Manhunter (5e Class)

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Manhunter[edit]

When there's a fugitive on the run, there's no one more capable to retrieve the runaway than the manhunter. They specialize themselves in pursuing escapees of multiple natures: criminals, convicts, slaves and those in debt with powerful patrons, using a set of skills, tools and a extensive combat training and hunting experience to track and retrieve - and sometimes kill - their targets.

Manhunters sometimes are servants of the law, operating under some type of intelligence or law enforcement organization at the service of a nation; others are freelancers, acting as professional hunters for anyone capable to pay their price; finally, some act as enforcers for criminal guilds or rich patrons, pursuing enemies and threats and bringing them to the presence of their bosses.

Creating a Manhunter[edit]

When creating a manhunter, ask yourself how did you get into this kind of career. Are you a part of law enforcement, trained as a specialist in tracking fugitives, or have you developed your technique by necessity and experience, seeing the opportunity in the gold reward for runaways?

Quick Build

You can build a manhunter quickly by following these steps: first, Dexterity should be your highest ability score, followed by Intelligence. Then, choose the Outlander or Criminal background. Third, choose the light crossbow and 20 bolts, the smith's tools, the explorer's pack, the leather armor, a set of manacles, a hunting trap and 2 daggers as your starting equipment.

Class Features

As a Manhunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple Weapons, hand crossbow
Tools: Tinker's tools, smith's tools
Saving Throws: Dexterity, Intelligence.
Skills: Choose three from Acrobatics, History, Perception, Insight, Investigation, Intimidation, Persuasion, Nature and Stealth

Equipment

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

  • (a) light crossbow and 20 bolts or (b) any simple weapon
  • (a) smith's tools or (b) tinker's tools
  • (a) explorer's pack or (b) burglar's pack
  • leather armor, a set of manacles, hunting trap and 2 daggers

Table: The Manhunter

Level Proficiency
Bonus
Features
1st +2 Designated Target, Unerring Hunter
2nd +2 Hunter Gambit
3rd +2 Manhunter Practice
4th +2 Ability Score Improvement
5th +3 Precise Strikes
6th +3 Additional Hunter Gambits
7th +3 Practice Feature
8th +3 Ability Score Improvement
9th +4 Predator Senses
10th +4 Hunter Gambit Improvement
11th +4 Practice Feature, Precise Strikes Improvement
12th +4 Ability Score Improvement
13th +5 Additional Hunter Gambits
14th +5 Ability Score Improvement
15th +5 Living Capture
16th +5 Ability Score Improvement
17th +6 Practice Feature
18th +6 Additional Hunter Gambits
19th +6 Ability Score Improvement
20th +6 Legendary Hunter

Optional Rule: Firearm Proficiency[edit]

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your manhunter has been exposed to the operation of such weapons, your manhunter is proficient with them.

Designated Target[edit]

Starting at 1st level, you have an incredible precision to track, and if needed kill, your targets. As a bonus action, you can designate a creature to become the target of this feature. Whenever you make an attack against that target, you deal additional 1d6 of damage.

In addition, the designated target have disadvantage on Dexterity (Stealth) checks contested by your Wisdom (Perception).

The damage increases to 2d6 at 5th level, 3d6 at 11th level and 4d6 at 17th level.

Unerring Hunter[edit]

Also at 1st level, you gain proficiency in Investigation, and can add twice your proficiency bonus in checks using this skill. In addition, you have advantage on Wisdom checks to track a creature and in Intelligence and Charisma checks made to gather information about a bounty.

Hunter Gambit[edit]

Starting at 2nd level, you gain a pool of d10's equal to half your Manhunter level. You can use a bonus action and spend one die from that pool to increase the result of a damage roll you make.

You can also spend the die to use a gambit. You learn two gambits at 2nd level, learning two additional ones at 6th, 13th and 18th levels.

You regain the expended dice after completing a short or a long rest. At 10th level, you have an amount of dice equal to your Manhunter level, per short or long rest.

When a gambit calls for a saving throw, the save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Manhunter Practice[edit]

Starting at 3rd level, you choose a hunter practice, which reinforces your style of hunting. Your choice grants you features at 3rd level, and again at 7th, 11th and 17th levels.

Practice Trick

Each practice also give you a trick. To use a trick, you must have a designated target, and forgo a number of die equal to the amount required for your trick. Doing so reduces the additional damage, but trigger the desired effect.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 14th, 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.

Precise Strikes[edit]

Starting at 5th level, you can make an aimed attack. Once in each of your turns, you gain advantage on attack rolls and contested ability checks made against the target of your Designated Target.

In addition, you score critical hits on a roll of 19 or 20 when making attacks against your designated target. This increases to 18-20 at 11th level.

Predator Senses[edit]

Starting at 9th level, your designated target can't benefit from being hidden from you, and don't have advantage on attacks against you when unseen or invisible.

In addition, you have advantage on saving throws against effects from your Designated Target.

Living Capture[edit]

Starting at 15th level, cause your Designated Target additional damage, you can force it to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the target is paralyzed for 1 minute. The target can make another saving throw at the end of each of its turns to end the effect. On a success, the target is stunned until the end of your next turn.

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

Legendary Hunter[edit]

When you reach the 20th level, your gambit die becomes a d12. In addition, whenever you start your turn without a gambit die, you gain one.

Hunter Gambits[edit]

Evasion

You can spend a gambit die to take the Dodge action as a bonus action. In addition, you add the result of the die to your AC and Dexterity saving throws until the end of your next turn.

First Aid

If you have a Healing Kit on you, you can spend one use and a gambit die as a bonus action to heal a creature within 5 feet. The creature regain a number of hit points equal to the number rolled on the die. In addition, the creature can choose to spend an amount of dice equal to its proficiency bonus to regain additional hit points equal to the amount rolled + your Wisdom modifier per die spent.

Leg Wound

When you spend a gambit die to add the result to the damage, your target have its movement speed reduced by half. You can forgo the additional damage to reduce the target's speed to 0.

Poison Making

You can use the poisoner's kit and spend a gambit die over the course of 10 minutes to craft a poison on an empty vial. You can coat a weapon in this poison using a bonus action, and after poured on the weapon, it lasts for 1 minute or until used. A creature hit by a weapon or ammunition coated by the poison take additional 1d10 poison damage and is poisoned until the end of your next turn.

The crafted poison lasts for 8 hours.

Pursuit

You can spend your gambit die to take the Dash action as a bonus action. In addition, you add the result of the die to any Strength (Athletics) check you make until the end of your next turn.

Retreat

You can spend a gambit die to take the Disengage action as a bonus action. In addition, you gain a number of temporary hit points equal to the number rolled.

Stalk

You can take the Hide action as a bonus action by spending a gambit die. In addition, you add the result on the die to your Dexterity (Stealth) check made until the end of your next turn.

Trap Setting

You can use a hunting trap and spend a gambit die as a bonus action to set a trap. The trap deal additional damage equal to the number rolled on the die and the save DC to avoid the trap equals 8 + your proficiency bonus + your Intelligence modifier.

Quick Strikes

You can spend a gambit die to make one attack with a weapon using your bonus action. In addition, you add the number rolled to the result of the attack made.

Professional Tracking

You take the Search action as a bonus action. In addition, you add the number on the roll to your Intelligence (Investigation) checks and Wisdom (Perception) checks made until the end of your next turn.

Weapon Modification

You can spend a gambit die and choose a weapon or a piece of ammunition to modify, increasing its efficiency. The next attack you make with that weapon or piece of ammunition add the number rolled on the die to the result of the attack roll.

Manhunter Practice[edit]

Deadshot Practice[edit]

Manhunters who follow the deadshot practice are specialized in killing their bounty with a single and accurate shot.

Practice Tricks

When you choose this practice at 3rd level, you learn the following tricks:

Debilitating Strike. You can forgo 1 die to cause your target to have disadvantage on Constitution saving throws until the end of your next turn.
Disabling Strike (5th level). You can forgo 2 dice to force the target to make a Dexterity saving throw. On a failed save, the target's movement speed is reduced by 10 feet and the target has disadvantage on Dexterity saving throws until the end of your next turn.
Kill Shot

Starting at 3rd level, whenever you cause extra damage with your Designated Target, you force the target to make a Constitution saving throw. On a failed save, the attack is considered a critical. If you have advantage on the attack, the target have disadvantage on the saving throw.

You can use this ability a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Sniper

Starting at 7th level, you can add twice your proficiency bonus on Wisdom (Perception) checks, and you can see clearly at 1000 feet as if the creature or object seen were within 100 feet.

In addition, you have advantage on Dexterity (Stealth) checks made to hide.

Deadly Aim

When you reach the 11th level, your precision is frighteningly high. You roll three dice, instead of two, when you have advantage on an attack roll.

In addition, you multiply the damage dice of your attacks by three, instead of two, on critical hits.

Head Shot

Starting at 17th level, whenever you hit a surprised creature with an attack, that attack is a critical.

In addition, you multiply the damage dice of your attacks by four, instead of three, on critical hits.

Abductor Practice[edit]

Abductors are specialists in capturing their targets and bringing them alive to their contractors.

Practice Tricks

When you choose this practice at 3rd level, you learn the following tricks:

Silence. You can forgo 1 die to cause the creature to become unable to make any sounds, speak or use verbal components for spells until the end of your next turn.
Restrain (5th level). You can forgo 2 die to make a grapple or shove attempt against the creature.
Restraining Technique

At 3rd level, you can make a grapple attempt using your bonus action. In addition, when you start your turn grappling a creature, you can cause the Designated Target damage to that creature. You still can't use this feature more than once per turn.

Restraining Tools

Starting at 3rd level, you gain proficiency with the Net and the Whip.

You can use the whip to make grapple checks. When you do so, you can grapple a creature within 10 feet of you. You can grapple creatures up to two size categories larger than you while using a whip.

In addition, whenever you use a Net, the DC of the Strength check is equal to 8 + your proficiency bonus + your Dexterity modifier instead of 10.

Nimble Grappler

Starting at 7th level, you add your Dexterity modifier to your Strength (Athletics) checks.

In addition, whenever you make a Strength (Athletics) check or force a creature to make a saving throw against your net while you are hidden, that creature make the check at disadvantage.

Paralyzing Movement

Starting at 11th level, you can use your Gambit die to reduce the result on the grapple check of a creature. When you do so, the creature must succeed on a Strength saving throw or is paralyzed until the end of your next turn.

Bring Him Alive

Starting at 17th level, you can make a grapple attempt against a creature of your choice within 5 feet. On a success, that creature is incapacitated for the remainder of the grapple, and you can move up to twice your movement speed for the duration of your turns. The creature is no longer incapacitated if it takes damage or makes a saving throw, or after 1 hour.

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

Investigator Practice[edit]

Investigators are masters in following tracks and finding information about their bounty, and are specialists in locating individuals.

Practice Tricks

When you choose this practice at 3rd level, you learn the following tricks:

Interrogation. When you cause damage to a creature, you can forgo 1 dice to force that creature to answer truthfully one question you make. The target must succeed on a Charisma saving throw, or can't lie until the end of your next turn.
Intimidation (5th level). When you cause damage to a creature, you can forgo 2 dice to force the creature to make a Wisdom saving throw, or be frightened by you until the end of your next turn.
Investigative

Starting at 3rd level, you can use the Search action to analyze a creature you can see, making a Wisdom (Perception) check contested by the targets Charisma (Deception). On a success, you can impose disadvantage on the next attack roll, ability check or saving throw made by that creature until the end of your next turn.

You can use this ability a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

In addition, you can take the Search action as a bonus action.

Gathering Information

At 7th level, you can use your instincts to gain insight in your tracking and investigations. If you spend 10 minutes talking with people on a urban area, you gain information on the location of the creature, if that creature is within 1000 feet of you. If the creature is moving, you know the direction of its movement.

In addition, if you spend at least 25 gp paying the locals, you can also ask information concerning a specific goal, event or activity to occur within 7 days on a place within 1000 feet of were you are. You can't use this ability on the same general location again for the next 24 hours.

Insightful Strikes

At 11th level, whenever you designate a target, you learn its damage resistances, damages immunities, damage vulnerabilities and condition immunities.

In addition, when you use your Gambit die to increase the damage of your attack against a designated target, you double the result of that die if your target isn't resistant to your damage type.

Honed Instinct

Starting at 17th level, you can't roll lower than your Wisdom score on your initiative checks. In addition, on your first turn of combat you can take an additional turn. The only actions you can take on this turn are the Dodge, Dash or Disengage actions.

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Multiclassing[edit]

Prerequisites. To qualify for creating, or multiclassing into, the Manhunter class, you must meet these prerequisites: 13 Dexterity 13 Intelligence

Proficiencies. When you create, or multiclass into, the Manhunter class, you gain the following proficiencies: light armor, medium armor, simple weapons, martial weapons, one skill proficiency.


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