Maverick Hunter (5e Class)
Maverick Hunter[edit]
Creating a Maverick Hunter[edit]
When creating a maverick hunter, ask yourself, what caused you to join the hunters? Were you simply created as one of them, or did you offer your services yourself? If so, why? Was it a fateful experience with a maverick, or an act of your own morality? What are your opinions on mavericks themselves?
- Quick Build
You can make a maverick hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the soldier background.
Class Features
As a Maverick Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Maverick Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Maverick Hunter level after 1st
- Proficiencies
Armor: Light armor
Weapons: Busters
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose any 2: Acrobatics, Athletics, Deception, History, Intimidation, Perception, Persuasion, Sleight of Hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or (b) Studded leather
- A longsword, if proficient
- (a) A dungeoneer's pack or (b) An explorer's pack
- A buster (see below)
Level | Proficiency Bonus |
Features | Alternate Weapons |
---|---|---|---|
1st | +2 | Alternate Weapons, Hunter Unit | 1 |
2nd | +2 | Fighting Style, Weapon Recovery | 1 |
3rd | +2 | Hunter Unit feature | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Extra Attack | 2 |
6th | +3 | Swift Movements | 3 |
7th | +3 | Hunter Unit feature | 3 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | Opportune Striker | 3 |
10th | +4 | — | 4 |
11th | +4 | Extra Attack | 4 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | Hunter Unit feature | 4 |
14th | +5 | Skilled Dash | 5 |
15th | +5 | — | 5 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | — | 5 |
18th | +6 | Hunter Unit feature | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Hunter Commander | 6 |
Busters[edit]
A buster is a standard-issue weapon among the maverick hunters. It is a one-handed martial ranged weapon with a range of 60/120 ft, as well as the light property. On a hit, it deals 1d8 force damage. A buster costs 35 gp to purchase. You are proficient with busters, as shown in your list of proficiencies.
Alternate Weapons[edit]
Your weapons are equipped with special copying systems. Starting at 1st level, you have a number of prepared alternate weapons, as shown in the "Alternate Weapons" column of the Maverick Hunter table. Your hunter unit determines the list of alternate weapons you can learn. If an alternate weapon requires the target to make a saving throw, the DC is equal to 8 + your Charisma modifier + your proficiency bonus. Damages inflicted by alternate weapons are considered magical for the purposes of overcoming resistances and immunities. Activating an alternate weapon is an attack, and attack and damage rolls made with them use your choice of Dexterity or Charisma. You are proficient with your alternate weapons. You may activate an alternate weapon you have prepared as many times as you have uses for it, as shown by how many you possess. You regain expend uses of your alternate weapons once you complete a long rest. Over the course of a long rest, you may swap out any of your prepared alternate weapons for other ones from your list. At 11th and 17th levels, your alternate weapons gain a damage increase ("level" refers to your level in this class).
Hunter Unit[edit]
Depending on your unit as a maverick hunter, you utilize different abilities. At 1st level, you must choose between 17th Elite Unit, 0th Special Unit, and New Generation Prototype, all detailed at the end of the class description. Your chosen hunter unit grants you new features at 1st level, and again at 3rd, 7th, 13th, and 17th level.
Fighting Style[edit]
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 to attack rolls made with ranged weapons.
- Dasher
Whenever you move within 5 ft. of a creature on your turn, you can make an attack against that creature as a bonus action.
- Defense
While you are wearing armor, you gain a +1 to AC.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Weapon Recovery[edit]
You have learned to recover energy for your alternate weapons more quickly. Starting at 2nd level, once per day whenever you finish a short rest, you regain half your expended alternate weapons, rounded down.
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]
Starting at 5th level, you may take the Attack action twice, instead of once, on your turn.
At 11th level, you may take the Attack action three times on your turn.
Fast Movements[edit]
You are skilled in dashing about in the heat of battle. Starting at 6th level, your speed increases by 10 ft. if you aren't wearing medium or heavy armor.
Opportune Striker[edit]
Having fought many foes of lesser intelligence, you have developed quicker reflexes against your enemies. Starting at 9th level, you gain an extra reaction that can only be used for opportunity attacks.
Skilled Dash[edit]
Your movements have been further coordinated to evade. Starting at 14th level, whenever you take the Dash action on your turn, you no longer invoke opportunity attacks. Additionally, whenever you take the Dodge action on your turn, you may move up to half your speed.
Hunter Commander[edit]
You possess the ultimate maverick hunting skills. Starting at 20th level, you are immune to being frightened. Additionally, whenever you make a weapon attack or use alternate weapon that misses, you can turn the miss into a hit. You can activate this feature a number of times equal to half your Charisma modifier, rounded down (minimum of 1), regaining expended uses once you complete a long rest.
17th Elite Unit[edit]
- Charge Shots
Your buster techniques allow you to power up your shots. Starting at 1st level, whenever you make a successful attack with your buster, you can choose to inflict 2d8 force damage, instead of the usual 1d8, on a hit. You can activate this ability a number of times equal to half your Charisma modifier, rounded down (minimum of 1), regaining expended uses once you complete a long rest.
- Uncorruptable
You are firm in both belief and body. Starting at level 3, you are immune to mundane diseases, and you have advantage on saving throws against magical diseases and against becoming poisoned.
- Alternate Weapon Adept
You utilize your alternate weapons more skillfully. Starting at 7th level, you can add your Charisma modifier to damage rolls made with your alternate weapons.
- Stock Charge
You have become more skilled with charging your buster. Starting at 13th level, you can activate Charge Shots a number of times equal to your Charisma modifier (minimum of 2) before needing rest.
- Nova Strike
You can channel charged energies to perform a devastating dash attack. Starting at 17th level, as an action, you can move up to double your speed and pass through up to 5 creatures on the way. Any creatures you pass through must make a Dexterity saving throw. The DC for this saving throw is equal to 8 + your Charisma modifier + your proficiency bonus. On a failure, they take 8d8 + your Charisma modifier force damage, or half as much on a successful one. If you end your turn inside a creatures' space and cannot occupy it, you are pushed 5 ft. away from that creature and take 1d10 bludgeoning damage. Once you activate this feature, you cannot use it again until you complete a long rest.
17th Elite Unit Alternate Weapons[edit]
- Chameleon Sting
Make ranged weapon attacks (120 ft.) against up to 3 creatures. On a hit, a target takes 3d6 poison damage.
At 11th level, the damage increases to 4d6, and again at 17th level, to 5d6.
- Crystal Hunter
You hurl a blob of mineral goo at a creature within range (30 ft.). That creature takes 1d10 acid damage and must make a Strength saving throw or become restrained. A creature restrained in this way can repeat its saving throw at the end of each of its turns, freeing itself from the crystal on a success.
At 11th level, the damage increases to 2d10, and again at 17th level, to 3d10.
- Fire Wave
You release a burst of fire in a 5-by-30 ft. line. Every creature in that area must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one.
At 11th level, the damage increases to 4d6, and again at 17th level, to 5d6.
- Ice Burst
You hurl a 10-ft. diameter sphere of ice at a point centered within range (60 ft.). Every creature in that area must make a Dexterity saving throw, taking 1d6 bludgeoning damage + 2d6 cold damage on a failed save, or half as much on a successful one.
At 11th level, the damage increases to 1d6 bludgeoning damage + 3d6 cold damage, and again at 17th level, to 2d6 bludgeoning damage + 3d6 cold damage.
- Parasitic Bomb
Make a ranged weapon attack against a creature within range (60 ft.). On a hit, the target takes 1d10 piercing damage. Hit or miss, the bomb then explodes. The target and each creature within 5 feet of the point where the bomb exploded must succeed on a Dexterity saving throw or take 2d6 poison damage, or half as much on a successful one.
At 11th level, the initial damage increases to 2d10 and the secondary damage increases to 3d6. At 17th level, the initial damage increases to 3d10 and the secondary damage increases to 4d6.
- Sonic Slicer
Make a ranged weapon attack (60/120 ft.) against a creature. On a hit, the target takes 1d6 slashing damage + 2d6 thunder damage. Hit or miss, at the start of your next turn, make another ranged weapon attack (60/120 ft.) against a different creature, centered on the previous target (doing so doesn't take an action). That creature takes 1d6 slashing damage + 2d6 thunder damage on a hit. Repeat this at the start of your next turn once more.
At 11th level, the damage increases to 1d6 slashing damage + 3d6 thunder damage, and again at 17th level, to 2d6 slashing damage + 3d6 thunder damage.
- Storm Tornado
You release a blast of wind in a 15-ft. cone. Every creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed 10 ft. away from you. On a successful save, a creature takes half as much damage and isn't pushed.
At 11th level, the damage increases to 3d6, and a target that fails its save is pushed 20 ft. away. At 17th level, the damage increases to 4d6, and a target that fails its save is pushed 30 ft. away.
- Triad Thunder
3 electric dynamos surround you for 1 minute. On each of your turns, you may make a ranged weapon attack (30/60 ft.) as a bonus action. On a hit, the target takes 1d10 lightning damage. Any creature that begins its turn within 5 ft. of you while the dynamos are active takes 1d10 lightning damage.
At 11th level, the damage increases to 2d10, and again at 17th level, to 3d10.
0th Special Unit[edit]
- Way of the Saber
You favor the blade as means of offense. Starting at 1st level, you are proficient with longswords. You can use your Dexterity modifier instead of your Strength modifier for attack and damage rolls made with a longsword, as if it had the finesse property.
- By Blade or by Buster
You can use both your sword skills and your sharpshooting in perfect synergy. Starting at 3rd level, whenever you make a successful attack with your longsword, you can make a buster attack against the target as a bonus action, or vice versa, provided you are in range and wielding both weapons in each hand.
- Saber Initiate
You can power up your sword strikes with magical force. Starting at 7th level, you learn 1 cantrip of your choice: Booming Blade, Green-Flame Blade, or True Strike. Charisma is your spellcasting modifier for these spells. Additionally, slashing damage inflicted by your longsword is considered magical for the purposes of overcoming resistances and immunities.
- Virus Absorption
The energies within your body allow you to empower yourself with normally corrupting effects. Starting at 13th level, whenever you are hit with an attack that deals necrotic, poison, or psychic damage, you can use your reaction to take no damage, and instead gain advantage on the next attack roll, saving throw, or ability check you make. If an attack deals more than 1 type of damage, including if two or more of those damage types are necrotic, poison, or psychic, you take no damage only from a damage type you have chosen among the three options. You can activate this feature a number of times equal to half your Charisma modifier (minimum of 1), regaining expended uses once you complete a long rest.
- Fatal Slash
You have mastered the sword. Starting at 17th level, whenever you make a longsword attack, you can roll 1 extra damage die on a hit, unless you cast a cantrip you know on the same turn. If you score a critical hit, you instead roll 2 extra damage dice.
0th Special Unit Alternate Weapons[edit]
- Dairettsui
You shatter a target's defenses within 5 ft. of you. That creature must succeed on a Constitution saving throw or take 2d6 bludgeoning damage, and its AC is reduced by 2 for 1 minute (this effect doesn't stack). On a successful save, the creature takes half damage and its AC isn't reduced. A creature affected by this attack can repeat its saving throw at the end of each of its turns, returning its AC to normal on a success.
At 11th level, the damage increases to 3d6, and again at 17th level, to 4d6. At 17th level, the AC reduction increases to 3.
- F-Splasher
You move up to your speed, passing through up to 3 creatures on the way. Every creature you pass through must make a Dexterity saving throw, taking 3d6 cold damage on a failed save, or half as much on a successful one. If you end your turn inside a creature's space and cannot occupy it, you are pushed 5 ft. away and take 1d10 bludgeoning damage.
At 11th level, the damage dealt to the creatures you pass through increases to 4d6, and again at 17th level, to 5d6.
- Raijingeki
Make a melee weapon attack against a creature. On a hit, the target takes 3d10 lightning damage.
At 11th level, the damage increases to 4d10, and again at 17th level, to 5d10.
- Rakuhouha
Every creature in a 15-ft. cube centered on yourself must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much on a successful one.
At 11th level, the damage increases to 4d6, and again at 17th level, to 5d6.
- Senpuukyaku
Make a melee weapon attack against a creature. On a hit, the target takes 1d10 bludgeoning damage + 1d10 necrotic damage. Hit or miss, you can move up to 10 ft. forward.
At 11th level, the damage increases to 1d10 bludgeoning damage + 2d10 necrotic damage, and you can move up to 15 ft. forward. At 17th level, the damage increases to 2d10 bludgeoning damage + 2d10 necrotic damage, and you can move up to 20 ft. forward.
- Shoenzan
Make a ranged weapon attack against a creature (10/20 ft.). On a hit, the target takes 2d12 fire damage.
At 11th level, the damage increases to 3d12, and again at 17th level, to 4d12.
- Yammar Option
3 robotic dragonflies surround you for 1 minute. On each of your turns, you can make a ranged weapon attack (30/60 ft.) as a bonus action. On a hit, the target takes 1d10 force damage. Any creature that begins its turn within 5 ft. of you while the dragonflies are active takes 1d10 bludgeoning damage.
At 11th level, both damages increase to 2d10, and again at 17th level, to 3d10.
- Zankourin
You release a wheel of light that travels in a 5-by-30 ft. line. Every creature in that area must make a Dexterity saving throw, taking 3d6 radiant damage on a failed save, or half as much on a successful one.
At 11th level, the damage increases to 4d6, and again at 17th level, to 5d6.
New Generation Prototype[edit]
- Sharpshooter
You love to utilize your attacks creatively. Starting at 1st level, your attacks score a critical hit on a 19 or a 20.
- A-Trans
You have cultivated a unique shapeshifting ability with your new generation powers. Starting at 3rd level, you can use a bonus action on your turn to transform into 1 creature you can see that has a CR (or level, if the creature doesn't have a CR) equal to or less than your maverick hunter level - 3. Your statistics are replaced with that of the new form, except for your hit points, alignment, languages, and Intelligence, Wisdom, and Charisma scores. Any equipment you are wearing or carrying is merged with the new form. This transformation lasts for 1 hour, or if you dismiss it as a bonus action. If you are knocked unconscious or killed, you revert back to your true form. Once you activate this feature, you cannot use it again until you complete a long rest.
- Rapid Fire
Your buster skills allow for much faster attacks. Starting at 7th level, whenever you make a successful buster attack, you can make an additional buster attack as part of the same attack. You can activate this feature a number of times equal to your Charisma modifier (minimum of 1), regaining expended uses once you complete a long rest.
- Flurry of Bullets
Your attacks fire off at even greater a speed. Starting at 13th level, whenever you activate Rapid Fire, you can make two additional buster attacks instead of one.
- Master Blaster
You have pushed your buster skills to the max. Starting at 17th level, you can activate Rapid Fire a number of times equal to your Charisma modifier + 2 (minimum of 2) before needing rest. Additionally, your attacks score a critical hit on a 18, 19, or 20.
New Generation Prototype Alternate Weapons[edit]
- Bound Blaster
Make a ranged weapon attack (60/120 ft.) against a creature. On a hit, the target takes 3d6 force damage. Hit or miss, at the start of your next turn, make another ranged weapon attack (60/120 ft.) against a different creature, centered on the previous target (doing so doesn't waste an action). That creature takes 3d6 force damage on a hit. Repeat this at the start of your next turn once more.
At 11th level, the damage increases to 4d6, and again at 17th level, to 5d6.
- Circle Blaze
Make ranged weapon attacks (120 ft.) against against up to 3 creatures. On a hit, a creature takes 3d6 fire damage.
At 11th level, the damage increases to 4d6, and again at 17th level, to 5d6.
- Dark Arrow
Make a ranged weapon attack against a creature (60 ft.). On a hit, the target takes 1d10 piercing damage. Hit or miss, the arrow then releases shadow energies. The target and each creature within 5 feet of the point where the arrow energized must succeed on a Constitution saving throw or take 2d6 necrotic damage, or half as much on a successful one.
At 11th level, the initial damage increases to 2d10 and the secondary damage increases to 3d6. At 17th level, the initial damage increases to 3d10 and the secondary damage increases to 4d6.
- Explosion
Make a melee weapon attack against a creature. On a hit, the target takes 1d10 fire damage + 2d10 bludgeoning damage.
At 11th level, the damage increases to 2d10 fire damage + 2d10 bludgeoning damage, and again at 17th level, to 2d10 fire damage + 3d10 bludgeoning damage.
- Ice Gatling
You blast ice shards at a creature within range (30 ft.). That creature must succeed on a Constitution saving throw or take 1d10 cold damage and become restrained. A creature restrained in this way can repeat its saving throw at the end of each of its turns, freeing itself from the ice on a success.
At 11th level, the damage increases to 2d10, and again at 17th level, to 3d10.
- Plasma Gun
You expel electric plasma in a 15-ft. cone. Every creature in that area must succeed on a Dexterity saving throw or take 3d6 lightning damage, or half as much on a successful one.
At 11th level, the damage increases to 4d6, and again at 17th level, to 5d6.
- Ray Gun
You blast a beam of light in a 5-by-30 ft. line. Every creature in that area must succeed on a Dexterity saving throw or take 3d6 radiant damage, or half as much on a successful one.
At 11th level, the damage increases to 4d6, and again at 17th level, to 5d6.
- Wind Cutter
Make ranged weapon attacks (120 ft.) against up to 3 creatures. On a hit, a creature takes 3d6 slashing damage.
At 11th level, the damage increases to 4d6, and again at 17th level, to 5d6.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the maverick hunter class, you must meet these prerequisites: Dexterity 13
Proficiencies. When you multiclass into the maverick hunter class, you gain the following proficiencies: Light armor, busters
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