Astrohunter (5e Class)

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Astrohunter[edit]

The sound of clanging blades rings out. Armies in plate mail charge each other. But in the forest beside the battlefield, a click rings out, in its own, silent way. The click of an arrow being knocked on a bow. The string is pulled back, the bow turned towards the army general. A twanging sound, the arrow released, intent on its target. A thud, the general falls off of his horse, and like that, the battle is over. That wasnt the only option, as Astrohunters are incredibly powerful spellcasters that draw on the raw power of the stars. They need not memorize or prepare any spells, instead feeding their spells from the strength of the sky.

Creating a Astrohunter[edit]

As you create an Astrohunter, think of how you lived. Were you originally poor, learning the ways of a rogue, and then stealing enough money to receive martial training? Did you begin as a noble, trained by a professional? How did you receive your connection to the stars and the Void? How has this affected your personality and levels of sanity? How have you controlled so much knowledge and power?

Quick Build

You can make a Astrohunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom to boost spell power, if you prefer more utility then Intelligence if you want to excel at investigation, or Wisdom if you want to excel at tracking. Second, choose the Urchin background.

Class Features

As a Astrohunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: light, medium
Weapons: simple, martial
Tools: thieve's tools, Cartographer's tools, any and all tools that use the stars
Saving Throws: Dexterity, Wisdom
Skills: Stealth, Arcana, and choose 1 additional

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) any bow and a quiver of 20 arrows or (b) any crossbow and a case of 20 bolts
  • (a) any martial weapon or (b) thieve's tools
  • leather armor and two concealed daggers
  • A robe composed of an otherworldly fabric that gleams dimly under starlight

Table: The Astrohunter

Level Proficiency
Bonus
Features Surprise Attack Swiftness Celestial Bond Strength Celestial Spell Slots
1st +2 Fighting Style, Sneak Attack, Bonus Dash, Celestial Bond, Celestial Spellcasting 1d8 _ 1 1
2nd +2 Swiftness, Mark Target, Celestial Positioning, Conjured Arrows 1d8 10 feet 1 2
3rd +2 Astrohunter Archetype, Celestial Missiles 1d8 10 feet 1 3
4th +2 Ability Score Improvement 1d8 10 feet 1 3
5th +3 Extra Attack, Shine Bright 2d8 15 feet 2 5
6th +3 Astrohunter Archetype Feature, Celestial Empowerment 2d8 15 feet 2 5
7th +3 Evasive Dodge, Bathed in Starlight 2d8 15 feet 2 7
8th +3 Ability Score Improvement 2d8 15 feet 2 7
9th +4 Swift Death, Extra Attack (2), Improved Celestial Missiles 3d8 20 feet 3 9
10th +4 Astrohunter Archetype Feature, Celestial Siphoning 3d8 20 feet 3 9
11th +4 Versatility, Prediction 3d8 20 feet 3 11
12th +4 Ability Score Improvement 3d8 20 feet 4 11
13th +5 Ambush, Awakened Celestial Missiles 3d8 25 feet 4 13
14th +5 Astrohunter Archetype Feature, Celestial Bond 4d8 25 feet 4 13
15th +5 Swiftness Improvement, Celestial Manipulation 4d8 25 feet 5 15
16th +5 Ability Score Improvement 4d8 25 feet 5 15
17th +6 Extra Attack (3), Celestial Wrath 4d8 25 feet 6 17
18th +6 Death strike, Celestial Might 4d8 30 feet 6 17
19th +6 Ability Score Improvement, Versatility+ 4d8 30 feet 6 19
20th +6 Master Hunter, Celestial Apotheosis 5d8 30 feet 7 20

Fighting Style[edit]

At first level, choose a fighting style from the following:

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Or any fighter or rogue fighting styles


Celestial Bond[edit]

At 1st level, you have a bond with the Celestial stars and the Void. Increase your proficiency modifier by the strength of your Celestial Bond, shown in the Astrohunter features table.

Sneak Attack[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foes distraction. Once per turn you can deal an extra 1d8 damage to one creature you hit with an attack that you have advantage on the attack roll. The attack must use finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of extra damage you do increases by your level. 4th2d8 6th=3d8 8th=4d8 10th=5d8 12th=6d8 14th=7d8

Bonus Dash[edit]

At first level, you may use your bonus action on your turn to use the Dash or Disengage action.


Celestial Spellcasting[edit]

At 1st level, your access to the Celestial powers allows you to cast spells. You know all spells at all times, and do not need to prepare spells or record them. You can use a Celestial focus as a focus for your spells, reducing their material costs by up to 10gp.

Your spellcasting modifier is Wisdom, and the spell save DC for your spells is 8+Wisdom modifier+Proficiency modifier.
Your total spell slots are outlined in the Astrohunter feature table. Using a spell will consume slots equal to half its level rounded up.

Swiftness[edit]

Starting at 2nd level, your speed increases by 10 feet while you are in combat. You do not provoke opportunity attacks while using swiftness. This bonus increases as you gain more levels in this class, as shown on the Hunter, Variant table. At 13th level, you are always affected by swiftness, in combat or not.

Marked Target[edit]

Starting at level 2 a Hunter can choose to mark one target per encounter. You get an additional +1 to hit against the target creature. At 6th level, you deal an additonal 1d6 to the target.

Celestial Positioning[edit]

At 2nd level, you know the exact patterns of the stars. You have perfect knowledge of your current position and the current time, and can flawlessly record maps and locations as long as you've visited that location.

Conjured Arrows[edit]

At 2nd level, you learn a minor but useful magical trick. As an bonus action, you can conjure 20 nonmagical arrows or bolts. These appear in your hand or in a container, such as a quiver, on your body. They remain for 10 minutes or until you use this feature again, after which they then vanish. At 7th level, these arrows are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Astrohunter Archetype[edit]

At 3rd level you choose a Astrohunter archetype. This choice grants you additional features at 6th, 10th, and 14th level.

Celestial Missiles[edit]

At 3rd level, you gain access to the innate ability to weaponize the stars. You know the cantrip "Celestial Missiles," outlined below.

Celestial Missiles

You create three bolts of celestial energy that hit up to three targets within 100 feet or 250 feet when outside and in starlight. Each bolt deals 1d8 radiant damage. This increases to 2d8 at 5th level, 4d8 at 10th level, and 10d8 at 20th level. You may cast this spell as a spell of 1st level or higher. Doing so increases the amount of Missiles by one per level.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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]

At 5th level, when you take the attack action, you can attack twice. At 13th level, you can attack three times.

Shine Bright[edit]

At 5th level, any spell you cast that deals radiant damage deals an additional d4 radiant damage on a successful hit.

Celestial Empowerment[edit]

At 6th level, you may use an action to expend any number of spell slots. Add Xd6 radiant damage to your next radiant damage dealing spell cast, where X is half the number of slots expended.

Evasive Dodge[edit]

Evasive: When you are subject to an effect that allows for you to make a Dexterity saving throw to take half damage, such as a wizards lightning bolt or a red dragon's fire breath, you take no damage on a successful saving throw, and half damage on a failed saving throw.

Dodge: When an attacker you can see hits you with an attack, you can use your reaction to reduce the damage you receive by 25%.

(Clarification: You can only use one half of this ability at a time, ie. evade an aoe spell OR reduce incoming damage by 25% but you can not stack them for a 75% damage reduction.)

Bathed in Starlight[edit]

At 7th level, your soul becomes bathed in the light of stars. You can use an action to expend any number of spell slots. Regain Xd6 hit points, where X is half the number of slots expended.

Improved Celestial Missiles[edit]

At 9th level, casting Celestial Missiles allows you to fire a bonus missile. Additionally, casting it as a spell of 3rd level or higher will allow you to target an area with diameter equal to 5 times the number of Missiles, hitting each target within that area.

Celestial Siphoning[edit]

At 10th level, dealing 10 or more radiant damage in a single action causes you to recover 1d10 hit points.

Prediction[edit]

At 11th level, your connection to the Stars has reached an amazing level of synchronicity. You may focus your mind on the Stars and use an action to predict all movements. Until your next turn, creatures have disadvantage to attack you and your AC is increased by 3. Your next attack action made has advantage. This feature cannot be used again until you have completed a long rest.

Versatility[edit]

You may land a critical hit at a 19-20 at 11th level. This increases again at 19th level where an 18-20 is a critical hit.

Ambush[edit]

At 13th level, When you land a critical strike you deal x3 damage instead of x2, and x5 instead of x4 on a critical success check. You can now Surprise Attack 3 times per turn.

Awakened Celestial Missiles[edit]

At 13th level, you gain the ability to further manipulate the energy of stars while casting Celestial Missiles. A creature struck by three or more Celestial Missiles from a single volley must make a Constitution save or be stunned. Additionally, casting Celestial Missiles as a spell of 7th level or higher will double the amount of missiles generated.

Greater Celestial Bond[edit]

At 14th level, your Celestial power grows. Whenever you make a saving throw, you can always substitute your Intelligence modifier.

Celestial Manipulation[edit]

At 15th level, the attacks of most foes become lost in your starlight. After casting a spell, your AC is increased by 2 until your next turn. This effect cannot stack.

Celestial Wrath[edit]

At 17th level, the strength of your spells grows. When casting any spell of 7th level or higher, you may use a bonus action to engulf your foes in Celestial Wrath. Any 10 creatures of your choice must make a Dexterity saving throw or be struck by a bolt of Celestial Wrath, dealing 1d12 radiant damage on a failed throw or half as much on a successful one.

Death Strike[edit]

At 18th level,When you critical strike, if you deal max damage with a weapon damage die roll, you may reroll the die and add that additional damage to the previous roll. This damage can continue to stack as long as max damage is continually rolled with the weapon damage die. (does not count for surprise attack die).

Celestial Might[edit]

At 18th level, your Celestial power shines over all of your abilities. You may add your proficiency modifier to all skills, checks, saves, and rolls.


Celestial Apotheosis[edit]

At 20th level, you have truly ascended beyond any mortal understanding of Celestial power. No matter the level cast, Celestial Missiles will always consume one spell slot unless being cast as a cantrip. Additionally, casting Celestial Missiles as a 9th level spell will cause each missile to deal 1d20+Intelligence Modifier+Wisdom Modifier radiant damage, and casting it as an Epic spell will double this. Additionally, your body is nearly wholly composed of starlight, and you gain advantage on all saving throws. This advantage cannot be removed.

Astrohunter Archetypes[edit]

Blademaster[edit]

Masters of melee, becoming whirlwinds of blades in battle.

Tactics

At 3rd level, all one-handed weapons that you use are considerered to be finesse and light weapons. You can also add your proficiency bonus a second time to your stealth checks.

Whirlwind

At 6th level, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You cannot use surprise attack while using this feature. You can use this feature a number of times a day equal to 1 + your Dexterity modifier (minimum of once).

Surprise Whirlwind

At 10th level you can use surprise attack while using whirlwind. As usual, you can only effect two creatures in this way (three at 20th level). Whirlwind radius is increased to 10 feet of you.

Blade Tornado

At 14th level you can hit creatures multiple times when using whirlwind. When you use whirlwind, you do 2d12 + your Dexterity modifier damage, plus the usual amount of damage dealt by that weapon.

Bowmaster[edit]

Masters of ranged weapons, picking enemies off from afar.

Precise Aim

At 3rd level, you can use a bonus action to, until the start of you next turn, double your Dexterity modifier when determining your ranged attack rolls. You can use this feature an amount of times equal to half your level per short or long rest. (Round down)

Volley

At 6th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You can use this feature a number of times a day equal to your Dexterity modifier (rounded down)

Surprise Volley

At 10th level you can use Volley to Sneak Attack one extra target. Volley gains an increased radius to 15 feet of a point you can see within your weapons range.

Arrow Storm

At 14th level you can hit creatures multiple times when using volley. When you use volley, you do 2d12 + your Dexterity modifier damage, plus the usual amount of damage dealt by that weapon.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Astrohunter, you must meet these prerequisites: Dexterity 13, Spellcasting

Proficiencies. When you multiclass into the Astrohunter, you gain the following proficiencies: simple weapons, martial weapons, light armor, stealth, Dexterity saving throws.

**Please note: Class is a Hybrid class of Astromancer and Hunter, Varient combined. Not an original class**

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