Occult Hunter (5e Class)

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Occult 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.

Tradition of Hunting[edit]

Created by a family of notorious vampire hunters, the Occult Hunters became synonymous with slayer, more a title than a name, striking fear in the dead hearts of undead beings and other evil creature's that lurk in the dark. Some are part of the vampire hunter family, other's however only follow the example of these night stalkers, defending innocents from monsters.

To fight the dark powers, they rely in knowledge, both mundane and magic, constantly seeking information about the beings they hunt, and delving deeper into occultism, understanding these eldritch energies to become able to fight against it. They also master the combat arts, learning to fight with multiple weapons, but specializing in weapons easy to carry, conceal and wield, since brute strength is often useless against foes powered by black magic.

From Light and Darkness[edit]

The Occult Hunter is a holy wanderer. But unlike a priest or a paladin, you will not see an Occult 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, warlocks, 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 a Occult Hunter[edit]

Now think about who makes up your character, what is their background? How did they end up as a Occult Hunter? Was it something they were born into? Are his or her family Occult Hunter and trained you into it? Was it something that called to you later in life? Did you lose a friend or family to one of these horrors and swear vengeance? Were you hunted by one of these horrors and vowed to become the hunter? What made you start adventuring? Did they decide to do this for the thrill? Was it by pure chance- you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions lead to better understanding your character and their motivations.

It can be hard to find good backgrounds for an Occult Hunter. Inquisitor will be the most widely applicable background. Haunted One may be chosen if a horror has attacked him or his family in the past. A noble background could be chosen for how well educated lords and ladies can be.

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 Occult 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 a Occult Hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma or Intelligence or Wisdom, and constitution. Choose the Inquisitor background. Choose Athletics, Insight, Investigation, and Intimidation as your skills. Pick a Dungeoneer's pack for your starting equipment in addition to anything granted by your background.

Class Features

As a Occult Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, shortsword, whip
Tools: Choose one from alchemist supplies, cartographer's tools, tinker's tools , thieve's tools or vehicles (land).
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, Persuasion, Religion, Stealth, and Survival.

Equipment

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

  • (a) a light crossbow and 10 bolts or (b) any simple weapon
  • (a) leather armor and 5 daggers or (b) chain shirt and 2 handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Occult Hunter

Level Proficiency
Bonus
Features Mastery Points
1st +2 Mastery, Occult Slayer 1
2nd +2 Supernatural Speed, Hunter Senses 2
3rd +2 Eldritch Path, Boon Improvement 3
4th +2 Ability Score Improvement 4
5th +3 Steel Resolve, Eldritch Path Feature 5
6th +3 Boon Improvement 6
7th +3 Eldritch Path Feature 7
8th +3 Ability Score Improvement 8
9th +4 Weapon Mastery Improvement 9
10th +4 Eldritch Path Feature 10
11th +4 Boon Improvement II 11
12th +4 Ability Score Improvement 12
13th +5 Weapon Mastery Improvement 13
14th +5 Night Stalker 14
15th +5 Eldritch Path Feature 15
16th +5 Ability Score Improvement 16
17th +6 Weapon Mastery Improvement 17
18th +6 Supernatural Speed Improvement 18
19th +6 Ability Score Improvement 19
20th +6 Slayer 20

Mastery[edit]

When tackling the forces of darkness, you must choose a method of fighting eldritch horrors. At 1st level, you learn one mastery of your choice: either pierce cursed creatures using bullets by mastering the Marksmanship, tearing and slashing with the power of swords by mastering Swordsmanship, or combating fire with fire, with the power of magic, learning Witchcraft.

To fuel some of the abilities learned trough your mastery, you consume your internal reservoir of energy. This energy is represented by mastery points. When you spend your mastery points, they become unavailable to you until you finish a short or a long rest.

Marksmanship

You gain proficiency with firearms and know how to build and repair them. The firearms you are able to build are shown at the end of this class description. You can also spend mind points on features, as described on the Marksmanship section below.

Swordsmanship

You gain proficiency with the longsword, scimitar and rapier. You also gain proficiency with shields. In addition, you can use your Dexterity, instead of Strength, for attacks made with swords. You can also spend mind points on features, as described on the Swordsmanship section below.

Witchcraft

Your gain proficiency in Arcana and learn two cantrips from the warlock spell list. In addition, you learn how to cast spells. You can also spend mind points on spells, as described on the Witchcraft section below.

Occult 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.

Supernatural Speed[edit]

At 2nd level, your speed and reflexes are greatly enhanced. Your movement speed increases by 10 feet. In addition, you gain the following movement features:

Quickstep

As a reaction to being attacked, you can spend 1 mastery point speed to move 5 feet to any direction and cause that attack to automatically miss. This movement does not provoke opportunity attacks. All attacks against you have disadvantage until the start of your next turn when you use this feature.

Trained Speed

Those who train to be an Occult Hunter are trained to push back their limits. When others are resting they are drill, in fact compared next to a Occult Hunter training, paladin training is a cakewalk. Of the training you are able push yourself beyond your normal limits for a moment. On your turn, you can spend 1 mastery point to take one additional action as a bonus action. This action can be the Disengage, Dodge, Dash or make a single weapon attack.

Quickdraw

You can spend 1 use mastery point to give yourself advantage on an initiative roll. If you are surprised, you can act normally on your turn when you use quickdraw.

Hunters Senses[edit]

At 2nd level, endless days and nights stalking the wilds have left their mark on your body. You gain the following benefits:

  • You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. *You add your proficiency bonus to your Initiative rolls.
  • You gain advantage on Perception checks that involve scent or hearing.

Occult Boon[edit]

Starting at 3rd level, you gain access to a mystical boon, that aid you into the fight against the forces of darkness. You can choose between the familiar, the protection charm or the consecrated weapon.

Familiar

You can summon a familiar to aid they in they quest, since fighting eldritch horrors can be a lonely work without a little friend to keep as company and to be an extra set of eyes. You learn the find familiar spell and can cast it once, without spending a spell slot. The spell doesn't count against your number of spells known. Once you cast this spell, you can't do it again until you complete a short or a long rest.

When you cast this spell, because of the strange nature of the creatures you hunt, you can chose the following forms, instead of the regular ones given by the spell: bat, flame skull, flying sword, imp or faerie. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. The familiar's game statistics are in the familiar stat block Familiar at the end of the class description.

Protection Charm

Your protection charm allow you to reduce any damage you take in 1d4, using your reaction. If the reduced damage comes from a melee weapon attack, the attacker must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) after having its damage reduced, or be pushed 10 feet back.

In addition, 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. When an creature of CR 1/4 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. Check the Protection Charm Table bellow. You can use this feature once, being unable to do it again until you complete a short or a long rest.

Consecrated Weapon

When you finish a long rest, you can touch a weapon of your choice, turning that weapon into a consecrated weapon. Your consecrated weapon ignores resistance and immunity to non-magical damage. In addition, you can use your bonus action to give a magical bonus to your consecrated weapon equal to half your proficiency bonus (rounded down) to attacks and damage rolls. This bonus lasts for 1 minute, and once you use this ability, you can't use it again until you finish a short or a long rest. This bonus is not cumulative with other sources of magical bonus.

Eldritch Path[edit]

When you reach 3rd level, you devote yourself to an eldritch path. You can chose between the Path of the Scholar, Path of the Devoted, the Path of the Corrupted or the Path of the Cursed

Your path grants you features at 3rd level and again at 7th, 11th and 15th.

Steel Resolve[edit]

At 5th level, you have been training to face creatures that would rip the life and sanity out of a normal person, steeling your resolve against their attacks. Whenever you face your Occult Slayer creatures, you gain advantage on Wisdom and Constitution saving throws against any effect or spell.

You gain also advantage on Wisdom (Insight) checks against any Charisma (Deception) checks from these creatures. Finally, 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.

Occult Boon Improvement[edit]

Starting at 6th level, your occult boon increases in power. You gain the following benefit, depending on your chosen boon.

Magic Weapon
Familiar
Protection Charm

Boon Improvement II[edit]

When you reach the 11th level, your occult boon increases even further in power. You gain the following benefits, depending on your chosen boon:

Magic Weapon

Choose one damage type of the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Your magic weapon causes additional damage equal to your Wisdom modifier, from the chosen type.

Familiar

When you command your familiar to attack, it can make two attacks, instead of one.

Protection Charm

Once in each turn, when a creature within 10 feet takes damage, you can reduce the damage taken by an amount equal to half your Occult Hunter level (rounded down).

Night Stalker[edit]

At 14th level, you have embraced the darkness of the places their prey live. They use it to their advantage. Moving with silent steps and sticking to the shadows, you become almost invisible. You gain advantage to all Dexterity (Stealth) skill checks made while you are in dim light or darkness.

True Hunter[edit]

At 18th level, blood and gore run down the blade as the horror dies at your feet. You training severed them well. Trained to take down such horror his skills against them are at their peak. You can't have disadvantage on attack rolls with your Weapon Mastery weapons.

In addition, once per turn when you miss an attack with your Weapon Mastery weapon, you can reroll the attack.

Eldritch Slayer[edit]

Blood and gore run down the blade as the horror dies at the Occult Hunter's feet. Their training served them well. Trained to take down such horrors, the skills against them are at their peak.

At 20th level, choose four creatures of eldritch origin: Aberrations, Celestials, Elementals, Fey, Demons, Devils, Monstrosities, or the Undead. You gain advantage on all attacks against these chosen creatures.

Eldritch Paths[edit]

Path of the Scholar[edit]

You have found academic study a breeze and are fascinated by the library. Digging up all you can about these evil creatures and how to combat them. Not only by force but by wisdom and intelligence. You are still a capable fighter but see that the sword is not always the most efficient solution. You have learned to fight these eldritch beasts through study, training and dedication.

Scholar's Cyclopedia

Starting at 3rd level, you gain a book where you compile all knowledge gathered through your journey as a monster hunter. You learn two cantrips from the wizard spell book and you can add new spells to this book. You can transcribe any spell you know to this book, at a cost of 25 gp per level of the spell. In addition, you can add new spells you encounter to this book. You can transcribe a spell from the wizard spell list to this book, when you find a scroll or a grimoire, spending 50 gp in materials per level of the spell.

You can have a number of spells compiled to your cyclopedia equal to your level in this class. You can prepare spells contained in your cyclopedia, at the end of a long rest. You can prepare a number of spells equal to your Intelligence modifier.

In addition, while you have this cyclopedia in hands, you cannot roll a number under your Intelligence modifier + half your level in any Intelligence (History), (Nature), (Arcana) or (Religion) check.

If your cyclopedia is lost or destroyed, you need to spend 7 days and 250 gp to make another. All spells copied onto the original one are lost.

Magic Warrior

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Secret Knowledge

At 10th level, you discover a magical secret while hunting the creatures of the night. Choose one spell of 5th-level spell from the warlock or wizard spell list as your secret knowledge.

You can cast your secret knowledge spell once without expending a spell slot. You must finish a long rest before you can do so again. When you reach the 15th level, you can replace this spell for a 6th level spell.

Fast Caster

At 15th level, you learn how to cast spells on the heat of the battle with speed. When you cast a spell using a higher level spell slot, you can chose, instead of generating the effect on the description of the spell, to cast it with a bonus action. If you cast a spell with your action, you can use your bonus action to cast another spell with this feature.

Path of the Devoted[edit]

Your devotion to the cause has been noticed by your deity. You were given the powers and told to fight these evil beings by a god, who watches over you. Your priests tell you how special you are in the light of your god. You are indeed a weapon of the gods in the fight against evil and thus blessed.

Sacred Channeling

At 3rd level, when you cast a Occult Hunter spell, you can use your Wisdom instead of your Intelligence as your spellcasting ability, and you can use a sacred symbol as your spellcasting focus. In addition, you learn one cantrip from the cleric spell list. Wisdom is your spellcasting ability for this spell.

Divine Mark

At 3rd level, you can use the divine power to destroy your prey. As a bonus action, you can chose one creature you can see within 30 feet to mark with divine light. The mark lasts until the end of your next round, or until hit this creature with an attack. Your next attack against this creature is made with advantage, and you deal additional 1d6 radiant damage on a hit.

In addition, chose one 1st level spell from the cleric spell list. You can cast this spell without spending a spell slot, a number of times equal to your Intelligence modifier. You regain all expended uses after a long rest.

Aura of Light

At 7th level, you become surrounded by a invisible, but tangible divine presence. You and any creature within 10 feet of you gain advantage against being frightened or charmed. In addition, the area around you is considered difficult terrain to any undead or fiend.

In addition, as an action, you can lift a sacred symbol and reveal your aura in a explosion of bright light. All creatures within 30-feet radius must make a Constitution saving throw, or are blinded until the beginning of your next turn. Any undead or fiend in the area that fail the saving throw are frightened of you for 1 minute or until they are attacked. Once you do this, you can't do it again until you complete a short or a long rest.

Blessed Light

At 10th level, when you mark a creature, the bright light limits its vision. While the mark is active, all attacks made by that creature are made with disadvantage. If the creature is a undead or a fiend, it must make a Constitution saving throw against your save DC or it is blinded while the mark is active on a failed save.

Breath of Life

Your god has expanded upon your great potential even further. At 15th level, when you are reduced to 0 hit points, you can ask for your god intervention, regaining a number of hit points equal to your Occult Hunter level + your Wisdom modifier. Once you use this feature, you can't use it again until you complete a short or a long rest, unless you spend 6 mind points to do so again.

Path of the Corrupted[edit]

To hunt monsters, you had to become a monster yourself. Corrupted Occult Hunters have vampiric blood coursing through their veins, enhancing their powers and giving then magical abilities.

Mystical Presence

Starting at 3rd level, you can add half your proficiency bonus (rounded up) to any Charisma check you make that doesn't already use your proficiency bonus.

Innate Magic

At 3rd level, when you cast a Occult Hunter spell, you can use your Charisma instead of your Intelligence as your spellcasting ability. In addition, you learn one cantrip from the sorcerer spell list. Charisma is your spellcasting ability for this spell.

Shapeshifter

At 3rd level, you can use your action to magically shapeshift into a bat or wolf You can use this feature twice. You regain expended uses when you finish a long rest.

Starting at 8th level, you can assume the form of a giant bat and a dire wolf, or you can spend one use of this feature to cast gaseous form on yourself.

You can stay shapeshifted for a number of hours equal to half your Occult Hunter level (rounded up). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the chosen creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skills and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the creature's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your creature form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Vampire Charm

At 7th level, after seeing it used by many a vampire, you gain the ability to charm people, much as vampires do. Expending a spell slot of 2nd-level or higher, you can instantly succeed on any Charisma check or saving throw.

Mesmerize

At 10th level, you have learned to use your charm in combat to give you the edge. Any time you make an attack roll, enemies within 10 feet of you must make a Wisdom saving throw against your spell save DC, or be mesmerized by your flawless movement, become charmed by you until the beginning of your next turn, or until you cause damage to it.

Enhanced Forms

At 15th level, A Occult Hunter training in their other forms to bring out aspects of the form others miss. With hard work and understanding of these forms they are able to bring out some great things. Occult Hunter's before this moment gain three forms a Dire Wolf, a Giant Bat, and Mist Form.

Dire Wolf: While in the dire wolf form, you can take the Dash action as a bonus action.

Giant Bat: While in the giant bat form, you gain the ability to channel your arcane energy to shoot small balls of fire from your mouth. Make a spell ranged attack against a target within 60 feet. On a hit, the target takes 4d6 fire damage.

Mist Form: While in the mist form, you become an acid cloud, and any creature that enter your space, or start its turn in it must make and Dexterity saving throw against your spell save DC, or take 3d8 acid damage on a failed save, or half as much on a successful one.

Path of the Cursed[edit]

To fight monsters, you sometimes become a monster yourself. Cursed Occult Hunters have fought many times and that comes at a price, either through a bite or scratch they have been infected with blood from the vile creatures they seek to destroy, which whilst enhancing their powers and giving them magical abilities, causes problems that have to be managed through treatments from their priests and constant vigilance to prevent them succumbing to the evil that now courses their veins.

Beguiling Presence

Starting at 3rd level, you feel more confident and you can add half your proficiency bonus (rounded up) to any Charisma check you make that doesn't already use your proficiency bonus.

Innate Magic

At 3rd level, when you use an Occult Hunter feature, you can use your Charisma modifier instead of your Intelligence. In addition, you learn one cantrip from the warlock spell list. Charisma is your spellcasting ability for this spell.

Finally, you can cast charm person without using a spell slot or materials. Once you have done this you cannot cast it again until after a long rest.

Thirst for Revenge

At 7th level, you become more thirsty, you crave something that you dare not consider. You are prone to violent outbursts of anger which gives you Advantage on Charisma (Intimidation) checks but disadvantage on Wisdom (Animal Handling) and Charisma (Persuasion) checks as you emanate evil intent.

In battle, if you take damage you must take a Wisdom saving throw against a DC of 15 or be compelled to charge the source of your taken damage then focus all attacks and energy towards that target. You must use your reaction to move up to your movement speed towards that creature (this movement provoke opportunity attacks), and you can't make attacks to a creature other than the target of your revenge until it is reduced to 0 hit points or until you are knocked unconscious. When in this rage, you can use your reaction in each of your turns to move up to your movement speed towards the target of the rage.

Battle Blood

At 10th level, you discover that your blood has regenerative powers. You are healed by Necrotic damage, whenever you take necrotic damage you regain a number of hit points equal to half the damage you would have taken. You must be at half hit points or lower to regain hit points with this feature, and can't be at 0 hit points.

You are now vulnerable to Radiant damage and at disadvantage against saving throws from being Blinded by spells that emit a light. You also no longer can regain hit points from spells that recover hit points, unless the spell is from the necromancy school.

Vampiric Anger

At 15th level, you can attack three times, instead of twice, when you take the Attack action. If you reduce a creature to 0 hit points and haven't used all your attacks on this turn, you must make a Wisdom saving throw against a DC of 15, or must use your reaction to move towards the nearest creature within 30 feet and make the remaining attacks against that creature.

Path of the Eldritch Sniper[edit]

The Eldritch sniper has trained his entire life to using ranged weapons. As such he knows his way around a battlefield to always position himself to be in the best place for optimal damage.

Assassinate

At 3rd level, during its first turn of combat, you have advantage on attack rolls against any creature that hasn't taken a turn. Any hit you score against a surprised creature is a critical hit.

Arcane Weapon

At 7th level, you have found a way to infuse elemental damage into their weapon. After a long rest you can choose from Fire, Ice, Acid, Force, Lightning, Necrotic, Psychic, or Radiant. Until the their next long rest all damage done by the weapon is considered magical and on top of normal damage the weapon does 1d6 of the chosen elemental damage. You can only have two weapons infused with arcane power.

At 15th level, After a long rest, you can choose from Fire, Ice, Acid, Force, Lightning, Necrotic, Psychic, or Radiant. Until the their next long rest all damage done by the weapon is considered magical and on top normal damage the weapon does 1d12 of the chosen elemental damage. Additionally you can now have three weapons infused with arcane power.

Narrow Escape

At 10th level, your instinctive agility lets you dodge out of the way of area effects, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Snipers Sense

At 15th level, as an Eldritch Sniper, you need to know your enemies positions. For 10 min every day you have the ability to sense any Creature except constructs within 200 feet of you. You must take a long rest to gain this ability back. You can do this twice per long rest at level 20.

Path of the Inquisitor[edit]

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 7th level, you gain the ability to sense fiends within 300 feet of your, by concentrating for 1 minute.

Be Gone Demon

At 10th 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).

Path of the Witchunter[edit]

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 7th level, The Fey Hunter gains a +2 to attack and damage when facing against a Fey.

Fey Feel

At 10th 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.

Masteries[edit]

Witchcraft[edit]

When you choose the witchcraft mastery, you command the forces of darkness. You gain the following abilities: Magic, Forbidden Knowledge and Dark Rituals.

Magic

Your arcane research and encounters with the occult and forces of darkness have given you facility with spells. You learn how to cast spells.

Each spell cost an amount of mastery points, depending on its level, as shown in the Mastery Cost table bellow:

Mastery Cost Table
Spell Level Mastery Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Power Limit

Though you have access to the power of the mastery, it takes training and practice to channel that energy. There is a limit on the number of mastery points you can spend to cast a spell. The limit is based on your Occult Hunter level. The starting limit is 2, increasing to 3 at 5th level, 5 at 9th level, 6 at 13th level and 7 at 17th level.

Prepared Spells

You gain the ability to prepare spells from the warlock spell list. The amount of spells you can have prepared equal your Intelligence modifier + half your Occult Hunter level (rounded down).

If you prepare a ritual form the warlock list, you can cast that spell as a ritual. Whenever you finish a long rest, you can replace the spells you have prepared for new ones.

Swordsmanship[edit]

When you choose the swordsmanship mastery, your skill with melee weapons is unmatched. You gain the following abilities: Strikes, Stances and Guards.

Stances

A stance is a specific posture that influences your movement. At the start of your turn, you can choose to adopt a stance, or replace your current stance for a new one. You have the following stances:

Front Stance. A solid offensive stance. When you choose this stance at the start of your turn, you can move additional 10 feet before making an attack.
Lateral Stance. A stance that maintains a solid balance between attack and defense. Your movement speed increases by 10 feet until the end of your turn when you take the Attack action on this stance.
Retreated Stance. A defensive stance. When you assume this stance, you don't provoke opportunity attacks from creatures you attack until the start of your next turn.
Strikes

You can use the following strikes, by spending your Mastery Points:

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 can spend 1 mastery point to 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.
Disarming Attack. You can try to disarm a creature. On a hit the foe drops 1 item of your choice.
Paralyzing Attack. You can attempt to paralyze a creature. On a hit, you can spend 1 mastery point and force the target to make a Constitution Saving Throw, or its movement is reduced to 0.
Guards

A guard is a specific position in which you hold your melee weapon, to maximize either your offensive or defensive capabilities. You can assume the following guards as a bonus action on your turn:

High Guard. The high guard is a powerful guard for strong attacks. The next attack you make until the end of your turn is made with advantage. The creature attacked has advantage on the next melee weapon attack it makes against you until the end of its turn.
Middle Guard. A balanced guard, with a solid defense and offense. When you assume the middle guard, you can use your reaction to reroll a melee weapon attack you miss, or force an opponent to reroll a melee weapon attack made against you. You must use the new result.
Low Guard. The low guard is a deceptive guard, that opens you for attacks but make your strikes unavoidable. You have advantage in all your melee weapon attacks made until the end of this turn, but all attacks made against you are made at advantage until the start of your next turn.

Marksmanship[edit]

When you choose the marksmanship mastery, you gain the ability to use and build firearms with great ability. When you choose marksmanship mastery, you gain the following abilities: Gunsmith, Trick Shooter and Weapon Modifications.

Trick Shooter

Whenever you make an attack with a firearm, you can spend your mind points to attempt a trick shot...

Gunsmith

You gain the ability to craft firearms. You can craft any firearm on the list by spending 8 hours constructing one, and 75 gp in materials for each property the firearm has. Firearms with the reload property cost double the price. These hours don't need to be consecutive, and the process of building a firearm is considered light activity. You must have your smith's tools on you to craft a firearm. If the firearm has the reload property, it is also required the tinker's tools.

To craft ammunition, you must have both the smith's tools and the alchemist's supplies on you. Each bullet costs 2 sp and 1 minute to craft.

Firearms List
Flintlock Pistol. A flintlock pistol is a ranged weapon with the ammunition (range 30/90) and loading properties. Its damage die is 1d10.
Flintlock Musket. A flintlock musket is a ranged weapon with the ammunition (range 30/90), loading and two-handed properties. Its damage die is 1d12.
Pocket Pistol. A pocket pistol is a ranged weapon with the ammunition (range 30/90), loading and light properties. Its damage die is 1d8.
Four Barrel Pistol (prerequisite: 3rd level). A four barrel pistol is a ranged weapon with the ammunition (range 30/90), reload (4 shots) and light property. Its damage die is 1d6.
Flintlock Revolver (prerequisite: 5th level). A flintlock revolver is a ranged weapon with the ammunition (range 30/90) and the reload (6 shots) property. Its damage die is 1d8.
Revolver (prerequisite: 17th level). The revolver is a ranged weapon with the ammunition (range 40/120) and reload (6 shots) properties. Its damage die is 2d8.
Hunting Rifle (prerequisite: 17th level). The hunting rifle is a ranged weapon with the ammunition (range 80/240), reload (6 shots) and two handed properties. Its damage die is 2d10.
Shotgun (prerequisite: 17th level). The shotgun is a ranged weapon, with the ammunition (30/90), reload (2 shots) and two-handed properties. Its damage die is a 2d8. You have no disadvantage on attack rolls when making a ranged weapon attack with a shotgun at close range. In addition, a Large or smaller creature hit by a shotgun at short range must succeed on a Strength saving throw against a DC equal to the damage taken, or be pushed 10 feet back and knocked prone.
Firearm Properties
Ammunition. The ammunition of a firearm is destroyed upon use.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).

Appendix 1:Familiar[edit]

Armor Class 13

Hit Points equal to the familiar's Constitution modifier + 3 times your level in this class.

Speed fly 30 ft.

STR 14 (+2)

DEX 16 (+3)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 10 (+0)

Saving Throws: Dex + 5

Skills: Perception + 2

Senses passive Perception 12

Languages understands the languages you speak

Actions

Familiar Attack Melee Weapon Attack: +5 to hit, reach 5ft., one target you can see. Hit: 1d6 + 3 damage. Type of damage depends on the type of familiar: piercing (bat), fire (imp), radiant (fairy), fire (skull), slashing (flying sword).

Appendix 2:Protection Charm[edit]

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

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the demon hunter class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Wisdom.

Proficiencies. When you multiclass into the demon hunter class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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