Intergalactic Hunter (5e Class)
Intergalactic Hunter[edit]
Creating a Intergalactic Hunter[edit]
The Intergalactic Hunters are elite explorers, trained both physically and mentally to face the deadliest dangers in the universe. Wearing advanced techno-organic armor, they combine hand-to-hand combat skills, energy management, and adaptability to overcome any obstacle. With an arsenal of weapons, specialized suit modes, and unique alien abilities, the Intergalactic Hunters represent the pinnacle of technology and evolution.
- Quick Build
You can create an Intergalactic Hunter quickly by following these suggestions: First, make Dexterity your highest ability score, followed by Intelligence. Second, choose either the Soldier or Scout background.
Class Features
As a Intergalactic Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Intergalactic Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Intergalactic Hunter level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Burglar's tools, handyman's tools, a type of craftsman's tools of your choice
Saving Throws: intelligence, dexterity
Skills: Choose three from Acrobatics, Athletics, History, Intimidation, Insight, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword or (b) Two shortswords or (c) Paralyzer
- (a) Leather armor and shield or (b) Basic Power Suit
- (a) Explorer's Pack or (b) Adventurer's Pack
- (a) Energy Lance (modified javelin) or (b) Two daggers or (c) --starting wealth, see PHB p. 143-->
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Hunter Training, Chozo Athlete, Initial Hacking |
2nd | +2 | Morph Ball, Analytical Mind |
3rd | +2 | Power Suit: Initial Summon, Suit Modes |
4th | +2 | Ability Score Improvement |
5th | +3 | Basic Counterattack, Reactive Evolution |
6th | +3 | Grapple Beam, Enhanced Perception |
7th | +3 | Varia Suit, Surface Scaling |
8th | +3 | Ability Score Improvement |
9th | +4 | Energy Cannon: Expanded Beams |
10th | +4 | Superhuman Speed (Speed Booster) |
11th | +4 | Gravity Suit |
12th | +4 | Ability Score Improvement |
13th | +5 | Improved Counterattack, Invisibility |
14th | +5 | Perfect Counterattack, Light Manipulation: Sudden Dash |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | Advanced Biotechnological Adaptation |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Metroid Suit |
Level 1: Technological Manipulation[edit]
Thanks to your advanced training and knowledge of alien technology and mechanical systems, you can interact with technological devices even without your Power Suit.
- Basic Hacking: You can use your knowledge to disable electronic locks, activate mechanisms, or decipher basic computer systems. Make an Intelligence check (DC 10 for simple systems, DC 15 for advanced systems).
- Repair and Alteration: You can spend 1 minute to repair or modify a simple technological device (such as drones, terminals, or machine tools), provided you have access to the necessary parts. This can include things like temporarily increasing its functionality or rendering it useless.
- Improvised Overload: Using any available technological tool, you can send an improvised electrical pulse into a machine or technological object within 10 feet. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be incapacitated for 1 turn.
Level 1:Hunter Training[edit]
You've begun your journey as an Intergalactic Hunter, marrying exceptional physical abilities with an innate understanding of technology. Whether taking on enemies with your fists or using innovative tools like the Paralyzer, you're prepared for any challenge.
Chozo Martial Arts: Your years of training grant you mastery in unarmed combat. You can use your fists or kicks as natural weapons (1d6 + Strength or Dexterity Mod, which increases to 1d10 at 10th level). You can also make an additional attack as a bonus action after making an unarmed attack.
Stunner: If you don't have the Power Suit, you can use a small handheld device that fires bolts of electricity (range 30 ft., 1d6 electrical damage, stuns enemy on a failed Constitution saving throw until your next turn).
Chozo Athlete: Chozo genetic engineering has enhanced your agility and dexterity:
- Your movement speed increases by 10 ft.
- You can jump three times as far and high as normal without needing to run.
- You gain proficiency in the Acrobatics and Athletics skills.
Level 2: Power Suit[edit]
The power of the Power Suit is now under your control. This advanced suit protects you and amplifies your abilities, allowing you to customize it with Suit Modes that prepare your body and mind for any fight. You can summon your Power Suit as a bonus action. The suit adapts to your biology and enhances your statistics:
- Base AC: 13 + your dexterity modifier + your Intelligence modifier.
- You have resistance to bludgeoning, slashing, and piercing damage.
- Suit HP: Gains hit points equal to yours + your class level × 3. If it breaks, you can't use it until you repair it (requires a long rest).
- Damage is reduced by a d4, this increases to a d6 at level 5. The die increases by one size every two levels starting at level 5.
- Energy Cannon: Fires bolts from a distance (1d10 force damage + your Dexterity modifier or your Intelligence modifier of your choice, range 60/120 ft.).
- Improved Strikes: You gain a d8 for your unarmed strikes.
Additional Abilities:
- Radar Sensor: Detects hidden or invisible creatures within 60 feet.
- Autonomous Oxygen: Survives in airless environments.
- Advanced Resistance: Advantage on saving throws against poison and resistance to poison and radiant damage.
- limit breaker: +2 to physical statistics
Suit Modes: You can switch between different modes with an action, gaining specific upgrades (as shown at the end of the description).
Level 3: Morph Ball[edit]
Your Chozo training begins to manifest. You gain the ability to turn into the Morph Ball, adapting to the most hostile environments. You can transform into a sphere the size of a small object. While in this form:
- Size and Movement: You reduce your size to "small" and can move through tight spaces unhindered.
- Bombs: You can place bombs (range 10 feet, strength 1d6, die increases by one size every three levels). You can place 1 bomb for every 5 feet you move and you are immune to damage from your bombs.
- Increased Speed: Your speed increases by 10 feet while in sphere form.
At level 10 you gain the Energy Bomb, it has double the damage and range of the normal bomb but you have an amount equal to your proficiency bonus, it recharges on a short rest.
Level 3: Charged Beam[edit]
Your energy cannon can build up energy for a devastating shot.
As an action, you can charge your beam. The next attack you make before the end of your next turn deals bonus damage based on your class level:
- Level 3-6: +3d8.
- Level 7-10: +4d8.
- Level 11-14: +5d8.
- Level 15+: +6d8.
You can use this ability a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest.
Integration with Other Beams:
You can use Charged Beam with any configuration of your cannon (Plasma Beam, Wave Beam, etc.), adding the bonus damage to that configuration.
Level 4: Missiles[edit]
You gain access to the missiles in your arsenal.
As a bonus action, you can fire a missile at a creature or object within 60 feet. Make a ranged attack roll. On hit, the missile deals 2d6 bludgeoning damage + 1d10 fire damage.
Number of Uses: You can fire a number of missiles equal to your proficiency bonus, regaining all uses at the end of a short or long rest.
Missile Enhancements:
Level 8: You gain access to Super Missiles, which double damage and the affected creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take half the damage as blast damage, but they consume two uses per shot.
Level 15: Your missiles now ignore partial cover and deal double damage to objects and structures.
Level 4: Technological Interface[edit]
Your Power Suit is equipped with an advanced hacking system that allows you to interact with technology in exceptional ways.
Remote Access: You can manipulate electronic locks, terminals, and simple mechanical systems within 30 feet as an action. Make an Intelligence check (Technologist's Tools, if you have them). The DC depends on the complexity of the system:.
- Simple lock: DC 10.
- Advanced security system: DC 15.
- Hostile artificial intelligence: DC 20.
Data Analysis: You can download information from terminals or electronic devices in a matter of seconds. If you succeed on an Intelligence check (DC 15), you gain relevant information about the system.
Minor Overload: Once per short rest, you can use your Paralyzer to send an electromagnetic pulse to a machine or technological object within 30 feet. If the target fails a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier), it is disabled for 1 minute.
Level 5: Extra Attack[edit]
You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 18th level in this class. You gain an additional reaction at 10th level.
Level 5: Momentum Overload[edit]
Your mastery of speed and movement reaches new heights. With the Speed Booster and devastating Screw Attack, you become a whirlwind of unstoppable force. Additionally, your agile reflexes allow you to perform precise counterattacks, punishing your enemies for every mistake. Your suit generates immense amounts of energy and you learn new ways to use all that power.
- Screw Attack: When you use your move action, you can spin in the air, dealing 2d8 electrical damage to all creatures within 5 feet.
- Speed Booster: When you use your Run action in a straight line, your speed is doubled, and you can pass through enemies or small structures. Enemies in your path must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 6d6 bludgeoning damage and be pushed 10 feet.
- Basic Counterattack:When an enemy attacks you in melee, you can use your reaction to make an unarmed attack or a Stun attack.
The attack deals normal damage and reduces enemy damage by that amount. If your attack hits, the enemy's speed is reduced to 0 until the end of its turn.
Level 6: Surface Climbing[edit]
The enhanced agility of the Chozo bloodline allows you to move with ease over any terrain.
You can climb any surface, including walls and ceilings, without the need for skill checks or special equipment. If you are wearing the Power Suit, you can adhere to vertical or inverted surfaces for a number of minutes equal to your class level.
Level 6: Grappling Beam[edit]
The legendary grappling beam enters your arsenal, granting you absolute control over the battlefield. Whether you're moving quickly, disarming an enemy, or cutting your way through, this tool showcases your tactical mastery. Your energy cannon includes an energy beam feature that you can use for tactical maneuvers.
Grapple to Surfaces: You can use the Grappling Beam to attach yourself to surfaces within 30 feet, allowing you to swing or propel yourself. This counts as part of your move action.
Grapple Enemies: As an action, you can attempt to grapple a Medium or smaller creature within 30 feet. The creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). Miss: The creature is pulled 10 feet toward you, or you can be pulled toward it (your choice), taking 1d6 damage per beam. Success: The Grappling Beam misses, but does not consume an action.
Interaction with Objects: You can use the Grappling Beam to manipulate objects, activate switches, or open doors within a 30-foot radius.
Grappling Beam Enhancements:[edit]
Level 10: You can use the Grappling Beam to hang from ceilings for 1 minute.
Level 15: You can use the Grappling Beam to disarm a creature.
Level 7: Alien Bond[edit]
Your connection to your alien DNA awakens, granting you regenerative abilities:
- Life Drain: When you reduce an enemy to 0 hit points, you can use a reaction to absorb its energy, regaining hit points equal to your proficiency bonus + one-third of the creature's life.
- Passive Regeneration: During a short rest, you regain additional hit points equal to your class level.
Level 8: Gravity Armor[edit]
Your Power Suit evolves to adapt to any environment:
- You ignore all effects of difficult terrain.
- You can move underwater as if you were on land and breathe without penalty.
- You gain immunity to damage from extreme pressure and ambient cold.
Level 8: Energy Tank[edit]
You get an energy tank that allows you to recover your vitality so you don't perish in combat. You have a number of hit points equal to half of your maximum life.
Level 9: Reactive Evolution[edit]
The Power Suit constantly analyzes your surroundings and adapts its functions to the situation:
When you take damage, you can use your reaction to gain resistance to the type of damage taken until the end of your next turn. If you cannot gain resistance then you will only take 2/3 of the damage.
If you are in a hostile environment, such as extreme temperatures or a vacuum, your suit automatically adjusts, granting you immunity to those effects.
Level 10: Improved Energy Cannon[edit]
Your arsenal of energy attacks expands. You can switch between specialized beams like the Plasma Beam, Wave Beam, or the devastating Ice Beam, ensuring there's no enemy you can't defeat. Your cannon now has several different configurations that you can toggle as a bonus action:
- Plasma Beam: 3d10 fire damage, ignores partial cover.
- Wave Beam: 3d8 electrical damage, passes through up to two aligned creatures within 60 feet.
- Ice Beam: 3d8 cold damage, reduces target's speed by half until the end of your next turn.
- Hyper Beam: Once per long rest, you can unleash a massive bolt of energy. Make an 80ft line attack that deals 10d8 chaos damage.
Level 11: Pseudo-Teleportation[edit]
You can manipulate light to perform a dodge move that teleports you in a flash of speed. This sudden dash makes you a nearly impossible target to hit while maintaining control of combat.
You can use light manipulation to perform a Sudden Dash:
As a reaction when you are targeted by an attack, you can teleport up to 30 feet to an unoccupied space you can see, avoiding the attack.
Level 11: Improved Energy Tank[edit]
You get a second energy tank with the same effects as the previous one but now you can use them as a reaction.
Level 13: Momentum Overload Mejorado[edit]
- Screw Attack: When you use your move action, you can spin in the air, dealing 8d8 electrical damage to all creatures within 5 feet and can pass through structures up to 1 foot thick without harm to you.
- Speed Increase: When you use your dash action in a straight line, your speed is tripled and you can pass through enemies or small structures. Enemies in your path must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or take 12d6 bludgeoning damage and be pushed 30 feet.
- Counterattack: When an enemy attacks you in melee, you can use your reaction to make an unarmed attack or a Stun attack.
The attack deals normal damage and reduces enemy damage by that amount. If your attack hits, the enemy's speed is reduced to 0 and they are stunned until the end of their turn.
Level 14: Perfect Counterattack[edit]
your reflexes have evolved, allowing you to perform enhanced counterattacks against any threat. Your training allows you to deflect even magical attacks:
You can use your reaction to counterattack when you take damage from a melee, ranged, or magical attack. If you succeed on a saving throw, the attack misses, or you reduce the attack to 0, you can return the attack to the attacker for the same damage + 5d10 of the type of damage taken.
Level 15: Chozo Invisibility[edit]
You gain the ability to become an invisible hunter, using advanced technology to conceal yourself from enemies. You can become completely invisible as a bonus action.
- This invisibility lasts up to 1 minute or until you make an attack.
- You can use this ability a number of times equal to your proficiency bonus.
Level 16: Extreme Adaptability[edit]
The Power Suit reaches its full potential, automatically adapting to any situation and granting you unique defenses and abilities depending on the challenge you face. Your Power Suit reaches a staggering level of evolution:
You gain immunity to fire, cold, and electrical damage. Once per long rest, you can adapt your suit to a specific threat and gain resistance against that creature or damage type for 1 hour.
Level 17: Improved Hyperbeam[edit]
Your energy cannon reaches full power:
As an action, you can fire a devastating bolt in a 160-foot line. All creatures in the line must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). Success: They take half damage. Failure: They take 30d8 chaos damage.
You can use this ability twice per long rest.
Level 18: Metroid Suit[edit]
Your connection to your Metroid blood and the DNA of the X parasite is awakened, transforming your suit:
- You gain Energy Drain: When a creature hits you with a melee attack, you can use your reaction to drain life, regaining hit points equal to half the damage dealt.
- You gain resistance to radiant, necrotic, and magic damage.
- Once per long rest, you can enter a state of alien rage:
For 1 minute, all of your attacks deal bonus damage equal to xd8 (where x is your proficiency bonus x2.) You gain immunity to fear and poison conditions.
Level 19: Martial and Energy Mastery[edit]
- You gain an additional attack when you take the attack action (three additional attacks total).
- You can switch between your cannon configurations as a reaction instead of a bonus action.
- You gain another reaction.
Level 20: Full Awakening[edit]
The Metroid suit awakens within you, combined with your unique DNA and the X-parasite. You become a being beyond mortal comprehension, able to absorb the life energy of your enemies and eradicate any threat with overwhelming power. Your connection to Metroid blood and alien DNA reaches its full potential:
Your movement speed increases by 30 feet. You gain immunity to all types of damage and resistance to psychic damage. Your attacks can ignore resistances and immunities to damage.
Beyond Level 20[edit]
Level 21: Conceptual Erasure[edit]
Your attacks become an existential threat:
Once per long rest, you can attack a creature and force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). Failure: The creature is erased from existence, with no chance of resurrection. Success: It takes 50d10 chaos damage.
Level 22: Temporal Manipulation[edit]
You can slow time for 1 minute.
All creatures within 30 feet of you have disadvantage on their attack and saving rolls (they can't gain advantage in any way while time is active).
You can use this ability once per long rest.
Level 23: Improved Unleashed Power[edit]
Your base power exceeds the expectations of any foe.
For 1 minute, all of your attacks automatically deal critical damage. You can use this ability once per long rest.
Level 24: Creating White Holes As an action, you can create a white hole at a point you can see within 60 feet.
All creatures within 80 feet must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). Failure: They are absorbed and destroyed, taking 100d20 force damage. Success: They are pushed out of the area and take half as much damage.
Level 25: Improved Life and Energy Drain[edit]
Your ability to drain energy reaches godlike levels:
Whenever a creature hits you, you can regain hit points equal to the damage taken. If you reduce a creature to 0 hit points, you can use your reaction to gain an additional turn immediately after the current one.
Suit Modes[edit]
Suit Modes allow you to modify and customize your Power Suit to meet different situations. You can activate a number of Modes equal to your proficiency bonus and change one of them during a long rest.
Varia Mode: Grants resistance to fire and cold damage. Allows you to ignore the effects of extreme weather.
Gravitational Mode: Allows you to move through difficult terrain without penalties. In aquatic environments, your movement speed is not reduced and you can attack without disadvantage.
Sensory Mode: You gain advantage on Perception and Wisdom (Investigation) checks. You can detect invisible or hidden creatures within 30 feet (if they are not completely covered).
Defensive Mode: Your Armor Class increases by +2. If you are hit by a critical attack, you can spend your reaction to reduce the damage by half.
Stealth Mode: You gain advantage on Dexterity (Stealth) checks. You emit a wave that blocks magical detection within a 10-foot radius.
Amplified Energy Mode: Attacks with your energy cannon deal an additional 1d6 damage. Ranged attacks ignore medium cover.
Self-Repair Mode: The suit regains 1d6 + your Constitution modifier in hit points at the start of your turn, if it is not destroyed. Only works if you have not taken damage in the previous turn.
Absorption Mode: When you reduce a creature's hit points to 0, you regain 1d4 hit points from the suit. If you use the Paralyzer to incapacitate a machine, you regain double that number.
Overload Mode: At the start of your turn, you can expend one use of Charged Bolt to activate an energy aura. All hostile creatures within 10 feet take 2d6 energy damage at the start of their turns.
Rapid Propulsion Mode: Increases your base speed by 15 feet. You can use your reaction to move up to 15 feet in response to a missed attack against you.
Multiclassing[edit]
you can't multiclass with this unless this is your main class
Back to Main Page → 5e Homebrew → Classes