Vampire Hunter (5e Class)

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Vampire Hunter[edit]

A pale skinned man tracks his prey along a wide narrow path and finds a graveyard with decrypted tombstones. Amongst the darkness prying eyes seek; Blood thirsty vampires lurk out of the darkness crossbow in hand the man shoots his prey.

A physician finds a woman bolstering with boils and oozes, pulling out his trusty vial the man cures her of the disease.

A hunter lurks in the darkness, trained in the occult he seeks out his prey. In the forest he hears chanting a group of witches dressed in black he finds.

The vampire hunter stalk creatures who lurk in the dark. They have devoted their lives to seek out the horrors that roam this world, slaying them, using their special techniques, weapons and even magic to handle these warriors.

Predator and Prey[edit]

Vampires are unnatural predators, driven solely by their hunger: hunger of power, of pleasure, of blood. With their souls broken and lost, they have no future, no legacy, so they are driven to an endless hunt to fulfill their empty existences. Being immortal, they become deadly and relentless hunters, striking fear in the hearts of mortals.

The vampire hunters, however, challenge this unnatural hierarchy. They are natural preys - generally humanoid creatures - who choose to stop cowering in fear and just fleeing or avoiding vampires, deciding to strike back. They are both predator and prey at once, overcoming their innate weaknesses through the use of special weapons, magic, training and study, to become able to oppose foes way more powerful than themselves.

Although younger vampires usually neglect to take those mortals into account, underestimating their abilities, older vampires learn to fear the determination of mortals, and the ruthlessness and cruelty born on them due to a mix of fear, hatred and a desire for revenge.

Creating a Vampire Hunter[edit]

matt-demino-vampire-hunter-web.jpg
The Vampire Hunter

by Matt DeMino

Now think about who makes up your character, what is their background? How did they end up as an vampire hunter? Was it something they were born into? Are his or her family vampire hunters and trained you into it? Was it something they discovered later in life? Did you lose a friend or family to one of these horrors and swear vengeance? Were you hunted by one of these horrors and vowed to turn the tables?

What made them start adventuring? Did they decide to do this for the next thrill? Was it by pure chance- you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions lead to better understanding your character and their motivations.

Quick Build

You can build a Vampire Hunter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution (for higher hit points) or Wisdom (for higher DC on your hunting gambits). Then, choose the Folk Hero background. Finally choose the rapier, the shield, a scale mail, a light crossbow and 20 bolts, two daggers and the dungeoneer's pack as your starting equipment.

Class Features

As a Vampire Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, medium armor
Weapons: Simple Weapons, martial weapons
Tools: Herbalism kit, thieve’s tools
Saving Throws: Strength, Wisdom
Skills: Choose three from Athletics, Acrobatics, Arcana, Medicine, Religion, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth

Equipment

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

Table: The Vampire Hunter

Level Proficiency
Bonus
Features Mortal Hunter
1st +2 Undead Hunter, Skirmish, Unarmored Defense
2nd +2 Mortal Hunter, Shadow Stalker 2
3rd +2 Vampire Hunter Practice, Forceful Escape 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack, Superior Skirmish 3
6th +3 Mind of Steel, Shadow Stalker Improvement 3
7th +3 Vampire Hunter Practice 3
8th +3 Ability Score Improvement 3
9th +4 Vertical Movement 4
10th +4 Bite Resistance 4
11th +4 Vampire Hunter Practice 4
12th +4 Ability Score Improvement 4
13th +5 Sense Deceit 5
14th +5 Legendary Reflexes 5
15th +5 Vampire Hunter Practice, Famed Hunter 5
16th +5 Ability Score Improvement 5
17th +6 Superior Gambits 6
18th +6 Vampire Hunter Practice 6
19th +6 Ability Score Improvement 6
20th +6 Vampire Slayer 6

Undead Hunter[edit]

At 1st level, you have advantage on Wisdom (Survival) checks to track undead, as well as on Intelligence checks to recall information about them.

In addition, you have advantage on contested Wisdom (Perception) checks against Dexterity (Stealth) checks and vice versa.

Skirmish[edit]

Also at 1st level, you know that to survive encounters with the undead, you must be quick on your feet, evading their strikes after delivering yours. Once per turn when you make an attack, you can choose to spend a use of this feature to move up to 5 x your proficiency bonus feet, without provoking opportunity attacks. This movement can be made before or after the attack. If you hit a creature with the attack, your attack is a critical.

In addition, whenever you use Skirmish, you can use your reaction to move up to your movement speed without provoking opportunity attacks.

You can use Skirmish a number of times equal to your Constitution or Dexterity modifier (whichever is higher, minimum of 1), and regain your uses after finishing a long rest.

Unarmored Defense[edit]

Finally at 1st level, you can dodge and escape attacks without relying on armor. Your AC while not wearing armor equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and benefit from this AC.

Mortal Hunter[edit]

Starting at 2nd level, you devise tactics and techniques meant to slash through the enduring vampiric skin, endure their deadly powers and temporarily block some of their escape options.

You gain the ability to use hunting gambits. You gain hunting gambits based on your Vampire Hunter level, as shown on the Hunting Gambits table. You regain all expended uses after finishing a long rest.

Some of your gambits require the target to make a saving throw to resist its effects. The save DC equals DC 8 + your proficiency bonus + your Wisdom modifier.

Rending Strike

When you hit a creature with a weapon attack or unarmed strike, you can spend 1 hunting gambit to turn that into a rending strike. When you do so, your attack ignore resistances and immunities to non-magical slashing, piercing and bludgeoning damage and cause additional damage equal to 2d6, from the weapon's type. The additional damage increases in +1d6 whenever your proficiency bonus increases by 1.

In addition, that creature can't regain hit points until it completes a short or a long rest.

Heroic Resilience

When you are hit by an attack made with a natural weapon or unarmed strike, you can use your reaction to gain resilience to the damage of that attack (including the triggering damage) until the start of your next turn.

In addition, you gain 4 temporary hit points when you use this feature. The number of temporary hit points increase by 4 whenever your proficiency bonus increases by 1.

Shapeshifter's Bane

When you hit a creature with a weapon attack, that creature must succeed on a Constitution saving throw or is reverted to its true form. This does not affect illusions.

In addition, whenever the creature attempts to change its form for the next hour, it must succeed on a Constitution saving throw against the same save DC, taking 2d6 psychic damage on a failure, as the pain of the wound runs through its body. On a success the effect ends. The damage increases in +2d6 whenever your proficiency bonus raises by 1.

Shadow Stalker[edit]

Starting at 2nd level, the darkness no longer serves as a cover for your foes - it becomes your weapon against them. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

The range of your darkvision becomes 120 feet at 6th level.

Forceful Escape[edit]

Also at 3rd level, you master the ability to avoid the mortal embrace of your undead enemies. You have advantage on checks made to escape grapple attempt.

In addition, when you succeed on a contested grapple check, you can use your reaction to Shove your enemy.

Vampire Hunter Practice[edit]

Vampire hunters can walk the path of undead slaying for many reasons, and using a plethora of different techniques, distinguishing themselves by their practice of choice. You can choose your practice at 3rd level, gaining its correspondent features.

You gain additional features related to your practice at 7th, 11th, 15th and 18th levels.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Superior Skirmish[edit]

Also at 5th level, you regain the uses of your Skirmish feature after completing a short or long rest.

Mind of Steel[edit]

At 6th level, your mind is shielded from the mind tricks of your immortal foes. You become immune to the charmed condition.

Vertical Movement[edit]

Fighting vampires require a great degree of mobility. At 9th level, you can take the Dash action using a bonus action.

In addition, when you take the Dash action, you gain the ability to walk on walls as solid ground, your jump speed is doubled and you ignore fall damage up to a height of 60 feet.

Bite Resistance[edit]

At 10th level, you gain great endurance against the effects of the dangerous vampiric kiss. You gain resistance to necrotic damage, and to non-magical piercing damage from bite attacks.

In addition, your hit point maximum can never be reduced.

Sense Deceit[edit]

Starting at 13th level, you gain the ability to sense the tricks of body and mind performed by vampires, being able to see beyond the veil of transmutation and through their mind tricks. You can detect that a creature is not in its true form (due to natural traits or transmutation spells) or is under mind control (such as per the charmed condition) within 30 feet.

This doesn't detect illusions or disguises.

Legendary Reflexes[edit]

At 14th level, you are a master at facing legendary foes. Whenever a creature within 60 feet of you uses a legendary action or legendary resilience, you can move up to your movement speed and make an attack against that creature, without using an action.

Famed Hunter[edit]

Thanks to your reputation, vampires now fear your mere presence and name. At 15th level, any vampire who knows your identity must succeed on a Wisdom saving throw when it sees you, or is frightened by you for 1 minute.

In addition, you have advantage on Charisma (Intimidation) checks made against vampires.

Superior Gambits[edit]

When you reach the 17th level, you learn special uses for your gambits. You can use a Superior Gambit once, being unable to do so again until you finish a short or long rest. You can't use the same Superior Gambit more than once between long rests.

Lethal Strike

You are able to destroy your immortal foes with a single strike. Whenever you damage a creature with your Lethal Strike, you can force that creature to make a Constitution saving throw. On a failed save, that creature takes additional 10d10 necrotic damage, or half as much on a success. An undead takes 100 damage instead. A vampire is automatically destroyed by it.

Legendary Resilience

When you are reduced to 0 hit points, you can use your Heroic Resilience to negate that effect, taking no damage instead. When you do so, if you are below half your maximum hit points, you regain hit points until you reach half your maximum.

Shapeshifter's Agony

When you affect a creature with Shapeshifter's Bane, the pain inflicted to it is so gruesome that render that creature helpless. For the duration, the creature have disadvantage on Strength, Dexterity and Constitution attacks, checks and saves, and whenever the creature takes damage, it must succeed on a Constitution saving throw, or is stunned until the end of its next turn.

Vampire Slayer[edit]

When you reach the 20th level, you achieve the true mastery over your hunting abilities. You gain the following benefits:

  • You become immune to necrotic damage.
  • When you start your turn with no hunting gambits, you regain 1 uses.

Vampire Hunter Practice[edit]

Cursed[edit]

Cursed hunters are slayers of vampires who have been affected by vampirism. They can be sons of vampires, or have acquired their powers through alchemical means, and they seek to hone their natural abilities, in an attempt to reach the full potential of their bloodlines. They are called Daywalkers, since they achieve the might of the vampires, with none of the weaknesses.

Cursed Gambits.

When you choose this practice, you gain the following additional gambits.

Draining Bite. You can spend one 1 hunting gambit to cause your fangs to appear and make an unarmed strike with them in place of one of your attacks made as part of the attack action. Make an unarmed strike and, on a hit, you cause 1d6 piercing damage plus 1d6 necrotic damage. You regain hit points equal to the necrotic damage caused. Whenever your proficiency bonus increase by 2, your necrotic damage caused increase by 1d6.

Vampiric Frenzy. When regain hit points with vampiric bite, you can use your bonus action and spend a Superior Gambit use to become a vampire (as if you had cast shapechange on yourself) for 1 minute. Doing so don't require concentration.

Vampiric Charm

Starting at 3rd level, you awaken the devilish charm of vampires. You can use your Constitution modifier, instead of Charisma, for your Charisma checks that add your proficiency bonus.

In addition, you gain proficiency in Persuasion and Deception.

Blood Frenzy

Also at 3rd level, you can use your bonus action to make attacks with natural weapons or unarmed strikes.

In addition, whenever you regain hit points, you can enter in a blood frenzy as a reaction. Record the amount of hit points gained. You gain the following benefits:

  • You can use your bonus action to gain the benefits of the Dash and Disengage actions as part of the same action.
  • You have Advantage on Strength and Dexterity checks.
  • You can use your reaction to reroll any failed Dexterity saving throw, and to force a creature to reroll any weapon attack against you.

Your blood frenzy lasts for 1 minute, but ends earlier if you haven't make an attack or taken damage since your last turn. You can't make ranged attacks, nor cast spells while blood frenzy is active.

Your blood frenzy also ends earlier if you lose the amount of hit points gained through the bite, or if you choose to end it as an action on your turn.

You can use your Blood Frenzy a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

Shapechanger's Dash

Starting at 7th level, you can emulate the powers of your vampiric ancestors, by assuming the form of a bat or mist for a short period. When you take the Dash action, you can choose to teleport to a place you can see within 30 feet, instead of doubling your movement speed.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest. You regain one use of this feature whenever you regain hit points through your Vampiric Bite.

You can't use this feature while in sunlight or running water.

Vampiric Ascension

At 11th level, you adquire one vampiric power of superior order. You gain one of the following features below:

Alter Form. You gain the Shapechanger and Misty Escape traits of the vampire. While in the Bat form, you can also use the bite attack when you take the Attack action.
Legendary Speed. You gain 1 legendary action, which you can use to move or to make an unarmed strike.
Regeneration

At 15th level, your body can recover from the most grievous wounds due to your constantly consumption of blood. Whenever you start your turn and you have more than 1 hit point, but less than half your maximum, you regain a number of hit points equal to your Constitution modifier (minimum of 1).

If you take radiant damage, this trait doesn't function at the start of your next turn.

Undead Resilience

At 18th level, you finally manifest your true undying nature. Your creature type changes to Undead, and you no longer age, nor can you be magically aged.

In addition, you gain immunity to poison damage and to the poisoned condition, and resistance to bludgeoning, piercing and slashing from nonmagical attacks.

Gadgeteer[edit]

jakub-bazyluk-jb-vampire-hunter-traps-finalrender-11-10-2016.jpg
Vampire Hunter

by Jakub Bazyluk

Gadgeteers are vampire hunters that use technical marvels and objects to defeat their mortal enemies. Using advanced engineering and tool magic, they create dangerous hunting tools, keeping their foes always at bay.

Gadgeteer Gambits

Starting at 3rd level, you can choose two artificer infusions of your choice, that doesn't have a prerequisite. You learn an additional infusion whenever your proficiency bonus increases by 1.

When you finish a long rest, you can can touch an item, giving it the infusion, lasting until your next rest, by spending 1 hunting gambit.

You can use your Superior Gambit feature when infusing an item, to choose an infusion you don't have a prerequisite to choose.

Gadgeteer Crossbow

Starting at 3rd level, you gain the ability to modify a crossbow with specific gadgets. Using a tinker's tool, you can modify a crossbow in the following manners below. You can only have one modified crossbow at the same time:

Grappling Gun. Only works on hand crossbows. You can no longer use this crossbow for attacks. However, you can use an attack to target a surface, object or creature within the crossbow short range. You force the target to make a Strength saving throw, or be pulled towards you. If the target os medium or larger, you can choose to be pulled towards it instead. At 11th level, you can use the grappling gun as a bonus action.

Stake Shooter. Only works with heavy crossbows. You can shoot stakes from it. You can only make a single shot per turn using the stake shooter, and its hit dice becomes 2d10. A vampire hit by the stake shooter with a total result 5 higher than its AC, or on a critical hit, suffer with the Stake to the Heart weakness. The damage dice increases to 4d10 at 11th level.

Repetition Crossbow. Only works with hand or light crossbows. When you take the Attack action with the crossbow, you can make another attack with it as a bonus action. You only need to recharge the crossbow after 10 attacks. At 11th level, you can make one additional attack with this crossbow when you take the Attack action.

Alchemical Bombs

At 7th level, you learn how to prepare explosives. You gain proficiency with the alchemist supplies. When you finish a long rest, you gain a number of alchemic points equal to half your vampire hunter level (rounded up, starting with 6). You can spend 1 or more points to create explosives during a short or long rest. An explosive causes 1d6 damage per point spent, in a 20-foot radius from the point of impact, or half that damage on a successful Dexterity save against a DC of your hunting gambit. The damage is acid or fire.

Alternatively, you can make a smoke bomb or flash by spending 1 point. The smoke or flash bombs have the properties of a pyrotechnics spell.

Any bomb created loses its utility after 8 hours. If you have no alchemic points, you can spend 1 gambit to regain all your alchemic points.

Weapon Oils

At 11th level, you can coat your weapons into alchemical concoctions. When you finish a short or long rest, you can prepare either 20 pieces of ammunition or a single melee weapon in an alchemical substance, if you have your alchemist supplies in hand.

For the next 1 hour, your attacks deal additional 1d6 damage on a hit with that weapon. The additional damage is either acid, fire or poison.

Healing Draught

At 15th level, you learn how to use your alchemist supplies to craft healing concoctions, during a short or long rest. As a bonus action, you can use the draught created to regain 2d6 + your Wisdom modifier hit points.

You can create a number of healing draughts equal to your proficiency bonus, and can't create more until you finish a long rest.

Superior Attunement

When you reach the 18th level, you ignore all class, race, spell and level requirements on attuning to or using a magic item.

In addition, you can attune up to four magic items at once.

Occultist[edit]

Occultists are vampire hunters that use of spells to increase their powers. Knowing that mortals can't fairly oppose undead beings, they use eldritch powers to level the plainfield. Hexing their enemies, burning their rotten corpses and using all sorts of arcane magic, occultists can be as cruel and frightening as the monsters they hunt.

Occultist Gambits.

When you choose this practice, you gain the following additional gambits.

Occultist Hex. You can spend one 1 hunting gambit to curse a creature you hit with an attack. The hex last for 1 minute. The hexed creature has disadvantage on saving throws against your occultist spells, and whenever you cause damage to it, the hexed creature takes additional damage equal to your proficiency bonus. The additional damage is psychic.

Dreadful Curse. When you use your occultist hex, you can use your Superior Gambit use to curse the target. You can instantly affect the target (no save require) with a curse from the bestow curse spell for the duration. This effect don't require concentration.

Occultist
Level Cantrips Known Spells Known Spell Slots Slot Level
3 2 2 1 1st
4 2 3 2 1st
5 2 3 2 1st
6 2 3 2 1st
7 2 4 2 2nd
8 2 5 2 2nd
9 2 5 2 2nd
10 3 5 2 2nd
11 3 6 2 2nd
12 3 6 2 2nd
13 3 7 2 3rd
14 3 7 2 3rd
15 3 7 2 3rd
16 3 8 2 3rd
17 3 8 2 3rd
18 3 8 2 3rd
19 3 9 2 4th
20 3 9 2 4th
Pact Magic

By the time you choose this practice at 3rd level, your arcane research on black magic have given you the ability to cast spells.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the warlock table.
Spell Slots
The Occultist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Occultist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the occultist spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your occultist spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a occultist 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
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your occultist spells.
Hex Warrior

At 7th level, when you are concentrating on an occultist spell you know, you can use a bonus action in each of your turns to make an attack against the target of your spell.

If the spell targets yourself, you can take the Dodge action instead.

Arcane Barrage

At 11th level, whenever you take the Attack action or cast a Occultis cantrip, you can cast a Occultist spell that requires an action as a bonus action.

Superior Knowledge

When you reach the 15th level, you learn a 5th-level spell from the warlock's list. You can cast this spell twice and can't do it again until you finish a long rest.

In addition, you can spend one hunter gambit as an Action to regain one pact slot. Once you do so, you can't do it again until you finish a short rest.

Arcane Mastery

At 18th level, you learn a 6th and a 7th level spells from the warlock list. You can cast each spell once, being unable to do it again until you finish a long rest.

Physician[edit]

darren-tan-vh-europeanvampirehunter-da.jpg
European Vampire Hunter

by Darren Tan

Some doctors and physicians turn to vampire hunting as their field of choice for specialization. To them, vampires are not monsters, but poor victims of a terrible and highly contagious disease, and they seek to find a cure for vampirism. Although they are not opposed to killing vampires - after all, it is the necessary evil to stop the disease to spread - their ultimate goal is to end the malady affecting the creature, killing the vampire but saving the human.

Physician Gambits

When you choose this practice you gain the following additional gambits:

Cure Ailment. You can spend one use of your hunting gambit and 1 use of a healer's kit to restore hit points equal to your proficiency bonus x your Wisdom modifier to a creature. In addition, when you do so, you also remove one of the following conditions: blinded, deafened, paralyzed, or poisoned.

Cure Vampirism. You can use your Superior Gambit whenever you use your Cure Ailment gambit to also give the target the benefits of a greater restoration spell. On a vampire or vampire spawn, this also turns that creature into a humanoid, removing all vampire traits.

Medicinal Practice

Starting at 3rd level, you gain proficiency in Medicine, if you don't have it already. If you do, you add twice your proficiency bonus in checks with it.

Anatomical Precision

At 3rd level, you can precisely strike your targets in places where you can cause the biggest wounds. Once per turn, when you hit a creature with an attack you have Advantage, you cause additional 1d6 damage, and the target's movement speed is reduced by 10 feet until the end if its next turn.

This additional damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level and 5d6 at 18th level.

Quick Patching

Starting at 7th level, you can treat your allies by tapping into their inner reserves of health. You can spend up to two hit dice of a creature within 5 feet as an action to cause that creature to regain a number of hit points equal to the number rolled + your Wisdom modifier per dice spent.

When you use this action, you can make an attack with a weapon or use your Cure Ailment gambit as a bonus action.

Restore Life

At 11th level, you can spend 1 use of a healer's kit and 300 gp in medicaments previously prepared using an Action to restore a creature to life. Preparing the medicaments takes 1 hour, which can be done during a short rest.

Once you restore life to a creature, that creature returns with 1 hit point. You can't restore life to a creature deceased a more than 1 minute.

You can use this feature once, and is unable to do so again until you finish a long rest, unless you spend 1 hunting gambit to do so again.

Bleeding Strikes

Upon reaching 15th level, whenever you hit a creature with your Lethal Strike or score a critical hit on an attack, the target additionally suffers half of the damage from the attack at the end of its next turn.

Intensive Care

At 18th level, you can spend 1 hour, 500 gp in medical resources previously prepared to recover the life of a creature that has been dead for no longer than 1 hour.

The creature is recovered from any nonmagical diseases and poison, and regain hit points equal to half its maximum hit points.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 1 hunting gambit to do so again.

Specialist[edit]

Specialists are the true professional vampire hunters. They are usually followers of a long lasting tradition of vampire hunting, kept alive by an order, family or another type of organization, dedicated to train their members in this art.

Specialist Gambits.

When you choose this practice, you gain the following additional gambits.

Specialist Prowess. You can spend one 1 hunting gambit to gain advantage on an attack roll, ability check you or saving throw (not requiring an action). You can only use this gambit on attacks, checks and saves in which you add your proficiency bonus.

Legendary Prowess. When use specialist prowess, you can use your Superior Gambit use to choose to succeed the attack, check or save (no need for a dice roll).

Specialist Weapon

Starting at 3rd level, you gain access to a weapon made to slay vampires. This weapon may have been created by you, inherited from your family or given to you by your vampire hunting order. Regardless of origin, it have the following benefits:

  • When you hit a creature with a weapon attack, you cause additional 1d4 damage (or 2d4 against undead). This additional damage can be caused only once per turn.
  • You can never be disarmed from this weapon while you are conscious.
  • Attacks made against undead ignore resistance and immunity to non-magical damage.

If you ever lose your specialist weapon, you can spend 50 gp in materials and 8 hours of work to convert a new weapon in your specialist weapon.

Superior Senses

At 7th level, your senses are honed to a supernatural degree. You gain blindsight up to a range of 10 feet. In addition, you can take the Search action using a bonus action.

Relentless Skirmisher

When you reach the 11th level, if you have no uses of your Skirmish feature, you regain an use. In addition, you can use your Skirmish ability in new ways:

Mobile Warrior

Starting at 15th level, when you use your Skirmish feature, the first time you take damage before the start of your next turn, that damage is halved.

Uncanny Senses

At 18th level, the range of your blindsight increases to 30 feet. In addition, whenever you take the Search action, you can give yourself advantage on your next attack made on that turn.

Optional Class Features[edit]

Spellcasting

replaces Mortal Hunter, Vertical Movement, Sense Deceit and Superior Gambits

You gain the same spellcasting progression and spells known as the ranger. You use the cleric spell list. You can use a holy symbol as your spellcasting focus.

If you choose spellcasting, your Occultist subclass gain a new 3rd level feature:

Occult Knowledge (Repaces Pact Magic). You can choose spells from the warlock list as your Vampire Hunter spells. These are considered your occultist spells. In addition, you also learn two cantrips from the Warlock's list, that are considered Vampire Hunter spells for you.
Fighting Style

Replaces Shadow Stalker

You gain access to the fighting style feature, available to paladins at 2nd level.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Vampire Hunter class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Vampire Hunter class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons.

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