Vampire Hunter(5e Class)

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Vampire Hunter[edit]

Source needed

"Servant of Dracula -- meet your doom. - Simon Belmont"

Page created by SirSprinkles and Class made by Cryptfox Tercero then heavily edited by DemonicFewk*nFox.[edit]

Creating a Vampire Hunter[edit]

Quick Build

First make Dexterity your highest ability score, followed by Wisdom and Charisma. You should also have a good Constitution. Second, choose the haunted one background. (Curse of Strahd)

Class Features

As a vampire hunter you gain the following class features.

Hit Points

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


Armor: Light armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Thieves' tools
Saving Throws: Dexterity, Wisdom
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Medicine, Perception, Performance. Persuasion, Religion, Sleight of Hand, and Stealth


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

Table: The vampire hunter

Level Proficiency
Features Hunter Points, HP Cantrips Known Spell Slots per Spell Level
1st +2 Honed Reflexes, Hunter Points 1d4 3 2, -, -, -, -, -, -
2nd +2 Undead Sense +2 3 3, -, -, -, -, -, -
3rd +2 Vampire Hunter Archetype +2 3 4, -, -, -, -, -, -
4th +2 Ability Score Improvement +2 4 4, 2, -, -, -, -, -
5th +3 Vampire Hunter Archetype, Unnatural Strike +3 4 4, 3, 2, -, -, -, -
6th +3 +3 4 4, 3, 3, -, -, -, -
7th +3 Undead Slayer +3 4 4, 3, 3, 1, -, -, -
8th +3 Ability Score Improvement +3 4 4, 3, 3, 2, -, -, -
9th +4 +4 4 4, 3, 3, 3, -, -, -
10th +4 Vampire Hunter Archetype, Extra Attack +4 5 4, 3, 3, 3, -, -, -
11th +4 Undead Tongue +4 5 4, 3, 3, 3, 1, -, -
12th +4 Ability Score Improvement +4 5 4, 3, 3, 3, 1, -, -
13th +5 +5 5 4, 3, 3, 3, 1, 1, -
14th +5 Dead Again Strike +5 5 4, 3, 3, 3, 1, 1, -
15th +5 +5 5 4, 3, 3, 3, 1, 1, 1
16th +5 Ability Score Improvement +5 5 4, 3, 3, 3, 2, 1, 1
17th +6 Vampire Hunter Archetype +6 5 4, 3, 3, 3, 2, 2, 2
18th +6 Channel Divine +6 5 4, 3, 3, 3, 2, 2, 2
19th +6 Ability Score Improvement +6 5 4, 3, 3, 3, 2, 2, 2
20th +6 Divine Weapon +6 6 4, 3, 3, 3, 3, 3, 3

Hunter Points[edit]

Also starting at 1st level, you gain a number of Hunter Points, as listed on the Hunter Points column of the Vampire Hunter table above. You regain all spent evasion points when you finish a long rest.

As a Vampire Hunter you've learned to contort your body to quickly move, evade, or escape danger.

  • Spending 2 point you can evade/dodge a single non-magical attack, and take half damage without prepping dodge.
  • Spending 4 point you can shove/push 1 non-hostile target from danger, but you take the attack damage instead of the original target.
  • Spending 6 points you can Sense someone alignment if they're within 10ft of your character.
  • Spending 8 points allows you to attack an undead creature for an additional 2d6 damage.
  • Spending 10 points allows you to gain advantage on escaping grapple/restrained.
  • Spending 12 points allows you to counterattack an enemy if you are the target of said attack. roll and if you rolled higher than his attack. Whatever damage he rolls he takes instead of you.

Honed Reflexes[edit]

At 1st level, do to your experience in the field of supernatural hunting, when undead creatures attack you they have disadvantage do to you being used to how these thing fight. You also can attack twice, instead of once, whenever you take the Attack action on your turn.

Undead Sense[edit]

At 2nd level, you can sense when undead is near you (300ft). You also sense a faint aura around places they call home.

Unnatural Strike =[edit]

At 5th level, You've gained the ability to infuse your weapons with radiant energy. You roll an additional 2d4 to you attack rolls.

Undead Slayer[edit]

At 7th level, if you roll a 18 or higher when throw your wooden daggers at any undead creature it counts as a crit. In addition to that you may gather a piece of the undead and will gain that type of undead as a favored enemy, +2 bonus on weapon damage rolls against favored enemies.

Extra Attack[edit]

At 10th level, You gain the ability to extra attack. This allows you to make one additional attack when you take the Attack action. (You may also move between the two attacks).

Undead Tongue[edit]

At 11th level, somehow, someway you have gained the ability to talk to zombies. In addition to being able to talk to zombies you now have advantage in all persuasion and intimidation against undead enemies.

Dead Again Strike[edit]

At 14th level, when you attack a prone undead enemy you auto kill it once every long rest. One hit and its dead no matter what.

Channel Divine[edit]

At 18th level, you have learned to harness Divine energy. Once every two long rest you can kill undead enemies equal or less than to your combat level by releasing a burst of Divine energy that will not only kill the undead you face, but also leave you with 3 stacks of exhaustion.

Divine Weapon[edit]

At 20th level, your weapon thanks to being exposed to the Divine power you hold, has now absorbed enough energy to give it a permanent extra 1d12 of damage.

Vampire Hunter Archetypes[edit]

Arcane Hunter[edit]

  • Select a Deity equivalent to your alignment(LG,LN,CG,NG,N) and the holy symbol to be worn around your neck reflects your Deity. Acting against the will of your Deity may cause you to lose the ability to spellcast. If this happens, you must spend one week in prayer to your Deity to regain the ability to spellcast once again.
  • Now can only hold one weapon.
  • You lose the ability to Extra Attack.
  • Spells Known equals your wisdom modifier + 1/2 Vampire Hunter level. Additionally, when you gain a level in this c1ass, you can choose one of the Arcane Hunter spells you know and replace it with another spell from the Arcane Hunter spell list, which also must be of a level for which you have spell slots.
Spellcasting and Use Magic Device

At 3rd level, you have decided to focus more on your divine and arcane knowledge. You lose proficiency with all weapons except for simple weapons and ranged martial weapons, but now can cast spells outlined in the spell list.

  • Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 spells 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

Because of your concentration on less martial weapons you've learned enough about the workings of magic that you can improvise the use of items even when they are not intended for YOU. You ignore all class, race, and level requirements on the use of magic items.

Turn Undead

At 5th level, As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is feared for 1 turn or until it takes any damage. A feared creature spends it's next turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you until fear dissipates. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Turn Undead can be used twice per long rest.

Destroy Undead

At 10th level when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

  • Destroy Undead table
  • Arcane Hunter Level /// Destroys Undead of CR
        6th level                1 or lower 
       10th level                2 or lower 
       14th level                3 or lower 
       18th level                4 or lower
Visions of the Past

At 17th level you gain the Visions of the Past class feature, from cleric's Knowledge Domain.


As a Reaper, you have chosen to rely only on yourself. Deities have only shown you that they can not be trusted, but you will quickly oblige those who have one a chance to meet theirs. Concentrating on your physical prowess and wits, with a little bit of luck you now lead a life on the edge as you dispatch all evil in your path.

Critical Mastery

At 3rd level, with a weapon attack score you land a critical hit on a roll of 19 or 20 doing 200% damage.

At 15th level, with a weapon attack score you land a critical hit on a roll of 18 to 20 doing 200% damage.

Fast Movement

At 5th level, your movement increases by 10 and can use Dash as a bonus action but become exhausted on your next turn, reducing your movement by 1/2.

Unnatural Life

At 10th level, being exposed to various monsters, beasts, undead or otherworldly beings has slightly infested your natural form. You now age at a decreased rate of 1 year for every 5 years that pass and regenerate HP at the beginning of each turn. Health regeneration can not cause you to regain consciousness.

 *At 10th level HP regeneration is 3 HP.
 *At 13th level HP regeneration is 5 HP.
 *At 16th level HP regeneration is 7 HP.
 *At 19th level HP regeneration is 10 HP + con mod.
Action Surge

At 17th level, you harness your body's potential and push beyond your normal limits for a moment. Once per turn, you can take one additional action on top of your regular action and one bonus action.

Arcane Hunter Spell List[edit]

Spells from The Cleric and Warlock spell lists.


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

  • Dexterity of 13 and Wisdom of 13 or Higher.

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