Destined Hunter (5e Class)
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- 1 Destined Hunter
- 1.1 The Fateful Hunter
- 1.2 Dungeon Master Notes
- 1.3 Creating a Destined Hunter
- 1.4 Class Features
- 1.5 Buon Jovee
- 1.6 Loyal Ward
- 1.7 Angelic Mercenary
- 1.8 Heretic
- 1.9 Multiclassing
- 1.10 Credits
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The Fateful Hunter
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Dungeon Master Notes
When having a player create a Destined Hunter, talk with them about their character's alignment and how their class would play out in the story.
Creating a Destined Hunter
|Credit to artist, https://en.wikipedia.org/wiki/Ranger_(character_class)|
Some questions you would need to ask yourself when creating a Holy Hunter would revolve around what your character uses to hunt, and what they are hunting. "Does my character hunt creatures from far away, or in face to face combat?" "Does my character hunt down armies, packs, and nests, or just individual Creatures?"
- Quick Build
You can make a Destined Hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Then choose either "Haunted one" or "Inheritor" as your background.
As a Destined Hunter you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor
Weapons: Simple or Martial
Tools: Pick One
Saving Throws: Dexterity, Charisma
Skills: Religion and choose three from Animal Handling, Investigation, Stealth, Nature, Acrobatics, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor or (b) Scale Mail
- (a) Two simple weapons or (b) One martial Weapon or (c) One ranged weapon and 20 ammunition
- (a) Dungeoneer's Pack or (b) Explorer's Pack
|1st||+2||Favored Enemy, Unexplainable luck|
|2nd||+2||Fighting Style, Action Surge|
|3rd||+2||Destined Hunter Archetype|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Favored Enemy Improvement|
|11th||+4||Archetype Feature, Loyal Ward|
|12th||+4||Ability Score Improvement|
|13th||+5||Indomitable Spirit Improvement|
|14th||+5||Favored Enemy Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Indomitable Spirit Improvement|
|18th||+6||Action Surge Improvement|
|19th||+6||Ability Score Improvement|
Beginning at 1st level, you have significant experience in studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Once per long rest, fate bestows upon you unexplainable luck and you are able to re-roll one failed saving throw. You also seem to luckily notce crucial events around you and have +1 to passive perceptoion.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
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.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a long rest before you can use it again. Starting at 18th level, you can use it 2 times before a rest but only once in a turn.
Destined Hunter Archetype
At 3rd level, you choose a Destined Hunter Archetype. When, or sometime after, you hit 3rd level in Destined Hunter, you are approached by a Deity and asked to go onto your destined path of righteousness, lending your services to the people of your land, and ridding the world of the deity's burdens. The deity tells you of an evil that causes strife with its teachings and asks you to lend aid in the destruction of this evil.
Choose between "Angelic Mercenary" archetype or "Heretic" archetype.
Both choices are detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 11th, 15th, and 20th.
Ability Score Improvement
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Due to your undying support to your Patron, you gain a set of abilities that are fueled by special dice called superiority dice. You have five superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 13th level and one more at 17th level. You can expend superiority dice to gain a number of different benefits:
When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
Your halfway there! Every time you sing the chorus to "Living on a Prayer" by Bon Jovi, you are able to give 1d8 bardic inspiration die to another player! Sing loud and proud!
Your Loyalty to your patron inspires both yourself and those around you. Starting at 11th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1)
You have chosen to accept your destiny's calling, and follow the ways of your Deity.
- Devout Power
After accepting your destiny, you have resistance against attacks from favored enemies.
- Holy Resistance
At 6th level, you gain resistance to necrotic and fire damage.
At 11th level,
At 15th level,
At 20th level,
You have chosen to deny your destiny, and use your powers to worsen the burden of the deity. It's enemy approaches you with an offer which you accept.
- Fiendish Power
After meeting the enemy, you deal an extra 1d6 damage to favored enemies.
- Demonic Resistance
At 6th level, you gain resistance to Radiant and Lightning damage.
At 11th level,
At 15th level,
At 20th level,
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