The Hollow Hunter (5e Class)

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The Hollow Hunter[edit]

The ones from The Hollows[edit]

Wielding blades made from a special crystal, lurking from shadows and enhancing his weapons comes the Hunter. Blades made from the hollow a special crystals from another plane of existence fighting bounties and quests all around the world these rare kinds of Hunters move from city to city or taking territory as in the old times. They can be sometimes seen walking in coats not wanting to be recognised, because society does't approve of their methods. Other from using otherplanely materials and magic items, they also train in the fields of The Hollow, a plane in witch mysterious creatures, items, crystals, buildings and magic hides.


Creating a Hollow Hunter[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Hollow Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: light, medium
Weapons: simple weapons, martial weapons
Tools: Thieve's tools,
Saving Throws: DEX and WIS
Skills: Choose two from: Survival, Stealth, Sleight of Hand, Perception, Investigation, Insight, Deception and Acrobatics

Equipment

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

  • If you are using starting wealth, you have 3d12 gold in funds.

Table: The Hollow Hunter

Level Proficiency
Bonus
Crystal Blades Features
1st +2 10 Crystal Harvester, Crystal Blades
2nd +2 10 <!-Class Feature2->
3rd +2 10 <!-Class Feature3->
4th +2 15 Ability Score Improvement
5th +3 15
6th +3 15
7th +3 15
8th +3 20 Ability Score Improvement
9th +4 20
10th +4 20
11th +4 20
12th +4 25 Ability Score Improvement
13th +5 25
14th +5 25
15th +5 25
16th +5 30 Ability Score Improvement
17th +6 30
18th +6 30
19th +6 40 Ability Score Improvement
20th +6 40

Crystal Harvester[edit]

As part of a short rest, you can harvest Incarnation Crystals from monstrosity, abberations, undead and crystal clusters from the Hallow. creature of size Small or larger to create one of the following items: Incarnation crystals, Combustion Crystals, Arcane Crystals, Sturdy crystals or on very rare occasions a soul crystal. To use this trait, you need a hammer or appropriate artisan's tools, such as Mason's Tools or Jeweler's Tools.

Crystal Blades[edit]

As part of your profession you crafted a pair of special magical weapons crafted from Hollow's soul crystals. You can choose one starting weapon that gains this property.

You can control this weapon telepathically changing as you level up shown in the Crystal Blades column. Thus granting you reach equal to that number. The weapon can also carry an amount of libs equal to 2 times that number.

These weapons also count as magical and can not be destroyed by traditional means

<!-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]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

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

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

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

<!-4th level spell list->

5th Level

<!-5th level spell list->

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:

3.00
(one vote)

Back to Main Page5e HomebrewClasses<!-creates potions or other consumable-><!-creates machinery or other non-consumable unique equipment-><!-is based in music, travels, performance, and/or a wide range of spells-><!-religion/patron-based caster-fighter-><!-has features from many, MANY other class bases-><!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-uses guns or other ranged weapons-><!-greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features-><!-uses one's mind to fight, most often a spellcaster-><!-tracker, hunter, understands nature and animals without being a druid or beast master-><!-stealthy, often with low hit points-><!-gets ability from a separate source, often doesn't have spellcasting-><!-keep this category if the class uses multiple tags-><!-class does not use tags and does not fall into any of the archetypes of the tags above->

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