Your choice grants you features at 3rd level, and again at 7th level, 13th level and 18th level.
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.
Extra Attack[edit]
Beginning at 5th level, whenever you take the Attack Action, you can make two attacks instead of one. At 15th level, you can make three attacks with the attack action.
Fight Tempo[edit]
At 6th level your attacks are more potent when you can fall into a perfect rhythm in combat. Whenever you hit a creature with an attack that you had hit the previous round, you gain a +3 to damage against that creature for the next round. This effect stacks with itself, up to a maximum of +18 damage. The effect is reset if you attack any other creature.
Improved Enhanced Mobility[edit]
By 9th level, you're very used to moving around at high speeds. So much so that you can move faster, again. You movement speed improves again by +5 feet, to a total of +10. In addition, when you take falling damage, you can spend a point of ammunition to reduce that damage. Roll the weapon's damage as normal, and reduce the falling damage by that amount. If the weapon damage roll is greater than the amount of falling damage taken, you instead take no damage.
Aura Boost[edit]
At 10th level your mastery of Aura is starting to show. As a bonus action, you can recover 1d8 + 1/2 your level (rounded up) points of Aura. You can use this feature once a long rest at level 10, and twice at level 17.
Skill Mastery[edit]
At 11th level, your Huntsman training pays off again. You have discovered a way to maximize your ability to perform a specific skill. You gain the following:
- You gain an additional bonus to the skill you chose Expertise with equal to your proficiency bonus.
- Whenever you use the skill you chose Expertise with, you gain Advantage on the roll.
Combat Cadence[edit]
Your rhythm is more profound, its beat resonates within your body and this is no more evident than when you're in combat. At level 14, you gain a +1 to hit against enemies that you have hit on this turn. This effect stacks with itself the more times you hit an opponent in the same turn, up to a maximum of +3.
Greater Enhanced Mobility[edit]
At 17th level, you're a master of getting places quickly, with style. Your movement speed increases again by +10 feet, to a total of +20 feet. Any time you move, you can designate up to 10 feet of movement to be Guarded. Guarded movement does not provoke opportunity attacks.
Battle Aria[edit]
At level 19, you have mastered the pulse of combat and its perfect beat empowers you and your allies. On the second round of combat, you gain a +1 bonus on attack rolls, damage rolls, and to your AC for each ally with this feature within 60 feet. This bonus increases by +1 each round, but immediately is removed when any ally leaves the 60 foot range or is rendered unconscious. The highest this bonus can reach is +4. This feature only functions when you have Aura remaining.
Aura Mastery[edit]
At 20th level, whenever you have aura points, you have resistance to damage. This resistance can only be bypassed by effects greater than your level.
Combat Forms[edit]
Armiger[edit]
You have dedicated yourself to the pursuit of mastering armor.
Armored Aura
At 3rd level when you choose this archetype, you gain proficiency with all forms of armor, if you didn't already have it. Your Aura create a 15-foot radius of protection. Within this radius, everyone you choose adds +1 to their AC and Dexterity saves. These bonuses improve again at levels 9 and 15, to a maximum of +3.
Combat Expertise
At 3rd level, you have been trained to fight smarter, not harder. You add 1 point of your Intelligence modifier to your AC and Initiative. Every four levels, you can add another point of your Intelligence modifier, to a maximum of +5 at level 19.
Titan
You cut a striking figure in armor, imposing and unbeatable. At 7th level, you have advantage on Intimidate(Charisma) checks as long as you are wearing armor and have points in your Aura pool. You are also immune to being frightened as long as you have points in your Aura pool.
Armor Fit
You've learned a number of little tricks that help you fit into your armor better. You treat the maximum Dexterity rating of any armor as being higher by an amount equal to your Intelligence modifier. You also can ignore any penalties associated with any armor you are proficient with.
Bulwark
At 13th level, your shield is unbreakable and your will is indomitable. You can use an action to grant total cover for you and any adjacent allies under your shield until the start of your next turn. You can also use your Intelligence modifier on Wisdom saves.
Rebuff
Striking you is as jarring as striking a steel wall. Whenever a creature makes a weapon attack against you and misses by less than 5, they must make a Strength save or take disadvantage on all attacks it makes for the rest of the round. The DC for this ability is equal to 8 + your Proficiency bonus + your Intelligence modifier.
Defense Maximization
At 18th level, your Aura and your armor flow together as one. As long as you have Aura points in your pool, you have advantage on Initiative checks. Whenever an opponent within your reach successfully hits an adjacent ally, you can spend a reaction to make an attack against that opponent. If your attack roll is higher than the enemy's, the attack is blocked and is treated as a miss.
Dust Champion[edit]
You have learned some of the finer intricacies of Dust and can use more complex forms than the average Huntsman.
Dust Adept
Your studies of Dust has enabled you to replicate the effects of the elemental powder with your Aura. These abilities do not consume Dust, rather the energy for them comes from your own Aura pool. Dust powers are based on Intelligence. You add your Intelligence modifier to hit with Dust Attacks. If a Dust Champion ability requires a save, the DC is equal to 8+your proficiency bonus+your Intelligence modifier. You can spend additional Aura points on most Dust attacks. On any one attack, you can only spend a maximum number of Aura Points equal to your class level. At third level, you gain the following Attack Actions:
- Ray: A simple elemental attack. Type: Ranged attack, Range: 60 feet, Cost: 1 Aura Point, Damage: 1d6+Int mod.
- Burst: A small explosion with a moderate range. Type: 10-foot radius, centered within Range: 100 feet, Cost: 2 Aura points, Damage: 2d6
- Cone: A burst of damage in a wave in front of you. Type: Dexterity save, Range: 15 foot cone, Cost: 2 Aura points, Damage: 1d4
Elemental Variety
Your abilities are primal yet simple. At level 3, at will you can select between the following damage types to deal with your Dust attacks.
- Acid
- Cold
- Fire
- Thunder
Dust Enhancement
You can spend additional Aura points to empower your Dust attacks, empowering them beyond their original scope. For each additional Aura point spent on the Ray attack, you add an additional 1d6 of damage, to a maximum of 10d6 damage. For each additional 2 Aura points spent on the Burst attack, you add an additional +1 to the damage, to a maximum of +10. For each additional Aura point spent on the Cone attack, you add an additional 1d4 of damage, to a maximum of 10d4.
Dust Versatility
At seventh level, you've gotten used to the practice of incorporating Dust into your everyday life. Choose three cantrips from the Wizard spell list. You can mimic the effects of these cantrips with dust, "casting" them by using unique and ingenious combinations of Dust.
Extra Elements
By blending different varieties and concentrations of Dust, you can create a larger number of elemental effects. At seventh level, you add the following elements to the list you can deal with your Dust attacks:
- Poison
- Radiant
- Lightning
Elemental Boost
You can create more powerful effects with the elements that you know well. At seventh level, whenever you deal damage with Fire, Cold, Acid, or Thunder, you add its associated effect:
- Acid: The target must succeed a Constitution save or lose 1 point of AC. This effect ends immediately on a successful save, and the target gets a new save at the end of its turn.
- Cold: The target must succeed a Constitution or lose 10 feet of movement speed for the next round. This effect lasts 1 round.
- Fire: The target must succeed a Dexterity save or catch fire, taking 1d6 points of damage on each subsequent turn. The target gets a new save at the end of its turn.
- Thunder: The target must succeed a Constitution save or be Deafened for one round.
Dust Scholar
Every single battle is a research opportunity, every moment of spare time is a chance to try a new way to use Dust. At thirteenth level, you have discovered ways to make each elemental damage type with Dust. You add the following damage types to the list you can create:
- Force
- Necrotic
- Psychic
Improved Elemental Boost
Study begets progress, there is no such thing as a useless discovery. At thirteenth level, you have discovered more uses for your Dust. Whenever you deal damage with your Dust attacks using Poison, Radiant, or Lightning, you can add the appropriate effect:
- Poison: The target must succeed a Strength save or take disadvantage on its next melee attack.
- Radiant: The target must make a Constitution save or be Blinded for one round.
- Lightning: The target must make a Dexterity save or be Stunned for one round.
Dust Virtuoso
The things you can achieve with a little elemental powder are, quite frankly, frightening. At 18th level, you have reached the pinnacle of your study. You can replicate any Wizard spell up to 3rd level by spending Dust points equal to 2*(The spell's level). These "spells" otherwise function as normal. You do not need to prepare these spells, and can cast them spontaneously.
Greater Elemental Boost
And with progress, there is eventually understanding. At eighteenth level you can add the following effects to your Dust attacks made with Force, Necrotic, and Psychic:
- Force: The target must make a Constitution save or gain a point of Exhaustion.
- Necrotic: The target must make a Charisma save or be Frightened of you, in addition to taking an additional 1d6 points of damage each subsequent turn. The target receives a new save against this effect at the end of its turn.
- Psychic: The target must make a Charisma save or be Charmed. As usual, this effect is broken if you or any of your allies take hostile action against the target. The target gets a new save against this effect at the end of its turn.
Shade[edit]
Blending quick movement with devastating strikes, you are the darkness incarnate.
Shadow Strike
Striking from the shadows, you know how to hit harder when you spring from the darkness to attack. At third level when you select this archetype, you gain the Sneak Attack feature. Unlike the normal Sneak Attack, this feature only functions when you are flanking an enemy or attacking in an area of dim or lower light. Otherwise it functions as normal, allowing you to deal an additional +2d6 damage at 3rd level. Every odd-numbered level you gain an additional +1d6, to a maximum of +10d6 damage at level 19. As usual, you can only deal this bonus damage once per round.
Swift Shadow
You are more comfortable in the darkness. At 3rd level, you gain Darkvision with a range of 60 feet. You also gain the ability to spend Aura points in the following ways:
- By spending 1 Aura point, you can increase your movement speed by 10 feet until the end of your turn. At level 6 and every 3 levels after, you can spend an additional point to increase this bonus by +5 feet for every additional point you spend, to a maximum of +35 feet at level 18.
- You can spend 3 Aura points to immediately take a reaction. This reaction does not count against your normal limit. You can use this ability once per turn. At seventh level and every 4 levels after, you can use this ability an additional time per round, with each use costing one more point than the last activation, to a maximum of 5 extra reactions at level 19 costing 25 Aura points in total.
Dusk Aura
By manipulating your Aura, you have learned to make cast a larger shadow around you. Not enough to reduce the light level of your surroundings, but enough to make yourself just a bit stealthier. At seventh level, as part of a Stealth(Dexterity) check, you can spend 2 Aura points to grant yourself Advantage on the check. When using this ability, other creatures using sight to attempt to observe you have disadvantage on their Perception checks.
Surprise Strike
At 7th level you gain a new way to use your Shadow Strike ability. If you target a creature that is unaware of your presence with an attack, that attack deals Shadow Strike damage on a hit.
Concealed Blades
By infusing your weapons with a hint of your Aura, you have found that they are harder to detect and strike truer. At level 7, in a turn when you spend at least 1 Aura point, you can choose 1 weapon on your person. That weapon deals an extra +2 damage on successful attacks, and Sleight of Hand(Dexterity) checks made to observe it are made at disadvantage.
Penumbra Infusion
The darkness speaks. Its whispers are mere noise to anyone else. But not to you. To you, the shadows whisper secrets; hidden tricks that you use to destroy those that stand against you. You have incorporated a portion of the darkness into yourself, blending your Aura with your body in a way that few have ever attempted. At 13th level, as long as you have at least 1 Aura point remaining, whenever you are struck by a critical hit or a sneak attack, you have a 50% chance of treating the attack as if it were a normal attack instead.
Shadow Form
At 13th level, whenever you are in an area of dim or lower light, you can spend five points of Aura to become invisible. This functions as per the Invisibility spell, except it only functions in areas of dim light or lower.
Dark Exemplar
Without a doubt, the term "edgy" is an accurate description of you. You have figuratively and literally become the darkness. At 18th level, you can create a 10-foot radius of dim light around yourself. This ability costs 1 Aura Point per round. When this ability is active, you can choose to have your successful weapon effects deal Necrotic damage instead of the normal type.
Martial Artist[edit]
The ultimate weapon is not a tool or an item, but instead your body. You have started to hone your craft of unarmed fighting to a brutal point.
Chok, Sok, and Ti Khao
You have begun training to more effectively use three points of your body as striking points. These take the form of punches, elbow strikes, and knee kicks. In one attack action, you can make three separate melee attacks, each using a different point of your body. Following normal rules for two-weapon fighting, you do not add your ability modifier to damage on any attack except the first.
Wall of Defense
By taking on a unique stance, you can effectively use your body to block incoming strikes. You know which parts of your body are strongest and can block most attacks with them. Starting at 3rd level, you can calculate your AC using your Dexterity or Constitution modifier + your Wisdom modifier.
Te
At seventh level, you have learned how to effectively use the fourth weapon in your arsenal, the kick. Taking one of several possible forms, ranging from simple straight foot jabs to powerful roundhouse kicks, it is one of your most powerful weapons. Not only are you trained in the use of this attack as it is, but you have learned to infuse the strike with Aura, causing it to be much more devastating than an ordinary kick. As an attack action, spend two Aura points and make a single melee attack. If it hits, it deals damage equal to 3*(Your normal unarmed damage)+your Strength modifier.
Thip
You can use your body more effectively and actively to defend yourself. At thirteenth level, you can withhold a number of possible attacks from your attack action. For each withheld attack, you can spend an Aura point and add that number to your AC until the start of your next turn. For example, if you decide not to make two of your regular Chok, Sok and Ti Khao attacks, you can spend two Aura points and add 2 to your AC.
Chap Kho
You have perfected the technique of seizing an opponent's throat and forcing them into submission. At 18th level, whenever you hit the same opponent 3 or more times during your turn, you may attempt a special type of grapple check. Spend 4 Aura points and make an Athletics(Strength) or Acrobatics(Dexterity) check against the opponent's AC. If the result of your check is greater than or equal to their AC, the creature is considered Grappled and you gain Advantage on attack rolls against the grappled creature, +6 on damage rolls against the target, and +4 AC against their attacks. This condition ends if the creature can make a successful Athletics(Strength) or Acrobatics(Dexterity) check opposed by the result of your original check.
Studied Slayer[edit]
The knowledge of those who came before propels you to victory. Sometimes the book hasn't yet been written, but you suppose that job falls to you.
Single-Target Study
Focused, methodical precision is the path to success for you. Distraction means death. At third level, as a bonus action, you can designate a creature within sight and declare it to be your study target. You gain a bonus on attack rolls, damage rolls, and checks made to identify the creature equal to +1. The DCs of class features you use against a studied target increase by 1 and you gain a +1 bonus on Deception, Insight, Perception, and Survival checks against that creature. Your attacks against studied creatures are treated as being cold iron for the purpose of overcoming damage resistances. At level 6 and every three levels after, these bonuses increase by 1, to a maximum of +6 at eighteenth level. At these levels, you are able to maintain these bonuses against an additional creature. You can discard your insights against a studied target for free at any time, allowing you to study another in its place.
Slayer
You have studied the weaknesses of multitudes of creatures, and know how to use these most effectively in combat. Whenever you hit a creature that you were flanking, was unaware of your presence, or that you otherwise had advantage to attack, you deal an additional 2d6 points of damage. With a weapon that can deal nonlethal damage (like a Sap, Whip, or Unarmed Strike) you can make a sneak attack that deals nonlethal damage instead of lethal damage. This damage is treated as negative temporary HP, effectively subtracting from the target's maximum. If a creature's current HP value reaches the amount of nonlethal damage it has taken, the creature falls unconscious. If you hit a creature with a sneak attack, you may immediately use your Single-Target Study ability against it without spending a bonus action by spending a point of Aura. This otherwise functions identically to the Rogue's Sneak Attack feature.
Studious Hunter
At level 7, you have accumulated enough material on various monsters to fill a sizeable encyclopedia. As part of your daily preparations, you may spend an hour studying your personal notes on a specific type of creature. Pick one specific type of creature, like Beasts, Fey, Oozes, etc. With Humanoids, Celestials, and Fiends, you must select a specific subtype (such as Humanoid (gnome), Celestial (Axiomite), or Fiend (Demon). Against creatures of that type, your Deception, Insight, Perception, and Survival checks that roll a 9 or below on the d20 are treated as if you had rolled a 10. In addition, checks made to identify creatures belonging to the type you selected are made with advantage. These bonuses last until you study another creature type or until a week has passed, whichever comes first.
Sneaky Study
At level 7, you may add your Studied Target bonus on Intimidation and Stealth checks you make against targets you have studied. Additionally, attack rolls against creatures you have studied are treated as magical for the purposes of overcoming resistances.
Quarry
At thirteenth level, you can use your sneak attack in a new way. Whenever you hit a creature you have studied, you may spend two points of Aura to deal sneak attack damage to it, even if you have already dealt sneak attack damage to it this turn. In addition, damage you deal to studied creatures is treated as adamantine for the purpose of overcoming damage resistances. And, when you use your Studious Hunter feature, you may select two creature types to gain bonuses against.
Takedown
Just because you want your targets eliminated, doesn't always mean you want them dead. At level 13 you gain the ability to deal nonlethal damage with any weapon. In addition, you can spend 5 Aura points when dealing nonlethal damage with a sneak attack to force the target to make a Constitution save with a DC of the damage dealt. A failed save causes the target to fall unconscious. A target that is aware of you has advantage on this save. You must choose to use this ability before you roll to hit.
Perfect Strike
At 18th level you have perfected your study, gaining new insights into the anatomies of various creatures. When you use your Studious Hunter class feature, you may select a third creature type. Any creature that has a percent chance to void critical hits is treated as having a 25% lower chance against your attacks. As an action, you may make a single attack against a studied target as an action, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack succeeds, the target takes damage normally and must succeed at a Wisdom saving throw or suffer the additional effect. The DC for this save is equal to 8 + half your class level + your Intelligence modifier. You may spend up to 10 Aura points while making this attack, for every point spent, the DC of this save increases by 1.
Bruiser[edit]
Many huntsmen and huntresses focus on technique or style in order to eliminate their enemies. But why do that when you can just hit things really really hard?
Overhead Chop
It's not complex. Take a big swing over your head and bonk your enemies. When you select this archetype at third level, you can make a special kind of attack action. Make a normal attack roll with a melee weapon. If it hits, you deal normal damage dice and double your ability modifier. If this attack misses, the attack's momentum causes you to lose any remaining actions in your turn.
Fighting Stance
If you're standing right, it's easier to hit things well. At third level you can enter a melee stance that empowers your body and your strikes. This stance consumes one Aura point per turn it is active. When in this stance, you may add your Proficiency bonus to your damage. In addition, you gain a number of temporary hit points equal to your maximum Aura pool. These hit points go away when your stance ends and cannot be restored, they simply add to your total HP.
Uppercut
Sometimes all it takes is a good knockout strike to end a battle quickly. At seventh level, you more or less know where the sweet spot is on most creatures' chins, and by tapping that spot you can make them take a quick nap. As an attack action, you can spend 2 Aura points and make a normal attack. If this attack lands, you deal normal damage and the target is forced to make a Constitution saving throw. If it fails, the target is stunned until the end of its next turn. The DC for this ability is equal to 8 + your proficiency modifier + your Charisma modifier.
Charging Blow
Momentum is important to hitting things. As it happens, it's easier to rely on inertia than to generate all of that force on your own and it's very easy to make a weapon move fast just by running. At level seven, if you move more than 10 feet in a straight line towards a creature then attack it with a melee weapon, you deal an additional damage on a hit equal to your Strength modifier. A creature damaged by this attack must make a Strength save or be knocked prone.
Roundhouse
It's annoying when a whole bunch of bad guys cluster up around you. And you came up with an easy solution. At thirteenth level you can spend 5 Aura points and make a special kind of attack action. This action takes a full turn to complete, and you cannot perform any other action in the turn other than free or bonus actions. When you take this action, you may make a single melee attack against each creature within melee range of you. Roll each attack separately and deal damage separately. If you do not succeed on at least half of the attack rolls, you are considered Incapacitated for your next turn, as the attack's momentum is difficult to manage.
Crushing Attack
It's all in the wrists. At level 13 you know how to impart great power into your attacks, but your swings aren't quite as accurate when you do so. Whenever you make an attack, you can choose to subtract 1d6 from the attack roll in order to add 3d6 to the damage. This damage is multiplied on critical hits.
One Hit Kill
Sometimes things should just die. At level 18, you have perfected the art of hitting something so hard it'll just stop moving. If in a single attack you deal damage equal to half or more of a creature's total HP, that creature must make a Constitution save. On a failure, the creature dies. The DC of this is based on your Strength.
Finisher
It feels good to deal the final blow to an opponent. At eighteenth level, whenever you deal enough damage to reduce another creature's hit points to zero, you regain Aura points equal to the CR of that creature.
Dualist[edit]
Get it? It's like "duelist" but you're doing it with "dual" weapons so it's duelist! It's a pun!
Duel-Wielding
Most duelists require immense training to master the art of wielding a single blade. You decided that for whatever reason, that was going to be too easy and picked up a second sword. At 3rd level when you take the attack action, you may attack with you off-hand as well. As per normal, this attack does not receive your ability score modifier to its damage. If you have the Extra Attack feature, you may make subsequent attacks with your off-hand as well, matching the number of primary attacks you can make. To use this feature properly, you must be martially focused and cannot make Duel-Wielding attacks when in difficult terrain, under movement penalties, or when otherwise prevented from entering a martial stance.
Duel Stance
Your martial training and focus at 3rd level allow you to enter a specific stance as a bonus action. This stance requires poise and focus but does not consume stamina or Aura. When you are in your Duel Stance, you gain a +2 to your AC, a +2 to hit humanoid opponents and a +2 to your AC against combat maneuvers. Any effects that prevent you from moving will end this stance, but it can be reentered as a bonus action when you are unimpeded.
Duel Slice
At 7th level, your practice with wielding two weapons has allowed you to impart extra damage whenever you hit with both of your weapons. If in one round you hit an attack with both your primary and off-hand, you inflict an additional amount of damage equal to 1d4 per two levels of Huntsman/Huntress you possess. This damage can be dealt only once per turn.
Dual Insight
Anticipating your opponent is crucial to winning fights. This can apply to scenarios before you fight, but during a duel, it's just as important. By studying your opponent's body and subtle movements in their arms and legs, you have learned to predict where a strike is coming. At 7th level, you can use a reaction in response to an attack made against you and roll an Insight check. If the result of the check is greater than or equal to the attack roll the attack misses, regardless of the die result.
Duel Impale
Your form is perfect, your style is mastered, and your blades are sharp. At 13th level whenever you move more than 10 feet in the same round you deal Duel Slice damage, you may spend a bonus action and 5 Aura points to attempt to impale the target of your Duel Slice. Doing so requires a melee weapon attack, which if successful, deals Bleed damage equal to the die of both your primary and off-hand weapon and impales the target, preventing them from moving. They may attempt to remove your blades as a move action, but doing so is a combat maneuver that deals another instance of bleed damage to the target. You can also rip the blades out as a free action, this deals the bleed damage to the target again.
Double Slash
At 13th level, you have gained a degree of prowess over attacking with your off-hand. Whenever you deal damage with an off-hand attack, add an additional amount of damage equal to half your relevant ability modifier.
Dual Sunset Strike
This is the peak of your ability and a representation of the absolute height of your dual-wielding skill. At 18th level, you gain a special attack action. Spend 10 Aura points and make an Insight check against a humanoid opponent. If this check is successful, you may make a single attack as a bonus action. This attack targets the opponent's Touch AC, rather than their normal AC. On a hit, this attack deals four times the normal amount of damage (including ability score modifier). This attack's critical range is 4 higher than usual. On a critical hit, this damage is multiplied.
Dual Riposte
At 18th level, you know exactly how to angle a blade such that the momentum of the attack is not wasted. Whenever you successfully use the Dual Insight feature, you may immediately make a single melee weapon attack in response. The target must be within your reach and must be attacking you with a melee weapon. On a hit, this attack deals Duel Slice damage, even if you have already dealt that damage this round.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the huntsman class, you must meet these prerequisites: 13 Dexterity or 13 Strength and 13 Constitution.
Proficiencies. When you multiclass into the huntsman class, you gain the following proficiencies: light armor, simple ranged weapons, and melee martial weapons.
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