Masked Hunter (5e Class)

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Masked Hunter[edit]

"He came out of nowhere, killed one of the raiders commanders, his body... Oh by the gods it was horrible, every bone breaking as Something pulled it into a dark portal; and that man... woman? While that goddam aberration killed all of the others, at first we thought we where safe after all of them where dead; But are we really safe with That thing walking around?"

-Hubredd Hallowedvale, Worried Citizen.

Ones with the dark[edit]

Masked Hunters are entities devoted to the dark arts and bound to a mask, wielding the bow and knife they are dangerous foes capable of inducing fear to the most seasoned of adversaries. Most of them create a symbiotic relationship with The Entities, A group of unknown eldritch creatures that live in a Realm that only they and their envoys can access.

Creating a Masked Hunter[edit]

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Masked Hunter, By Daemonstar

What made your character sacrifice all to become a Masked? Was it his own doing or was it a cult? Maybe a deal with some other entity or sometimes just an accident you now have to live with.

Quick Build

You can make a Masked Hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Haunted One background.

Class Features

As a Masked Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and Medium Armor
Weapons: Simple and Martial Weapons, Bound Weapons
Tools: Poisoner’s Kit, Thieve's Tools
Saving Throws: Dexterity and Wisdom
Skills: Choose three from Acrobatics, Athletics, Insight, Intimidation, Nature, Perception, Persuasion, Sleight of Hand and Stealth

Equipment

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

  • (a) Burglar's Pack or (b) Dungeoneer's Pack or (c) Priest's Pack
  • Leather armor, two daggers, and thieves' tools

Table: The Masked Hunter

Level Proficiency
Bonus
Features Boon Charges
1st +2 They Demand Sacrifice, Bound Weapons, Eldritch Boons 3
2nd +2 Death Marked 3
3rd +2 Hunter's Aspects 3
4th +2 Ability Score Improvement 6
5th +3 Extra Attack 6
6th +3 Ghostly Stab 12
7th +3 Cursed Companion, Worthy Prey 12
8th +3 Ability Score Improvement 12
9th +4 Uncanny Dodge 12
10th +4 Unholy Altar 12
11th +4 Unrelenting Hunter 12
12th +4 Ability Score Improvement 18
13th +5 Blood Rain 18
14th +5 Right Behind You 18
15th +5 Possess 18
16th +5 Ability Score Improvement 22
17th +6 Death's Aspect 22
18th +6 Your Personal Hellscape 22
19th +6 Ability Score Improvement 22
20th +6 Eternal Hunt 22

They Demand Sacrifice[edit]

At 1st level the entities will mark some creature as their Desire, this can happen at the DMs discretion but its guaranteed to mark at least one nearby creature at a short rest. The desire may be anything with a higher level of sentience, like a burglar, guard or even citizen. You can see a line of energy going from you to the Desire's approximate location, you cannot see who the desire is unless you have direct vision of them, if you look at them you will notice a glowing aura around the target. When the Desire's Hit Points hit 0 it will not instantly die, it will silently hover over where it died with at waist height, its limbs dangling towards the ground. You may stab a Bound Knife into its chest, where a liquid will pour out of the wound, forming a small ritual circle on the ground that forms a portal, from this portal tentacles or chains will pull it into the abyss, completing the Hunt and satisfying the entities.

After a successful sacrifice the Entities will grant you a reward that can be
  • Coins or any other item with monetary value.
  • A small amount of useful adventuring items such as food, water, matches or incense.
  • Help or Information for questions they feel are worthy of their time.
  • Other things the DM finds interesting to give.

Bound Weapons[edit]

The entities gift you two spectral weapons that can change appearance to your choice. Changing between them costs a reaction. You may pass enchantments from magical weapons into them with the DMs discretion using a ritual within a Long Rest.

Wraith's Longbow
Damage: 1d10
Damage Type: Piercing
Item Rarity: Standard
Properties: Heavy, Two-Handed, Ranged, Special
Special: This bow shoots ghostly arrows, a new one appears in your quiver after each shot; These special arrows apply up to 10 "Dread Stacks", applying one "Despair Stack" will trigger all of the "Dread Stacks" and destroy them, dealing 1d6 Force damage for each "Dread Stack" being destroyed. This damage is increased at later levels. (1-2 is 1d4, 3-4 is 1d6, 5-8 is 1d8, 9-12 is 1d10, 13-16 is 1d12, 17-19 is 2d6, 20 is 2d8. This applies with the Sacrificial knife as well.)
Sacrificial Knife
Damage: 1d8 + Half of the targets CON (Rounded down at a minimum of 0)
Damage Type: Slashing
Item Rarity: Standard
Properties: Finesse, Special
Special: This knife's blade is cursed to suck its targets lifeforce; Hits apply up to 10 (decided by rolling a D10) "Despair Stacks", applying a "Dread Stack" will trigger all "Despair Stacks" and destroys them, Dealing 1d6 Necrotic damage for every "Despair Stack" being destroyed. This damage is increased in later levels

Eldritch Boons[edit]

Because of your devotion to The Dark Ones, they have granted you a fraction of their power in the form of Eldritch Boons, which are ways you can augment the world around you, and your weapons. You gain a number of Boon Charges equal to the chart above. You can expend Boon Charges to use an Eldrich Boon listed at the end of the class description. You regain all charges during a short or long rest, but during battle you can use your reaction to sacrifice a creature that has been recently killed by you or an ally within 20ft. This range increases to 40 at at level 10. Whenever you sacrifice a creature this way, you gain a charge equal to their CR. (Minimum of one.) You can't go over your max with this feature. See the end of the class info for boons and points.

Death Marked[edit]

You place your mark on a creature that you can see within range, you (And allies you trust) see the mark as tentacles or chains lightly grabbing at its feet and trying to pull them in. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack. You always know the approximate whereabouts of the mark.

If the target drops to 0 hit points, you can use a bonus action on a subsequent turn of yours to curse a new creature.
If a target escapes you can choose to leave a permanent mark upon him, you can only have a number of permanent marks equals to half of your Proficiency Bonus
If you are engaging a Desire you mark them as a free action.

Hunter's Aspects[edit]

At 3rd level, you chose Hunter's Aspects to augment your playstyle. Will you give your enemies a quick and brutal death with the Marauder? Or will you set the stage and make death into a beautiful show with the Mirage?

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

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

Ghostly Stab[edit]

At 6th level you may use an action to create a Spectral copy of yourself within 60ft that shanks the target's heart dealing 1d10 psychic damage and forcing the enemy to do a Wisdom Saving Throw against your DC of 10 + WIS + Proficiency; if the enemy succeeds they take only half of the damage, but if they fail you can choose to inflict one of the following effects.

  • The enemy is frightened of you.
  • The enemy is blinded for entirety of their next turn.
  • The enemy is silenced for entirety of their next turn.
  • You roll a Short-Term Madness die and apply it to target.

You have uses of this skill equal to your Proficiency Bonus, These are recovered when taking a short rest.

Cursed Companion[edit]

At 7th level you gain a Ghost Companion, you may cast Find Familiar at will. As a bonus action you may choose your companion to stay in the veil, while it is in the veil it can neither attack nor be seen or get hit by anyone but you. You can see and hear anything your Familiar can and Vice Versa.

Worthy Prey[edit]

The Entities have deemed you trustworthy and have given you special targets. The DM may mark more powerful foes as a Worthy Prey. Sacrificing this target will allow you to ask for rarer and more expensive versions of the Sacrificial Rewards or you may choose to gain one Token of Appreciation; You may use these tokens to:

  • 1 Token, Increase your Movement by 5ft (20ft bonus maximum)
  • 1 Token, Give you an Extra Tool, Instrument or Weapon proficiency
  • 2 Tokens, Increase your AC by 1 (Max +3 AC)
  • 2 Tokens, You Receive 30ft of Darkvision (If you already have it you may increase its max distance by 30ft, Singular Purchase)
  • 3 Tokens, You gain resistance to one damage type that is not Slashing, Piercing or Bludgeoning (Maximum of 3 Purchases)
  • 3 Tokens, Receive Climbing Speed, Swimming Speed or Burrowing Speed equal to your base Movement (Maximum of one of each)

Uncanny Dodge[edit]

Beginning at 9th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Unholy Altar[edit]

Beginning at 10th level, as an action you may ask the entities to release and impale one of your victims you killed creature with energy spikes that come out of the ground, destroying its mortal body so it can never be revived (only revived by wish) and punishing the soul into an 10ft round Aura of Pain coming from it. You roll initiative for the Soul, in each one of its turns the Aura deals 1d10 psychic damage to any chosen creature in its radius and slowing them for 10ft of Movement until its next turn. As a bonus action you may choose to free the soul dealing a blast of Force damage equals to all damage the aura dealt distributed in-between the amount of chosen creatures in its radius. You may use it an amount of times equal to half your Wisdom Multiplier (Rounded Up), its uses are replenished after a short rest.

Unrelenting Hunter[edit]

At 11th level, you are not affected anymore by non-magical Difficult Terrain, You have advantage against getting prone, being grappled, getting charmed or being affected by any other effect that may cause you to do something or move unwillingly.

Blood Rain[edit]

Starting at 13th level, as an action you may shoot a soul from the entities domain into the skies this then opens a portal that arrows made from the souls of those killed by you, rain down from, the portal covers 15 feet of range and the terrain becomes difficult terrain, if any creature ends their turn in the area they take 2d6 psychic damage this increases to 3d6 at level 17 and the range increases by 5 feet, at level 20 the damage changes to 4d6 and the range increases by 5 feet also is considered magical for the purpose of overcoming resistance, the portal closes at the end of combat. You have uses of this skill equal to Half your Proficiency Bonus (Rounded Down, Minimum of 1), These are recovered when taking a short rest.

Right Behind You[edit]

Starting at 14th level, as a movement action you may teleport to any point you can see within your movement range (this counts as having moved your entire max distance no matter how far you teleported) , after that you may do a single strike with advantage as a reaction or you may use this reaction to use Eldritch Boon. You may do this an amount of times equal to your Wisdom Modifier

Possess[edit]

As an action you may take your mask out and throw at an enemy, leaving your body with only a dark hole instead of a face filled with whatever you wish. The enemy must must make a wisdom saving throw every turn that passess even if its not theirs. You may still act while the target suffers the effects.

  • If the enemy succeeds the first one the mask has no effect, if he fails the first one he falls prone, And the mask is now attached.
  • If they succeed the second saving throw he tears the mask off but he now perceives the world in a twisted mix of the real world and the Entities' Realm, Every creature that they can see look like unsettling and flickering dark shades wearing your mask, making they attack the closest creature to him. If he fails the next saving throw is rolled with disadvantage as the mask carves his soul deeper and deeper dealing 1D10 psychic damage
  • If they succeed this saving throw the target severs the mask connection, but not before it has done permanent damage, they take 1d12 psychic damage every turn. If they fail the saving throw the masks takes their body, twisting it in horrible ways and granting you full control over it, the controlled creature will accomplish your every desire with no questions nor regards for its own health. (If they die in this stage, the same effect will happen)

You can use this feature once per long rest. You may only have Possessed Body active at once, The mask will stay attached for 24 hours, after that it will teleport back to your hands, destroying the soul of the creature, meaning it can only be revived with the Wish Spell.

Death's aspect[edit]

Your weapon's damage now count as magical for the purposes of overcoming resistance and immunity to nonmagical damage. As an action you call the aid of the Entities upon a target. They stabilize all allies in a 30ft radius with you in the center and revives them with 1 Hit Point, it also grants all allies inside Temporary Hitpoints equal to half of their missing Hit Points.

Your personal hellscape[edit]

If you haven't moved nor used a single action in a turn you may bow down, and let the grounds rupture under you legs, giant maws from pure shadow erupt from the ground, swallowing a 120ft area around you into the Entities' Domain. The area may look as you wish, All the non-creature flora will rot rapidly, the horizon filled with unblinking eyes staring endlessly, the sun exactly overhead and look as as if covered by a dark eclipse; a storm brews and They... THEY are watching. Every 3 Turns you may choose one of the following effects to start or increase in strength. You can only stay here for a minute before you are shunted out. But all enemies who die here are immediately sacrificed, giving you boon charges based on how many died

The Voices
Tier 1: The cacophony of screams, laughs and whispers starts to grow. All enemies can only hear up to 5ft of themselves and all Concentration rolls for spells are rolled with disadvantage
Tier 2: The enemies start going mad, joining the cursed melody. All enemies roll a Short-Term Madness effect.
Tier 3: They have been overtaken by the noise, its deafening. All enemies are Mute and Deafened until the end of the duration.
The Storm
Tier 1: The storm begins to worsen. All enemy movement is halved.
Tier 2: The winds hurt their eyes. All enemies are now gain disadvantage in Rolls against being Knocked prone, Grappled, Being moved unwillingly , Attack rolls, as well as on Wisdom (Perception) or any other types of checks that require vision. Blind creatures are not affected by the vision impairment.
Tier 3: The storm is complete, the supernatural winds tear your clothes and pushes all to the ground. All enemies must roll a Constitution roll against your 10 + WIS + Proficiency or be knocked down. Any enemy are Blinded past 10ft of themselves independent of vision type.
The Entities' Watch
Tier 1: Their eyes cut your soul. Every turn all enemies take 1d6 psychic damage.
Tier 2: Their smiles make your mind rot. All enemies roll a Short-Term Madness effect and must make a Charisma Roll against your 10 + WIS + Proficiency or be Frightened.
Tier 3: And their touch will be your ruin. All enemies roll a Long-Term Madness Dice and Charisma Roll against your 10 + WIS + Proficiency every 3 turns or be Paralyzed until their next turn.

Eternal Hunt[edit]

They wont let you die, no matter if you want to or not. If you die, your body, soul and all your equipment gets taken inside your mask, you may still speak telepathically with anyone nearby, your allies may throw your mask in the direction of any creature, the mask will attach itself and begin the Possession Skill, All rolls made by the creature are made with disadvantage and if they fail the second throw they immediately loose control. After 1d4 days the mask destroys the soul and body of the creature to recreate yours. If they succeed you may only try to possess another creature 12 hours later.


Marauder[edit]

Some Masked Hunters prefer more direct combat, a glorious and fast kill being dealt as a trophy for the Entities.

Give Them a Taste of Hope

At 3rd level, Every time an attack or spell directed at you misses you may use attack whoever tried to hit you. This may only happen once before your next turn.

Show What They Are Up Against

At 3rd level, You gain proficiency in charisma(intimidation). You can roll a charisma(intimidation)check the DC= 8 + targets CR/Level on success the target is knocked prone + frightened of you.

Block Their Escape

At 6th level, As a bonus action you may use the tentacles/chains of the Entities to hold a creature in place, reducing its speed to zero and slow all chosen creatures in a 5ft area around it by 10ft of movement. This skill has uses equal to your Wisdom modifier, All uses are replenished after a short rest.

And Sever Their Heads

At 12th level, As an action you may teleport behind any creature with its movement impaired and strike them with your knife dealing 3d10 Force Damage, If the creature dies you may teleport to another one and strike again. You may chain up to 5 kills with this ability. You may start the chain up to 3 times before needing to take a Long Rest.

Mirage[edit]

Some Masked Hunters prefer to prepare the battle, treating the battlefield as art so they may entertain the Entities.

Death is an Art

You gain proficiency in Charisma (Performance) and may use your wisdom modifier instead of charisma in any roll.

We Gather the Actors

As a bonus action you create a Fissure at any visible pont within 60ft of you, any chosen creatures within 15ft of it must make a Wisdom Saving throw of 10 + WIS + Proficiency or be charmed by it, walking at half of its normal pace towards it every turn. You may use this a number of times equal to your Wisdom Modifier, All uses are replenished after a short rest

We Turn on The Spotlights

As a bonus action you turn any Fissure into a Rift. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the 1 Minute. This void is filled with a cacophony of soft whispers, laughs and screams that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 force damage as the gravitational pull tears their physical form. You may use this feature once before needing to take short rest.

And We Let The Applauses Roll In

You may jump to any direction as a bonus action, flying through the air to a distance equal to your Movement + 10ft, you can use your attack action while on the air with advantage against all targets that you can see. This jump does not trigger reaction attacks. If you jump over Rift you may shoot it once as a free action, Fracturing it and dealing 2d12 Force Damage to all within its area. You may use this a number of times equal to your Wisdom Modifier, All uses are replenished after a short rest

Eldritch Boons[edit]

Boons are special ways to augment your attacks in smaller ways by giving them more utility

1st Level Boons (1 Charge Cost)

Elemental Hit: As an attack action you may change the damage of your next attack to one of these damage types and add an extra 1d6 of the same type of damage: Poison, Acid, Fire, Cold, Radiant, Necrotic, Lightning, Thunder, Force or Psychic.

Elemental Grounds: As an action you engulf an Elemental blade, Turning a 10ft radius around the point of impact into Difficult Terrain for 1 Minute, Any enemy that starts its turn there will take 1d4 damage of the one of the following damage types chosen before shooting: Poison, Acid, Fire, Cold, Radiant, Necrotic, Lightning, Thunder, Force or Psychic.

Riposte: As a reaction, you may use your Sacrificial knife to defend yourself, Roll a damage die, subtract your damage roll out of their; If your roll is higher, deal the excess damage to them.

3rd Level Boons (3 Charge Cost)

Soul Link As a bonus action, choose another creature 20ft from your Marked Target, half the Damage dealt to the Marked Creature will be dealt to the Soul Linked target (The damage is not divided between them. If the Marked takes 10 damage, They will still take 10 damage, but the Soul Link will only deal 5 damage to the other creature)

Impaling scythe: As an attack action you charge your next slash and aim it at the center of mass, forcing the creature to do a Dexterity check against your DC of 10 + DEX + Proficiency, if they succeed they only take the scythes damage, if they fail they will fly 20ft towards the scythes destination, if they hit a wall, pillar or obstruction they get impaled to the wall and are now Restrained. They must make a Strength check against the same DC every turn to try and get out.

Force Blast: After hitting an attack action you may hit an enemy with your knife, dealing the normal damage and pushing them 10ft back and knocking them prone.

6th Level Boons (6 Charge Cost)

Bleeding Cut: Your next attack will apply one bleed stack to the target, Bleeding will deal 1d4 necrotic damage per turn, Every time it does damage, the damage dice increases by 1 (1d4 -> 2d4 -> 3d4...)

Petrifying Scythe: As an attack action, you slice with your scythe dealing the normal damage and forcing the enemy to make a Constitution check against your DC of 10 + WIS + Proficiency or become Petrified. The petrification lasts until the creature is freed by a greater restoration spell or similar magic.

Armor Pierce: As an attack action your next hit with your knife, dealing the normal damage and ignoring half of the targets AC. After the damage is dealt the targets AC decreases by 2, if its AC reaches 0 its currently used armor will break.

12th Level Boons (12 Charge Cost)

Ichor Drown: You choose a creature you can see within 60ft and conjure a black ichor within its lungs. Roll 12d4; if the target has hit points equal to or fewer than the total, it begins Suffocating and becomes unable to speak for the duration. If the target has hit points greater than the total, the spell is still cast but doesn’t take effect until the target’s hit points drop below the total. Creatures that don’t have lungs or don’t need to breathe are unaffected by this spell. As an action, the creature can make a Constitution saving throw with DC of 10 + WIS + Proficiency. On a success, the effect ends. Until the effect ends, you can use a bonus action on your turn to cause ichor to swell inside the target’s lungs and cause it take 2d6 bludgeoning damage.

Maw of the Entities: As an action you slice and maws appear trying to devour the area, erupting from a point on the ground that you can see within 60ft, Each creature within a 20-foot radius, 80-foot high cylinder centered on the point must make a Dexterity saving throw against 10 + WIS + Proficiency. On a failed save, a target takes 3d12 force damage and is banished for Two of their turns. On a successful save, it takes half as much damage and isn’t banished.

Blade Shield: As an action you choose yourself or any other allied creature, a storm of spectral blades appear on them, giving them +3 AC and creating an aura that deals 4d4 damage to enemy creatures in a 10ft radius around the target, these blades have 1 minute of duration and can be applied to more then 1 target.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Masked Hunter class, you must meet these prerequisites: 16 Dexterity and 16 Wisdom

Proficiencies. When you multiclass into the Masked Hunter class, you gain the following proficiencies: Martial and Simple Weapons, Light and Medium Armor and Thieve's Tools.


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