Huntsman/Huntress (5e Class)
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- 1 Huntsmen/Huntress
- 1.1 Creating a Huntsmen/Huntress
- 1.2 Class Features
- 1.2.1 Table: The
- 1.2.2 Specialized Weapon
- 1.2.3 Aura
- 1.2.4 Aura Points
- 1.2.5 Protective Aura
- 1.2.6 Force Field
- 1.2.7 Aura Sight
- 1.2.8 Fighting Style
- 1.2.9 Field of Specialization (Semblance)
- 1.2.10 Ability Score Increase
- 1.2.11 Extra Attack
- 1.2.12 Advanced Education
- 1.2.13 Regenerative Aura
- 1.2.14 Aura Shell
- 1.2.15 Power Surge
- 1.2.16 Master of My Trade
- 1.3 Semblance
- 1.4 Damage Makes you Stronger
- 1.5 Shadows
- 1.6 Speed (Lightning Fast)
- 1.7 Glyphs
- 1.8 Polarity
- 1.9 Aura Amplification
- 1.10 Lightning
- 1.11 Resonance
- 1.12 Energy Counter
- 1.13 Multiclassing
This is an alternative to the Huntsmen Class based off of the one already built at this address https://www.dandwiki.com/wiki/Huntsman_(5e_Class). With a grunt of excitement and fury, the human swings his blade of his weapon through the body of a dark creature of Grimm, and in the same motion raising it into a crossbow like form to shoot at the hordes still approaching the otherwise defenseless village in his protection. With little effort, the tabaxi raises a field of aura, deflecting each incoming projectile with grace and precision, continuing her escape as hardly a care of the chasing guards. After a tireless night, the dragonborn shouts in glee as she beholds her new creation in its final form - a chainsaw that doubles as a lance with attached crossbow. Huntsmen and Huntresses are skilled fighters trained to use their mind and soul as much as their body to combat the force of darkness. They protect themselves with their own life force, extending from them as an aura of power and protection. Their minds are learned in engineer and tactics, and each wield a unique multi-form weapon of their own design and make.
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.
Creating a Huntsmen/Huntress
How did you become a Huntsmen? Were you taught the ways or the Huntsmen, did you inherit a specialized weapon from someone close to you, or did you create your own weapon? Why did you choose to become a Huntsmen? Do you want revenge, did you follow in someone's footsteps, do you want power, do you want to protect something, or is it something else?
- Quick Build
You can make a Huntsmen/huntress quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution & Intelligence. Second, choose the outlander background.
As a you gain the following class features.
- Hit Points
Weapons: All, Firearms
Tools: Smith's tools, any artisan tools of your choice
Saving Throws: Dexterity, Intelligence (In a RWBY D&D campaign you can choose your saving throws, to better reflect the different types of huntsmen/huntresses.)
Skills: Pick two from Acrobatics, Athletics, History, Intimidation, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- Weapons: (a) two melee martial weapons or (b) 1 melee martial weapon and a shield item (c) a firearm and 50 bullets and a dagger
- Armor: (a) studded leather or (b) scale mail or (c) chain mail
- Packs: (a) explorer's pack or (b) scholar's pack
- If you are using starting wealth, you have If you are using starting wealth, you have 5d4 x10 in funds in funds.
|1st||+2||Aura Points, Specialized Weapon||+1|
|2nd||+2||Aura Sight, Fighting Style||+1|
|3rd||+2||Field of Specialization (Semblance)||+1|
|4th||+2||Ability Score Improvement||+1|
|7th||+3||Field of Specialization feature||+1|
|8th||+3||Ability Score Improvement||+1|
|10th||+4||Aura Shell, Specialized Weapon Improvement||+1|
|11th||+4||Field of Specialization feature||+1|
|12th||+4||Ability Score Improvement||+1|
|14th||+5||Extra Attack (2)||+1|
|15th||+5||Field of Specialization feature||+1|
|16th||+5||Ability Score Improvement||+1|
|17th||+6||Specialized Weapon Improvement or second fighting style (2) or proficiency bonus.||+1|
|18th||+6||Field of Specialization feature||+1|
|19th||+6||Ability Score Improvement||+1|
|20th||+6||Master of My Trade||+1|
When you become a Huntsmen at 1st level, you may craft a specialized weapon, unique to your own construction. 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 uniqueness of the weapon, no one besides the creator may add their proficiency bonus to the specialized weapon on attack rolls.
Using Smith or tinker tools, you may spend a day and an amount of gold equal to half the original price of the weapon to make modifications to the specialized weapon. Once you make a modification, you cannot make another until you gain another level of Huntsmen. When you make a modification, you may choose one of the following effects:
- Add or remove a weapon property from one form of the specialized weapon
- Change the damage type of one form of the specialized weapon between slashing, piercing, and bludgeoning, add an extra D4 Aura (Force), Fire, Cold or Lightning Damage
- If a form of the specialized weapon has the ammunition property, you may craft 20 special ammunition that deal your choice of slashing, piercing, bludgeoning, fire, cold, poison, or lightning damage
- If your weapon is an instrument its starting damage is 1D6 thunder upon leveling up you can increase this this to a max of 2D6 before level 10. If this is not the weapon’s primary form or your semblance does not have a sound (thunder) component you will have to spend 1 AP to attack with its instrument form. The weapon’s attack will require the enemy to make saves to be made instead of you making ranged attacks. Depending on the type of instrument Weapon’s range will either be a cone of 30 feet or a dome with a 10 – 15-foot radius
Upon reaching 10 levels of Huntsmen, you may make new modifications to your specialized weapon:
- You may replace one form of the specialized weapon with another. This weapon is destroyed upon modification and you do not regain the weapon used to make the replaced form
- You may now change the damage type to your choice of piercing, bludgeoning, slashing, fire, cold, poison, or lightning damage add an extra D4 Aura (Force), Fire, Cold or Lightning Damage or upgrade it to 1D6 Aura Damage. Aura damage is equivalent to force damage.
- It is the maximum Force, Fire, Cold or Lightning Damage it can do.
- If you have magical talent, you may enchant your specialized weapon, making it magical and giving a +1 bonus to attack and damage rolls (max 3)
- Instrumental weapons deal maximum thunder damage. It can deal is now increased to 4d6, though you still have to go through the process of upgrading you weapon at the rate of 1d6 per level to reach this max
Upon reaching 17th level, you may make new modifications to your specialized weapon. In addition, the restriction on having a specialized weapon with both the heavy and finesse/thrown properties is lifted:
- Increase the damage dice of a form of your specialized weapon, from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12, 1d12 to 2d8
- Craft special ammunition or change the damage type of one form of your specialized weapon to any damage type
- Add an addition weapon form to your specialized weapon, up to three weapon forms (four if you have taken the Damage Makes you Stronger Semblance and kept the gauntlet forms)
- Enchant the weapon permanently to be able to store 6 spell slots worth of spells. The spell must be cast into the weapon upon modification, and when released as an action, it retains all the qualities it had upon casting, such as DC and spell level. Casting a spell out of the weapon via this modification expends no spell slots of the character though it does spend them on the weapon, but requires attunement.
- If your weapon is an instrument you can increase the weapon’s thunder damage die from a D6 to a D8, the maximum damage it can deal is now 4D8 instead of 4D6.
Clever players and tinkerous characters may come up with more bizarre machinations than listed here that they may wish to modify their weapon with. DMs should consider any such modifications with care, and make more unorthodox modifications more difficult to achieve. If desired a DM may have the character make an Intelligence check to design the modification and/or a Dexterity check to craft it, with a DC based on the unorthodoxy and complexity of the modification, or may require specific materials not available for normal purchase. Generally, these unorthodox modifications should provide no direct combat advantage, (such as a snack compartment, or parts that glow in darkness) or at least not more than modifications available for a given level. Non-weapon items may be used as modifications, giving the specialized weapon a new form, not limited by the number of weapon forms available. These items are destroyed upon modification.
Aura is an element less magical force that resides in all living things. When used in its pure state it is force damage, though if the wielder has a special semblance or other skills or techniques they can change the elemental nature of their Aura to any other they choose.
At 1st level, your soul produces a natural protective aura the defends you from harm and powers your Huntsmen abilities. You gain 2 aura points at 1st level and gain more each level according to Aura Points column in Table: The Huntsmen. Your total Aura Points equals the points you get from your Huntsmen Level plus your Intelligence Modifier. On a short rest, recover spent Aura Points equal to 1D4 + your Con mod. You recover all spent aura points upon completing a long rest. You start knowing two such features: Protective Aura and Force Field. You gain more features as you gain more levels of Huntsmen.
As a reaction, when you are hit by an attack, you may spend up to 2 aura points to increase gain +2 AC for two turns. You regain use of this feature after you finish a short or long rest.
As a bonus action, you may spend 1 Aura Point to gain resistance to fire, lightning, or cold damage until the start of your next turn. At Level 10 you can spend 3 AP to gain resistance to two of these damage types until the start of your next turn.
At 2nd level, you are able to detect the aura - the life force - of nearby creatures. As an action, Spend 1AP now you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any plant, beast, fey, humanoid, giant, or dragon type creature within 30 feet of you that is not behind total cover. This increases to 50 feet at level 12. You know the type of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). You can use this feature a number of times equal to 1 + your Constitution modifier (minimum 1). When you finish a long rest, you regain all expended uses.
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.
Close-Range: You no longer attack at disadvantage when you use a ranged weapon in melee. You gain +1 to damage rolls.
Defense: While you are wearing armor, you gain a +1 bonus to 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. This still works when you use a versatile weapon with two hands.
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.
Marksmanship: You gain a +2 bonus to attack rolls you make with ranged weapons and +1 to damage.
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 or a great weapon that can be used like 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.
Brawler: You gain the following benefits
- You gain advantage in grappling and cannot have disadvantage in Strength checks or saves against creatures larger then you unless it is giant to gargantuan.
- You can roll a d6 in place of the normal damage of your unarmed strike with or without an unarmed weapon. This die changes as you gain levels, as shown in the table below. Your unarmed strikes count as magical in order to overcoming resistance and immunity to nonmagical attacks and damage.
- Levels 1–7 Damage Die 1D6, Levels 8–14 Damage Die 1D8, Levels 15–20 Damage Die 1D10.
Martial Arts: You gain the following benefits while you are unarmed.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d4 in place of the normal damage of your unarmed strike with or without an unarmed weapon. This die changes as you gain levels, as shown below. Your unarmed strikes count as magical in order to overcoming resistance and immunity to nonmagical attacks and damage.
- Levels 1–4 Damage Die 1D4, Levels 5–9 Damage Die 1D6, Levels 10–14 Damage Die 1D8, Levels 15–20 Damage Die 1D10.
Field of Specialization (Semblance)
At 3rd level, you choose a Field of Specialization that you strive to emulate in your combat styles and techniques, such as the ones listed below or you make your own and run it by the DM. The archetype you choose grants you features at 3rd level and again at 7th, 11th, 15th, 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, 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 14th level in this class.
Your long time in the academy has engorged your mind with all forms of knowledge and taught you how to effectively absorb new information (likely from long nights of cramming for tests). At 6th level, instead of taking a long rest, you may spend your time to study a specific tome for the same amount of time (usually 8 hours). You may still recover hit points, hit dice, abilities, aura points, and spell slots, but you gain a point of exhaustion. If you have a specific tome to study, you can read it in half the normal time needed. In addition, until you complete another short or long rest, you may spend 1 Aura Point to gain advantage on any one Intelligence based skill check.
At 9th level, you may draw upon your own life force to heal wounds. As an action, you can spend 1AP and up to your Constitution modifier (minimum 1) hit dice to heal yourself (?D10+Con mod for each die) if you have no more than half of your hit points left. You cannot use this feature if you have 0 hit points.
At 10th level, by flaring your aura, you can protect your body from harm. As a bonus action, you may spend 1 Aura Point to give yourself resistance to slashing, piercing and bludgeoning damage for 1 minute. You must spend an additional Aura point every time you are hit. You may use an action or a bonus action to end this effect.
At 13th level, you can use your Aura to super charge yourself.
- Spend 3 Aura Points as an action: recover from any condition imposed on you, besides unconsciousness
- Spend 2 Aura Points as a bonus action: Add your Constitution modifier (minimum 1) to your damage rolls until the end of your turn
Master of My Trade
At 20th level, your Strength and Dexterity scores increase by 4. Your maximum for those scores is now 24.
Editing Note use a ; for sub headers.
Damage Makes you Stronger
All of your training has honed you into something powerful. A wall of pure muscle that can withstand nearly any attack, and dish it back ten-fold.
- Fist of Fury
(ONLY APLIES if you did not take Brawler or Martial Arts as your fighting style.) At 3rd level, your unarmed attacks deal 1d6 bludgeoning damage at 3rd level, 1d8 bludgeoning damage at 10th level, and 1d10 bludgeoning damage at 17th level. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may now make a new modification to your specialized weapon, giving it the "gauntlet" property. While using a weapon with the gauntlet property, you are still treated as being unarmed, and you cannot be disarmed of your specialized weapon. You choose whether an attack uses the weapon's damage or unarmed damage.
- Damage Return
At 3rd level. if you took damage during the previous round you can spend 1 Aura Point and add 1D4 to you next attack (the D4 is the same Damage type as attack’s Damage type). At 10th level this 1D4 becomes 1D6.
- Bruiser Endurance
At 7th level, when you would be reduced to zero hit points, you may spend 3 AP make a Constitution saving throw with a DC equal to the damage dealt or 10 whichever is higher. If you succeed, you are reduced to 1 hit point instead.
- Take a Beating
At 11th level, you have proficiency in Constitution saving throws and when you use the aura shell feature, you gain resistance to another type of damage of your choice while using aura shell, damage taken by this added damage type does not make you lose an extra Aura Point.
- Damage Siphon
At 15th level, whenever you spend an Aura Point for taking damage with the aura shell ability, you may Spend 1 Aura Point to add +1D6 to your next damage roll for every aura point spent, for Bludgeoning, Slashing, Piercing and the damage type you chose for Taking a Beating if you used it.
- Burst of Rage
At 18th level, you may flair your Aura in a damaging burst, returning all the damage that had been dealt to you. When you are below half your maximum hit points and successfully land an unarmed attack, you may expend a number of Aura Points up to your Constitution modifier. You may add 1d12 bludgeoning damage per Aura Point expended to the damage roll of the attack. This damage is not multiplied if you score a critical hit. You regain use of this feature after you finish a short or long rest.
Huntsmen with unique skills and abilities that are usually tied to their race or personality.
At 3rd level, you can now leave shadow fragments of yourself scattered around. You use a bonus action and move from the position you started your turn in, you may spend 1 AP create a shadow replica in the place where you started your turn until the start of your next turn. This replica does not move, but when a creature moves within 5 feet of it or attacks it, it will make a melee attack against the target if you wish.
At 7th level, you may spend 2 aura point to move from a place that is currently in darkness to another place in darkness within 40 feet of you as a bonus action.
- Shadow Evasion
At 11th level, you learn to use you shadow clones to avoid attacks. You may spend 2 aura points to cast blur spell on yourself as an action, as a multitude of shadow clones occupy your space, leaving attackers unable to determine the true target. Intelligence is your spellcasting modifier for this spell. In addition, you gain Darkvision for 60 feet, and if you already have Darkvision, the range is increased by an additional 30 feet.
At 15th level, you may spend 2 aura points when you hit with a melee attack to empower your strike as a bonus action. On a failed a DC 8 + your proficiency bonus + your Wisdom modifier Constitution saving throw, the creature loses all their damage resistances and has their damage immunities changed into resistances until the start of your next turn.
- Consuming Shadows
At 18th level, as a bonus action, you may spend 4 Aura Point to attempt to blind a creature within 30 feet of you. On a failed a DC 8 + your proficiency bonus + your Wisdom modifier Constitution saving throw, the creature becomes blinded for 1 minute. The creature may remake this saving throw at the end of every one of its turns.
Speed (Lightning Fast)
Like a bolt of lightning, your power is speed. You move so quickly that your movements are imperceptible to the naked eye.
- Unmatched Speed
At 3rd level, your aura allows you to move swiftly and act quickly. You can spend 1 Aura Point to take the Dash or the Disengage action as a bonus action. You can only use this feature if you are not wearing medium or heavy armor.
- Dash Attack
At 7th level, you may spend 1 Aura Point to move 15 feet in a single direction as a bonus action. If you attack a creature before moving again, you deal an additional 1d6 damage on your next attack.
- Short Dash
At 11th level, when you hit with a weapon attack, you may move 5 feet in any direction (Spend 1 Aura Point). Also, when damage is dealt to you, you may use your reaction to move up to 30 feet in any direction, while not provoking opportunity attacks (Spend 2 Aura Points). You also gain the ability to move along vertical surfaces and across liquids on your turn without falling. In addition, when you are dealt damage, and use your reaction to move, you can pull/ push up to one willing creature, and bring it with you (Spend 1 Aura Point to pick up the creature). (You are able to pick up people along the way.) The amount of feet you can move when you are hit is increased to 45 feet at 20th level.
- Weapon Momentum
At 15th level, you learn to use your speed to utilize even the most cumbersome of weapons. You may use weapons with the two-handed property in one hand at disadvantage. When you wield a weapon with the versatile property in one hand, you may spend 2 Aura Points to treat it as being used two-handed for damage purposes. If you are size small, you no longer have disadvantage for using heavy weapons. Additionally, the limitation on your specialized weapon not being able to have the finesse and heavy properties is lifted, allowing you to modify your weapon to be both heavy and finesse.
- Flawless Stance
At 18th level, you become extremely hard to fight due to your uncanny stance. When a creature you can see or hear attacks you, you can use your reaction to make attacks from that creature have disadvantage when attacking you. If the creature misses an attack against you, in the same reaction you can Spend 2 AP counter attack, making one melee attack against that creature. You can use this feature a number of times equal to your Dexterity modifier(minimum 1) and regain uses of this feature when you finish a long rest. Extra Attack (3) - You gain a third extra attack, for a total of 4 attacks.
Using the power of your soul, you are able to create magical glyphs, aiding in maneuverability and versatility.
- Airstep Glyph
At 3rd level, you can generate solid glyphs usable as platforms. As a bonus action, you may spend any number of Aura Points to conjure that many glyphs, anywhere within 60 feet. The glyphs are solid disks, five feet across, and can support weight up to your Intelligence modifier (minimum 1) x100lbs each and have a duration of 1 minute. Their form is usually of symbolic significance. Once glyphs are placed, they remain stationary until dismissed or the duration ends. As a bonus action, you can dismiss any number of glyphs, and reform the same number of glyphs elsewhere, but this does not increase the duration of the glyphs. At 10th level, your airstep glyphs produce their own gravity. While a creature or object is on an airstep glyph, they are held to the surface as if gravity was directed into the glyph.
- Glyph of Capture
At 7th level, you may attempt to use your glyphs to bind a creature in place that is within 60 feet of you. As an action, you may spend an aura point to form glyphs around a target's lower limbs. The target may attempt a DC 8 + your proficiency bonus + your Intelligence modifier Dexterity saving throw to not have their movement speed reduced to 0. The glyphs take concentration to maintain, and can last a maximum of 1 minute. Once immobilized by this effect, the creature may spend an action to attempt a DC 8 + your proficiency bonus + your Intelligence modifier Strength saving throw to escape. Once a creature is immobilized, you may spend an aura point as an action to restrain them as well. You regain use of this feature after you finish a short or long rest. Glyph of Speed At 11th level, you can use your glyphs to affect the timescale of those within them. You may expend 3 Aura Points to cast the haste spell without material components once using this feature and regain the ability to do so after you finish a long rest. Your spellcasting modifier is Intelligence for this spell, and this glyph takes concentration to maintain.
- Ice Shell
At 15th level, you can use your glyphs to protect you and others from the most treacherous of harms. As a reaction, you may spend 4 Aura Points to generate a protective shell of ice around you and any creatures within a 10-foot sphere of you. An unwilling creature may make a DC 8 + your proficiency bonus + your Intelligence modifier Strength saving throw to avoid becoming trapped inside. Any creatures within the ice shell are paralyzed while the shell is in effect. While the ice shell is in effect, any damage that a creature inside would take is taken by the ice shell, except psychic damage. The ice shell has hit points equal to your Intelligence score x 10. The ice shell is immune to cold, poison, and psychic damage, resists piercing and slashing damage, and is vulnerable to bludgeoning, fire, radiant and thunder damage. In normal heat, the ice shell loses 6 hit points per minute. In extreme heat, it loses 6 hit points per round. When the Ice Shell is destroyed, any excess damage is transferred to the caster, and all creatures are no longer paralyzed. While paralyzed, you may use an action to end this effect.
- Glyph of Summoning
At 18th level, you gain the ability to conjure reconstructions of defeated foes. As an action, you may conjure a magical reconstruction of any creature you have personally defeated in the past for 7 Aura Points. The creature's CR must not exceed half your level rounded down. The creature uses its normal stat block, but its type changes to construct, it cannot cast spells, and its Intelligence, Charisma, and Wisdom scores are reduced to 2. You have complete control over the conjured creature, willing it to take actions. The conjured creature acts on its own initiative count. The construct lasts for one minute or until its hit points are reduced to zero. You regain use of this feature after you finish a short or long rest.
You have learned your semblance allows you to manipulate metal objects.
- Change Trajectory
At 3rd level, When you are attacked with a metal weapon, either melee or ranged and the enemy’s attack roll beats your AC; you can spend any number of Aura Points and add that amount to your AC. If your AC is now higher than what they rolled you use Polarity to change the trajectory of the attack.
- Attract or Throw Item
As a attack, you can use a metal item or an item with a metal component that is small to large in your line of sight. The max weight you can lift with this is 250lbs in 30 feet of you. You can Spend 1 Aura Point to use your Polarity to pull it to you or make a ranged attack with it against an enemy. For every 50lbs over 150lbs Spend an additional AP. If the item is a weapon it will deal its Normal Weapon Damage 1D, the type of damage is the weapon’s damage type (EX: Longsword 1D8 Slashing). If the item is any type of random assorted object or a piece of machinery or a tool it deals damage based off this information. 0.5lbs – 5lbs (1D4) / 6lbs – 10lbs (2D4) / 11lbs – 50lbs (1D6) / 51lbs – 100lbs (1D8) / 101lbs – 150lbs (2D6) / 151lbs – 200lbs (1D10) / 201lbs – 250lbs (2D8)
If you are disarmed by a spell, attack, etc. you can spend 1 AP to use this skill to pull your weapon back to you if it is metal or part of it is metal.
- Magnetic Push
At 7rd level, as a bonus action after you making contact with an enemy (melee attacks dealt or received count) you can Spend 2 AP to use your Polarity to Push the creature up to 15 feet away. This can be in any direction that is in front of you. The enemy has to make a strength save against a DC of 8 + your Dex Mod + Proficiency Bonus. This does NOT provoke attacks of opportunity.
- 7th Level
If an ally in 30 feet of you in your flied of view is being attacked you can use your reaction and Spend 2 AP to move them up to 15 feet in any direction, as long as they are wearing something metal. This does NOT provoke an attack of opportunity, because the enemy can’t anticipate it.
- 11th level
You are now more proficient with moving multiple target at once with your Polarity. You can now move up to 3 items at once with Attract or Throw Item you have to spend an Aura Point for each additional item after the first one. Though if you use three items to attack an opponent each one after the first has disadvantage and you are limited to a max of 100 – 150lbs if you are controlling more than one.
- 15th Level
At this Point you have learned how to create a Magnetic shield to protect you and others next you from damage from damage.
- Magnet Field
At 15th level, as a action you can spend 4 AP and create a Magnetic shield with a radius of 5 feet for two turns, centered on you. All ranged attacks against you and your allies inside the Magnet Field with metal projectiles have their damage halved (can’t go low than 1). You can spend an additional Aura Point every time a metal melee weapon is used for an attack within the Magnet Field and that attack has disadvantage. When things are looking dire and you are in need of a quick opening you can unleash a wild Magnet is repulsion force.
At 18th level, You can Spend 6 Aura Points and unleash a wild EMP that repels all Ranged, Projectile and Melee attacks that contain metal for one turn. The area of effect is a 20-foot radius in the shape of a sphere with you at the center. Any one wearing Metal armor or that has Metal on their person (excludes anything that is not seen on the creature or in their hands EX: metal item that in a bag) has to make a Strength Saving throw against a DC of 8 + Dex Mod + Proficiency Bonus. On a failed throw they are pushed out side of the 20-foot Radius, take 2D6 bludgeoning damage and cannot reenter without making another STR save.
If your allies have been with you long enough to know how you fight, they will see the EMP coming and get advantage on the STR save. When you use this skill, it is the ONLY ATTACK you can make this turn. Your uses for this skill are your Intelligence Modifier. You regain all uses after a long rest.
- Amplified Healing
At 3rd Level, upon spend 1 Aura Points as a action any creature you touch within 5 ft of you amplify their body’s aura healing them. They regain hit points equal to one of their hit die plus their Constitution Modifier, (EX: a fighter regains 1D10 + Con Mod). You can spend more Aura Points up to your Constitution Mod and the target regains an additional hit die + there constitution modifier for each Aura Point spent. This skill does NOT use up your or your targets Hit Dice, which are used on short rests.
- Amped Up Force
At 3rd Level, Spending 2 Aura Points as a action to a creature within 5 ft of you or on yourself. They gain 1d6 per melee or ranged attack (ranged has to be throwing) for 3 rounds. The Damage type of this 1d6 is that same as the attack’s damage type. You can only use this skill a number of times equal to your Constitution Mod. You regain all uses on a Long rest and 2 uses on a Short Rest.
- Duration Boost
At 7th Level, By spending 1 AP you can increase the duration of a skill, effect, attack, etc. by one turn. You can also spend a second AP to increase it another turn, so now the skill, effect, etc. lasts two turns longer. To use this on a different creature’s skill, effect etc. you need to be within 5ft of them and have to touch the creature. To use this on your self it is a bonus action, to use it on another creature it is an action. This is can be done before the skill, effect etc. is used or after and it will still work the same. This does not work however for a condition(s) that are inflicted to an enemy creature before you use this skill. This skill can only be used a number of times equal to your Constitution Mod. You regain all uses after a long or short rest.
- Advanced Aura Control
At 11th Level, You have better control over your Aura and can now use Amplified Healing and Amped Up Force as a Bonus action.
At 15th Level, upon spend 3 Aura Points as a action you help an ally on their turn. When a Creature within 5ft of you uses a spell that creates multiple objects, illusions, clones or attack components you touch them and they are magically empowered and can increase the number of attack components, clones, etc. by 2. If it is an attack the damage gets increased by 1 damage die for each new attack component you allow them to create if it is an illusion spell or clone spell the DM decides what the save DC is for it if there is any. This skill does not change the duration of the spell and the additional components last the normal spell duration. (EX: Magic Missile is used at level 1 spell slot and you touch the creature who cast it. They are now able to create 5 magical darts and the damage for each is 1D4 + 1.)
At 18th Level, If a creature reaches 0 HP (Hit Points) you can revive them if they are with in 5 ft of you and have not failed 3 death saves. You spend 6 Aura Points and use your action to revive the creature. The creature rolls 5 of their hit dice and regain HP equal to the total of the numbers rolled. Their Constitution Modifier is not added because they are being revived. This does not use up the creature’s or your Hit Dice, which are used on short rests.
- Lightning Resistance
At 3rd Level, you become resistant to lightning damage
- Chanel Lightning
At 3rd Level, You can spend 1 Aura Points and your Bonus Action to charge up your muscles with electrical energy and double your Damage Modifier on your next attack.
- Absorb Lightning
At 3rd Level, When you are hit by an electrical attack or by a true lightning bolt you can spend 2 Aura Points and absorb the lightning and double your Damage Modifier on your next attack. That attack can throw the target up to 10 feet back if it hits. The Target needs to make a Dexterity Saving Throw or will land prone (DC = 8 + Attack Mod. + Proficiency).
At level 10, the Damage Modifier now triples and the next attack can throw the target up to 20 feet back, they still have to make the Dexterity Saving Throw.
- Lightning Immunity
At 7th Level, When you are hit by a Lightning attack you can spend 2 Aura Points to grant yourself immunity to Lightning damage if the damage you would take is 25 or less. If the damage is over 25 you need to spend an additional AP for every 15 points over 25 Damage.
- Thunderous Strike
At 11th Level, You can spend 4 Aura Points and your action on a turn to charge your muscles with electrical energy. On your next turn your Damage Modifier is Quadrupled for the first attack that hits. That attack throws the enemy it hit 30 feet back and they need to make a Dexterity Saving Throw or land prone and take 2D4 of Bludgeoning Damage (DC = 8 + Attack Mod. + Proficiency).
If you are hit during the turn you are charging your muscles you have to make a Constitution Saving Throw for Concentration. On success you keep charging up, if you fail you charging fails and you gain back 2 of the AP you spent and your next attack only has your Damage Modifier Doubled and the attack does not have the capability to throw the enemy hit.
- Volt Strike
At 15th Lavel, you can spend 3 Aura Points for the entire turn, when you hit the enemy, you are now able to channel electrical energy into your attacks changing your damage modifier from your weapon’s Damage Type to Lightning Damage.
At 18th Level, you can spend 7 Aura Points and summon 3 Lightning Bolts to come down striking you Charging your body with enough electrical energy to Quintuple your Damage Modifier. The Lightning Bolts also deal 4D6 Lightning Damage to Creatures within 5 Feet of you on a failed Dexterity Saving Throw and half as much on a successful Saving Throw. If the creature has a metal weapon of is wearing a significant amount of metal armor, they have disadvantage on the saving throw. You can only use this skill once per long rest. You can’t use this skill in caves, stone buildings, underground or underwater.
- Resonating Blast
At 3rd Level, Spend 1 Aura Points to create a 5ft sphere of pulsing, swirling Sound (Thunder) in your hand. Melee attack range (you slam it into the enemy). The Attack Roll is a normal melee attack roll & Damage is 1D8 + Dex mod. This attack’s damage becomes 1D10 + Dex mod at (LV 8) and 1D12 + Dex mod at (LV 14). You can spend more AP up to 3 (Maximum including the first AP) to increase the damage by your Intelligence mod for each point spent. At LV 10 you can Spend up to 5 AP Maximum (including the first AP) to increase the damage by your Intelligence mod for each point spent.
- Sound Dart
At 3rd Level, Spend 1 AP to snap your fingers and shoot a dart of Sound at an enemy. This is a normal ranged Attack Roll. The range is 60 feet. The Damage is 1D4 + Dex mod (Piercing). You can Spend up to 3 AP (Maximum) to create another dart for each point spent.
- Sound Shield
At 3rd Level, When you succeed on a Dexterity Saving Throw you can spend 1 AP to cause the air to resonate in such a way that it acts as a shield cutting the half damage you take by your Dex Mod times your Int Mod.
- At 7th Level
You can Spend 1 AP to add 1D4 Sound (Thunder) damage to all melee attack this turn. When an enemy is hit with one of your attacks, with the Sound (Thunder) element in the damage they must make a Strength Saving Throw or be knocked 5 feet back. (Includes Raging Blast) This does NOT provoke an attack of opportunity.
- Sound Mastery
At 11th Level, Your Sound Shield can now be used to against ranged attacks. Roll a D20 and if the number is higher than the attack roll’s rolled number (no mods applied to either), you use your reaction and 1 AP to slow the projectile and cut damage by half. Applied after resistances, and the minimum the damage can be reduced to is 1.
- Hyper Resonance
At 15th Level, Spend 6 Aura Points and unleash a hyper sonic resonation of Sound (Thunder) damage that has a15-foot radius (shape is a Dome) centered 20 feet in front of you. You can’t be holding anything in your hands in order to use this skill. Creatures inside this sphere have to make a Constitution Saving Throw. The Save DC is 8+ Proficiency + Intelligence Modifier. The Damage is 8D8 on a failed save and half as much on a successful saving. If a creature has a critical failure on the saving throw one or more of their limbs or weapons disintegrate, DM’s Choice or based on these rolls (20 all limbs are lost, 15-19 two limbs, 10-14 one limb, 6-9 just a hand or foot, 1-5 only a weapon.) Allies have advantage on the saving throws if they know your general fighting style. On the turn you use this skill, this is the Only Attack you can make. Your uses for this skill are your Intelligence Modifier. You regain all uses after a long rest.
Absorb Sound: If you are hit with a Thunder element attack you heal half the damage you would have taken.
- Hypersonic Attacks
At 18th Level, When your HP is 1/3 or below you can spend half of your current Aura Points and for one minute you a have advantage on saving throws and attack rolls. All attacks you make during this minute have, the AP you spent added on to your damage rolls, if you were above half of your max AP. If you were below your half of your max AP, the amount you spend doubles when adding it to your damage rolls. This is used as your bonus action. You can only us this skill once before a long rest.
- Defensive Stance
At 3rd Level
- On your turn you can use your bonus action to take up a defensive stance forcing attacks against you to have disadvantage.
- Energy Absorption
At 3rd Level
- Whenever an attack would miss you, you just block with you shield or weapon it instead and absorb the kinetic or magical energy from the attack. Unless it is a critical failure in which case it just straight up misses. This gives you a D6 Stored Energy Die. This does not take effect if an attack against you is over your normal AC and is blocked due to the extra AC you gained from Protective Aura. Stored Energy
- You can only store up to your maximum Aura Points worth of Stored Energy Dies.
- On a short rest you lose half of your Stored Energy Dies.
- On along rest you lose all of your Stored Energy Dies. At Level 12 you can retain 2 Stored Energy Dies through a long rest. Though you cannot retain these 2 Stored Energy Dies for more than one Long Rest if you take them consecutively.
- Energy Release
At 3rd Level
- Whenever you make an attack, you can spend 1 AP to add 1of your D6 Stored Energy dies to the Damage you deal. (EX: if you have 2 extra attacks and can attack three times you can spend 3AP and add 1D6 of damage to each of the attacks.) The damage type is the same as the damage type of your weapon. If there is more than one damage type on your weapon you can choose. (EX: Longsword that deal 1D8 Slashing & 1D4 Fire. You can make the D6 deal Fire or Slashing.)
- The Stored Energy Die Damage is magical Damage.
- When you use this attack the energy that is added glows the same color as your Aura (your choice of your Aura color).
- Energy Speed
At 7th Level
- You can use 1 AP and spend 1 of your Store Energy Dies to increase your physical ability, allowing you to dash a bonus action, or make on additional attack on top of your normal amount of attacks.
- Saving Throw Energy Absorption
At 7th Level
- When you have to make a Strength or Dexterity Saving Throw and succeed you can use your weapon of shield to block and absorb the energy from to damage you didn’t take gaining 1 Stored Energy Die for each 10 points of damage you did not take. If you have the Shield Master Feat, succeed on a Dexterity Saving Throw and use your reaction to not take the half damage by blocking it with your shield gain 1 Stored Energy Die for each 10 Damage that you did not take from the total damage of the attack, trap, spell, etc..
At 11th Level
- At this point your D6 of Stored Energy becomes a D8, as your energy control has improved. So, when you use Energy Release you add 1D8 Stored Energy Damage to the damage you deal. Also, when you use either Energy Absorption or Saving Throw Energy Absorption you gain a D8 Stored Energy die.
- Advanced Defensive Stance
At 11th Level
- You have gotten very adept at covering most of your openings. Now whenever you use your Defensive Stance you now gain +1 to your AC as well and attacks that meet your AC you block instead of hitting you.
- Energy Projection
At 15th Level
- You can spend 2 AP to make a ranged attack against a creature within 15ft with a melee weapon, adding 1 of your Stored Energy Dies to the attack’s damage. The Energy released looks like an arching wave or a straight-line blast. The Damage dealt by this Attack is (Weapon’s Damage Die + Damage Mod. + 1D8 Stored Energy Die), the Damage type is the same as your weapon’s. If you are using a Strength based weapon you can use your strength mod for this attack.
- The Stored Energy Die Damage is magical Damage.
- When you use this attack the energy that is added glows the same color as your Aura (your choice of your Aura color).
- Heightened Energy Release
At 15th Level
- You are now able to spend more Stored Damage Dies when you are using Energy Release. You must Spend 1AP for each Stored Energy Die that you use after the initial Die used. The Max you are able add after the initial one is two. (EX: you use Energy Release you spend 3AP total to add 3 Stored Energy Dies to the Damage you deal on that attack.)
- Full Blast
At 18th Level
- You can spend 5AP to use 8 Stored Energy Dies in an attack that sends out an energy blast wave in a 20ft line hitting all creatures in that line. You can perform this at melee range or as a ranged attack. The attack roll and damage roll uses your choice of Strength or Dexterity. If the attack this a creature at melee range the damage is calculated as follows, (Weapon Damage Die) + Attack Mod. + 8D8 (Stored Energy Dies). If this attack hits a creature at range damage is calculated as follows, Attack Mod + 8D8 (Stored Energy Dies).
- The Stored Energy Die Damage is magical Damage.
- This attack takes two of your attacks in your Attack Action to perform.
- When you use this attack the energy that is added glows the same color as your Aura (your choice of your Aura color).
- If choose to, you can release all restraint and spend 10AP to use this attack, using 15 of your Stored Energy Dies. In order to do this, you have to devote your bonus action to this attack and it uses all 3 of your attacks in your Attack Action. The damage for this for melee is calculated as follows, (Weapon Damage Die) + Attack Mod. + 15D8 (Stored Energy Dies). If this attack hits a creature at range damage is calculated as follows, Attack Mod + 15D8 (Stored Energy Dies).
- You are only able to use Full Blast once then then you must complete a short or long rest in order regain use of this attack.
- To qualify for multiclassing into the Huntsmen class, you must meet these prerequisites: 13 Dexterity or 13 Strength and 13 Constitution.
- When you multiclass into the Huntsmen class, you gain the following proficiencies: medium armor, shields, simple ranged weapons, and melee martial weapons.