Night Huntsman (5e Class)

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Night Huntsman[edit]

You stand upon a moonlit hill, the sounds of villagers screaming and the roars of evil creatures of the night fill the cold damp air. You unfurl your whip, You load a bolt into your crossbow, You whisper a prayer and take a deep breath. Woe to all evil creatures that go bump in night as the Night Hunter prowls for their next quarry.

Die Monster[edit]

What is a Monster? well anything that harms the lives of innocence in the dead of night, from Hags to vampires to those who take advantage of others who cannot defend themselves. Night Huntsman turn the tables on the evil that stalks the dark hours of the night. Masters of combat, the esoteric, and the supernatural; Night Huntsman give thier all to save those who can't save themselves.

Creating a Night Huntsman[edit]

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Witch Hunter by Somniturne

So you wanna make a Night Huntsman, first off lets think about your character. Why did your character become a Night Huntsman? Were they born into it? Forced into it through circumstance? Are they doing it as an occupation or out of the goodness of their heart? Did their loved one get taken in the night and you vowed to never let that happen to anyone else if you can help it? Do you like Castlevania and Van Helsing? All these questions go into what you'll need to make a character a Night Huntsman.

Quick Build

You can make a Night Huntsman quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom or Intelligence for your spellcasting. Second, choose the Soldier background. Third, choose the Whip, the hand crossbow and 20 bolts, two daggers, and the explorer's pack as your starting equipment.

Class Features

As a Night Huntsman you gain the following class features.

Hit Points

Hit Dice: 1d10 per Night Huntsman level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Night Huntsman level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple weapons, Martial Weapons
Tools: Alchemists Supplies, Thieve's tools, Herbalism Kit
Saving Throws: Strength, Wisdom
Skills: Choose three from Athletics, Acrobatics, Arcana, Medicine, Religion, Investigation, Survival, Perception, Persuasion, Sleight of Hand, Intimidation and Stealth

Equipment

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

Table: The Night Huntsman

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Evasive Reflexes[edit]

Starting at 1st level, you can quickly evade a certain strike made against you. When a creature hit you with an attack, you can use a reaction to force your attacker to reroll. On a hit, you take only half damage.

If the new roll misses, you can move up to half your movement speed as part of the same reaction.

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

Monster Slayer[edit]

Starting at 1st level, you are specialized in killing creatures of darkness. As a bonus action, you can analyze a non-humanoid creature you can see within 30 feet. Make an Intelligence (Investigation) or Wisdom (Perception) check against that target's AC.

On a success, you discover that creature's resistances, immunities, vulnerabilities and Actions. In addition, for the next minute, you cause additional 1d4 damage against creatures from that type.

On a failure, you can't use this feature on creatures of the same type until you finish a short rest.

Visceral Strike[edit]

At 2nd level, you can deliver a brutal strike against an enemy. When you hit a creature with a weapon attack, you can force that creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence or Wisdom modifier, whichever is higher). On a failure, the target takes additional 2d8 damage from the weapon's type. This attack ignores resistances to damage from analyzed creatures.

You can use this feature a number of times equal to your proficiency bonus, regaining uses after a long rest.

Huntsman Calling[edit]

At 3rd level, you can choose your calling as a huntsman. You gain features from your chosen calling at 7th, 10th, 15th and 18th levels.

Ability Score Improvement[edit]

At 4th level...

Extra Attack[edit]

At 5th level...

Superior Reflexes[edit]

Also at 5th level, whenever you use your Evasive Reflexes, you gain the benefits of the Dodge action until the end of your next turn, including against the triggering attack.

Nerves of Steel[edit]

At 9th level, you can spend a use of your Evasive Reflexes to gain Advantage on a saving throw. If you fail the save, you take only half damage of the effect (if the effect causes damage).

If you succeed on the save, you take no damage from the effect. You can use this feature once, being unable to do so again until you finish a long rest. You gain an additional use at 13th and 17th levels.

==[edit]

At 11th level,

Callings[edit]

Calling of the Slayer[edit]

Brutal Strikes

Starting at 3rd level, whenever you hit a creature with an attack in which you have Advantage, and both results would've hit the target, your attack is a critical hit.

Whenever you succeed on a Brutal Strike, your next attack made against that creature until the end of your next turn have Advantage.

Physical Prowess

At 7th level, you are particularly physically adept. You gain proficiency in Athletics, and add twice your proficiency bonus in checks with this skill.

In addition, when making contested Athletics checks, you are considered to be a Large creature.

Superior Analysis

At 10th level, whenever you miss an attack against an Analyzed creature, you can use a reaction to reroll the attack.

Brutal Executions

At 15th level, when you hit an analyzed creature with a weapon attack on your first turn of combat, that attack is a critical.

Enduring Reflexes

At 18th level, when you are below half your maximum hit points, you can use your Evasive Reflexes without spending uses of it.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

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<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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