Hutcher (5e Class)
Hutcher[edit]
Hutchers are cunning crafters and saboteurs, trained on the art of creating traps and explosives. These tinkerers combine the crafting skills of an artificer, the cunning of a rogue and the battle savviness of a warrior to produce deadly effects. With your sabotage technique, you are able to cause ripples in the enemy lines, and can create unparalleled area of control, and with your inkling's in the arcane you embow what you make with the knowledge of science and a magical flare. the farther you go with this knowledge the more destructive your techniques becomes
Creating a Hutcher[edit]
- Quick Build
You can make a Hutcher quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Hunter background. Third, choose Light Equipment you gotta be mobile to get out the affects of your own creations.
Class Features
As a Hutcher you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Hutcher level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Hutcher level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Explosives, Ranged Martial Weapons
Tools: Smith's Tools, Alchemist Supplies, Poisoner's Kit, Tinker's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, History, Perception, Insight, Investigation, Sleight of hand, Stealth, Survival, Medicine
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) Light Crossbow and 10 bolts
- Smith's Tools
- Leather Armor, a bag of gunpowder, 2 hunting traps, a dagger, and 6 small explosives
- Explosives Kit
- If you are using starting wealth, you have 4d4 GP in funds.
Level | Proficiency Bonus |
Features | Explosives |
---|---|---|---|
1st | +2 | Tinker Time | — |
2nd | +2 | Quickdraw, Explosives | 4 |
3rd | +2 | Hutcher Archetype | 5 |
4th | +2 | Ability Score Improvement | 5 |
5th | +3 | Archetype Feature | 6 |
6th | +3 | Opportunity Knocks | 6 |
7th | +3 | Archetype Feature | 7 |
8th | +3 | Ability Score Improvement | 7 |
9th | +4 | Fallback Point | 8 |
10th | +4 | — | 8 |
11th | +4 | Death From Above | 8 |
12th | +4 | Ability Score Improvement | 8 |
13th | +5 | Improved Critical | 9 |
14th | +5 | Archetype Feature | 9 |
15th | +5 | — | 9 |
16th | +5 | Ability Score Improvement | 9 |
17th | +6 | — | 10 |
18th | +6 | Hemoraging Critical | 10 |
19th | +6 | Ability Score Improvement | 10 |
20th | +6 | — | 10 |
Tinker Time[edit]
Beginning at 1st level, you gain the ability to improvise special items using your tools. You can spend 1 minute with the required tools (shown on the object), you can craft one of the items below.
You can craft a number of objects equal to your Hutcher level. Once you reach that number, you can't use this feature again until you finish a long rest. Any item crafted using this feature lasts of 8 hours, being dismantled after that.
If an object have a save DC, your Tinkering save DC equals 8 + your proficiency bonus + your Intelligence bonus.
- Tinker's Kit
You craft ball bearings or caltrops enough to fill a bag. If your Tinkering save DC is higher than the ball bearings or caltrops base DC, use your's instead.
- Smith's Kit
You craft a singular hunting trap. If your Tinkering save DC is higher than the hunting trap base DC, use your's instead.
- Poisoner's Kit
You craft a vial of basic poison or antitoxin. If your Tinkering save DC is higher than the poison base DC, use your's instead.
Your basic poison causes the poisoned condition until the end of your next turn. In addition, its damage increase to 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th level.
- Alchemist's Supplies
You craft a vial of alchemist fire or acid. If your Tinkering save DC is higher than the crafted concoction base DC, use your's instead.
The damage of the concoction increases by one die at 5th level (becoming 2d4 and 2d6 respectively), two dice at 11th level (3d4 or 3d6) and four dice at 17th level (4d4 or 4d6).
Quickdraw[edit]
Now at 2nd level you can add your Proficiency Bonus to your Initiative.
Explosives[edit]
Beginning at 2nd level, using your alchemist tools, you can create special explosives with supplies you carry and gather from the environment around you. These substances are unstable, and lose potency after 24 hours.
Over the course of a long rest, you can create a number of explosives equal to the amount shown on the explosives column on the hutcher table.
- Flashbang
As an action, you can throw the flashbang to a point within 60 feet of you, where it explodes in a 10-foot radius sphere. Each creature in the area must succeed on a DC 13 Constitution saving throw or be blinded and deafened until the end of your next turn. If the creature is concentrating on a spell, they must also make a DC 13 Constitution saving throw to maintain concentration.
- Smoke Bomb
This black canister has gray marks tracing holes that will produce large quantities of smoke in a short period of time. As an action, you can throw the grenade to a point on the ground you can see within 60 feet of you. Where the grenade lands, a 20-foot-radius sphere of smoke will appear. The smoke spreads around corners, and its area is heavily obscured. It lasts for one minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
- Fragmentation Grenade
As an action, you can throw the grenade to a point within 60 feet of you. Each target within 10 feet of that point must make a Dexterity saving throw, taking damage on a failed save, or half as much on a successful one.
The damage equals 2d6 thunder and 2d6 piercing.
- Alchemist Fire Grenade
As an action, you can throw the grenade to a point within 60 feet of you, where it explodes in a 10-foot-radius sphere. Each target in the area must make a Dexterity saving throw. The target takes fire damage on a failed save and begins burning, taking fire damage at the start of each of its turns until the flames are put out, using an action. On a successful save, the target takes half as much damage and is not burning. The damage is 3d6 initial and 1d6 for the burning.
Hutcher Specialization[edit]
At 3rd level, you can choose a specialization. Your choice grants you features at 3rd level, and again at 5th, 7th and 14th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Opportunity Knocks[edit]
At Level 6th You grasp at any opportunity to strike. If an ally Critically Strikes any enemy within your range. you can use your reaction to Make an attack on that creature
Fallback Point[edit]
now at 9th Level you can as a bonus action to Set a 45ft Tether That Pull You Back in an amount of turns Designated by you and your Proficiency Bonus Is what the Max amount of Turns possible for designation. Twice Per Short Rest
Death From Above[edit]
At 11th level, whenever you attack a creature from an elevated height than the target, you cause additional 1d6 damage.
Improved Critical[edit]
Starting at 15th level, you score critical hits on a roll of 19-20.
Hemorrhaging Critical[edit]
Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.
In addition, your weapon attacks score a critical hit on a roll of 18-20.
Archetypes[edit]
The Slinger[edit]
- Fill em with holes
Starting at Level 3 the Small Bombs are all you can make but you can make 2 small ones for every normal one you can make. As a bonus action you can use these smaller bombs to do 1d4 Fire Damage. and the Throw Range Increases to 25/45ft. with your attack action You can Put 3 Small Bombs in your Hand and throw them. The Number of bombs increases by 1 at Levels 5 11 20.
- Quick Throw
Starting at level 5 you can make an extra attack with bombs or Ranged Martial Weapons. the amount of attacks you can make go up at 11, 20.
- Pincushion
Starting at Level 7 Each Consecutive Attack Made onto an enemy Does an Extra 1d4
- Cant Catch This
Starting at level 14 For every successful attack after the first on your turn you can add an extra 5 ft of movement to your turn
The Dragoon[edit]
- SpellCasting
Starting at level 3 You share a spell table with the Eldritch Knight and can only use spells from the Wizard list
- Elemental Mines
Starting at Level 5 You can now Craft 1 infused bomb for 2 bombs worth of components and the List is at the bottom of this class description. Keep in mind these do not scale
- Flame Belcher
Starting at level 7 you Spend all your time Tinkering You ended Creating something embodying a roaring campfire.
As soon as this is created Designate Its permanent Type, Acid, Cold, Fire. As a Bonus Action you Spread a Hazardous 25ft Range Cone. Description of the effects are at the bottom
- Prolonged Effects
Starting at Level 14 The terrain Effects of your Elemental Mines and Flame Belcher now double.
- Elemental Mines list
1 Healing Draft: Everything in this 15ft radius of green mist Regains. 1d4+ your intelligence modifier
2 Icy Haze: Every creature in this 15ft Radius of Icy Mist Must Make a Strength Saving Throw or take 2d6 cold damage from the next attack onto them.
3 Skin of Stone: This Elemental Mine Gives Creatures inside its 15ft radius a +3 to their AC. creatures effected by Skin of Stone also have Halved movement Speed
4 Cyclone: Every Creature in this 15ft radius must make a Dexterity Saving throw or are pushed in a random direction 5ft and take 2d6 Force Damage.
5 Thunderous Remains: Thunderous clouds are left behind in this Explosion. any creature who walks into its 15ft radius takes 2d6 Lightning Damage.
All effects unless stated otherwise last 2 rounds
- Flame Belcher List
1 Fire: All Terrain in the 25ft cone becomes Burning Terrain and Every Creature inside Must Make Dexterity Saves or are set on fire. doing 1d6 at start of every round. The mist itself last 1d4+1 rounds. and this goes down depending on the wind Speed(DM discretion)
2 Icey Haze: All Terrain in this 25ft cone becomes Icy Terrain(1/ft=2ft). but all creatures inside this Must Make a Strength Save or have the next attack on them deal an extra 2d4 Cold Damage.
3 Acidic Ooze: All Terrain in this 25ft cone become Rough Terrain and Deal 1d4 acid damage every round
All Terrain effects last 2 rounds.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Hutcher class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Hutcher class, you gain the following proficiencies:
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