Predator (5e Class)
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Predator
Predator Background
A new predator comes to a new planet where he will hunt for his enemies and gain knowledge of all kinds of civilizations, and perhaps help some wondering explorers by accident.
A predator watches from afar as he sees grunts for a captain go inside a tent and look through a chest of ancient dragon scrolls. In all but 2 minutes he is in front of the tent. Entering and slaying them all, he takes the treasure for himself. When the captain arrives he has no idea what to make of it.
Once you use this class, you must follow certain ideals:
- You will never attack an injured, diseased or elderly creature if they haven't attacked you
- If a creature challenges you to a clean one by one combat, you must accept and never use any of your tech during the battle unless they cheat, or have similar tech.
- When you kill or hunt a creature all alone following these ideals, you might pick up a trophy of your hunt, like a skull or a spine.
A Predator is meant to be played with the race Yautja (5e Race) but if your DM lets you,you can be a different race, but being Yautja makes more sense role-play wise.
Creating a Predator
- Quick Build
You can make a Predator quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Otherworlder
Class Features
As a Predator you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Predator level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Predator level after 1st
- Proficiencies
Armor: All armors
Weapons: Simple weapons, martial weapons
Tools: Tinkerer's tools
Saving Throws: Strength and Dexterity
Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Intimidation, Survival, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Lance or (b) A Scimitar
- (a) Two daggers or (b) any simple weapon
- (a) Hide Armor or (b) Chain Mail
- (a) Dungeonneer pack or (b) Explorer's Pack
Level | Proficiency Bonus |
Features | Plasma Caster |
---|---|---|---|
1st | +2 | Predator Tech, Medicomp | 2d6 |
2nd | +2 | Predator Mark | 3d6 |
3rd | +2 | Predator Archetype | 3d6 |
4th | +2 | Ability Score Improvement | 3d6 |
5th | +3 | Extra Attack, Honed Body | 3d6 |
6th | +3 | Predator Leap, Medicomp Improvement | 4d6 |
7th | +3 | Predator Archetype Feature | 4d6 |
8th | +3 | Ability Score Improvement | 4d6 |
9th | +4 | Precise Strike, "Nothing on the Periodic Table" | 4d6 |
10th | +4 | Predator Tech Improvement, Energy Syphon, Medicomp Improvement | 4d6 |
11th | +4 | Predator Achetype Feature, Extra Attack (x2), | 5d6 |
12th | +4 | Ability Score Improvement | 5d6 |
13th | +5 | Hunter Endurance | 5d6 |
14th | +5 | Medicomp Improvement | 5d6 |
15th | +5 | Predator Archetype feature | 5d6 |
16th | +5 | Ability Score Improvement | 5d6 |
17th | +6 | Predator Tech Improvement | 6d6 |
18th | +6 | Advanced Predator Tech | 6d6 |
19th | +6 | Ability Score Improvement | 6d6 |
20th | +6 | Primal Predator | 8d6 |
Predator Tech
Your Tech has many different uses like seeing in different visions and even cloak yourself from your prey. At first level you gain these traits. The Tech you have has cool features but most are deactivated do to the training wheels protocol. More features become unlocked as you progress in this class. These go in your equipment
- Biomask *
Your helmet lets you see with special filters. You can switch between them as a bonus action.
- At 1st level, you can see blood trails or Darkvision up to 120ft instead of regular vision.
- At 10th level you gain Heatvison (allows you to see heat witch color), and X-ray Vision (allows you to see through thick walls, up to 60ft)
- At 17th level you gain Truesight up to 60ft. and have advantage on perception checks towards detecting Xenomorphs.
- Plasma Caster
The helmet comes with a unique weapon called a plasma caster that can be mounted on the shoulder, it deals Force damage equal to the amount shown on the table, as an action you may charge up the plasma caster taking 2 charges and rolling double the damage dice. At first level the range is 40/90ft. This increases to 120/250ft at level 10 and you get your permanent max range of 300ft at level 17.
- At first level you can use the Plasma Caster 4 times before needing to take a short or long rest. At 10th level you can use it 8 times before needing to rest. Then at 17th level you can use it 12 times before needing to rest. To use the Plasma Caster you must use a bonus action and this counts as a ranged attack.
- Wrist Blade
At first Level you gain your wrist blades that you are proficient in on one of your arms, they do 1d8 slashing damage with a range of 5ft, they may use Strength or Dexterity as their attack modifier. as a bonus action you may release or hide your wrist blades. Climbing while your wrist blade is out gives you advantage. Your hands are not occupied while using this weapon. You may modify your Wrist blades in different ways, you gain one modification of your choice at 6th, 10th and 17th Level. Modifications:
- Second Wrist Blade: Your Wrist blades now do 2d8 slashing damage
- Extended Wrist Blade: The length of your wrist blades increases by 5 ft
- Additional Gauntlet: You gain Wrist blades on your other hand as well, as a bonus action you may make an additional unarmed strike with your wrist blades.
- Cloak
The Tech that you have allows you to become invisible to the naked eye. At 1st level you gain proficiency in stealth. As a bonus action, you can become invisible until you attack. The duration is up to a total of 1 hours before needing to have a short or long rest to refresh it. Your first melee attack while invisible has advantage. and the creature has to make a DC 8 + proficiency + dex check with disadvantage to try to spot you unless you have made a stealth check already, you do not break invisibility unless you choose to, attack or interact with water. your time limit increases to 2 hours at level 6, 4 hours at level 10 and 8 hours at level 17.
- Gauntlet
This lets you chart previous areas you have gone to or seen on a 3D map. You can use it to record the places you have seen. At 10th level you can scan for creatures within a 500ft radius taking 1 minute to do so. Once scanned you can find them precisely on your map. At 17th level you can make the ultimate sacrifice: when you have failed two of your death saving throws you can activate your Self-Destruction Device, taking 3 turns to activate. Creatures within a 100ft Radius must make a DC 20 con saving throw or take 10d12 Radiant damage and 10d12 Force damage or half as much on a success.
- Smart Disc
At first level you get your Smart Disc(Finnesse) which allows you to deal 1d10 slashing damage. You may also throw the Smart Disc with a range of 40/100ft, after being thrown the smart disk will track an amount of creatures equal to your proficiency bonus, the disc will damage each enemy until it fails an attack roll, then it will automatically come back. This damage increases by 1d10 at level 10 (2d10) and you are able to use it twice, and it increases by 1d10 at level 17 (3d10) and you are able to use it three times.
*Your helmet will only operate while you are wearing it, no other creature can't use it. If you lose your helmet or it is destroyed, you can repair it using predator tech and materials you get with 1000 gp. You will work on it for 2d4 days. The destruction or loss of the helmet isn't thought to happen frequently, and all this terms are subject to DM's discretion.
Medicomp
The Medicomp is a powerful and versatile first aid kit used by predators to treat wounds while on a hunt. You may use this feature an amount of times equal to your proficiency bonus per long rest. The Medicomp may do any of the following:
- At 1st level you may use this feature to pull things like shrapnel or arrows out of your or another creatures body without causing further harm or bleeding and cauterizing the wound with heated powder or with a gel like substance. (This effect will stop any bleeding as well and can be used on amputated limbs or injuries to that effect)
- At 6th Level you may remove or treat any poisons or conditions within your body, if you are effected by any kind of poison, you may use this feature to remove the poison from your body and any of its effects. (This feature must be used within 1 hour of being poisoned or else you must make a Dc 16 Medicine check or else this feature will fail. With every hour past 1 hour that passed the DC will increase by 2)
- At 10th Level you may inject yourself with a adrenaline like substance, removing one Level on Exhaustion.
- At 14th Level you will be able to carry heath shards within your Medicomp, As an action you may inject yourself with said Health Shards, Healing 50 Hp. (You may only use this feature 3 times before needing to take a long rest)
Fighting Style
When you reach 1st level, you may choose a Fighting Style. 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.
- Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
- In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
- Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
- When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
- 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.
Predator's Mark
At 2nd level you can use your bonus action You choose a creature you can see within range and mystically mark it as your quarry. Until the 1 hour has ended,you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this feature ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
Predator Archetype
At 3rd level you can choose one archetype to further enhance you predator style. You may choose one of the archetypes called Champion, Stalker or Trapper. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.
- Champion
All Predators are trained warriors, but these individuals in particular prefer combat over the hunt, and their strength matches their attitude.
- Stalker
These Predators revel in studying their prey, searching for the perfect method of attacking the perfect area, all for the perfect kill.
- Tracker
Tracker predators enjoy the art controlling the environment of a hunt, forcing prey to escape and run into an environment they choose, and make them second guess every part of their surroundings.
Ability Score Increase
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.
Honed Body
At 5th level, you have trained your body to not only handle the harshness of any environment, you also have trained your body to the extremes, honing your skill and talent from this point on. When making a constitution saving throw that allows you to take half damage on success you now take no damage on success and take half damage on failure, your constitution score increases by 2 along with its maximum
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. This increases to three times at level 11.
Predator Leap
At 6th level, when you take the jump action, on your movement you can jump great distances, up to 40 additional ft.
Precise Strike
Starting at 9th level, attacks score a critical hit on a roll of 18-20.
"Nothing on the Periodic Table"
Starting at 9th Level, attacks from your predator tech become magical for the sake of overcoming resistance. you predator tech also is immune to acid damage and any effects that would normally apply.
Energy Syphon
At 10th level, as long as you have your gauntlet and your Biomask, You may Syphon energy from a electronic device such as a generator or a energy pack, if a item or piece of equipment uses energy cells as their power source you can use you're gauntlet to recharge your equipment. 1 energy cell equals the following for each piece of equipment and you may choose what to recharge:
- 2 uses of the Plasma Caster
- 1 hour of Cloak
- 1 use of the Smart Disk
If the item or piece of equipment does not use energy cells but still uses a source of energy you may still use this feature (It is up to the DM's discretion on how many energy cells it is worth or uses)
Hunter Endurance
At 13th level your time on this planet has allowed you to adapt to its environment, enabling you to heal an extra hit die when you take a short rest. Also, when you do take a short rest you can get rid of 1 level of exhaustion.
Advanced Predator Tech
At 18th level you have proven yourself a master of the Hunt and gain access to the most advanced or skillful weapons and technology only elite hunters are capable of mastering. you gain 3 of the following of your choice.
- Scimitar
You've Proven the skill you've gained with your wrist blades and have masterfully used them in many hunts to end the life of your prey. along your hunts you've found that your current wrist blades can no longer keep up with your strength and speed nor do they inflict the damage you wish they did, instead you have opted to upgrade to a more bulky version of the blades with more range and damage. Losing your Wrist Blade feature, you gain the Scimitar. The Scimitar is equipped to your main gauntlet arm and is a single massive blade that will extend from the gauntlet. Dealing 3d12 Slashing or Piercing Damage (Your Choice) with a range of 10ft. this uses Strength as its modifier, as a free action you may release and hide your Scimitar. Your hands are not occupied while using this weapon.
- Razor Whip
The Razor Whip is a fast-moving weapon. A segmented handheld bullwhip that wraps around a target, and once pulled taut is capable of cutting it in half. Resistant to Xenomorph acid, due to it possibly being constructed out of a Xenomorph's tail. The Razor Whip Deals 3d4 Slashing Damage and 3d4 Acid Damage with 20ft range, this weapon uses Dexterity as its damage modifier. This Weapon ignores Resistance to Acid and Slashing damage and treats immunity as if it were resistance.
- Gatling Caster
Finding the all encompassing power of the base plasma caster to bland during the hunt, you've instead modified your current caster to fire multiple rounds of plasma and quicker. Replacing the Plasma Caster Feature, as a bonus action you may fire off 3 bolts of plasma all at once from your caster, make three ranged attacks dealing 2d8 each with a range of 120/250ft. you may use this feature 15 times before needing to rest.
- Energy Flechette
The Energy Flechette is a short-range energy projector weapon. In many respects, it is a simpler, less powerful version of the Plasmacaster, built into the Yautja's wrist gauntlet. As a bonus action or a reaction to a creature fleeing more that 10ft from you or 10ft towards you, you may make a ranged attack dealing 6d6 Force Damage. with a range of 90/150 ft. this weapon shares the amount of charges it has with the Plasma caster or the Gatling caster if you have it.
- Netgun
The Netgun is a weapon that fires a wire net at great velocity and with great force, typically to trap and ensnare prey. Once fired, the net itself has the ability to tighten around its trapped target with sufficient force to cause the wire mesh to cut into the victim. as an action you may shoot a high velocity net at a creature, forcing them to make a Dexterity Saving throw against your DC = 8 + Proficiency Bonus + Dexterity. if the creature succeeds they manage to avoid the net. if they fail they get ensnared into the net as it begins to tighten around them. They are Restrained and Grappled, at the end of each turn the are in this net they take 4d10 Piercing Damage and may make a Dc 22 Strength Saving throw to break out of the net, This effect ends after 10mins, the creature dies or the net is cut. The Net has a Ac of 20 and a HP of 10, it is immune to all forms of damage accept Magical Slashing and acid. If any creatures attempt to touch the net while it is ensnaring someone they will take 4d10 Piercing Damage. you may use this feature an amount of times equal to half your proficiency bonus which you regain at the end of a long rest.
- Combistick
The Combistick is a spear-like weapon. The Combistick is telescopic, making it relatively small and easy to store when not in use but extending to its full length when required in combat. It is made of incredibly light, sharp, thin but strong material. It can be used both as a close-quarters hand-to-hand weapon and thrown like a spear. Dealing 4d8 Piercing with 10ft of range, it uses Strength or Dexterity as its modifier, You may also use the combistick as a thrown weapon with 50/80ft of range. the Combistick and be extended or retracted as a free action.
Primal Predator
At 20th level you unlock the absolute strength of a Predator. Your Strength or Dexterity and Constitution score increases by 4 to a max of 30. you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Champion
The Champion is a proud warrior who prefers a slaughter over a stealthy, quick kill.
- Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Primal Behavior
At 3rd level you act more animal-like, with great brutality and violence, You gain expertise in intimidation and become immune to the Charmed or Frightened conditions
- Champion Strength
Your blood has become stronger at 7th level. You can hold normal weighted weapons with one hand and over-sized weapons with both hands, and you also have advantage on Strength checks and saving throws. Additionally, your Strength score increases by 2, and your maximum for that score is 24.
- Brutal Swings
At 11th level you know how to knock a creature off their feet. When you take a attack action that does bludgeoning damage you may take the shove action as a part of the same attack.
- Primal Champion
At 14th level you have reached your maximum power. You can choose two of the abilities listed below. At 17th level you might choose another one.
- Primal Fury
As a Bonus action or reaction to being attacked you will gain the following,
- You have resistance to bludgeoning, piercing, and slashing damage.
- When you make a melee weapon attack using Strength you may add your strength modifier twice to the damage
- you can no longer be surprised
Your Fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action or a reaction to killing a creature.
- Brutal Strike
When you attack a medium or smaller creature with an unarmed strike or a weapon that does slashing damage they must make a Constitution saving throw against your DC = 8 + your Strength modifier + your proficiency bonus, on a success they take 3d12 damage on top of the regular damage. You can use this feature twice before needing to complete a long rest.
- Primal Execution
as a Bonus action or a Reaction to a creature falling Unconscious or prone, If a creature is unconscious, prone, or grappled with less than 20 HP you may use all of your primal strength into finishing a kill. The target must make a Constitution saving throw against your DC = 8 + your Strength modifier + your proficiency bonus, on Success they successfully evade the attack, on failure they instantly die. You can use this feature once before needing to complete a long rest, if you use this feature and the creature succeeds then you regain the use of this feature
- Aggressive Defense
if a creature attacks you with a Unarmed or weapon attack within a 10 feet radius, you can use your reaction and move up to your movement speed towards the creature and make a Grapple or Shove action against that creature.
Stalker
The Stalker is a hunter whose lethality can only be attributed to its raw skill and knowledge.
- Echolocation
At 3rd level you have 60ft of Blindsight. You can't use this blindsight while deafened. At 17th Level This becomes 120ft of Blindsight.
- Shadow Stalker
At 7th level you know how to stay hidden and use that hiding spot to deal a lot more damage than usual. When you are in dim light or darkness you add +4 to your stealth rolls and on your first attack out of stealth deals an extra 4d6 damage
- Fast Adapter
At 11th level your Dexterity score increases by 2 and your maximum for that score is 22. Also, when you spend 1 week in a certain type of environment you gain +2 to your stealth rolls.
- Master Stalker
You have trained day in and day out for this moment: the day you slay one of your prey. At 14th level choose two of these abilities that you wish to slay your favored enemies with. At 17th level you can switch 1 or both of your abilities and replace them with another one.
- Volley
You can use your action to make a ranged Attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate Attack roll for each target.
- Whirlwind Attack
You can use your action to make a melee Attack against any number of creatures within 5 feet of you, with a separate Attack roll for each target.
- Sharp Shot
You can use your action to slow your breathing and hit a specific area on a creature. On a hit, the creature must make a Constitution saving throw DC 18 or take 1d12 bleeding damage. This increases by 1d12 at the start of the creatures turn. Favored enemies have Disadvantage on the roll.
- Dead Shot
You can use your action to deal more damage on an attack roll. On a successful attack roll, you can choose to roll an additional d6 of damage for every point of difference between your attack roll and the targets AC. You can use this feature a number of times equal to half your Wisdom modifier (rounded up), afterwards you cannot use it again until you finish a long rest.
Tracker
The Tracker is a Predator that controls the grounds that they're prey live in through Animal Companions and Traps to make it their Hunting Grounds
- Animal Companion
At 3rd level you have found and tamed an animal, either one you have experience with or a animal native to the planet you are hunting on. you may choose a beast with a Cr of 1 or lower that you control. your animal companion moves on your turn with the same initiative as you. you are able to control your Animal companion from up to 100ft away, controlling its actions with a whistle that other creatures can hear. if you lose your animal companion or it dies, you may find a new beast with a CR equal or lower that 1 and make a animal handling check against it with a DC of 8 + Creatures proficiency bonus + wisdom modifier. you gain Proficiency with animal handling. Your Animal Companion Cr increases to 2 at 7th Level and 3 at 11th Level
- Falcon
At 7th level you gain The Falcon, The Falcon is a bird-like spying device used by Tracker Predators. The Falcon's role in a Hunt is to watch over the prey, and to study them, and their tactics. The Predator Falcon is capable of quickly moving across the hunting grounds and monitoring prey before returning to its master. You have Linked vision and Hearing with your falcon through your biomask and can emit the whistle to control your Animal companion and counts as you for matters of controlling your animal companion, when you are looking through its eyes gain advantage on perception checks. The Falcon has access to Biomask and Cloaking Features equal to your level and can be controlled from a range of up to 200ft, this increases to 350ft at 11th level and 500 at 14th level. your Falcon has a AC of 20 and a HP of 20 with 10 in all stats, It is immune to Psychic Damage and immune to Charmed, Frightened, Poisoned and Unconscious condition. it also has advantage against Dexterity Saving throws. If your Falcon is destroyed then you can spend 2d4 days and 1000gp worth of materials to make a new one or half as much gold to repair one you still have.
- Animal Pack / Alpha
At 11th level you've learned to control and tame beasts with even more efficiency. you may choose between two of the following:
- Animal Pack: You are now able to have 3 Animal companions tamed at the same time, All Beasts get a +2 to their ac and 10 Temp Hp which they regain on a long rest.
- Alpha: Your Animal Companion Cr increases to 10 and Gains +3 to their ac and 20 Temp Hp which it regains on a long rest.
- Trap Master
At 14th level you can make different kinds of traps, provided that you have the materials. The crafting time for them is halved. Also, the Wisdom (perception) check required to see your traps have a +1 in DC. You can find all the traps you placed on your map and check if they went off.
- Mine
Crafting Time 10min, cost 50gp. A mine is an explosive that is buried underground. When a creature enters within 5ft of it, it triggers an explosion and it deals 4d6 fire damage. A (DC of 8 + your Dexterity Modifier + your Proficiency bonus) Perception check is needed to see the trap, and a person with thieves tools can disarm it with a successful DC 20 check.
- Barb Wire Snare
Crafting Time 15min, cost 20gp. A Hanged Barbed Wire is favored by most predators because you can hang someone and still deal damage to them. The Hanged Barb Wire is a spiked wire that has been formed into a noose. A creature can make a Wisdom (perception) DC 18 or be suspended in mid-air by their foot. While hanging they take 2d8 piercing damage each turn.
- Laser Mine
Crafting Time 25min, cost 46gp. This mine emits lasers, causing anything that enters within a 10 foot sphere centerd on it it take 2d8 radiant damage. If something enters within 5ft of the trap, 7d12 radiant damage is taken instead. This laser can be turned on or off at any time with your gauntlet as a bonus action or reaction.
Multiclassing
Prerequisites. To qualify for multiclassing into the Predator class, you must meet these prerequisites: Dexterity 13 and Strength 13
Proficiencies. When you multiclass into the Predator class, you gain the following proficiencies: simple weapons
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