Vicious Hunter (5e Subclass)

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Vicious Hunter[edit]

Find ya & Got ya.. in 5, 4, 3...
—Zork, Human Vicious Hunter

A vicious hunter is a hunter who likes to pursue his foe and traps it to make it suffer or to capture it and redeem a price as a Bounty Hunter would do. But at the end, he's still a hunter. They act as a rogue and a ranger at the same time. He will track foes, find and disable traps, make traps to defend his camp while sleeping.

Vicious Hunters fit in a world where nature is all around the concept of the stories such as an expedition in a undiscovered jungle. They naturally pass their day in forest to do what they like, hunt. They go in urban region only for shopping duties or any other affairs.

Track[edit]

When you choose this archetype at 3rd level, you learn how to hunt your enemies. You gain proficiency in Survival and Investigation, if you don't have already. If you do, you can replace this for proficiency in any other two skills or gain expertise in survival and investigation

In addition, you can add your Intelligence modifier to your Wisdom Survival and Wisdom Perception checks.

Trap Hunter[edit]

Starting at 3rd level, you specialize in using the hunting trap to hinder and harm your enemies. When using a trap, you gain the following benefits:

  • The save DC for the trap effects is either 8 + your proficiency bonus + your Intelligence modifier, or 13, whichever is higher.
  • The creature who fails the Dexterity saving throw to avoid the trap takes additional damage equal to your Sneak Attack damage dice.
  • After deploying a trap, you can bait a creature towards the trap's location as a bonus action. You can make a Charisma (Deception) check, contested by the target Wisdom (Insight). On a failure, the target must use its reaction to move up to its movement speed, ending its movement close as possible to the trap (stepping on it if possible). Success or failure, the same creature can't be baited again for the next 24 hours.

In addition, you can cast the spells snare and alarm as a ritual (snare is considered a ritual spell for you).

Trap Sense[edit]

Also at 3rd level, you gain an intuitive sense that alerts her to danger from traps, giving you advantage on saving throws made to avoid or resist traps, and resistance to the damage dealt by traps.

In addition, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of traps.

Favored Prey[edit]

Starting at 9th level, you are specialized in tracking and capturing or killing a specific type of prey. Choose four foes, a type of creature: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You have advantage on Wisdom (Survival) checks made to track them, and Intelligence checks made to recall information about them.

In addition, during your first turn of combat against your favored prey, your attack rolls against any of them have advantage. Also, when any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.

Whenever you gain a new Rogue level, you can replace your chosen Favored Prey for a new one.

Vicious Trap[edit]

Starting at level 13th level, you can improve your traps by adding some properties. Over the course of a short rest, you can apply the following properties to a number of traps equal to your proficiency bonus. A single trap can have only one property.

Well Hidden. Your trap his harder to find. The creature has Disadvantage on the contested bait check.
More Complex. Your trap is more difficult to disable. The creature has Disadvantage on the Strength check to free itself from the trap.
Strong. Your trap is stronger. Your trap causes additional 10 points of damage on a failed save.
Fast trigger. Your trap is more sensitive and trigger faster than normal. The target has Disadvantage on the save to avoid the trap.
Expansion. Your trap has a greater area effect. The hunting trap activates whenever a hostile creature moves within 10-foot of its location.
Swift Tracker[edit]

Beginning at 17th level, you gain the following benefits:

  • While you are following tracks, you and up to 10 other creatures of your choice can move at their normal speed while following them.
  • While traveling for at least 1 hour, you and up to 10 other creatures of your choice can move stealthily without penalty even when traveling at a normal or fast pace, and the creatures don't suffer any penalties to their passive Wisdom Perception ability checks for moving at a fast pace.
  • You can take both the Dash and Hide actions using a single action or bonus action. When you roll for initiative, you can choose up to 10 other creatures to gain this benefit as well.
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