Spirit bound Hunter
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- 1 Spirit bound Hunter
- 1.1 Spirit bound Hunter
- 1.2 Class Features
- 1.3 Shadows and Light
- 1.4 Nimbleness of the Light
- 1.5 Mastery of Light
- 1.6 Touch of Shadow and Light
- 1.7 Creation of Destruction
- 1.8 Mantel of the Wolf
- 1.9 Extra Attack
- 1.10 Mantle of the Lamb
- 1.11 Light in the Dark
- 1.12 Shadow Armee
- 1.13 Shadow Escape
- 1.14 Quick End
- 1.15 Cycle of Light
- 1.16 Unsettling Aura
- 1.17 Shadow prison
- 1.18 Light after Death
- 1.19 Body of Light
- 1.20 End of Life
- 1.21 Soul bound Hunter Spell List
Spirit bound Hunter
A life ends and a new one beginns. As a man that is wearing fine clothes stalking the night for his quorri something awakens in his shadow. Do you choose the Light and a painless death or do you choose the darkness and run ending in a painful end.
Spirit bound Hunter
Theas Gentelmans are burdened with the task to balance life and death for no life exists without death and no lith is the true death chosen or cursed by a spirit for their deeds striving towards their twister goles never one without the other.Often desire and Hate lets a spirit desid to bestow the gifts of this class upon a creature.
As a Spirit bound Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Spirit bound Hunter level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spirit bound Hunter level after 1st
Tools: Tinkers tools , Two Instrument
Saving Throws: Dexterity and Wisdom
Skills: Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of
You start with the following equipment, in addition to the equipment granted by your background:
- tow simple weapon
- (a) A Instrument or (b) Tinkers tools
- (a) Dungeoneer´s pack or (b) Explorer´s pack
- tow pouches of Daggers (40)
- If you are using starting wealth, you have 6d4 x 10 gp in funds.
|Features||1st Level||2nd Level||3rd Level||4th Level||5th Level|
|1st||+2||Shadows and Light, Nimbleness of the Light||-||-||-||-||-|
|2nd||+2||Touch of Shadow and Light,Mastery of Light,||3||-||-||-||-|
|3rd||+2||Mantel of the Wolf,Creation of Destruction||3||1||-||-||-|
|4th||+2||Ability Score Improvement||4||1||-||-||-|
|6th||+3||Mantle of the Lamb||5||2||-||-||-|
|7th||+3||Light in the Dark||5||3||1||-||-|
|8th||+3||Ability Score Improvement||6||3||1||-||-|
|12th||+4||Ability Score Improvement||7||4||3||-||-|
|13th||+5||Cycle of Light||7||4||3||1||-|
|16th||+5||Ability Score Improvement||7||4||3||2||-|
|17th||+6||Light after Death||7||4||4||2||1|
|18th||+6||Body of Light||8||4||4||2||1|
|19th||+6||Ability Score Improvement||8||4||4||2||1|
|20th||+6||End of Life||8||4||4||2||1|
Shadows and Light
All the features you get from this feature originate from the Cursed Gloves feature you can only gain the features of any of the listed abilities if you are gaining the specific level in this class and you lose all abilities if you choose to gain a level in another class also the ability you gain and the items you may have inherent can be cursed or maid by some otherworldly or Supernatural being. (you do not gain any buffs from any fetur if you wear Armor or use a scheald or any weapon that is not a Dagger or Gun)
- Cursed Gloves
The Gloves are sinister and ancient relic crafted by some evil being bound to its creator they cant be removed and if they are they always come back. At 1st Level you gain a pair of Glouths that you need for your features the gloths give you a bonus of +2 to attacks with Daggers,Brass Knuckles and any weapon that can be thrown and is viness any item that is touched by this glouths becomes magical fore if the item is no longer consistently touched it loses its magic features after 30 minutes as an action you can summon any weapon that was touched by your Gloves and that has not lost its magical features back into your hands or into an unoccupied space that is 10 feed near you if it is not currently held and not more than 120 feet away from you
By 2nd level, you have learned to draw on the power of your curse. See chapter 10 for the general rules of spellcasting. Preparing and Casting Spells The Soul bound Hunter table shows how many spell slots you have to cast your spells. To cast one of your The Soul bound Hunter spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short or long rest.
At 2nd level, you know cantrips equal to your wisdom modifier of your choice, half of them need to be from the Soul bound Hunter spell list.If you gain a bonus to your wisdom modifier you gain another cantrip. Spells At 2nd level you can prepare a number of spells every day (after a long rest) equal to your wisdom modifier + your level from the Soul bound Hunter spell list.You always have all your spells prepared that you have chosen for the day.
Wisdom is your spellcasting ability for your Soul bound Hunter spells, since their power derives from the strength of your Soul and the curse that lays on you You use your Wisdom whenever a cleric/wizard spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Nimbleness of the Light
At 1st level if you are wearing normal clothes your Ac is 10 + your Wisdom and Dexterity Modifier you can draw and stow small weapons without expending any action,also you gain a bonus 10 feet movement.You don't gain this feature if you wear any kind of armor or Scheald.
Mastery of Light
At 2nd level you gain a bonus of +1 ac if you wield a Daggers or Brass Knuckles. When you take the attack action during your turn, you can make two separate attacks also you don't gain this feature if you use a Scheald ore wear Armor. You especially excel in the use of Daggers the first tow attack every round that you make with any dagger hase advantage aslow the damage you deal with deggers is 1d6 also you can throw weapons and items effectively up to 60 feet. At 6th level Daggers and Brass Knuckles deal 1d8 damage and gain a +2 to Ac with
- Curving Blade
If you take the attack action and attack with a dagger you can take this feature and even if you miss the attack still deals half its Dmg you can use this feature equal to your wisdom modifier you need to finish a short or long rest to regain all expendet uses.
- Fan of Daggers
As an Action you can throw a number of daggers (10) in a 15 feet cone any creature in that area needs to make a dexterity saving throw (DC 8+your wisdom modifier and proficiency modifier) or take a number of d4 dmg equal to your wisdom modifier if they succeed the save they take half damage you can use this feature equal to your wisdom modifier and regain all expendet uses after a short or long rest..At 6th level the dmd die is a d6.At 10th level the dmg die is a d8
- Folly of Daggers
You can make a number of attacks equal to your wisdom modifier modifier as an action against one creature that you can see and is in range you need to roll for every attack and 1d4 dmg for every dagger that hits you can use this feature equal to your wisdom modifier and regain all expendet uses after a short or long rest. At 8th level the number of daggers is increased by your wisdom modifier
- Lunging strike
If you take the attack action and attack with brass knuckles you can increase the range of the attack by 10 feet then the creature needs to make a (DC 8+your wisdom modifier and proficiency modifier) dex saving throw or be pusht 10 feet away from you or pulld 10 feet towards you you can use this feature equal to your wisdom modifier and regain all expendet uses after a short or long rest.
- Defensiv Strike
If you take the attack action and attack with brass knuckles you can choose to gain temp Hp equal to 1d10+your wisdom modifier you can use this feature equal to your wisdom modifier and regain all expendet uses after a short or long rest.
- Pland Attack
As a bonus action you can gain advantage on attack rolls this round that you make with daggers or brass knuckles.
Touch of Shadow and Light
Thair is a Balance between shadows and light between good and evil whatever thair is it are the deep feelings that sit within you a balance between Life and Death Good and Evil. You can not have both summoned at the same time also if you summon one and dismiss it you need to spend a short rest to gain any benefit of the summon other than talking to it. Your eyes have a determination stuck to them that is fearsome to some, your sharp eyes may be cursed by whatever evil powers have possessed you over the time but it also comes with benefits. You double your proficiency modifier for Perception and Insight and you can no longer be frightened.
- What is Light without its Shadow
At 2nd level you notice that something is hiding in your shadow creatures that have a connection with shadows and darkness see you as one of them also crows seem to always follow you.You can see the remains of any soul if a Spectral creature is in 30 feet range of you you can see it as an action you can summon a Weeping Wolf the wolfe can talk fey and is a part of you and your deepest feelings after you summon the wolf it will consume the soul of any creature that died in a 30 feet radius around him this restores Hp equal to your wisdom modifier for every soul. The wulf can detect any Spirit,Fiend Fay or Soul nearby and track it down.Your wolf can find any creature that you are familiar with if its in a 1000 feet range he also possesses keen hearing. The wolf would warn you of any harmful sound that it can hear, stealth rolls against you are made with disadvantage, he can use this feature even if he is not summoned. The Weeping Wolf will not fight for you but it has 1d10 hit points per Spirit bound Hunter At 14th level the wolf will start fighting for you and can use all its features that are in his stat block it will follow your command (Stat and Damage as Shown in its column).
At 2nd level the light in your heart springs into form you can summon a spirit of a Humanoid Goat with a wolf's mask resembling your inner struggle if ask the spirit can heal a Disease or cure one condition alsow you no longer can be poisoned or contract any disease.Also creatures that are tocht by the spirit can regain one of their hit dice as Heal for free (they need to ask the spirit) this spirit will never fight with you rather it is the source of every light in you and the Healing abilities you have.When the spirit is summoned any creature that is in a 30 feet range of it gains the marking of the Lamb a creature markt this way gains a d6 that it can use in the next 24 hours to let a creature they touch regain Hp equal to the number rolled a creature can only be market once and can't be marked again until 24 hours have past.
- The Wolf
The wolf represents the feral instincts of humans and partly the ferocity and bad habits of a person. The wolf can not be bribed and does not want any payment it feeds of the despair and fear of the soul of a creature that has been slain.
- The Lamb
The Lamb in persons the will to survive and is more like the reflection of the nature of a person the Lamb is more willing to help but for a price the lamb is part of the person's soul and only wants to benefit itself and the person it's originating from. The Lamb would not instantly strike a deal with someone but after time and time helping someone that is not his Soul bound master it wants something back.
A offering of Gold to the person or the lamb personally (the gold is consumed by the lamb)
A favor that could help the person or the Lamb.
A gift to show respect (a song,a poem or something else that is made by the creature that is in debt)
A deal to which the person must hold to but nothing to big for example that the creature doesn't drink any liquor for a day.
Creation of Destruction
Through your wisdom and studies and also the insight of your curse you gain more knowledge over certain types of weapons but striving to create the ultimate weapon you ended up creating something uncomprehantebal at 3th level , you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
- Firearm Proficiency
You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms also you gain every feature that you would gain from your Mastery of Lights and cursed Gloves feature for your Firearms .
- Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
The weapon can be fired a number of times equal to its Reload score then you need to spend a bonus action to reload up to weapons that you are currently holding.
Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240) Reload 6, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480) Two-handed, reload 2, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320) Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60) Reload 1, misfire 2
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800) Two-handed, reload 2, misfire 3
- Grit points
You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
- Bullying Shot
You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
- Dazing Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
- Deadeye Shot
When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
- Violent Shot
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
- Winging Shot
When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Mantel of the Wolf
At 3rd level you get more intuned with shadows and the beast in you you gain the following features you gain advantage on saving throws against spells.
- Schadow Image
Twice per short rest you can create a shadow image of you as a bonus action that you can place.You can choose if any feature or attack that you use or make originates from it also as a bonus action you can change place with it the range is 30 feet and you need to stay in a 120 feet range of it or it disappears also the shadow itself disappears if you choose so or after a number of hours equal to your wisdom modifier.
- Shift Attack
Any attack that you make you can let it go through shadows if you take the attack action and make a successful attack role you can choose to let your attack go into the shades and let it strike at another time in the next 4 hours you can choose to hit any creature with theas attacks as a bonus action reaction or if you hit a attack.Any attack that is made with this feature and was a successful hit will hit the creature when it is activated and this ignores features like invisibility or if the creature is no longer near you.
- One with the Schadow
As a bonus action if you stand in Darkness or a shadow you can fuse with it and disappear in it.You can appear at any time again out of the same schadow you can only stay there for up to 8 hours afterwards you need to exit the Shadow or darkness if you want to enter the same schadow again you need to wait for 24 hours before you can do so.If you are in the shadow of a creature or Item there will bi a occasional flickering in his schadow a creature that has a higher passif perception the 10+ your wisdom modifier +your proficiency modifier can try to detect you with an investigation throw Dc 10+ your wisdom modifier +your proficiency.
- Unleash the Wolf
As a Action you create a 15 feet zone of shadow around you that stays for a number of turns equal to your wisdom modifier if a creature enters the zone the wolf will attack it (you need to role the attack) it deals 1d6 force dmg also if a creature makes a attack role against you the wolf will attack it if it's in the area and deal 1d4 force dmg (no attack role required) you can use this two times per short or long rest.
- Jaws of Hunger
if you take the attack action and make a melee attack you can instead let the Weeping Wolf's Head rise out of your schadow and make an attack with it the attack deals 2d6 force damage on a successful hit and if the target dies its soul is consumed and you regain hit points equal to your wisdom modifier.
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
Mantle of the Lamb
At 6 th level you grow more intuned with the Lamb and you gain resistance to necrotic damage.
- Protection of the Lamb
Every start of your round you gain a number of temp Hit points equal to half your level also you gain a bonus of 1d4 cold damage to each attack or spell that deals damage
- Tears of the Moon
As an Action you can make a rain of frozen arrows come down in a area of 20 feet that is in 120 feet range any creature needs to make a dexterity save Dc 8 + your wisdom modifier + proficiency modifier or take 4d6 cold damage and their movement is reduced by half if they succeed the save they take half dmg and gain no movement penalty you can use this feature equal to your wisdom modifier to regain all expendet uses you need to spent a long rest.
- Danc of the Hunt
If you would make a attack you can instead use this feature you move up to 10 feet to an unoccupied space not provoke opportunity attacks after landing you fire a folly of 3 icicle arrows that deal 1d6 cold damage each and for every arrow that hits the movement of the creature is reduced by 10 feet (you need to make a spell attack roll for every one of them) you can use this feature equal to your wisdom modifier to regain all expendet uses you need to spent a short rest or long rest.
- Reflection of the Moon
As a reaction you cover yourself in a moonlight force field when you take Dmg you can reduce the Dmg by 2d6 after words the rest of the damage that you get thru this feature will be added to your temp hit points.You can use this feature equal to half your wisdom modifier and regain all expended uses after a short or long rest.
- Sanctum of the Lamb
As a bonus action you can regain a number of hit points eaqual to your temp hit points you can use this feature equal to your wisdom modifier and regain all expendet uses after a long rest
- Guidanc of the Lamb
The lamb guids any sole that is worthy enough to its origins yo can touch a creature the creature gets marked by the lamb if the creature wants to find its way to you the lamb will appear and show him the fastest way to you the marke of this feature is removed after 24 hours you can only marke 2 creatures at a time.
Light in the Dark
At 7th level you gain a pool of d6 equal to your Wisdom Modifier. You can spend one of these d6 to let a creature or your self regain hit points equal to the result rolled this feature has a 10 feet range.If you drop to 0 hit points at the start of your next turn bevor you make your death save if you have a d6 left you can regain the number roled as Hp (you can profit this way only once per battle ore every Hour) you regain all expendet uses after a short rest.
At 9th level your powers have grown to an extend you now can summon the Shadows from creatures that you can see equal to your wisdom modifier the stats are the sam for the schadow as they are for the creature also it uses the same weapons and Armor as the creature also the shadows act on their own they only attack creatures that are hostile towards you their hit points are equal to your level and they take their turn immediately after yours if the shadow gets reduced to 0 hit points it goes back to its original form if the origin of the schadow dies it will disappear after 1 minute .After you used this feature you need to spend a long rest before you can use it again. (Also now if you use any spell to summon undead you instead summon shadows)
At 10th level an action you can escape into a shadowrealm you can take any creature that you touch with you stay in this realm for as long as you want but the realm is home to your inner beast if you exit the realm by will you and any creature that was with you enter into the physical plain to one are they already been bevor.After you used this feature you need to spend a long rest before you can use it again
At 11th level you now crit on a 19 and 20 also if you crit you gain advantage on all attacks for this round. At 15th level you also crit on a 18
Cycle of Light
At 13th level you can create a circle of light any non hostile creature in it can not drop to 0 hit points instead they stay at 1 hit point the cycle stays for 1d4 if the cycle disappears any friendly creature that stands in it regains 4d10 hit points. The affected area is a 20 feet cycl you cast it as an action and can't do so again before you finish a long rest.
At 14th level every creature that wants to attack you needs to first make a wisdom save the Dc for it is 8 +your wisdom modifier + your proficiency modifier if it fails it is unable to attack you.
At 15th level you can choose any creature that you can see the creature gets teleported into a shadow realm where it needs to make a make a Dc 17 wisdom save every Minute if it fails it gets 2d10 psychic dmg if it succeeds it comes back into the Material plane to thee position it was.You can use this feature again after a long rest.
Light after Death
As all has an end so does the killing at 17th level after you kill an enemy you gain a stack of lust you can have up to 3 stacks of lust every given time you can spend a stack of lust as a bonus action to gain the following features.
Regain a number of hit points eaqual to half your level Regain 4 Attack points Get advantage on any skill check Remove any condition that affects you
Body of Light
At 18th level you no longer die of old age diseases and poisons have no effect against you anymore also your body doesn't seem to age and you only need half the time of sleep and half of the resources of food from this moment on.
End of Life
At 20th level,every live must have an end as a action you can make a vital strike the creature needs to make a constitution saving throw DC8 + wisdom modifier and proficiency modifier if it fails it immediately drops to 0 hit points if it succeeds the saving throw it instead takes 10d10 forc dmgs you can use this feature equal to your wisdom modifier and regain all expended uses after long rest.
Soul bound Hunter Spell List
- Sword Burst
- Blade Ward
- Minor Illusion
- Ray of Frost
- Sapping Sting
- Spare the Dying
- 1st level Spells
- Absorb Element
- Arcan Weapon
- Armor of Agathys
- Cause Fear
- Charm Person
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Dissonanz Whispers
- Divine Favor
- Distor Value
- Faerie Fire
- False Life
- Feather Fall
- Find Familiar
- Gift of Alacrity
- Guiding Bolt
- Guiding Hand
- Healing Elixer
- Healing Word
- Hunter's Mark
- Ice Knife
- Illusory Script
- Magic Missile
- Senes Emotion
- Shield of Faith
- Silent Image
- Unseen Servant
- Zephyr Strike
- 2nd level Spells
- Alter Self
- Arcan Hacking
- Beast Sense
- Calm Emotion
- Cloud of Daggers
- Detect Thoughts
- Enhance Ability
- Find Traps
- Flock of Familiars
- Fortunes Faver
- Gentle Repost
- Healing Spirit
- Hold Person
- Lesser Restoration
- Locate Object
- Magic Mouth
- Magic Weapon
- Mental Barrier
- Mind Spike
- Mind Thrust
- Mirror Image
- Misty Step
- Pass Without Trace
- Prayer of Healing
- Shadow Blade
- See Invisibility
- Summon Bestial Spirit
- Thought Schild
- Zone of Truth
- 3rd Level Spells
- Animate Dead
- Aura of Vitality
- Beacon of Hope
- Bestow Curs
- Conjure Barrage
- Dispel Magic
- Elemental Weapon
- Enemies Abound
- Fast Friends
- Feign Death
- Gaseous Form
- Hypnotic Pattern
- Life Transference
- Major Image
- Phantom Steed
- Protection from Ballistics
- Protection from Energy
- Psionic Blast
- Puls Wave
- Remove Curse
- Sleet Storm
- Speak with Dead
- Spirit Guardians
- Spirit Schroud
- Summon Shadow Spirit
- Summon Fey Spirit
- 4th Level Spells
- Arcan Eye
- Charm Monster
- Conjur Shadow Demon
- Dimension Door
- Dominante Beast
- Elemental Bane
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Ice Storm
- Locate Creatur
- Phantasmal Killer
- Summon Aberrant Spirit
- Summon Elemental Spirit
- Summon Greater Demon
- 5th Level Spells
- Cloud Kill
- Cone of Cold
- Conjur Elemental
- Conjur Volley
- Contact Other Plane
- Destructive Wave
- Dispel Evil and Good
- Dominate Person
- Far Step
- Hold Monster
- Interlect Fortress
- Modify Memory
- Raise Dead
- Skill Empowerment
- Steel Wind Strike
- Teleportation Circle
- Wall of Force