Prey-Hunter (5e Class)
From D&D Wiki
Everyone has a role in Tribe of Rushing Water. Yours is to hunt dangerous foe to feed the young, old, and the weak.
What is the Prey-Hunter?
In this world, animals, like cats, are as smart as humans. Up in the mountains, where dangerous birds live, there is a tribe of cats called Tribe of Rushing Water. Everyone is split into two groups: Prey-Hunter and Cave-Guard. In order to keep the tribe alive the two groups work together to achieve something that they cannot do by themselves.
Prey-Hunter is trained to be a deadly hunter. In the mountains, the best food is the dangerous bird of prey. The same kind of bird that prey on isolated cats. It is up Prey-Hunter to take down this beast before they fly away or kill a cat. A victory meets the tribe is feed and a fail means another cat has fallen prey to the birds once more.
Creating a Prey-Hunter
Why are you so focused on offense? Why do you dislike the fey? What was your favorite hunter? What was your worst hunt? How do you keep your tribe well fed?
- Quick Build
You can make a Prey-Hunter quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution. Second, choose the tribe background. Third, choose great sword, a light crossbow and 20 bolts, and scale mail armor.
|Vector Sigma |
As a Prey-Hunter you gain the following class features.
- Hit Points
Armor: light and medium armor, shield
Weapons: simple, marshal
Saving Throws: Strength and wisdom
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail armor
- an explorer’s pack
|1st||+2||Fighting Style, Mark Prey, Natural Camouflage|
|2nd||+2||Fey Tracker, Fey Take Down|
|4th||+2||Ability Score Improvement|
|6th||+3||Action Surge, Mark Prey Improvement|
|7th||+3||Martial Archetype Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||One with the Mountain|
|10th||+4||Martial Archetype Improvement|
|11th||+4||Extra Attack (2)|
|12th||+4||Ability Score Improvement|
|14th||+5||Bad Move, Mark Prey Improvement|
|15th||+5||Martial Archetype Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Action Surge (two uses)|
|18th||+6||Martial Archetype Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Extra Attack (2)|
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 1st level, you pick and chose your prey. When you hit a creature with an attack roll, you can call on your focus your attention and mark this creature as Prey for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit your Prey and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a Prey a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
At 1st level, you apply natural camouflage to make it easier to hide. When you are in mountains or stony ground (like caves), you roll with advantage in stealth checks. As long you are not moving, you can make hide action in the open space.
Additionally, natural camouflage serves as armor depending on what material you use. You can change your materials after a short or long rest.
- Mud Camouflage
You cover your fur in mud. This coating is considered as Light armor with an ac of 11 + Dexterity Modifier. At the 10th level, this ac is increased by 1.
- Pebble Camouflage
You cover your fur in mud and small pebbles. This coating is considered as medium armor with an ac of 13 + Dex modifier (max 2). At the 10th level, this ac is increased by 1.
When you put on pebble camouflage, you may choose to add bigger pebbles and increase ac by 1 but you have a disadvantage on stealth rolls.
- Stone Camouflage
You cover your fur in mud and stone. This coating is considered as heavy armor with an ac of 13 + proficiency bonus. You need 13 strengths to properly use it and you have a disadvantage on stealth rolls.
At 2nd level, you have significant experience studying, tracking, hunting, and even talking to fey.
You have advantage on Wisdom (Survival) checks to track fey, as well as on Intelligence checks to recall information about them.
Additionally, you learn to speak sylvan, the language of fey.
Fey Take Down
At 2nd level, you have become expert at taking down fey. Whenever you hit a fey with Mark Prey, they get the following effects until the start of your turn:
- Flying Speed is halved
- Disadvantage on resisting grappled checks
- Roll double dice of Mark Prey, instead of one
- When teleporting, becoming invisible, or entering the ethereal plan, you can use your reaction to prevent it. The fey makes a wisdom saving throw vs 8 + your wisdom modifier + your proficiency modifier, or the intended effect fails.
At 3rd level, you chose a Martial Archetypes. Choose between Fey Slayer and Teller of the Pointed Stone, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 10th, 15th, and 18th levels.
Ability Score Improvement
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.
Beginning at the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
At the 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
One with the Mountain
At the 9th level, you are able to become part of the mountain. You can cast meld into stone at will.
At the 13th level, you can take full advantage of foe's weakness. Whenever you get a critical strike, you can use your bonus action to make a weapon attack.
At the 14th level, you punish the creature for casting a spell. You gain Magic Slayer feat.
If your Prey Mark, is within 30 ft of you, you can trigger Magic Slayer's features.
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Fey Slayer 
You become better at dealing magic users like fey.
At 3rd level, you are more resistant to magic. You have advantage on saving throws against magic spells.
- Supernatural Defense
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Prey Mark forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add your Prey Mark die to your roll.
- Magic-User's Nemesis
At 10th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against 8 + your wisdom modifier + your proficiency modifier, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
- Slayer's Counter
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Prey Mark forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
- Cheap Tricks
At 18th level, you can see through fey's tricks. You always pass saving throws against illusions and charming magic.
Additionally, you gain 30 ft of true sight.
Teller of the Pointed Stones 
You are the tribe of rushing water's leader. Unlike clan leaders, you have a close tie with the tribe of endless hunting (heaven) and you serve as the medicine cat. It would have been too much for a normal clan cat but in the unchanging mountain, there is little responsibility for a leader.
Note: this subclass is purposely very powerful
|Level||Cantrips Know||Spells Known||Spell Slots||Spell Level|
At the 3rd level, Tribe of Endless Hunting has shown the way of divine magic.
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at the 10th level.
- Spell Slots
The Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your cleric spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.
- Spells Known of 1st Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the divination or abjuration spells on the cleric spell list.
The Spells Known column of the Teller of the Pointed Stones Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or abjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at the 8th, 14th, and 20th levels can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or abjuration spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. 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 cleric 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
- Mountian Herbalism
At the 3rd level, you are well known for any herbs that grow on the mountain. You have the advantage to find any herbs while in the mountain.
Additionally, you gain proficiency in medicine skills.
- Proper Care
At the 3rd level, you have modified your medicine cave to improve healing. Whenever you are in the tribe of endless hunting holy locations or in a well-stocked collection of healing herbs, your healing spells are gaining the following:
- Reroll any 1s or 2s on healing dice
- Add your intelligence modifier to the healing
- Double the amount of healing
- Remove any magical effects
- Remove any poison condition
- Telling Stones and the Rippling Puddles
At the 3rd level, you can receive signs from the tribe of endless hunting. When you spend more than one minute in the tribe of endless hunting holy locations, you may receive messages from them through signs, usually strange sounds from stones and ripples of the puddles. The signs tell you two different things:
When you receive such omens, make a history check vs dc of 15. On a pass, you have an idea on the subject that the omen is referring to. On a failure, you get the broadest subject.
All omens come in four different results. You make a religion check vs dc of 15. The higher the result, the clearer will be the omen's result.
Something good will happen to the subject.
Something bad will happen to the subject.
Something both good and bad will happen to the subject.
Nothing good or bad will happen to the subject. It can be a neutral result or no result.
Example: The subject is water and bear. A roll of 5 means you know it is ambivalent. A roll of 10 means that it will be more a good result than a bad result. A roll 15 means that the omen relates to too much water (bad) and cleansing land (good). A roll 20 means there will be a flood (bad) but it will remove something evil from the land (bad). A roll of 25 means that a flood will kill an evil bear from this land.
- Helping Hand
At the 7th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
- Good Nature
At the 7th level, you easily form friendships with others. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
- Blessing of the Future
At the 10th level, during your long rest, you can receive a vision of what is to come today. When this happens, roll a d4 die. Until you finish your next long rest, you gain access to a special reaction based on the number you rolled:
- Weal (1)
Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d4 and add the number rolled to the total.
- Woe (2)
Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d4 and subtract the number rolled from the total.
- Ambivalent (3)
Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll two d12. Use one to subtract the number rolled from the total and use the other to add the number rolled from the total.
- Naught (4)
Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to remove the advantage or disadvantage.
You can only use this feature one minute before and after the event(s) that your vision showed you or event that is foretold by Telling Stones and the Rippling Puddles.
- Share the Future
At the 10th level, you can help to change the future without leaving your home. After a short or long rest, you can tell a creature of a possible near-future event shown to by your Blessing of the Future. They gain that special reaction while you lose that special reaction until the end of long rest.
Additionally, after a short or long rest, you can tell a creature of a possible future event shown to by your Telling Stones and the Rippling Puddles. If you do so, that creature can reroll any dice roll once during that event.
Creatures can only benefit one Share the Future feature at a time.
- Cleansing Touch
At the 15th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.
- Higher Power
At the 18th level, your connection with the Tribe of Endless Hunting has reached its height. Choose one cleric spell of any level. You can cast this spell without any spell slots once per long rest.
After long rest, you can replace this spell for any cleric spell.
HB or Official Fighter Subclass 
You can use any HB (with the usual approval of GM) and official subclasses for fighter.
Prerequisites. To qualify for multiclassing into the Prey-Hunter class, you must meet these prerequisites: 13 dex or 13 str
Proficiencies. When you multiclass into the Prey-Hunter class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons