Headhunter (5e Subclass)
Headhunter[edit]
Ranger Subclass
Ranger: Headhunter Some rangers protect the natural order. Others hunt for survival. A Head Hunter hunts with purpose — seeking the most dangerous foes, learning from their strengths, and claiming proof of their triumphs. Whether for coin, pride, or ritual, a Head Hunter knows how to study prey, exploit weakness, and strike fear into the hearts of those who hear the stories of their conquests.
Hunter’s Study You are trained to instantly assess your prey. Starting at 3rd Level, when you attack a creature with a weapon attack, you can choose to begin studying it. You gain the following benefits against the studied creature:
- - Once per turn, you deal additional damage equal to your Wisdom modifier (minimum 1).
- - You have advantage on Intelligence and Wisdom checks made to recall information about the creature.
- - You have advantage on Survival checks made to track the creature and on checks made to discern illusions or false identities it may use.
You can study only one creature at a time. This effect ends if the creature dies, you study a new creature, or you finish a short or long rest.
- Trophy Collector
Also at 3rd level, When a creature you are studying dies within 1 minute of being damaged by you, you can harvest a trophy from it. You can carry and maintain a number of trophies equal to your Wisdom modifier (minimum 1). Trophies are small and symbolic — a claw, horn, fang, badge, shard, etc.
You can attune to a trophy during a short or long rest. While attuned to a trophy, you gain a passive benefit based on the creature’s type. You can be attuned to one trophy at a time.
- Aberration Gain advantage on saving throws against being charmed or frightened.
- Beast Gain a climbing or swimming speed equal to your walking speed (choose on attunement).
- Celestial You can cast cure wounds at 1st level once per long rest. Wisdom is your spellcasting ability.
- Construct Gain temporary hit points equal to your proficiency bonus when you finish a short rest.
- Dragon Gain resistance to one damage type dealt by the dragons breath
- Elemental Ignore difficult terrain caused by natural or magical environmental effects (e.g. wind, lava, ice).
- Fey Gain advantage on saving throws against being charmed, and you can’t be put to sleep magically.
- Fiend You can cast hellish rebuke at 2nd level once per long rest. Wisdom is your spellcasting ability.
- Giant Gain +1d4 bonus to Strength checks and Strength-based weapon damage rolls.
- Humanoid Gain proficiency in one skill the creature had (or expertise if already proficient).
- Monstrosity You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.
- Ooze You have advantage on checks and saving throws to avoid or escape being grappled or restrained.
- Plant You no longer require food and are resistant to poison damage.
- Undead You have advantage on death saving throws and saving throws against disease.
You lose the benefit of a trophy if it’s destroyed, replaced, or if you attune to a different one. At 11th level, you can be attuned to two trophies at once. At 15th level, you can attune to three at once.
- Exploit Weakness
At 7th level, your detailed study reveals exploitable flaws. When you hit a creature you are studying with a weapon attack, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failure, you choose one of the following effects:
- Expose. Until the start of your next turn, attacks against it have advantage.
- Disrupt. It has disadvantage on its next saving throw.
- Hamstring. Its movement is halved until the start of your next turn.
- Shatter Will. It can’t take reactions until the end of its next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum once), and you regain all uses when you finish a short or long rest.
- Dread Reputation
Your legacy precedes you. When you reduce a creature you are studying to 0 hit points, choose a number of creatures equal to your Wisdom modifier (minimum 1) that can see you within 60 feet. Each must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you for 1 minute.
A creature that succeeds on this save is immune to this feature for 24 hours.
While a creature is frightened this way:
- - It has disadvantage on attacks against you.
- - You have advantage on attacks against it if it can see you.
A frightened creature can repeat the save at the end of each of its turns, ending the effect on a success.
- Legendary Quarry
You can designate a creature as your ultimate hunt. As a bonus action, choose a creature you can see within 60 feet. For 1 hour or until the creature dies, you gain the following benefits:
- - You score a critical hit on a roll of 19 or 20.
- - You gain resistance to the creature’s weapon damage types and spell damage.
- - It has disadvantage on saving throws against your Exploit Weakness feature.
- - You have advantage on all attack rolls against it.
If you reduce your Legendary Quarry to 0 hit points, you may craft a legendary trophy from it during a long rest. This trophy grants a permanent passive benefit, determined by the DM, representing a lasting mark of your conquest (e.g. immunity to a damage type, a spell learned, or a permanent stat bonus). You can be attuned to one Legendary trophy at a time.
Once you use this feature, you can't use it again until you finish a long rest.
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