Hunter, Companion Variant (5e Class)

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Hunter (Companion Variant)[edit]

A hunter that is focused on damage with a companion.

The Hunter[edit]

An elf finds her feet and draws back her bow to loose an arrow as she jumps from her tigers back. The white dragon in her sights, shrugging off the wave of fear that emanates from the dragon like the cold of its breath. She lets loose a cry to her faithful Tiger. A loud roar rings in air, the large cat charging forth as one arrow after another to find the gaps between the dragon’s thick scales.

c89c92dcf7c0862b920b29cc74bed701--character-art-elves.jpg

Creating a Hunter[edit]

Quick Build

You can make a hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom then Strength. Second, choose the Outlander background. Third, choose Studded Leather armor, one shortsword, an explorer's pack and a longbow with two quivers holding 20 arrows each.

Class Features

As a Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and Medium
Weapons: Simple and Martial
Tools: Poisoner's kit
Saving Throws: Strength and Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) studded leather armor or (b) leather armor
  • (a) one shortsword or (b) one simple melee weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow, two quivers of 20 arrows each and Poisoner's kit.

Table: The Hunter

Level Proficiency
Bonus
Features Hunter's Hatred Dice
1st +2 Hunter's Hatred, Hunter's Companion 1d4
2nd +2 Hunter's Concentration, Nature's Touch 1d4
3rd +2 Beast Conclave 1d4
4th +2 Ability Score Improvement, Natural Explorer 1d4
5th +3 Extra Attack 1d6
6th +3 Improved Hunter's Hatred 1d6
7th +3 1d6
8th +3 Ability Score Improvement, Hiding in Plain Sight 1d6
9th +4 Multiattack 1d8
10th +4 Greater Hunter's Hatred 1d8
11th +4 Hunter's Concentration 1d8
12th +4 Ability Score Improvement, Magic Claws 1d8
13th +5 Evasion 1d10
14th +5 1d10
15th +5 1d10
16th +5 Ability Score Improvement, Hunter's Concentration 1d10
17th +6 2d6
18th +6 2d6
19th +6 Ability Score Improvement 2d6
20th +6 Pure Hatred 2d6

Hunter's Hatred[edit]

At 1st level you chooses a hated enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. Against your chosen enemy you add extra damage dice to any attacks made against a hated enemy. In addition you gain a +2 bonus on deception, stealth, perception, and attack rolls against the hated enemy.


Hunter's Companion[edit]

At 1st level you gain an animal that follows you around and helps out in a variety of ways. Select a beast that is no larger than large and that is no smaller than small. The beast must also have a challenge rating of 1/2 or lower. Your companion loses multiattack if it has it, however your companion adds your proficiency bonus to AC and damage rolls in addition to where it would normally apply a proficiency bonus. You gain the spell Revivify as only to be used on this companion.

When you reach 3rd level your companion gains an extra hit die. Your companion gains an additional hit die every level after 3rd as well.

When you reach 4th level you may replace your with companion with a more powerful one. You may now select a beast with a challenge rating of 1 however when determining it's additional hit die and proficiency bonus treat Your level as 3 levels lower.

When you reach 7th level you may replace your with companion with a more powerful one. You may now select a beast with a challenge rating of 2 however when determining it's additional hit die and proficiency bonus treat your level as 6 levels lower.

When you reach 10th level you may replace your with companion with a more powerful one. You may now select a beast with a challenge rating of 3 however when determining it's additional hit die and proficiency bonus treat your level as 9 levels lower.


Nature's Touch[edit]

By the time you reach 2nd level, you have learned to use the surrounding nature to aid you, much as a Hunter does.

When you gain a level, you are able to pick a new spell however, you can't choose one of the hunter spells you know and replace it with another spell from the Hunter spell list. Once a spell is learned it cannot be replaced.

Hunter Level Spells Known 1st 2nd 3rd 4th 5th
2nd 1 1
3rd 2 1 1
4th 3 2 1
5th 4 2 2
6th 5 3 2 1
7th 6 3 3 1
8th 8 4 3 2 1
9th 9 4 4 2 1 1
10th 10 4 4 3 2 2
Spell Slots

The Hunter table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know one 1st-level spells of your choice from the hunter spell list.

The Spells Known column of the Hunter table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability

Wisdom is your spellcasting ability for your Hunter spells, since your magic draws on your attunement to nature. 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 a Hunter spell 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

Hunter Spells[edit]

Hunter Spell Level Spell Name PHB Page Description
1st Alarm 211
1st Animal Friendship 212
1st Ensaring Strike 237
1st Hail of Thorns 249
1st Jump 254
1st Longstrider 256
1st Speak with Animals 277
2nd Animal Messenger 212
2nd Barkskin 217
2nd Beast Sense 217
2nd Find Traps 241
2nd Locate Animas or Plants 256
2nd Locate Object 256
2nd Protection from Poison 270
2nd Spike Growth 277
3rd Conjure Animals 225
3rd Conjure Barage 225
3rd Lightning Arrow 255
3rd Plant Growth 266
3rd Speak with Plants 277
3rd Water Breathing 287
3rd Water Walk 287
4th Conjure Woodland Being 226
4th Grasping Vine 246
4th Locate Creature 256
5th Commune with Nature 224
5th Conjure Volley 226
5th Swift Quiver 279
5th Tree Stride 283

Hunter's Concentration[edit]

At 2nd, 11th and 16th level, your awareness on the battlefield increases. Choose one of the following options. You can’t take the same Hunter's Concentration option more than once.

Hunter's Mark

Any creature that you choose to attack, it is considered to have Hunter's Mark. +1d6 bonus to damage roll.

Hunter's Focus

You gain a +2 bonus to attack rolls you make with ranged weapons.

Bestial Presence

While your companion is in sight, you gain a +2 bonus to damage rolls with ranged weapons.

Beast Pact

If your companion is near you, within 5 feet, you gain a +1 bonus to AC.

Ankle Snare

You spend an action to attack your targets foot or ankle. Can only be used once per short rest. Target must make a reflex save (Dexterity), if it fails the save it takes regular damage plus its movement is disabled for one full round. If the target makes the save it takes half damage and isn't disabled.

Natural Explorer[edit]

At 4th level, you area master of navigating the natural world, and you react with swift and decisive action when attacked.

This grants you the following benefits

• You ignore difficult terrain.

• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Ability Score Increase[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.


Beast Conclave[edit]

Companion’s Bond

Your animal companion gains a variety of benefits while it is with you. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

At 5th, 7th, 11th and 15th levels, having been trained, the Intelligence of your companion raises by 2, making it easier to train and listen to commands.

Coordinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Beast’s Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Beast’s Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Improved Hunter's Hatred[edit]

At 6th level your hatred becomes stronger. You choose another hated enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. In addition your bonus on deception, stealth, perception, and attack rolls against his hated enemies increases from +2 to +4


Hiding in Plain Sight[edit]

Starting at 8th level, you can remain perfectly still for long periods of time to set up ambushes. When he attempts to hide on his turn, he can opt to not move on that turn. If he avoids moving, creatures that attempt to detect him take a −10 penalty to their Perception checks until the start of his next turn. He loses this benefit if he moves or fall prone, either voluntarily or because of some external effect. He is still automatically detected if any effect or action causes him to no longer be hidden. If he is still hidden on his next turn, he can continue to remain motionless and gain this benefit until he is detected.


Multiattack[edit]

Starting at 9th level, you gain one of the following features of your choice.

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack

You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.


Greater Hunter's Hatred[edit]

At 10th level your hatred becomes insurmountable. You choose a third hated enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead.


Magic Claws[edit]

Starting at level 12 your companion's attacks count as magic for purposes of bypassing damage reduction. In addition your companion's attacks deal an additional 2d4 damage.


Evasion[edit]

Starting at level 13 when you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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.


Improved Critical[edit]

Begining at 15th level your weapon attacks score a critical hit on a roll of 19 or 20.


Pure Hatred[edit]

At 20th level your hatred becomes legendary. You choose a fourth hated enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. In addition you pick one of your hated enemies. Against this selected hated enemy your bonus on deception, stealth, perception, and attack rolls is increased from +4 to +6.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hunter class, you must meet these prerequisites: Dex 13 Int 13

Proficiencies. When you multiclass into the Hunter class, you gain the following proficiencies: Light armor, Medium armor, Simple and Martial weapons.


Notes[edit]

This Hunter class is based on [1] and from the UA Revised Ranger class.

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