Hunter (5e Class)

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Hunter[edit]

The Hunter, in their favored terrain. Be that a highly dense forest or the blistery peak of a mountain top. Awaiting their prey. Alongside their ever faithful companion. They will wait dusk till dawn for the right opportunity to strike a fierce blow on the beasts that they hunt.

Creating a Hunter[edit]

Quick Build

Focus on Dexterity. Then choose the leather armor and a longsword. Skills go for Animal Handling, Perception and Stealth. Go for the Outlander Background, And for the Hunter's Companion discuss with your DM beforehand.

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: Herbalism kit or Poisoner's kit
Saving Throws: Dexterity and Strength
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Herbalism kit or Poisoner's kit and a longbow, a quiver of 20 arrows, and a hooded cloak.

Table: The Hunter

Level Proficiency
Bonus
Features Hunter's Hatred Dice Spells Known
1st +2 Hunter's Hatred, Hunter's Companion 1d4
2nd +2 Spellcasting 1d4 2
3rd +2 Hunter Archetype 1d4 3
4th +2 Ability Score Improvement 1d4 3
5th +3 Extra Attack 1d6 4
6th +3 Hunter's Hatred improvement 1d6 4
7th +3 Fighting Style 1d6 5
8th +3 Ability Score Improvement, Hunter Archetype 1d6 5
9th +4 Temporary Hatred 1d8 6
10th +4 Hunter's Hatred improvement, Hunter Archetype 1d8 6
11th +4 1d8 7
12th +4 Ability Score Improvement 1d8 7
13th +5 Evasion 1d10 8
14th +5 Hunter Archetype 1d10 8
15th +5 1d10 9
16th +5 Ability Score Improvement 1d10 9
17th +6 2d6 10
18th +6 Hunter's Sense 2d6 10
19th +6 Ability Score Improvement 2d6 11
20th +6 Hunter's Hatred improvement 2d6 11

Hunter's Knowledge[edit]

Starting at 1st level, you can use your practice and experience to track and kill the most formidable beasts. You gain the following benefits:

Hunter Traps

You know how to prepare traps to a greater extent. You learn how to cast the spells alarm and snare as rituals. As you gain levels in this class, you can prepare more traps, as shown on the traps known column on the hunter table. You learn new traps when you meet the level requirements shown on the "Traps" session on the end of the class description.

In addition, whenever you use a hunting trap, you use your Hunting save DC, instead of the hunting trap DC, if it is higher. Also, you add your Intelligence modifier to the damage of the hunting trap. The damage increases as you gain levels in this class: 2d4 piercing damage at 5th level, 3d4 at 11th level and 4d4 at 17th level.

Hunter Precision

You can use your bonus action to choose one creature within 60 feet to target with your precision. Once in each of your turns, you deal additional damage shown on the Precision Dice column on the Hunter table. You can only have one creature targeted by this feature at the same time. This ability requires concentration, in the same way a spell does.

Once you use this feature, you can't use it again until you finish a short or a long rest.

The nondetection spell causes this effect to end earlier.

Hunter Tricks[edit]

Also at 1st level, you learn special hunting techniques, called tricks. Your tricks options are detailed at the end of the class description. When you gain certain hunter levels, you gain additional tricks, as shown on the hunter table.

Whenever you gain a level in this class, you can choose a trick you know and replace for another one you could learn at that level. If your trick have a prerequisite, you must meet such requisite to learn the trick. A level prerequisite refers to a level in this class.

Specialization[edit]

Starting at 2nd level, you specialize in a specific type of hunting tactic. You can choose one of the following specializations bellow: Beast Handling, Camouflage Hunting or Bait Hunting.

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.


Hunter Tricks[edit]

Aggressiveness

prerequisite: 5th level

As a bonus action, you can make one additional attack against the target of your Hunter's Precision.

Bleeding Strike

If you cause damage to a creature targeted by your Hunter's Precision, that creature start to bleed for the duration of that feature. At the start of each of its turns or until it regains at least 1 hit point, that creature loses a number of hit points equal to your Hunter's Precision damage dice.

Crippling Strike

When you hit a creature with a weapon you are proficient with, you can reduce the movement speed of that creature by 10 feet until the start of your next turn.

Cunning Movement

prerequisite: 17th level

When the target of your Hunter's Precision hit you with an attack roll, roll a d10. If your result is 7 or higher, the attack misses instead.

Dazing Strike

prerequisite: 5th level

When you hit a creature with an attack from a weapon you are proficient with, that creature can't take reactions until the start of your next turn.

Deadly Strikes

prerequisite: 11th level

Once in each of your turns when you hit a creature targeted by your Hunter's Precision, you roll one additional damage die of your weapon.

Defensive Combat

prerequisite: 11th level

When you hit a creature with an attack from a melee weapon, you can use the weapon as a protection. The next time until the end of your next turn that a creature hit you with a melee attack, you reduce the damage of the attack by an amount equal to the weapon's damage die + your ability modifier.

Double Shot

prerequisite: 5th level

You must declare the use of this trick. When you miss a creature with an attack and using this trick, you can reroll the attack. This trick uses two pieces of ammunition.

Explosive Ammunition

Over the course of a short or a long rest, you can transform a number of pieces of ammunition or thrown weapons into explosive ammunition equal to twice your proficiency bonus. Whenever you hit a creature with your explosive ammunition, any creature within 5 feet of your target takes fire damage equal to your weapon's damage (without modifiers). Critical hit damage also apply.

Evasive Target

prerequisite: 11th level

Whenever the target of your Hunter's Precision hit you with an attack, you can cause it to miss instead.

Expose Weakness

prerequisite: 11th level

When you hit a creature with an attack from a weapon you are proficient with, the next saving throw that target makes have a penalty of 1d4.

Hindering Strike

When you hit a creature with an attack from a weapon you are proficient with, the creature has disadvantage on his next attack roll until the end of your next turn.

Hunter's Bane

Whenever the target of your Hunter's Precision takes damage from a creature allied to you, it takes additional 1d6 damage from the same type.

Hunter Senses

When you target a creature with your Hunter's Precision, you have advantage on all ability checks in relation to that creature.

Hunter's Dodge

You gain the benefits of the Dodge action against the target of your Hunter's Precision for the duration of that feature.

Survivalist

You gain proficiency in Animal Handling, Nature and Survival checks. You add twice your proficiency bonus if you are already proficient in those skills.

Knockback

When you hit a creature with a melee weapon, you can push that creature up to 10 feet away from you in a straight line.

Lasting Wound

prerequisite: 5th level

The creature affected by your Hunter's Precision can't regain hit points.

Longshot

Both the short and long range of any of your ranged attacks is doubled.

Lasso

As a bonus action, you can throw a rope on a target within a range equal to the rope length. On a hit, you can pull that creature 10 feet to your direction.

Piercing Shot

prerequisite: 11th level

You can cause your ranged attacks to pierce trough multiple targets. You can force all creatures in a line 5-foot wide and 60-foot long to make a Dexterity saving throw against your Hunting save DC. A failed save cause all the creatures in the area to take damage as if they have been hit by your weapon. You must use a ranged or thrown weapon that deals piercing damage.

Pack Hunter

Any attack roll made by a friendly creature against the target of your Hunter's Precision have a bonus of +2.

Pack Leader

prerequisite: 5th level

As a bonus action, you can cause one ally that can see you to make an attack with a weapon against the target of your Hunter's Precision using its reaction.

Pursuer

prerequisite: 5th level

You and all allied creatures that can see you and the target of your Hunter's Precision can use their reaction to move up to their movement speed towards the target of that feature.

Poisonous Strike

prerequisite:11th level

The first successful attack you make against the target of your Hunter's Precision inflict the poisoned condition. The creature remains poisoned until it succeeds on a Constitution saving throw, ending the effect.

Predator Lure

prerequisite: 5th level

When you use your Hunter Precision against a creature that can see you, it must succeed on a Charisma saving throw or it is charmed for the duration of the mark or until you or one of your allies make an attack roll against it.

Rapid Fire

prerequisite: 11th level

You can make two attacks in quick succession with a ranged weapon. Your second attack is made at disadvantage and both targets must be within 30 feet of one another.

Savage Resilience

You are immune to the effects of weather, such as extreme cold or heat. You also have advantage on any Constitution checks and saving throws against the effects of sleep deprivation, poison, lack of nourishment or hydration.

Skirmish

prerequisite: 5th level

Your movement doesn't provoke opportunity attacks from the target of your Hunter Precision. In addition, if you are within 30 feet of it, you can use your bonus action to move to any other place within that area, up to your movement speed.

Unarmored Defense

When not wearing armor, your AC becomes 10 + your Dexterity modifier + your Wisdom modifier.

Volley

prerequisite: 17th level

As an action, you can force all creatures in a 60-foot cone to make a Dexterity saving throw. On a failed save, they take the damage of your attack.

Weary Strike

prerequisite: 17th level

Whenever you hit a creature with a weapon you are proficient with, the target must succeed on a Constitution saving throw. On a failed save, the target suffers 1 level of exhaustion that last until the start of your next turn.

Wild Cooking

prerequisite: 17th level

When you kill a creature targeted by your Hunter's Precision, you can harvest its body for meat. You gain a number of hit dice equal to half its total. Over the course of a short or long rest, you can cook a meal. You can spread the hit dice between the participants of this meal, and they regain an amount of hit points equal to the roll of those hit dice. Any meat not spent until your next rest is spoiled and lost.

Wounding Strike

prerequisite: 5th level

When you hit a creature with an attack from a weapon you are proficient with, that creature is unable to regain hit points until the start of your next turn.



Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hunter class, you must meet these prerequisites: Dex:15 and Wis:13

Proficiencies. When you multiclass into the Hunter class, you gain the following proficiencies: Light and Medium armor, simple and martial weapons, Herbalism kit and 1 skill.



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