Huntsman/Huntress, Variant (5e Class)
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Huntsman/Huntress, Second Variant
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 lead to countless stories of how huntsmen have bravely protected civilization. These stories and many other things inspires 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
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.
As a Huntsman/Huntress you gain the following class features.
- Hit Points
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
Skills: Pick three from Acrobatics, Athletics, History, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.
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.
|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|
|7th||+3||14||Combat Form Feature|
|8th||+3||16||Ability Score Improvement|
|9th||+4||18||Improved Enhanced Mobility|
|12th||+4||24||Ability Score Improvement|
|13th||+5||26||Combat Form Feature|
|16th||+5||32||Ability Score Improvement|
|17th||+6||34||Greater Enhanced Mobility|
|18th||+6||36||Combat Form Feature|
|19th||+6||38||Ability Score Improvement|
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.
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:
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. You may use this feature a number of times per short rest equal to your Constitution modifier (minimum 1), so long as you have the Aura Points to do so.
As a reaction, when you take elemental damage you may spend 1 aura point to gain resistance to fire, lightning, acid, poison, thunder, or cold damage until the end of your next turn.
As a reaction upon taking non-magical physical damage, you can spend up 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.
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.
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.
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.
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.
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.
You gain Heavy Armor proficiency, and when wearing Heavy Armor you gain +1 AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- 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.
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.
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.
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.
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.
At second 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 increase your movement speed by 10 feet until the end of your turn.
At second 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 1d8 Hit Points as a bonus action. This amount increases by 1d8 for each point you spend, up to a maximum of 5d8.
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 Level of the desired effect multiplied by two. 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.
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
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.
Beginning at 5th level, whenever you take the Attack Action, you can make two attacks instead of one. At fourteenth level, you can make three attacks with the attack action.
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 +2 to damage against that creature for the next round. This effect stacks with itself, up to a maximum of +6 damage. The effect is reset and you are treated as having not hit your opponent at all on the next round whenever you miss an attack.
Improved Enhanced Mobility
By ninth 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.
At tenth level your mastery of Aura is starting to show. As an action, you can recover 1d6 + 1/2 your level (rounded down) points of Aura. You can use this feature once per day at level 10, and twice at level 18. Once you use this feature, you can't use it again until you finish a long rest.
At eleventh level, your Huntsman training pays off again. You have discovered a way to maximize your ability to perform a specific skill. Choose one of 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.
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
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, as a bonus action, you can designate up to 10 feet of movement to be Guarded. Guarded movement does not provoke opportunity attacks.
At twentieth level, whenever you have aura points, you have resistance to damage. This resistance can only be bypassed by effects greater than your level.
You have dedicated yourself to the pursuit of mastering armor.
At third level when you choose this archetype, you gain proficiency with all forms of armor, if you didn't already have it. As an action, by spending a point of your Aura you can create a 10-foot radius of protection. Within this radius, all allies add +1 to their AC to Dexterity saves. These bonuses improve again at levels 9 and 15, to a maximum of +3. You do not gain the bonuses granted by the field, only your allies.
At third level, you have been trained to fight smarter, not harder. You add 1 point of your Intelligence modifier to your AC. Every four levels, you can add another point of your Intelligence modifier, to a maximum of +5 at level 19.
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 have advantage on saves against fear effects as long as you have points in your Aura pool.
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.
At eighteenth level, your Aura and your armor flow together as one. As long as you have Aura points in your pool, you can ignore any penalties imposed by wearing armor and 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.
You have learned some of the finer intricacies of Dust and can use more complex forms than the average Huntsman.
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
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.
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.
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.
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:
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.
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:
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.
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.
Blending quick movement with devastating strikes, you are the darkness incarnate.
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.
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.
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.
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.
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.
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, your successful weapon effects deal Necrotic damage instead of the normal type.
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.
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.
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.
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.
Gun and Blade Combo
Blade and pistol combined, you wield blazing thunder in one hand and slashing death in the other.
Sword and Pistol
Many Huntsmen and Huntresses place great faith in the marvels of personal engineering that are their specialized weapons. Not you. You're more of a traditionalist, you find yourself most comfortable feeling the weight of a sword in one hand and a pistol in the other. At third level when you select this subclass, you gain access to a special kind of two-weapon fighting. When you are wielding a one-handed melee weapon in one hand and a firearm in the other, you can make a single attack with each as part of one attack action. This feature only functions as long as you have points in your Aura pool.
The bigger the target, the easier it is strike true and hit hard. At level 3, you gain a bonus on damage rolls against creatures larger than yourself. This bonus is equal to your level.
Style and form are the most important tenets of your craft. At seventh level, whenever you are wearing light or no armor and wielding a one-handed melee weapon in one hand and a firearm in the other, you gain a bonus to your AC equal to your proficiency bonus. Additionally, you can spend Aura 2 Aura points as a bonus action to add a +1 bonus on attack rolls.
You've always felt more comfortable by yourself, and have found that groups of other Huntsmen can weigh you down. At thirteenth level, as long as you are the only creature within 5 feet of your opponent, you have advantage on your attacks against it and +2 to your AC against its attacks.
At level seventeen, you have mastered the use of your preferred weapons. In any one turn, whenever you make a successful attack with both of your weapons, you may make another special attack. The attack requires use of both of your weapons. Immediately after succeeding on your attacks, spend 5 Aura points and make an attack with the higher bonus between your two weapons. This attack gains advantage and a +4 on damage rolls. Additionally, the critical threat range of the attack expands to 17.
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?
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.
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.
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.
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.
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.
Proficiencies. When you multiclass into the huntsman class, you gain the following proficiencies: light armor, simple ranged weapons, and melee martial weapons.