Eldritch Hunter (5e Class)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class uses variant rules to integrate it into a campaign.


Eldritch Hunter[edit]

A halfling man walks in the Underdark sneaking into a mindflayer colony.

A human woman hunts the witch who been living in this village for the last few years.

Hello Darkness My Old Friend[edit]

The Eldritch Hunter is a holy wanderer. But unlike a priest or a paladin, you will not see an eldritch hunter preaching or flashing their holy symbol around. They walk the thin line between light and dark. They go places normal people would not dare tread. They want to purge the world of eldritch horrors (Mind Flayer, Beholder, Chuul, and so on) and those who gain power by making deals with them (Witches/Warlock, Hags, and so on). In the name of their god and the welfare of the world they use magic, sword, and gun bring light to the dark places in the world.

Creating an Eldritch Hunter[edit]

How did they end up specializing in hunting the creatures they are sworn to destroy? Was it something they were born into? Are their family eldritch hunters and trained them into it? Was it something they discovered later in life? Did they lose a friend or family to one of these horrors and swore vengeance? Were they hunted by one of these horrors, until they turned the tables on it?

What made them start adventuring? Did they decide to do it for the fun of it? Is there a creature they are on the trail of? Are they perhaps still on the run from a creature? All these questions are lead to better understanding your character and their motivations.

Quick Build

You can make an Eldritch Hunter quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution and Intelligence. Second, choose the acolyte background. Third choose a longsword, a gun, leather armor and a dungeoneer's pack for your starting equipment in addition to anything granted by your background.

Class Features

As a Eldritch Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, medium
Weapons: Simple weapons, martial weapons
Tools: Tinker’s tools, alchemist supplies
Saving Throws: Strength, Dexterity
Skills: Choose three from Athletics, Acrobatics, Insight, Investigation, Perception and Stealth

Equipment

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

  • (a) Any simple weapon or (b) A longsword
  • (a) A shortbow with 20 arrows or (b) 10 darts or (c) Gun with 20 bullets (See Below)
  • (a) leather armor or (b) A padded shirt
  • (a) An explorer's pack or (b) A dungeoneer's pack
  • (a) A holy symbol or (b) {{{item5b}}}
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Eldritch Hunter

Level Proficiency
Bonus
Features
1st +2 Gunsmith, Quickstep, Favored Enemy
2nd +2 Hunters Training, Quick Draw
3rd +2 Turn Aberration
4th +2 Ability Score Improvement
5th +3 Destroy Aberration, Hunter’s Grit
6th +3 Marked, Headshot
7th +3 Mental Condition
8th +3 Ability Score Improvement, Hunter Senses
9th +4 Arcane Shot
10th +4 Arm Shot
11th +4 Hunter’s Grit
12th +4 Ability Score Improvement, Visceral Rend
13th +5 Hidden
14th +5 Wings Shot
15th +5 Arcane Shot
16th +5 Ability Score Improvement, Rip and Tear
17th +6 Hunter’s Training
18th +6 Swordsmanship
19th +6 Ability Score Improvement, Give Them No Inch
20th +6 Hunters Grit

Optional Rule: Firearm Proficiency[edit]

Due to the necessity of compensating the difference in power between the hunter and the powerful prey he opposes, if your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide, you can assume that the eldritch hunter has been exposed to such weapons, being proficient with them.

Resourceful Crafter[edit]

At 1st level, you learn to craft your own weapons, learning to don't rely on anyone but yourself. You can build any mundane weapon you are proficient with, spending half the time to do so. In addition, if you don't have the materials, you can spend 1 hour for each 10 gp of the weapon cost to scavenge for the necessary resources to build the weapon.

Quickstep[edit]

At 1st level, your experience in fighting has taught you that it is sometimes better to exert yourself than to trust your armor. As a reaction to being attacked, you can use this feature to move 5 feet to any direction and cause that attack to automatically miss. This movement does not provoke opportunity attacks.

You can use this feature once. You regain your expended uses of this feature when you finish a long rest. You gain additional uses of this feature at 10th, 13th, 17th and 20th levels.

At 20th level, after using your quickstep feature, all attacks have disadvantage until the start of your next turn.

Eldritch Slayer[edit]

At 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You trained to fight against those creatures who lurk in the dark, terrorizing civilized creatures: aberrations, fey, fiends and the undead. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

In addition, when you face one of these creatures, you can use your bonus action to try to detect your enemy weak spots. You must make a Wisdom (perception) resisted by your opponents Charisma (deception). On a success, for 1 hour, when you deal damage against this creature from a damage source the creature is not resistant too, you deal 1d6 additional damage. If the creature is vulnerable to the damage source, you deal 1d10 additional damage. If you fail the check, the creature is immune to this feature for the next 24 hours.

Sharp Senses[edit]

At 1st level, your constant awareness to your surroundings make you almost impossible to surprise. You have advantage to Wisdom (Perception) checks resisted against Dexterity (Stealth) checks. In addition, as a bonus action, you can make a Wisdom (Perception) check to detect unseen opponents.

Hunter Technique[edit]

At 2nd level, you are able to use your vast knowledge of your enemies to target their weak spots. You gain a number of points equal to your level in this class ,that you can use to activate one of your hunter techniques. You regain your points in a short or a long rest.

When a technique require a saving throw, the save DC equals 10 + your proficiency bonus + your Wisdom modifier.

Lethal Strikes

When you hit a creature with an attack, you use your bonus action and spend 1 point to deal the double of the damage and force the creature to make a Constitution saving throw. On a failed save, all attacks of this creature are made with disadvantage until the end of its next turn.

Visceral Rend

Using melee weapon you can try to rend your foe, opening horrifyingly brutal wounds in it. When you hit a creature with an melee attack, you use your bonus action and spend 1 point to deal the double of the damage and force the creature to make a Constitution saving throw. On a failed save, the creature lose 1d6 hit points in each turn for 1 minute. In each of its turns, the creature or an ally can stop the bleeding by making a Wisdom (Medicine) check against your save DC. The creature gain a +1 bonus on the check for each turn after the first one.

Disarming Attack

You can spend 1 point to try to disarm a creature. On a hit the foe drops 1 item of your choice.

Paralyzing Attack

You can spend 1 point to paralyze a creature. On a hit, the target takes normal damage, and must make a Constitution Saving Throw, or its movement is reduced to 0.

Swordsmanship

You can spend 1 point to gain advantage to all your attacks made using a melee weapon until the end of this turn.

Hunter Profession[edit]

At 3rd level, you devote your life to destroy one type of creature. You can chose one of the following professions: Witchhunter, Inquisitor, Vampire Slayer and the Xeno Hunter, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th and 15th level.

Protection Charm[edit]

At 3rd level, as an action, you can use a charm, trinket or holy symbol to protect yourself against the creatures of the dark. Each aberration, fey, fiend or 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 frightened of you for 1 minute or until it takes any damage.

You can use this feature once, being unable to do it again until you complete a short or a long rest.

At 5th level, when an creature of CR 1/2 or lower fails its saving throw against your Protection Charm feature, the creature is instantly destroyed. The CR of the creature increases as you gain levels.

Protection Charm table
Eldritch Hunter level Creature CR
5th 1/2 or lower .
8th 1 or lower .
11th 2 or lower .
14th 3 or lower .
17th 4 or lower .

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.

Uncanny Accuracy[edit]

At 6th level, you learn how to pierce through your prey defenses and deliver powerful strikes. Your attacks with weapons are considered magical for the purpose of ignoring resistance and immunity to nonmagical damage.

Mental Fortitude[edit]

At 7th level, your constant contact with the horrors that lurk in the dark, you can endure their powers. You gain advantage against any mind effect, any effect that causes you to be charmed, frightened and against psychic damage.

Hunters Senses[edit]

At 9th level, endless days and nights stalking the wilds have left their mark on your body. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

In addition, you gain advantage on Perception checks that involve scent or hearing.

Dark Stalker[edit]

At 13th level, living the life in the shadows have taught you to use them as a protection. You gain advantage on your Dexterity (Stealth) checks when you are an area covered by natural or magical shadows. In addition, if you don't move on your turn while within an area covered by dim light or darkness, you can spend your action to become invisible until you move or make an attack.

Rip and Tear[edit]

At 17th level, your well placed strikes are able to disable and tear apart limbs from your foes. When you roll a critical hit, roll a d6 to see where the target was hit and the effect, as indicated in the table bellow:

Rip and Tear table
1d6 Limb
1 Right leg Can only move half the movement speed and Dexterity checks and saving throws until the end of the next turn. roll a d20. On a 20, the creature suffer one of the following effects: loses the limb (slashing), breaks the limb (bludgeoning).
2 Left leg Can only move half the movement speed and Dexterity checks and saving throws until the end of the next turn. roll a d20. On a 20, the creature suffer one of the following effects: loses the limb (slashing), breaks the limb (bludgeoning).
3 Right arm Disadvantage on attack rolls and Strength checks and saving throws until the end of the next turn. roll a d20. On a 20, the creature suffer one of the following effects: loses the limb (slashing), breaks the limb (bludgeoning).
4 Left arm Disadvantage on attack rolls and Strength checks and saving throws until the end of the next turn. roll a d20. On a 20, the creature suffer one of the following effects: loses the limb (slashing), breaks the limb (bludgeoning), bleeding (piercing)
5 Internal organs Bleeding. If the strike was with a piercing weapon, roll a d20. On a 20, the creature dies. On a hit, the creature takes double damage from the critical hit.
6 Head Stunned until the end of its next turn. Roll a d20. On a 20, the creatures dies instantly. On a hit, the creature takes double damage from the critical hit and suffer the effects of the slow spell

A bleeding creature will lose 1d6 hit points in each of its turns for 1 minute, or until it succeeds on a Wisdom (Medicine) check against your save DC.

Tireless Hunter[edit]

At 20th level, when you roll for initiative and have no points remaining, you regain 4 points.

Archetypes[edit]

Inquisitor

The Inquisitor is the eldritch hunter specialized in dealing with devils

Detect Evil

At 3rd level, your senses have become sensible to the traits of fiendish presence near you. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of fiend within 60 feet of you that is not behind total cover. You can use this feature a number of times equal to your Wisdom modifier, being unable to do so until you complete a short or a long rest.

Demon Sense

At 6th level, you gain the ability to sense fiends within 300 feet of your, by concentrating for 1 minute.

Be Gone Demon

At 11th level, you can spend one use of your Protection Charm feature to send a devil back to his original plane, casting banishment as a bonus action on your turn.

Untouchable

At 15th level, you has learn how fiends think, move, and attack. With this knowledge they can dodge their attacks. Once you in each of your turns you can chose to impose disadvantage to the attacks of one fiend you can see until the beginning of your next turn (no action required).

Witchunter

Witchunters are specialized in dealing with spellcasters and fey, with the focus in hunting hags.

Assassinate

At 3rd level, During its first turn, the get Hunter has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Fey Hunter scores against a surprised creature is a critical hit.

Fey Slayer

At 6th level, The Fey Hunter gains a +2 to attack and damage when facing against a Fey.

Fey Feel

At 11th level, The Fey Hunter gain the ability to sense Fey within 300 feet of the Fey Hunter. A Fey Hunter can do this once between long rest.

Untouchable

At 15th level, The Fey Hunter has learn how Fey think, move, and attack. With this knowledge they can dodge the attacks. Any Fey who attacks a Fey Hunter does so at a disadvantage.

Guns[edit]


Derringer

Cost: 1000 gp,
Damage: 1d6 piercing
Weight: 2 lb. light
Properties: Ammunition special - Derringer
Range: 15/60
Bullet Capacity: 1
Hand: One Hand


Musket

Cost: 250 gp
Damage: 1d12 piercing
Weight: 9 lb., Properties: Ammunition
Range: 150/600
Bullet Capacity: 4
Hand: Two Hands


Pistol

Cost: 125 gp
Damage: 1d10 piercing
Weight: 4 lb.
Properties: Ammunition
Range: 60/240
Bullet Capacity: 6
Hand: One Hand


Sawed-off

Cost: 500 gp
Damage: 1d6 piercing
Weight: 8 lb.
Properties: Ammunition Shotgun
Range: 10/20
Bullet Capacity: 2
Hand: Two Hands


Scattergun

Cost: 250 gp
Damage: 1d8 piercing
Weight: 8 lb.
Properties: Ammunition Shotgun
Range: 13/30
Bullet Capacity: 2
Hand: Two Hands

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Eldritch class, you must meet these prerequisites: 13 Wisdom.

Proficiencies. When you multiclass into the Eldritch Hunter class, you gain the following proficiencies: one Eldritch Hunter skill of your choice.


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