Pridestalker (5e Class)
Pridestalker[edit]
A Pridestalker is a skilled tracker with unrivaled combat prowess, adapted to the harsh environments of dangerous and wild forests, mountains and deserts, where they hunt the most dangerous beasts for both survival and glory. Pridestalkers are generally derived from tribal traditions, where physical attributes are the true measure of a tribesman, and might is synonymous with power.
Creating a Pridestalker[edit]
When creating your Pridestakler, ask yourself a few questions: From what tribe or culture of hunters did you came from? Were you a prodigy in your youth, or were you born weak, having to earn respect through skill? When did you get your first kill? It was your first kill done as part of a hunt or for survival? What was your first trophy and how was the hunt and kill that made you earn it? It was part of an initiation rite of your tribe?
How did you learn how to hunt? Were you trained by your parents or elders, or did you learned by yourself, by throwing yourself into the frey? Were your tribe plentiful and rich, or the environment you grew up was harsh were only the strongest survive?
- Quick Build
You can make a Headhunter Rengar quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background.
Class Features
As a Pridestalker you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Pridestalker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pridestalker level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools, snarecrafter tools
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Athletics, Investigation, Stealth, Survival, Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one Martial Melee Weapon of your choice or (b) two Simple Melee Weapons
- (a) Burglar's Pack or (b) Explorer's Pack
- Hunting trap
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Unseen Predator, Ferocity |
2nd | +2 | Savagery, Bonetooth Necklace |
3rd | +2 | Hunter's Pride |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Prowl |
7th | +3 | Pride Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Improved Savagery |
10th | +4 | Bola Strike |
11th | +4 | Unseen Predator Improvement |
12th | +4 | Ability Score Improvement |
13th | +5 | Battle Roar |
14th | +5 | Improved Bola Strike |
15th | +5 | Pride Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Thrill of the Hunt |
18th | +6 | Improved Battle Roar |
19th | +6 | Ability Score Improvement |
20th | +6 | Pride Feature |
Tracking Specialist[edit]
Starting at 1st level, you have Advantage on Wisdom (Survival) checks made to track, and you can travel at a fast pace without any penalties on your Dexterity (Stealth) checks or Wisdom (Perception) checks.
Unseen Predator[edit]
Starting at 1st level, you can take the Hide action as a bonus action. When taking the Hide action on a grassland or forest environment with tall grass or bushes, you can become invisible (as a spell) instead of hiding, lasting until the start of your next turn.
While hidden or invisible, you can leap towards a creature within 30 feet (no action required). You move in the air without provoking opportunity attacks, landing in an empty space within 5 feet of the enemy.
Ferocity[edit]
Starting at 1st level, your primal rage builds up during combat, empowering your fighting abilities. As a bonus action, you can enter in a state of ferocity. For the duration, you gain the following benefits:
- Your movement speed increases by 5 feet x your proficiency bonus.
- Opportunity attacks against you have Disadvantage.
- Some of your features have additional benefits when Ferocity is active.
Ferocity lasts for 1 minute, ending earlier if you haven't attacked a creature since your last turn or if you are knocked unconscious. You can use ferocity a number of times equal to your proficiency bonus, regaining uses after a long rest.
Savagery[edit]
Also at 2nd level, you can attack with your brutal savagery. When you take the Attack action, you can spend 1 use of Savagery to make one additional attack as part of that action. The attack must use a melee weapon that lacks the heavy or two-handed property, a natural weapon or an unarmed strike. You can use Savagery a number of times equal to your proficiency bonus, regaining your uses of this feature after finishing a short or a long rest.
Ferocity Bonus. While ferocity is active, whenever you use Savagery you can make an additional attack with using a Bonus Action (following the same rules for Savagery).
Bonetooth Necklace[edit]
Also at 2nd level, you can collect trophies from fallen enemies. Whenever you kill a creature whose CR is equal to your level or higher, you can collect a trophy. You can a maximum number of trophies equal to your proficiency bonus.
You cause additional damage with your melee attacks equal to the number of trophies you have.
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.
Prowl[edit]
At 6th level, you can take the Dash action as a bonus action. In addition, moving while dashing doesn't reveal your position if you are hidden, and you remain hidden as long as you end your movement in another hiding spot.
Improved Savagery[edit]
At 9th level, the first attack made as part of a savagery Attack action is a critical on a hit.
Bola Strike[edit]
At 10th level, when you hit a creature with a bola, that creature's movement speed is halved until the end of your next turn, in addition to the normal effects of the attack.
Ferocity Bonus. While ferocity is active, the target is restrained and have its movement speed reduced to 0 instead of halved.
Unseen Predator Improvement[edit]
At 11th level, you can become invisible whenever you are hidden (not only on tall grass or bushes).
Battle Roar[edit]
At 13th level, you can unleash a ferocious roar as an Action. All enemies within 30 feet must succeed on a Constitution saving throw, taking 4d6 psychic damage on a failure and half as much on a success.
This roar emboldens you, allowing you to regain a number of hit points equal to the number rolled on the damage dice.
Once you use this feature, you can't do it again until you finish a short or a long rest.
Ferocity Bonus. While ferocity is active, when you use your Battle Roar, all creatures that fail the save are frightened until the end of your next turn, and you remove any frightened or charmed condition currently affecting you.
Improved Bola Strike[edit]
At 14th level, a creature hit by your Bola can't become invisible and have Disadvantage on all Dexterity (Stealth) checks until the end of your next turn. In addition, you can force a creature hit by the Bola must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier - whichever is higher) or its speed is reduced to 5 feet, instead of halved. A creature that succeeds this save is immune to this effect.
Ferocity Bonus. While ferocity is active, a target that fails the save is paralyzed, instead of restrained, until the end of your next turn.
Thrill of the Hunt[edit]
Starting at 17th level, while prowling, you gain blindsight up to a range of 120 feet until the start of your next turn.
Improved Battle Roar[edit]
At 18th level, whenever you roll initiative and have no uses of Roar left, you regain one use.
Pridestalker Pack[edit]
Headhunter[edit]
Some hunters choose to scale impossible heights, cutting down creatures many times their own size for the sheer rush of the kill. Headhunters clad themselves in the bones of these creatures, a worrying sign to his more human quarry.
- Giant Killer
At 3rd level, when a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Alternatively, you can use this reaction to attempt to Climb onto a Bigger Creature (check the DMG for this variant rule).
- Bone Armor
Also at 3rd level, you can adorn a suit of nonmagical armor from trophy collected from a Large or larger creature you kill, instead of crafting a collar. The armor gain a bonus of +1 to the AC for each trophy.
This count against your maximum amount of trophies.
- Frightening Visage
At 7th level, you gain a bonus to your Charisma (Intimidation) checks equal to the amount of Large creature trophies you have.
- Slippery
At 15th level, you gain resistance to bludgeoning, piercing and slashing damage from creatures Large or larger.
Guardian of Sands[edit]
An assassin of a forgotten order long thought dead, the guardian of sands prowls the tombs, retrieving ancient relics of power for purposes unknown. Far more alarming, he appears to be hunting guardians, his blades enchanted to pierce their ancient magic and defenses.
- Treasure Hunter
At 3rd level, you gain the ability to search for magical treasures in old and forgotten tombs. You gain proficiency in Investigation and Arcana. In addition, you can cast detect magic and identify as rituals.
- Enchanted Blades
Also at 3rd level, you can enchant a pair of non-magical melee weapons that lack the heavy or two-handed properties when you finish a long rest. Until your next rest, these blades have a bonus of +1 on attacks and damage rolls, and are considered magical for the purposes of overcoming resistances and immunities to non-magical damage.
- Occult Knowledge
At 7th level, you developed an enhanced knowledge of the arcane and old secrets. You have proficiency in Arcana. You also can decipher the meaning of any text you read. It takes about 1 minute to read one page of text.
- Use Magic Device
By 15th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Pridestalker class, you must meet these prerequisites: Strength or Dexterity 13, Wisdom 13
Proficiencies. When you multiclass into the Pridestalker class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, medium armor.
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