Monster Hunter (5e Class)

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Scales.png This page is of questionable balance. Reason: Feature spread needs looking at. On some levels no new feature is gained, whilst on others you gain two - including the ASI levels! 1st level is quite weak, like a poor man's ranger. Class features do match the table's level progression. Legendary should have a succeed clause, and likely have a smaller range. On top of the advantage, and bonuses to many rolls, this class can make 4 attack actions at the 18th level.


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Monster Hunter[edit]

You come from a long line of hunters, a secret organization created long ago to protect the world from supernatural danger. Monster Hunter's have many responsibility's from collecting data on creatures of the night to slaying them, there are few choices for descendants of the order though you either hunt or become the hunted.

Creating a Monster Hunter[edit]

Quick Build

You can make a Monster Hunter quickly by following these suggestions. First, D6 (5).png should be your highest ability score, followed by Intelligence.

Class Features

As a Monster Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Martial
Tools: Herbalist's Bag, Craftsman tools
Saving Throws: Dexterity, Intelligence
Skills: Choose 4 from History, Insight, Investigation, Perception, Survival, [[5e SRD:Acrobatics

Skill|Acrobatics]], and Stealth.
Equipment

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

Table: The Monster Hunter

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st +2 Favored Enemy
2nd +2 Fighting Style
3rd +2 Hunters Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement, Favored Enemy
7th +3 Monster Slayer
8th +3 Ability Score Improvement
9th +4 Hunters Archetype Feature
10th +4
11th +4 Hunters Archetype Feature, Extra Attack Imrpovement
12th +4 Ability Score Improvement
13th +5 Favored Enemy Improvement
14th +5 Ability Score Improvement
15th +5 Hunters Archetype Feature
16th +5 Ability Score Improvement, Ability Score Improvement
17th +6 Hunter's Superiority
18th +6 Extra Attack Improvement
19th +6 Ability Score Improvement
20th +6 Legendary

Favored Enemy[edit]

Hunters knowledge about the supernatural have been handed down for generations. Starting at 1st level:

Choose a type of favored enemy: Aberrations, Beasts, Celestials, constructs, dragons, elementals, fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Werewolf's and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated Language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures.

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 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Hunters Archetype[edit]

At 3rd level, you chose an archetype. Choose between Hunter of Letters, Slayer, Old Blood, all detailed at the end of the class description. Your choice grants you features at 3rd, and again at 9th, 11th, and 15th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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.

Extra Attack[edit]

Beginning at 5th level, 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.

Monster Slayer[edit]

Starting at 7th level, when dealing damage to a monsters who are one of your Favored Enemy's you may add 1d8 to your damage roll.

Hunter's Superiority[edit]

Starting at 17 level, your study of the supernatural has given you the advantage. Roll advantage on all monsters who are one of your Favored Enemy's.

Legendary[edit]

Starting at 20th level, monsters now fear your name. If the monster is one of your Favored Enemy's and they are within 30 feet from you they must make a Charisma saving throw with disadvantage at the start of their turn. If they fail they are frightened of you.

Hunter Of Letters[edit]

You spend your time in your books drawing the creatures you encounter and writing down their details, you care more about the knowledge of the Monsters then anything else. Your best hope is to pass down information to future hunters of the order.

Book Smart

You have spent most of your days with your books, and it has not failed you. Starting at 3rd level, you also add your Intelligence modifier to your initiative.

Foresight

You have learned the the ways of the monsters. Starting at 9th level, double the proficiency bonus of you and anyone within 10 feet of you when making a save from a monster who is one of your Favored Enemy's.

Weakness

Studying the supernatural and their weakness have giving you the edge in battle. Starting at 11th level, if you, or an allied creature within 10 feet of you, deal damage to a monster who is one of your Favored Enemy's, they add their Intelligence modifier to their damage roll (not yours).

Elder

You are now one of the most knowledgeable one in the hunter order. Starting at 15th level, you and your party cannot be surprised by any monster who is one of your Favored Enemy's and you know all the monsters weakness when you take the Know Thy Enemy feature.

Slayer[edit]

Your whole life has lead you to this moment, Hunting. You care more about eliminating the monsters of this world and you will stop at nothing to do so.

Advanced Favored Enemy

You have dedicated your life to hunting down the supernatural. Starting at 3rd level, you can choose another favored Enemy.

Improved Fighting

Starting at 9th level, you choose another Fighting Style.

Prey

Starting at 11th level, when attacking one of your favored enemy's you also score a critical hit on an 18 and a 19.

Hateful Strike

Starting at 15th level, When dealing damage to one of your favored enemy's the monster must make a Constitution saving throw, if they fail they take double damage.

Old Blood[edit]

You have always been different, from the nightmares to being able to sense when there near nothing has been normal for you. You may not be so different from the ones you hunt.

Deja Vu

Starting at 3rd level, you sense when a creature who is one of your favored enemy is within 30 feet of you, you do not know where the creature is or what creature it is. Also roll a percentile die for a chance to see a vision.

Regeneration

Starting at 9th level, at the start of your turn regenerate hit points equal to your Constitution modifier.

Power of the Night

Starting at 11th level, you have advantage on Stealth and Sleight of Hand rolls in dim or dark light, and gain darkvision. Also gain concealment in dim or dark light.

Legendary Resistance

Starting at 15th level, if you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a long rest.


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