Hyrule: Hunter (5e Class)

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Campaign Setting: Hyrule
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Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Exotic Races
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe, demon
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Tables for random generation of dungeons, encounters, treasure, etc.

This class is intended to replace ranger and blood hunter in the Hyrule campaign setting. It can nonetheless be used in a traditional setting without changes.

Hyrulean Hunter[edit]

A Hyrulean Hunter, or just "Hunter" for those in Hyrule, is a warrior who does not concern themselves with affairs of the cities, leaving the fighters and opportunists to those troubles. Instead, Hunters seek out their combat in the wilds, hunting monsters and bandits where they least expect it. Many hunters are of a druidic nature, seeking the wild side of hunting, but not all. Some take a more professional approach to their hunts, using tact and unorthodox fighting style to trap the monsters they hunt, while others simply enjoy the solitude on nature and the freedom it provides.

Creating a Hyrulean Hunter[edit]

Breath_of_the_Wild_Artwork_Link_%28Official_Artwork%29.png
Source
Quick Build

You can make a hunter quickly by following these suggestions.

  1. Strength or Dexterity should be your highest ability score. Your second-highest ability score should be Intelligence, Wisdom or Charisma.
  2. For your fighting style, choose Wild Spellsword.
  3. For your Favoured Foe, choose Fiends or Beasts.

Class Features

As a Hyrulean Hunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Hyrulean Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Hyrulean Hunter level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: You are proficient in your choice of three skills in the following list: Acrobatics, Animal Handling, Athletics, Investigation, Insight, Nature, Stealth, and Survival.

If your Intelligence score is or becomes at least 11, you gain proficiency in one more of the listed skills, for a total of four.
If your Intelligence score is or becomes at least 15, you gain proficiency in one more of the listed skills, for a total of five.
If your Intelligence score is or becomes at least 19, you gain proficiency in one more of the listed skills, for a total of six.

In place of gaining proficiency in a skill, you can instead gain proficiency in any one tool or vehicle of your choice.

Equipment

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

Table: The Hyrulean Hunter

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Stamina Meter, Favoured Foe, Chosen Prey Con mod
2nd +2 Fighting Style, Style Sync, Hunter Subclass feature +2
3rd +2 Hunter Subclass feature +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Iron Will +10
7th +3 Hunter Subclass feature +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Twin Guides, Relentless +18
11th +4 Hunter Subclass feature +20
12th +4 Ability Score Improvement +22
13th +5 Nature's Veil +24
14th +5 Hunter Subclass feature +26
15th +5 Empowered Fairies +28
16th +5 Ability Score Improvement +30
17th +6 Hunter Subclass feature +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Hunter Subclass feature +38

Stamina Meter[edit]

At 1st level, you gain a number of stamina points equal to your Constitution modifier (minimum 0). If your Constitution modifier later increases, so does your number of stamina points. You can expend your stamina points to execute a called shot, or empower other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

At 2nd level and every level you gain in this class, you gain an additional 2 stamina points.

See Called Shots for a common way to use stamina points

Favored Foe[edit]

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy. This can be a creature type or members of a specific race (Such as Twili, Lizalfos or Zora), a type of creature such as Beasts, Aberrations or Dragons, or even a specific class, such as Scions, Sages or even other Hunters. You gain the following benefits:

  • The type of creature(s) you chose for this feat becomes your favored enemy. If you have a feature that already gives you a favored enemy, such as the Foe Hunter Feat, creatures you chose with either ability are your favored enemies.
  • You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence (History) checks to recall information about them.
  • You have advantage on saving throws against spells and abilities when their source is from one of your favored enemies.

Chosen Prey[edit]

Also at 1st level, you are adept at taking down a target quickly and effeiciently. When you hit a creature with an attack roll, you can call on your mystical bond with nature to embue the creature with a Hunter's Mark for one minute.

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

You can use this feature to mark a creature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. You can only have one creature marked at a time.

This feature's extra damage increases when you reach certain levels in this class: 1d6 at 4th level, 1d8 at 8th level and 1d10 at 13th level.

Hunter Focus[edit]

At 2nd level, you have honed your skills to focus on your best abilities. Choose one ability score from Intelligence, Wisdom or Charisma. You may use this abilty score to determine your spellcasting abilities and class features. You may only choose this ability score once.

Some class features and spells require saving throws. The DC is calculated as follows:

  • 8 + your chosen ability modifier + your proficiency bonus.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. You gain one of the following options. Each fighting style can only be taken once.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting: You gain blindsight with a range of 10 feet.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Deflection: When you are targeted by a ranged weapon attack, or when a creature within 5 feet of you is attacked, by a creature you can see, you can use your reaction to impose disadvantage on the attack roll.
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.
Exploration: You gain a climb speed and a swim speed equal to your base walking speed. You also gain proficiency in one skill of your choice from the following list: Investigation, Nature, Perception, Stealth, or Survival.
Natural Defense: While you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Hunter Focus ability score modifier. You can use a shield and still gain this benefit.
Thrown Weapon Fighting: You gain a +2 bonus to damage rolls with thrown weapons.
Two-Weapon Mastery: When you make the extra attack of two-weapon fighting, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Unarmed Fighting: Your unarmed strikes' damage increases to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. In addition, when you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Wild Spellsword: You can tap into natural magics much like a Forest Sage. You learn two cantrips from the forest sage spell list. Your Hunter Focus ability score is your spellcasting modifier for these spells. You may change your chosen cantrips upon a long rest or level up.

Hunter Subclass[edit]

At 2nd level, you choose a subclass that you strive to emulate in your combat styles and techniques. The subclass you choose grants you features at 2nd level and again at 3rd, 7th, 11th, 14th, 17th, and 20th level.

Each subclass is summarized immediately below and covered in more detail later on this page.

  • A scamp uses tricks and traps to confuse and confound their prey.
  • A sellsword utilizes a multitude of fighting styles and unique abilities to defeat their enemies.
  • A shaman specializes in wild magics, and can manipulate natural elements to their benefit.
  • A shifter uses a magic charm to take the form of beasts and fight with ferocious intensity.
  • A slayer hunts the monsters in the wilds, using their prey's powers to bolster their own.
  • A stalker silently takes down the horrors of the dark, executing their marks and disappearing without a trace.
  • A sylvan partners with fairies and uses their magic to aid their allies and themselves.

Style Sync[edit]

At 2nd level, the subclass you have chosen can augment your fighting style in unique ways. In addition to their regular benefits, your fighting styles gain an additional effect depending on your subclass.
If a fighting style is not listed for a particular subclass, then that fighting style is unchanged by that subclass.

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.

If your campaign is using the feats optional rule, you can replace this feature with a feat for which you qualify.

Nature's Guide[edit]

At 5th level, a spirit of nature has been charged with becoming your guide. You may cast find familiar as a ritual without material components, with the spirit taking the form of a fairy of navigation or a fairy of life. These fairies' creature type is Fey and you cannot dismiss them forever. You can choose which fairy you summon, however once your fairy of life uses its Revive ability, it is instantly dismissed and cannot be summoned again for 7 days. Both fairies are distinct entities, with their own personality and characteristics.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Will[edit]

By 6th level, you have honed your ability to resist the mind-altering powers of both the darkness and your prey. You gain proficiency in your Hunter Focus ability modifier saving throws.
If you already have proficiency in saving throws made with your Hunter Focus ability modifier, you can instead gain proficiency with Intelligence, Wisdom, or Charisma saving throws (your choice).

Twin Guides[edit]

At 10th level, your attunement with your guides becomes even more potent. You may spend two hours casting find familiar to summon both your of your Fairy familiars at once.

Relentless[edit]

Also at 10th level, you have developed the ability to get yourself back into a fight, even if you're cornered and worn down by your foe. As bonus action, you can give yourself a number of temporary hit points equal to 1d8 + your Hunter Focus ability score modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Nature's Veil[edit]

Starting at 13th level, you learn to draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Empowered Fairies[edit]

Starting at 15th level, your fairies have started to unlock unique abilities within themselves.

  • No Retreat. Your Fairy of Navigation can now distract enemies at a distance, making them easier to attack. Your Fairy of Navigation can Help as a bonus action, and when it does, it can target a creature up to 60 ft. away as long as that creature can see or hear the fairy. Additionally, any creature your fairy targets with the help action begins subtly glowing. Until the start of its next turn, the target gains no benefit from the invisible condition.
  • Never Surrender. Your Fairy of Life can now give your allies a spark of life before they succumb to their injuries. When a creature within 60 feet of your Fairy of Life is reduced to 0 hit points without being killed outright, your fairy may use its reaction to flare what little life remains within them. The target creature can immediately move up to half its speed and take a single action or bonus action. Afterwards, the target falls unconscious but is stable.

You can use either of these benefits a total number of times equal to your proficiency bonus. You regain all expended uses when you finish a Long Rest.

Hunter's Hatred[edit]

At 18th level, you become an unparalleled hunter of your enemies. You can add your Hunter Focus ability score modifier to the attack roll or the damage roll of an attack you make against one of your Favoured Foes. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Scamp[edit]

When one hears the term "Hunter", one expects a seasoned, stealthy warrior who fights in the wild to protect the innocent. Scamps are... not that. Not always, anyway. Scamps are wild wanderers who enjoy the solitude of the wilds to practice their chaotic magics. Some do it for experimentation, some do it for cruel satisfaction; most do it for fun. Regardless of how and why, a Scamp is a master of merriment and mystery, and would easily bring as much harm as they would heal, revitalization as they will ruin and fear as they will fun.

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Most Skull Kids are Scamps in some way, though not all are officially such and never for the same reasons.
Source

Table: The Scamp

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Con mod
2nd +2 Fighting Style, Vicarious Vandal, Style Sync: Scamp +2
3rd +2 Natural Magic, Prankster's Mark +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement, Iron Will +10
7th +3 Advanced Natural Magic +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Twin Guides, Relentless +18
11th +4 Venomous Visage +20
12th +4 Ability Score Improvement +22
13th +5 Nature's Veil +24
14th +5 Magical Ambusher +26
15th +5 Empowered Fairies +28
16th +5 Ability Score Improvement +30
17th +6 Expert Natural Magic +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Magister of Madness +38

Vicarious Vandal[edit]

At 2nd level, you begin planning your pranks in order to make them more amusing, for you. Whenever you make a Charisma check, a Dexterity (Stealth) check, or Dexterity (Sleight of Hand) check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency with one of the following skills of your choice: Deception, Performance, Persuasion, Sleight of Hand, or Stealth.

Style Sync: Scamp[edit]

At 2nd level, Your chosen fighting style changes to better fit your role. Your fighting style changes in one of the following ways:

Archery > Slinger: You gain a +2 bonus to the damage rolls of simple ranged weapons and seed shooters.
Blind Fighting > Incisive Fighting: You have advantage on attacks against targets you can perceive with your blindsight and your regular vision.
Defense > Padded Soles: While you are wearing armor, you have advantage on Stealth checks. If your armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Deflection > Lasting Protection: After you use your reaction to impose disadvantage on an incoming attack, the target of that attack gains half-cover from all subsequent attacks until the start of your next turn.
Dueling > Parry:. If you're holding a weapon in one hand and no other weapons, when another creature hits you with a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you.
Exploration > Chaotic Mind: You gain proficiency in two skills from the following list: Deception, Persuasion, Perception, Stealth, and Performance.
Natural Defense > Nature's Sanctuary: When a creature you can see targets you with an attack roll or a damaging spell, you can use your reaction to force that creature to make a Wisdom saving throw. On a failure, the attacking creature must choose a new target or automatically miss their attack or have their spell fail.
Thrown Weapon Fighting > Abating Throws: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Additionally, when you hit a creature with an attack from a thrown weapon, you can reduce the speed of the target by 10 feet until the start of your next turn.
Two-Weapon Mastery > Bewildering Strike: When you hit a creature with a melee weapon attack, you push them off balance to make follow-up attacks easier. Until the end of your turn, you have advantage on all attacks against that creature.
Unarmed Fighting > Expert Grappler: Once per turn, when you hit a creature with an unarmed strike, you can immediately attempt to Grapple that creature (no action required).
Wild Spellsword > Feral Druid: In addition to your chosen cantrips, you gain two 1st level spells from the Forest Sage Spell List. You can cast these spells by using your stamina points as magic points. As you gain levels in this class, the number of spells you know from the Forest Sage Spell List increases. At 3rd level, you learn an additional 1st level spell. At 5th level, you learn a 2nd level spell. At 7th level, you learn an additional spell of 2nd level or lower. At 9th level, you learn a 3rd level spell. At 11th level, you learn an additional spell of 3rd level or lower. At 13th level, you learn a 4th level spell. At 15th level, you learn an additional spell of 4th level or lower. And finally, at 17th level, you learn a 5th level spell. Whenever you gain a level in Hunter, you can replace one spell you know from the Forest Sage Spell List with another spell of the same level. You cannot learn cantrips with this feature.
Your spellcasting ability for casting these spells is the same as your Hunter Focus ability.

Natural Magic[edit]

At 3rd level, you learn the shillelagh, mage hand and bardcraft cantrips. You can also cast mirror image by expending 2 stamina points as an action.

Also at 3rd level, if you have taken the Wild Spellsword Fighting Style, you learn an additional cantrip from the Forest Sage, Mask Scion or Occultist spell list.

Your Hunter Focus ability score is your spellcasting ability for your spells gained with this feature.

Prankster's Mark[edit]

Also at 3rd level, you learn to use your Hunter's Mark to empower your allies when getting up to no good. As a bonus action, you may touch one other willing creature and expend a use of your Chosen Prey feature to imbue them with a Prankster's Mark.

The first time on each of the marked creature's turns that it makes an ability roll using either Dexterity or Charisma, roll the die for your Chosen Prey feature. The marked creature adds the result rolled to their ability roll. A Prankster's Mark lasts for 1 minute, or until you become incapacitated. You can only have one creature imbued with a Prankster's Mark at any given time.

Advanced Natural Magic[edit]

Starting at 7th level, your Scamp spells have become more nuanced. Choose one of the spells you gained from the natural magic feature. It gains the following benefit.

  • Mage Hand: When you cast Mage Hand, you can cast it as a bonus action, and you can make the spectral hand invisible. You can control the hand as a bonus action, and through it, you can make Dexterity (Sleight of Hand) checks.
  • Shillelagh: When you cast Shillelagh, the spell's target becomes a Deku Stick for the duration. The weapon's damage die becomes 2d8, and it becomes sturdier than most deku sticks; the weapon doesn't break when used to make an attack.
  • Bardcraft: When you summon a phantasmal instrument using Bardcraft, you can use that instrument as a spellcasting focus. Additionally, when you cast a spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it as long as you're holding a phantasmal instrument. If you do not know any spells with the ritual tag, you also gain the ability to cast conjure marionettes once using this feature.
    Once you cast a ritual in this way, you can't do so again until you finish a long rest.

Venomous Visage[edit]

At 11th level, you learn to magically conjure a caustic poison that bursts outwards when used to make an attack. As a bonus action, you can expend 1 Stamina Point to coat a weapon or up to three pieces of ammunition with a magical poison. When you hit an attack with a coated weapon, the target and each creature within 5 feet of it (other than you) must succeed on a Constitution saving throw or take 2d6 poison damage. Once applied, the poison retains potency for 1 minute, or until you hit an attack using the coated weapon or piece of ammunition.

Magical Ambusher[edit]

Starting at 14th level, whenever you have the invisible condition or when you affect a creature you have Suprised, creatures have disadvantage on saving throws against your spells and Hunter class features.

Expert Natural Magic[edit]

At 17th level, your unique magics have spread to your other spells. You gain the benefits of the other two cantrips you did not pick with your Advanced Natural Magic feature.

Magister of Madness[edit]

At 20th level, you have become the master of all things merriment and mysterious. As an action while you have a phantasmal instrument summoned with bardcraft, you may play an ancient and powerful tune that meddles with the hearts and minds of friends and foes alike. This tune emanates from you in a a 60-foot-radius sphere. Each creature of your choice in that area must make a Wisdom saving throw, taking 6d6 psychic damage and becoming frightend until the end of your next turn on a failed save, or half as much damage on a successful one. Creatures that succeed this save are not frightend.
In addition, any creatures of your choice in that area gain advantage on all ability checks and saving throws for the next minute.

Once you use this ability, you can't do so again until you finish a long rest, unless you expend 8 Stamina points to use it again.

Sellsword[edit]

It is very hard to find a warrior more versatile than a Sellsword. Their numbers are many, their fighting styles are numerous and their abilities seemingly endless. Though most Sellswords are simply trained fighters, some Merenaries (And all player Sellswords) have the aide of nature spirits that guide their work further. What they choose to do with this power is anyone's guess, but if there is one thing you can expect from a Sellsword, it's that they will do whatever they wish. Or whatever pays best.

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Table: The Sellsword

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Con mod
2nd +2 Fighting Style, Style Sync: Sellsword, Additional Training +2
3rd +2 Trained Fighter, Mark of Discipline +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement, Iron Will +10
7th +3 Trained Warrior, Mutli-Combatant +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Twin Guides, Relentless +18
11th +4 Trained Attacker +20
12th +4 Ability Score Improvement +22
13th +5 Nature's Veil +24
14th +5 Trained Duelist +26
15th +5 Empowered Fairies +28
16th +5 Ability Score Improvement +30
17th +6 Trained Killer +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Trained Sellsword +38

Additional Training[edit]

At 2nd level, Sellswords gain access to weapons and armor uncommon among hunters. You gain proficiency with Heavy Armor (including Heavy Shields), and Bombs.

Style Sync: Sellsword[edit]

At 2nd level, Your chosen fighting style changes to better fit your role. Unlike most other subclasses, Sellswords live and die by what sets them apart, and have access to a few unique style syncs. Your fighting style changes in one of the following ways:

Archery > Steady Aim: As a bonus action, you give yourself advantage on your next attack roll you make with a ranged weapon this turn. You can use this feature only if you haven't moved during this turn, and after you use it, your speed is 0 until the end of the current turn.
Blind Fighting > Incisive Fighting: You have advantage on attacks against targets you can perceive with your blindsight and your regular vision.
Defense > Padded Soles: While you are wearing armor, you have advantage on Stealth checks. If your armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Deflection > Lasting Protection: After you use your reaction to impose disadvantage on an incoming attack, the target of that attack gains half-cover from all subsequent attacks until the start of your next turn.
Dueling > Parry:. If you're holding a weapon in one hand and no other weapons, when another creature hits you with a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you.
Exploration > Advanced Exploration: You gain a climbing speed and swimming speed equal to double your walking speed.
Natural Defense > Swift Strike: When you take the Dash, Disengage, or Dodge action on your turn, you can make one melee attack with a weapon as a bonus action.
Thrown Weapon Fighting > Bomberman: When you roll a bomb, you may add your Hunter Focus Ability modifier to the DC of a Bomb's explosion. Additionally, you can now roll a bomb up to 60ft, and when throwing or rolling a bomb, it benefits from your Thrown Weapon Fighting style (gaining a +2 bonus to the damage roll).
Two-Weapon Mastery > Bewildering Strike: When you hit a creature with a melee weapon attack, you push them off balance to make follow-up attacks easier. Until the end of your turn, you have advantage on all attacks against that creature.
Unarmed Fighting > Expert Grappler: Once per turn, when you hit a creature with an unarmed strike, you can immediately attempt to Grapple that creature (no action required).
Wild Spellsword > Mage Hunter: When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack or cast a cantrip you know from the forest sage spell list, targeting only that creature. If a target takes damage from this reaction while concentrating on a spell, that creature has disadvantage on its saving throw to maintain concentration.

Trained Fighter[edit]

At 3rd level, you gain access to unique combative techniques exclusive to you. Choose one of the following options:

  • Armor Breaker. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
  • Hinox Feller. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
  • Bokoblin Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Mark of Discipline[edit]

Also at 3rd level, you learn to use your Hunter's Mark to temper your allies into hardened warriors. As a bonus action, you may touch one other willing creature and expend a use of your Chosen Prey feature to imbue them with a Mark of Discipline.

Once per round, when the marked creature fails a saving throw, they can choose to roll the die for your Chosen Prey feature and add the saving throw, potentially turning the failure into a success. A Mark of Discipline lasts for 1 minute, or until you become incapacitated. You can only have one creature imbued with a Mark of Discipline at any given time.

Trained Warrior[edit]

At 7th level, you gain one of the following features of your choice.

  • Slow Start. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Evasive Enigma. Opportunity attacks against you are made with disadvantage.

Multi-Combatant[edit]

At 7th level, you learn another fighting style available to your class. You also gain its associated style sync, as normal.

Trained Attacker[edit]

At 11th level, you gain one of the following features of your choice.

  • Flurry Rush. You can attack 3 times, instead of twice, when you take the attack action.
  • Swift Quiver. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target
  • Tornado Spin Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with separate attack rolls for each target.

Trained Duelist[edit]

At 14th level, you gain one of the following features of your choice.

  • Stop the Clock. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
  • Deceptive Dodge. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Trained Killer[edit]

At 17th level, you have learned devestating techniques when it comes to fighting your Favored Enemies. You gain one of the following features of your choice:

  • Tunnel Vision. Whenever you make a melee attack roll against one of your Favored Enemies, you can expend 1 Stamina Point to enter into a state of extreme Focus. For the next minute, you have advantage on all melee attack rolls against the target, and immediately after the target takes the disengage action or hits a target other than you with an attack, you can make an opportunity attack against that creature as long as they are within your reach. While you are Focused on a Favored Enemy, you have disadvantage on attack rolls on other creatures, and attack rolls against you made by other creatures have advantage. This effect ends early if you lose concentration (as if you were concentrating on a spell).
  • Judgement Arrows. Whenever you make an attack roll with a ranged weapon against one of your Favored Enemies, you can expend 1 Stamina Point in order to blast away your foe in a heartbeat. Immediately after your attack, you can use your bonus action to make up to two ranged attacks with the same weapon against the target. After you use this bonus action, your speed becomes 0 until the end of the current turn.
  • Lockdown. Whenever one of your Favored Enemies hits you with an attack or you fail a saving throw caused by one of your Favored Enemies, you can expend 1 Stamina Point to attempt to knock your foe down before they can raise their guard (no action required). Your Favored Enemy must succeed a Dexterity saving throw or be knocked prone. Additionally, on its next turn, a target who failed this save must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, both you and the target have their speed halved until the end of your next turn.

Trained Sellsword[edit]

At 20th level, you are a swiss-army knife of a warrior. You gain two more fighting styles available to your class, and you gain an additional choice from each of the following abilities: Trained Fighter, Trained Warrior, Trained Attacker, Trained Duelist, and Trained Killer.

Shaman[edit]

In many tribal communities, there is one who can use natural magics for the tribe's benefit. You are one such individual, not so much bending magic to your will but working with the magics of the world to benefit yourself and those around you. Though you are certainly able to use your martial and hunting skills quite effectively, they often take a backseat to your duties as a protector. Not all Shamans are part of a tribe, but all shamans deal in the affairs of others, whether for better or for worse.

Renado.png
Though not always magical in nature, a Shaman is often the one guiding a community.
Source

Table: The Shaman

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Con mod
2nd +2 Fighting Style, Ancient Totem, Style Sync: Shaman +2
3rd +2 Meditative Recovery, Shaman's Mark +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement, Iron Will +10
7th +3 Natural Remedies +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Twin Guides, Relentless +18
11th +4 Ancient Reliquary +20
12th +4 Ability Score Improvement +22
13th +5 Nature's Veil +24
14th +5 Guardian Aura, Spirit Walker +26
15th +5 Empowered Fairies +28
16th +5 Ability Score Improvement +30
17th +6 Walk Free +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Guardian Totem +38

Ancient Totem[edit]

Starting at 2nd level as a bonus action, you can draw from the spirits of nature to bolster yourself and your allies in a 30 ft. radius centered on you. While this feature is active, small spirit flit through the air around you. This effect last 1 minute . Once you use this feature, you can't use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

  • Bulbo's Might: The spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your shaman level. In addition, you and your allies gain advantage on Athletics checks and Strength saving throws while in the aura.
  • Wolfos' Sight: The spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Perception checks and Wisdom saving throws while in the aura.
  • Fairy's Plight: The spirit lends its protection to those nearby. You and your allies gain advantage on Medicine checks and Constitution saving throws made in the spirit’s aura. In addition, if you or an ally casts a spell using Magic Points that restores hit points to a creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your shaman level.

Style Sync: Shaman[edit]

At 2nd level, Your chosen fighting style changes to better fit your role. Your fighting style changes in one of the following ways:

Archery > Slinger: You gain a +2 bonus to the damage rolls of simple ranged weapons and seed shooters.
Blind Fighting > Incisive Fighting: You have advantage on attacks against targets you can perceive with your blindsight and your regular vision.
Defense > Padded Soles: While you are wearing armor, you have advantage on Stealth checks. If your armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Deflection > Lasting Protection: After you use your reaction to impose disadvantage on an incoming attack, the target of that attack gains half-cover from all subsequent attacks until the start of your next turn.
Dueling > Parry:. If you're holding a weapon in one hand and no other weapons, when another creature hits you with a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you.
Exploration > Wise Mind: You gain proficiency in two extra skills of your choice from Investigation, Nature, Perception, Stealth, and Survival.
Natural Defense > Nature's Sanctuary: When a creature you can see targets you with an attack roll or a damaging spell, you can use your reaction to force that creature to make a Wisdom saving throw. On a failure, the attacking creature must choose a new target or automatically miss their attack or have their spell fail.
Thrown Weapon Fighting > Abating Throws: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Additionally, when you hit a creature with an attack from a thrown weapon, you can reduce the speed of the target by 10 feet until the start of your next turn.
Two-Weapon Mastery > Calculated Strikes: When you hit a creature with a melee weapon attack, you push them off balance to make follow-up attacks easier. Until the end of your turn, you have advantage on all attacks against that creature.
Unarmed Fighting > Expert Grappler: Once per turn, when you hit a creature with an unarmed strike, you can immediately attempt to Grapple that creature (no action required).
Wild Spellsword > Witch Doctor: In addition to your chosen cantrips, you gain two 1st level spells from the Forest Sage Spell List. You can cast these spells by using your stamina points as magic points. As you gain levels in this class, the number of spells you know from the Forest Sage Spell List increases. At 3rd level, you learn an additional 1st level spell. At 5th level, you learn a 2nd level spell. At 7th level, you learn an additional spell of 2nd level or lower. At 9th level, you learn a 3rd level spell. At 11th level, you learn an additional spell of 3rd level or lower. At 13th level, you learn a 4th level spell. At 15th level, you learn an additional spell of 4th level or lower. And finally, at 17th level, you learn a 5th level spell. Whenever you gain a level in Hunter, you can replace one spell you know from the Forest Sage Spell List with another spell of the same level. You cannot learn cantrips with this feature.
Your spellcasting ability for casting these spells is the same as your Hunter Focus ability.

Meditative Recovery[edit]

Starting at 3rd level, you can regain some of the magic points of you and your allies by sitting in meditation and communing with nature. At the beginning of a short rest of long rest, you can choose to start Meditating. While Meditating, you cannot take actions or reactions, and you have disadvantage on ability checks and saving throws. You are mostly unaware of your surroundings while Meditating, however you can still detect loud noises or other significant interruptions (such as being shaken or taking damage).

When you complete a short rest while Meditating, friendly creatures of your choice regain a number of magic points or stamina points (they pick which) equal to your Hunter Focus ability score modifier, up to their maximum.

Shaman's Mark[edit]

Also at 3rd level, you learn to use your Hunter's Mark to protect your allies just as much as you use it to harm your foes. As a bonus action, you may touch one other willing creature and expend a use of your Chosen Prey feature to imbue them with a Shaman's Mark.

At the start of the Marked creature's turn, roll the die for your Chosen Prey feature. The target gains temporary hit points equal to the result, which disappear when the Shaman's Mark ends. A Shaman's Mark lasts for 1 minute, or until you become incapacitated. You can only have one creature imbued with a Shaman's Mark at any given time.

Natural Remedies[edit]

At 7th level, you learn to duplicate several magical affects that you can use to aid creatures in need.

You learn the following spells: cure wounds, lesser restoration and aura of vitality. You can cast these spells as normal by expending stamina points. Your Hunter Focus ability score is your spellcasting modifier for these spells.

Ancient Reliquary[edit]

At 11th level, you can now use your Ancient Totem feature a number of times equal to your proficiency bonus. You regain one expended use when you finish a short rest, and you regain all expended uses when you finish a long rest.

In addition, your Ancient Totem feature gains an additional ability depending on which spirit you summon:

  • Bulbo's Might: While inside the radius, you and your allies' melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Wolfos' Sight: No creature within the radius can make an attack roll with advantage against you or your allies.
  • Fairy's Plight: At the start of your turn, you can deal radiant damage to creatures of your choice inside the radius. This damage equals your Hunter Focus ability modifier.

Guardian Aura[edit]

Beginning at 14th level, you learn to summon a spirit of community, even when you are far from home. During a short or long rest, you can safeguard a small area around you when you Meditate. Until you stop Meditating, a 30-foot-radius invisible sphere appears, centered on you. This sphere is blocked by total cover.

While within the sphere, you and your allies gain a +5 bonus to Stealth and Perception checks, and any light from open flames (a campfire, torch, or the like) isn't visible from outside of the sphere. When a creature spends one or more hit die to recover hit points while within the sphere, they regain additional additional hit points equal to your proficiency bonus.

The sphere vanishes at the end of the rest or when you stop meditating.

Spirit Walker[edit]

Also at 14th level, when you begin Meditating, you can cast one of the following spells: dream, scrying, or teleportation circle without expending magic points. Your Hunter Focus ability score is your spellcasting ability for these spells.

When you cast teleportation circle using this feature, instead of teleporting to a permanent circle whose sigils you know, you instead teleport to the previous place you Meditated.

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

Secrets of Healing[edit]

At 17th level, you are able to rouse the spirits of the recently dead and reunite them with their bodies. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 stamina points. The creature immediately returns to life with a number of Hit Points equal to 4d10 plus your Hunter Focus ability score modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.

Once you use this feature, you can't use it again until you finish a Long Rest.

Guardian Totem[edit]

At 20th level, you are a master of protection and guidance for all, even your enemies.

You and your allies have half cover while within the radius of your Ancient Totem feature.
Additionally, when you invoke your Ancient Totem, each creature of your choice within its radius must succeed a Charisma saving throw or be charmed while they remain inside the radius. Your Favoured Foe has disadvantage on this saving throw.

Shifter[edit]

Many hunters are content to either lightly partake in the magics of the wild, or simply hunt their quarry with skill alone. However, Shifters do not simply partake in such magics. They allow it to become one with them, transforming their very being into different forms; sometimes natrual, sometimes not. Such transformations can be voluntary or the subject of a curse, but one fact remains: Shifters are dangerous wild warriors and a bestial nightmare for those they hunt.

Seek-Png-com-twilight-princess-png-3441871.png
All Shifters use some form of magic to transform, though not all magic sources are natural or voluntary.
Source

Table: The Shifter

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Con mod
2nd +2 Fighting Style, Shifter's Shape, Style Sync: Shifter +2
3rd +2 Hunter Subclass feature, Mercurial Magic, Predator's Mark +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement, Iron Will +10
7th +3 Friendly Instinct, Beast Soul +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Twin Guides, Relentless +18
11th +4 Empowered Transformation +20
12th +4 Ability Score Improvement +22
13th +5 Nature's Veil +24
14th +5 Immutable Will +26
15th +5 Empowered Fairies +28
16th +5 Ability Score Improvement +30
17th +6 Magical Monstrosity +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Beastborne +38

Shifter's Shape[edit]

Starting at 2nd level, you gain a magic charm that allows you to change your shape. You can use your action to magically assume the shape of one beast for a number of hours equal to your Shifter level, or until you are Incapacitated, die, or revert back as a bonus action. Any equipment you are carrying or wearing is absorbed into your body upon transforming, unless you have an ability that would allow you to keep some of your equipment.

The maximum challenge rating your beast form can have is equal to your Shifter level, divided by 3 (rounded down, min 1). The beast you transform into is the same one each time, chosen when you gain this feature. Your chosen beast must be of size large or smaller, and must lack a flying or burrowing speed. You must have seen your chosen beast at least once before, however you may change your chosen beast upon completing a long rest.

While transformed, you retain your retain your Intelligence, Wisdom, and Charisma scores, your personality, memories and Hunter class features. Your statistics are otherwise replaced with those of the beast you transformed into. You can't cast spells, speak, or take an action that requires fine motor control unless your beast form would be able to do so. When your beast form's hit points are reduced to 0, you revert back to your normal form. Any excess damage dealt to your beast form is carried over to your normal form, but you are not knocked unconcious, unless the excess damage is enough to reduce your original form to 0 hit points.

The charm you use is a gift from nature. If it is destroyed or lost, you may spend 1 hour and 50r of natural materials to create a new one. You must be in a natural environment to acquire a new charm.

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

Style Sync: Shifter[edit]

Shadow_Crystal.png
Magic Charms are the source of a Shifter's power. This one is cursed, and was born of dark and unnatural magic. As such, it must be tempered with light magic to use properly.
Source

At 2nd level, Your chosen fighting style changes to better fit your role. Your fighting style changes in one of the following ways:

Archery > Pounce: As a Bonus Action, you can jump up to half your speed without provoking opportunity attacks. If you make a melee attack immediately following this movement, that attack benefits from your Archery fighting style (gaining a +2 bonus to the attack).
Blind Fighting > Incisive Fighting: You have advantage on attacks against targets you can perceive with your blindsight and your regular vision.
Defense > Shifting Armor: When you use your Shifter's Shape feature to transform into your beast form while you are wearing light armor, you can choose to not absorb your armor into your new form. Instead, your armor becomes Barding worn by your beast form. Your beast form is considered proficient with this armor even if it normally lacks such a proficiency.
Deflection > Lasting Protection: After you use your reaction to impose disadvantage on an incoming attack, the target of that attack gains half-cover from all subsequent attacks until the start of your next turn.
Dueling > Parry:. If you're holding a weapon in one hand and no other weapons, when another creature hits you with a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You can also apply your damage bonus from Dueling and use this reaction while in your beast form, as long as you have a natural weapon.
Exploration > Wild Mind: You gain proficiency in two extra skills of your choice from Investigation, Nature, Perception, Stealth, and Survival.
Natural Defense > Nature's Sanctuary: When a creature you can see targets you with an attack roll or a damaging spell, you can use your reaction to force that creature to make a Wisdom saving throw. On a failure, the attacking creature must choose a new target or automatically miss their attack or have their spell fail.
Thrown Weapon Fighting > Splinter Barrage: You gain the ability to fire pieces of your teeth or nails at enemies and magically regrow them after doing so. Your unarmed attacks, as well as natural weapons while in beast form, gain the thrown (20/60) property.
Two-Weapon Mastery > Bewildering Strike: When you hit a creature with a melee weapon attack, you can push them off balance to make follow-up attacks easier. Until the end of your turn, you have advantage on all attacks against that creature.
Unarmed Fighting > Expert Grappler: Once per turn, when you hit a creature with an unarmed strike, you can immediately attempt to Grapple that creature (no action required).
Wild Spellsword > Shifting Spellsword: In addition to your chosen cantrips, you gain two 1st level spells from the Mask Scion Spell List. You can cast these spells by using your stamina points as magic points. As you gain levels in this class, the number of spells you know from the Mask Scion Spell List increases. At 3rd level, you learn an additional 1st level spell. At 5th level, you learn a 2nd level spell. At 7th level, you learn an additional spell of 2nd level or lower. At 9th level, you learn a 3rd level spell. At 11th level, you learn an additional spell of 3rd level or lower. At 13th level, you learn a 4th level spell. At 15th level, you learn an additional spell of 4th level or lower. And finally, at 17th level, you learn a 5th level spell. Whenever you gain a level in Hunter, you can replace one spell you know from the Mask Scion Spell List with another spell of the same level. You cannot learn cantrips with this feature.
Your spellcasting ability for casting these spells is the same as your Hunter Focus ability.

Mercurial Magic[edit]

At 3rd level, the magic of the charm you use to shift has begun to permeate your entire body.

You learn Primal Savagery, Druidcraft, and 1 cantrip of your choice from the mask scion spell list. You can also cast Pass without Trace by expending 2 stamina points as an action.

Your Hunter Focus ability score is your spellcasting ability for spells gained with this feature.

Predator's Mark[edit]

Also at 3rd level, you learn to use your Hunter's Mark to empower your allies with the strength of the wild. As a bonus action, you may touch one other willing creature and expend a use of your Chosen Prey feature to imbue them with a Predator's Mark.

The first time on each of the marked creature's turns that it attacks a creature and does damage, roll the die for your Chosen Prey feature. The target of that attack takes additional force damage equal to the result. A Predator's Mark lasts for 1 minute, or until you become incapacitated. You can only have one creature imbued with a Predator's Mark at any given time.

Friendly Instinct[edit]

At 7th level, other beast have begun to recognize your animalistic ways. All beasts will treat you and your allies as acquaintances, and will not attack unless threatened. You are also able to communicate basic ideas and questions to beasts through body language and sounds, and they can relay basic answers in the same way.

Beast Soul[edit]

Also at 7th level, your magic charm has become even more powerful with constant use. You can now choose two additional beast forms that you can transform into when using your Shifter's Shape feature, for a total of three beast forms. Each time you complete a long rest, you can change one of these forms to that of another beast you have seen.

In addition, while transformed with your Shifter's Shape feature, your attacks are considered magical for the purpose of overcoming damage resistances and immunities.

Empowered Transformation[edit]

At 11th level, your bestial form becomes capable of feats that were previously impossible. When you transform with your Shifter's Shape feature, you now retain your known languages. While transformed, you also retain the ability to speak and cast the spells learned via your Mercurial Magic feature or another Hunter feature. Every beast form is fully capable of performing the somatic and verbal components for these spells, but some forms might struggle to use material components.

Additionally, when you transform using your Shifter's Shape feature, your beast form gains temporary hit points equal to your level in this class.

Immutable Will[edit]

At 14th level, there is very nothing that can bend your bestial will. You become immune to the frightened and charmed conditions.

Magical Monstrosity[edit]

At 17th level, you learn an additional form for your Shifter's Shape feature, however this form is a Monstrosity, rather than a beast. Your Monstrous form can be up to CR 7, but otherwise follows all of the rules and restrictions for your Shifter's Shape feature.

Once you transform into your Monstrous form, you cannot do so again until you complete a long rest.

Beastborne[edit]

At 20th level, you have become one with the bestial world. You may use your Shifter's Shape feature an unlimited number of times, and each time you transform, you can change into any beast you have seen.


Slayer[edit]

Slayers are the epitome of Hunters. Slayers are generalists when it comes to their methods of elimination, rather than focusing on spellcasting, full-frontal combat, or an overreliance on stealth. Additionally, Slayers have become widely known for their tonics: potions and poisons they create to augment their abilities. Unfortunately, some Slayers have acquired a bad reputation as barbaric wild men, simply slaughtering wild animals for the fun of it, although this is generally untrue. Perhaps due to this reputation, there are very few monsters that won't start sweating when a Slayer is on the hunt.

Table: The Slayer

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Con mod
2nd +2 Fighting Style, Style Sync: Slayer, Hunter's Insight +2
3rd +2 Slayer's Tonics, Mark of Precision +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement, Iron Will +10
7th +3 Slayer-Marked, Adept Tonics +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Twin Guides, Relentless +18
11th +4 Maiming Marks +20
12th +4 Ability Score Improvement +22
13th +5 Nature's Veil +24
14th +5 Expert Tonics +26
15th +5 Empowered Fairies +28
16th +5 Ability Score Improvement +30
17th +6 Slayer's Counter +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Unparalleled Slayer +38

Hunter's Insight[edit]

At 2nd level, you are adept at determining a creature's weaknesses simply from prior experience. As a bonus action, choose one creature you can see within 60 feet of you. Make an Intelligence (Nature) check contested by a Charisma (Deception) check from the target. You have advantage on this check if the target has a Hunter's Mark from you, while the target has disadvantage on this check if they are your Favored Enemy. If you succeed, you immediately learn the target's damage resistances, immunities, and vulnerabilities. You also learn of the target's weak points (if any), and the current number of Hit Points the target has.

You can use this feature a number of times equal to your Hunter Focus ability modifier (minimum of once). You regain one expended use of this feature when you complete a short rest, and all expended uses when you complete a long rest.

Style Sync: Slayer[edit]

At 2nd level, Your chosen fighting style changes to better fit your role. Your fighting style changes in one of the following ways:

Archery > Steady Aim: As a Bonus Action, you give yourself Advantage on your next attack roll you make with a Ranged Weapon this turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Blind Fighting > Incisive Fighting: You have advantage on attacks against targets you can perceive with your blindsight and your regular vision.
Defense > Padded Soles: While you are wearing armor, you have advantage on Stealth checks. If your armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Deflection > Lasting Protection: After you use your reaction to impose disadvantage on an incoming attack, the target of that attack gains half-cover from all subsequent attacks until the start of your next turn.
Dueling > Parry:. If you're holding a weapon in one hand and no other weapons, when another creature hits you with a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you.
Exploration > Advanced Exploration: You gain a climbing speed and swimming speed equal to double your walking speed.
Natural Defense > Swift Strike: When you take the Dash, Disengage, or Dodge action on your turn, you can make one melee attack with a weapon as a bonus action.
Thrown Weapon Fighting > Snap Throw: When a creature within your weapon's throw range makes a ranged attack against you, you can use your Reaction to throw your weapon at that creature. On a hit, the target takes the weapon's regular damage and has disadvantage on the triggering attack. You may only use this feature with a weapon that has the thrown property.
Two-Weapon Mastery > Bewildering Strike: When you hit a creature with a melee weapon attack, you push them off balance to make follow-up attacks easier. Until the end of your turn, you have advantage on all attacks against that creature.
Unarmed Fighting > Expert Grappler: Once per turn, when you hit a creature with an unarmed strike, you can immediately attempt to Grapple that creature (no action required).
Wild Spellsword > Mage Hunter: When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack or cast a cantrip you know from the forest sage spell list, targeting only that creature. If a target takes damage from this reaction while concentrating on a spell, that creature has disadvantage on its saving throw to maintain concentration.

Slayer's Tonics[edit]

At 3rd level, you have learned the art of turning monster parts into various potions to make you even stronger. You gain proficiency with either Medicine or Nature, as well as with apothecary's kits. If you are already proficient with apothecary's kits, you gain proficiency with one other type of artisan's tools of your choice.

As an action, you can expend 2 stamina points to create one of the following Slayer Tonics in an empty flask you are holding. A creature holding a Slayer Tonic can drink it using their bonus action.

Tonic Name Effect
Invigorating Tonic The drinker gains 2d6 temporary hit points and regains 1 hit point.
Expediting Tonic The drinker's walking speed increases by 10 feet for 1 hour.
Courageous Tonic The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
Masking Tonic The drinker can immediately disengage or hide (no action required).
For the next minute, the drinker can disengage or hide as a bonus action.
Guarding Tonic The drinker gains a +1 bonus to AC for 10 minutes.
Virulent Tonic This Tonic can be coated onto a weapon or three pieces of ammunition as a bonus action. A creature that takes piercing or slashing damage from the coated weapon or piece of ammunition must succeed a Constitution saving throw or take 2d4 poison damage. A creature that drinks this Tonic must also make this saving throw, and does so with disadvantage. Once used to coat a weapon or piece of ammunition, this Tonic lasts for 1 minute or until it deals damage.

Alternatively, when you create a Slayer Tonic, you can have it duplicate the effect of a Common Potion that you have examined, which takes 1 minute.

Creating a Slayer Tonic requires you to have an apothecary's kit on your person, and any Tonic you create with this feature lasts until it is drunk or until the end of your next long rest.

Mark of Precision[edit]

Also at 3rd level, you learn to use your Hunter's Mark to guide the strikes of your allies. As a bonus action, you may touch one other willing creature and expend a use of your Chosen Prey feature to imbue them with a Mark of Precision.

Once per turn, when the marked creature fails an attack roll, they can choose to roll the die for your Chosen Prey feature and add it to the attack roll, potentially turning the failure into a success. A Mark of Precision lasts for 1 minute, or until you become incapacitated. You can only have one creature imbued with a Mark of Precision at any given time.

Slayer-Marked[edit]

At 7th level, you have learned the art of tracking your prey: no matter the advantages they possess. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to locate creatures, and you do not have disadvantage on attack rolls against creatures as a result of the invisible condition.

In addition, when you use your Hunter's Mark, the mark lasts for 1 hour. As long as the creature is marked, your fairy guide always knows the direction to the target.

Adept Tonics[edit]

At 7th level, you have learned to use more Tonics. When you create a Slayer Tonic, you can now expend 4 stamina points to create one of the following Adept Slayer Tonics:

Tonic Name Effect
Opposing Tonic The drinker gains resistance to one damage type of your choice for 1 hour. The damage type for this Tonic is chosen when it is created.
Enthralling Tonic The drinker must succeed a Wisdom saving throw or become charmed by you for 1 hour. While charmed, an affected creature has advantage on saving throws while they remain within 10 feet of you. This Tonic's effects end early if you or any of your allies harm the affected creature.
A creature can choose to fail on their saving throw against this tonic.
Fortuitous Tonic When the drinker makes an attack roll, an ability check, or a saving throw in the next minute, it can dismiss this effect on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this effect on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

Alternatively, when you would create an Adept Slayer Tonic, you instead can have it duplicate the effect of a Uncommon Potion that you have examined, which takes 1 minute.

Maiming Marks[edit]

Starting at 11th level, you learn to use your Hunter's Marks and Marks of Precision to spread damage to your foes.

Once per turn, when you, or a creature imbued with your Mark of Precision, rolls the die for your Chosen Prey feature, you can choose to deal force damage to one or two creature(s) of your choice within 30 feet of them (no action required). This force damage equals the result of the Chosen Prey die roll.

Expert Tonics[edit]

At 14th level, you have learned to create Tonics used by only the most skilled Slayers. When you create a Slayer Tonic, you can now expend 6 stamina points to create one of the following Expert Slayer Tonics:

Tonic Name Effect
Veiling Tonic The drinker becomes invisible for 1 hour. Anything it is wearing or carrying also becomes invisible for the duration. The effect ends early if the drinker attacks, deals damage, or casts a spell.
Stimulating Tonic The drinker of this tonic rapidly accelerates. At the end of the current turn, the drinker takes an additional turn. During a creature's next turn after benefiting from this tonic, they must choose whether they get a move, an action, or a bonus action; they get only one of the three. A creature that drinks two or more of these tonics in a single combat falls prone and becomes paralyzed until the end of their next turn.

Alternatively, when you would create an Expert Slayer Tonic, you instead can have it duplicate the effect of a Rare Potion that you have examined, which takes 1 minute.

Slayer's Counter[edit]

At 17th level, you gain the ability to immediately counterattack when your prey tries to harm you. If the target of your Hunter's Mark forces you to make a saving throw or targets you with an attack, you can use your reaction to make one weapon attack against the marked creature. You make this attack immediately before the saving throw or attack roll. If your attack hits, you gain advantage on your next saving throw, and the marked creature has disadvantage on their next attack roll. These effects last until the start of your next turn.

Unparalleled Slayer[edit]

At 20th level, you have become a master of the hunt and the leader of the pack. When you grant a creature a Hunter's Mark or Mark of Precision, you can immediately choose a number of creatures equal to your Hunter Focus ability score modifier within 30 feet of the target. Those creatures also become marked, in addition to the feature's original target.

The additional creatures remain marked until the original target dies or loses their mark.

Stalker[edit]

In the dark, forgotten places of Hyrule, there exists horrors unseen and unknown by the general populous. Creatures that, if they ever escaped the gloomy darkness of the shadows, would bring a horrific death to those who crossed their paths. Such horrors are contained only by the efforts of those who hunt their prey in the gloom, called Stalkers by the few who know them. Though they rarely leave the darkness, those who do return to the lands of Hyrule boast incredible precision, ghost like stealth and an unbreakable will hardened by the horrors of the dark.

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Stalkers often remain unseen, the last thing seen by their prey is the flash of blade cutting through the dark.
Source

Table: The Stalker

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Con mod
2nd +2 Fighting Style, Depths Ambusher, Style Sync: Stalker +2
3rd +2 Shadow Mark, Ghost in Gloom +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement, Iron Will +10
7th +3 Adroit Action +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Twin Guides, Relentless +18
11th +4 Phantom Striker +20
12th +4 Ability Score Improvement +22
13th +5 Nature's Veil +24
14th +5 Without a Sound +26
15th +5 Empowered Fairies +28
16th +5 Ability Score Improvement +30
17th +6 Malice Resistance +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Gloom Strike +38

Depths Ambusher[edit]

Starting at 2rd level, you master the art of the ambush. You add your Hunter Focus ability score modifier to your initiative rolls. If your Hunter Focus ability score is Wisdom, you effectively add this modifier twice (See Wisdom-based Initiative)

Additionally, your walking speed increases by 10 feet during your first turn of each combat. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action.

Style Sync: Stalker[edit]

At 2nd level, Your chosen fighting style changes to better fit your role. Your fighting style changes in one of the following ways:

Archery > Steady Aim: As a Bonus Action, you give yourself Advantage on your next attack roll you make with a Ranged Weapon this turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Blind Fighting > Incisive Fighting: You have advantage on attacks against targets you can perceive with your blindsight and your regular vision.
Defense > Padded Soles: While you are wearing armor, you have advantage on Stealth checks. If your armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Deflection > Reactive Camouflage: After you use your reaction to impose disadvantage on an incoming attack, the target of that attack becomes invisible until the start of its next turn.
Dueling > Parry: If you're holding a weapon in one hand and no other weapons, when another creature hits you with a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you.
Exploration > Ambuscade: When you make an attack roll while hidden and miss, that attack doesn't reveal your location. Additionally, you can attempt to Hide as a bonus action while you are in dim light or darkness.
Natural Defense > Wreath of Shadows: When a creature you can see targets you with an attack roll or a damaging spell, you can use your reaction to force that creature to make a Wisdom saving throw. On a failure, the attacking creature must choose a new target or automatically miss their attack or have their spell fail.
Thrown Weapon Fighting > Snap Throw: When a creature within your weapon's throw range makes a ranged attack against you, you can use your Reaction to throw your weapon at that creature. On a hit, the target takes the weapon's regular damage and has disadvantage on the triggering attack. You may only use this feature with a weapon that has the thrown property.
Two-Weapon Mastery > Bewildering Strike: When you hit a creature with a melee weapon attack, you push them off balance to make follow-up attacks easier. Until the end of your turn, you have advantage on all attacks against that creature.
Unarmed Fighting > Expert Grappler: Once per turn, when you hit a creature with an unarmed strike, you can immediately attempt to Grapple that creature (no action required).
Wild Spellsword > Dark Calling: In addition to your chosen cantrips, you gain two 1st level spells from the Occultist Spell List. You can cast these spells by using your stamina points as magic points. As you gain levels in this class, the number of spells you know from the Occultist Spell List increases. At 3rd level, you learn an additional 1st level spell. At 5th level, you learn a 2nd level spell. At 7th level, you learn an additional spell of 2nd level or lower. At 9th level, you learn a 3rd level spell. At 11th level, you learn an additional spell of 3rd level or lower. At 13th level, you learn a 4th level spell. At 15th level, you learn an additional spell of 4th level or lower. And finally, at 17th level, you learn a 5th level spell. Whenever you gain a level in Hunter, you can replace one spell you know from the Occultist Spell List with another spell of the same level. You cannot learn cantrips with this feature.
Your spellcasting ability for casting these spells is the same as your Hunter Focus ability.

Ghost in Gloom[edit]

Starting at 3rd level, you gain darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

You are also adept at evading creatures that rely on darkvision. You gain proficiency in Stealth, and are invisible to any creature that relies on darkvision to see you while in dim light or darkness. If you are already proficient in Stealth, you gain proficiency in another skill avalible to Hunters at 1st level.

Shadow Mark[edit]

Also at 3rd level, you learn to augment your Hunter's Mark with power that can only be found in the darkest shadows. As a bonus action, you can expend a use of your Chosen Prey feature to force a creature within 30 feet of you to make a Charisma saving throw. On a failure, the target becomes burdened with a Shadow Mark for the next 10 minutes, but is unaware of this unless it is able to detect magic.

A Shadow Mark is deadlier version of the usual Hunter's Mark. While a creature you have Marked is in dim light or darkness, the damage die of your Chosen Prey feature increases by one stage (See Weapons of Unusual Size). Additionally, when you deal damage to a Shadow Marked creature, you can change that damage to psychic.

Adroit Action[edit]

At 7th level, your alacrity becomes honed by the many life or death situations you have survived. You may take an additional bonus action on each of your turns.

Phantom Striker[edit]

At 11th level, you learn to attack with such unexpected speed that your foes cannot tell where your blade truly is. Once on each of your turns, when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Without a Sound[edit]

At 14th level, you can silence a target before anything notices it's gone. You may add double your proficiency bonus to all Stealth checks, and have advantage on attack rolls against creatures in Dim Light or Darkness. Additionally, any attack roll you make against a Shadow Marked target is a critical hit on a roll of 19 or 20 on the d20.

Malice Resistance[edit]

At 17th level, your time putting down the beasts of the depths has left a bold message that darkness has no hold on you. You become immune to necrotic damage, and your maximum health cannot be reduced.

Additionally, while in dim light or darkness, you have resistance to bludgeoning, piercing, and slashing damage.

Gloom Strike[edit]

At 20th level, you have become a master of laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.

Sylvan[edit]

One thing hunters are often known for is their unique habit of drawing Fairies to their aid. Shamans often call upon them for guidance, Slayers and Sellswords use them for combative purposes and Scamps use them for fun. However, no Hunter utilises their Fairies quite like Sylvans. Often confused with Fairy Scions, a Sylvan is a hunter who has been gifted power by, and devoted themselves to their Fairy companion, unlike Fairy Scions who have been chosen by a Great Fairy. Sylvans often spend their entire lives relying on the guidance of their Fairy Guides, and can even become part Fairy themselves. However, this dependance often comes at the cost of themselves should their Fairies leave them or perish, and there's nothing quite as dangerous as an angry Sylvan without a Fairy to hold them back.

Young_Link_Artwork_1_%28Ocarina_of_Time%29.png
Kokiri often make the best Sylvans, as being chosen by a fairy is a rite of passage in their culture.
Source

Table: The Sylvan

Level Proficiency
Bonus
Features Stamina
Points
Sylvan
Die
1st +2 Con mod -
2nd +2 Fighting Style, Sylvan Dice, Style Sync: Sylvan +2 d4
3rd +2 Feywild Battlemind, Beguiling Mark +4 d4
4th +2 Ability Score Improvement +6 d4
5th +3 Extra Attack, Nature's Guide +8 d4
6th +3 Ability Score Improvement, Iron Will +10 d4
7th +3 Fairy Warp, Lock-On +12 d6
8th +3 Ability Score Improvement +14 d6
9th +4 +16 d6
10th +4 Twin Guides, Relentless +18 d6
11th +4 Draw Distance +20 d6
12th +4 Ability Score Improvement +22 d8
13th +5 Nature's Veil +24 d8
14th +5 Feywild Greatmind +26 d8
15th +5 Empowered Fairies +28 d8
16th +5 Ability Score Improvement +30 d8
17th +6 Spring in your Sylvan Step +32 d10
18th +6 Hunter's Hatred +34 d10
19th +6 Ability Score Improvement +36 d10
20th +6 Imperceptible Sylvan +38 d10

Sylvan Dice[edit]

At 2nd level, an otherworldly being has given you a reservoir of powerful magic. You gain a number of d4 equal to your Sylvan level, know as your Sylvan Dice.

As an action, you can roll one of your Sylvan Dice and restore hit points equal to the result to yourself or one other creature within 10 ft of you.

Whenever you roll one or more of your Sylvan Dice, those dice are expended. You regain all expended Sylvan Dice when you complete a long rest.

These dice increase in step as you level up. The progression of these dice can be found in the Sylvan table.

Style Sync: Sylvan[edit]

At 2nd level, Your chosen fighting style changes to better fit your role. Your fighting style changes in one of the following ways:

Archery > Slinger: You gain a +2 bonus to the damage rolls of simple ranged weapons and seed shooters.
Blind Fighting > Incisive Fighting: You have advantage on attacks against targets you can perceive with your blindsight and your regular vision.
Defense > Padded Soles: While you are wearing armor, you have advantage on Stealth checks. If your armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Deflection > Otherworldly Protection: After you use your reaction to impose disadvantage on an incoming attack, the target of that attack gains half-cover from all subsequent attacks until the start of your next turn.
Dueling > Parry:. If you're holding a weapon in one hand and no other weapons, when another creature hits you with a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you.
Exploration > Curious Mind: You gain proficiency in two extra skills of your choice from Animal Handling, Medicine, Nature, Stealth, and Survival.
Natural Defense > Nature's Sanctuary: When a creature you can see targets you with an attack roll or a damaging spell, you can use your reaction to force that creature to make a Wisdom saving throw. On a failure, the attacking creature must choose a new target or automatically miss their attack or have their spell fail.
Thrown Weapon Fighting > Abating Throws: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Additionally, when you hit a creature with an attack from a thrown weapon, you can reduce the speed of the target by 10 feet until the start of your next turn.
Two-Weapon Mastery > Calculated Strikes: When you hit a creature with a melee weapon attack, you push them off balance to make follow-up attacks easier. Until the end of your turn, you have advantage on all attacks against that creature.
Unarmed Fighting > Expert Grappler: Once per turn, when you hit a creature with an unarmed strike, you can immediately attempt to Grapple that creature (no action required).
Wild Spellsword > Fairy Friend: In addition to your chosen cantrips, you gain two 1st level spells from the Fairy Scion Spell List. You can cast these spells by using your stamina points as magic points. As you gain levels in this class, the number of spells you know from the Fairy Scion Spell List increases. At 3rd level, you learn an additional 1st level spell. At 5th level, you learn a 2nd level spell. At 7th level, you learn an additional spell of 2nd level or lower. At 9th level, you learn a 3rd level spell. At 11th level, you learn an additional spell of 3rd level or lower. At 13th level, you learn a 4th level spell. At 15th level, you learn an additional spell of 4th level or lower. And finally, at 17th level, you learn a 5th level spell. Whenever you gain a level in Hunter, you can replace one spell you know from the Fairy Scion Spell List with another spell of the same level. You cannot learn cantrips with this feature.
Your spellcasting ability for casting these spells is the same as your Hunter Focus ability.

Feywild Battlemind[edit]

At 3rd level, your mind has been honed by otherworldly magic. Whenever you fail a saving throw, you may use your reaction and expend 2 stamina points to roll one of your Sylvan Dice and add the result to your saving throw, potentially turning the failure into a success.

Additionally, whenever you or a friendly creature you can see forces a target to make a saving throw against becoming charmed or frightened, you may roll one of your Sylvan Dice and subtract the result from the target's roll, potentially causing them to fail.

Beguiling Mark[edit]

Also at 3rd level, you learn to distort your Hunter's Mark into an ability to confuse your foes, or perhaps quicken your allies. As a bonus action, you can expend a use of your Chosen Prey feature to force a creature within 30 feet of you to make a Charisma saving throw. A creature can choose to willingly fail this saving throw. On a failure, the target becomes hampered by a Beguiling Mark for the next minute.

When you hamper a creature with a Beguiling Mark and as a bonus Action until it ends, you can roll the die for your Chosen Prey feature and force the marked creature to move a number of feet equal to the result times 5, in a direction of your choice. This movement does not provoke opportunity attacks.

Fairy Warp[edit]

Starting at 7th level, your Fairy Guide learns to better protect you from harm. When you take damage, you may use your reaction and expend 3 stamina points to teleport 30 feet to an unoccupied space you can see. After doing so, you become invisible until the start of your next turn.

Lock-On[edit]

Also at 7th level, your fairy gains the ability to Lock-on to an enemy. As an action, you may expend 2 stamina points target one creature or object you can see within range. The target must make a Dexterity saving throw. If your target is one of your Favored Enemies, they have disadvantage on this save. On a fail, your fairy clings to the target, fliting around their space. For 1 minute, you may cast identify without expending magic points if the target is an object, or instantly learn the target's resistances, immunities, and vulnerabilities if it is a creature.

In addition, when you hit a creature with an attack roll while your fairy is Locked-on to it, you may add one roll of your Sylvan Dice to the damage of that attack. If you do so, the fairy's Lock-On ends early.

Once one of your Fairies has Locked-On to a target, the effect ends early if they exit the targeted creature's space. Additionally, a creature that is Locked-On to by a fairy cannot target that fairy with attacks while the effect persists.

Draw Distance[edit]

At 11th level thanks to your fey guides, creatures have a hard time identifying you from a distance. If you are further than 30 feet from a hostile creature, they have disadvantage on all Perception and Investigation checks to identify or notice you. If the hostile creature is further than 60 feet away from you, they also take a -10 penalty to Perception and Investigation checks to notice you. If you are somehow spotted by a hostile creature that is more than 60 feet away from you, you appear partially translucent to that creature.

Feywild Greatmind[edit]

At 14th level, your fey magic has permeated to others around you. You can apply your Feywild Battlemind feature to grant a bonus to saving throws of other creatures you can see, as long as they are within 30 feet of you.

Additionally, you gain the ability to extend the duration of your Nature's Veil feature (no action required). Roll one of your Sylvan Dice. You remain invisible for a number of hours equal to the result, or until you make an attack roll, deal damage, or cast a spell.

Spring in your Sylvan Step[edit]

At 17th level, your fairies have given you the ability to rejuvenate yourself or an ally. As an action, you can target one creature within 10 feet of you and roll four of your Sylvan Dice. Based on the combined result, the target gains one of the following benefits:

  • 17 or lower: The target regains hit points equal to the result
  • 18 to 25: The target gains the benefits of a short rest
  • 26 to 31: The target gains the benefits of a long rest, except the target does not automatically regain all of their lost hit points. Instead, they can expend hit dice as if they had completed a short rest.
  • 32 or higher: The target gains the benefits of a long rest

After you use this ability on a creature, that creature cannot benefit from this feature again until they complete a long rest (Even if the result was a 26 or greater).

Imperceptible Sylvan[edit]

At 20th level, your fairy guardians have become as family, and consider you one of them. Your creature type becomes Fey, and you cannot be targeted by spells that only target specific creature types (Such as magic circle).

In addition, you become immune to the charmed and frightened conditions, you cannot be targeted by divination spells, and when invisible, you cannot be seen by blindsight, truesight, or tremorsense.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hyrulean hunter class, you must have a Strength or Dexterity score of at least 13, and an Intelligence, Wisdom, or Charisma score of 13 or higher.

Proficiencies. When you multiclass into the Hyrulean hunter class, you gain the following proficiencies: light armor, medium armor, shields (but not heavy shields), simple weapons and martial weapons.


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