Huntsman (5e Class)
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- 1 Huntsman/Huntress
- 1.1 Huntsman/Huntress
- 1.2 Creating a Huntsman/Huntress
- 1.3 Class Features
- 1.3.1 Table: The Huntsman
- 1.3.2 Aura Points
- 1.3.3 Specialized Weapon
- 1.3.4 Aura Sight
- 1.3.5 Fighting Style
- 1.3.6 Field of Specialization
- 1.3.7 Ability Score Increase
- 1.3.8 Extra Attack
- 1.3.9 Advanced Education
- 1.3.10 Regenerative Aura
- 1.3.11 Aura Shell
- 1.3.12 Power Surge
- 1.3.13 Master of My Trade
- 2 Fields of Specialization
With a grunt of excitement and fury, the human swings the blade of his weapon through the body of a dark creature of Grimm, and in the same motion raising it into a crossbow-like form to shoot at the hordes still approaching the otherwise defenseless village in his protection.
With little effort, the tabaxi raises a field of aura, deflecting each incoming projectile with grace and precision, continuing her escape with hardly a care of the chasing guards.
After a tireless night, the dragonborn shouts in glee as she beholds her new creation in its final form - a chainsaw that doubles as a lance with attached crossbow.
Huntsmen and huntresses are skilled fighters trained to use their mind and soul as much as their body to combat the force of darkness. They protect themselves with their own life force, extending from them as an aura of power and protection. Their minds are learned in engineer and tactics, and each wields a unique multi-form weapon of their own design and make.
Huntsmen typically learn their craft from an academy or from another huntsman. After they have completed their training, they are often sent out into the wilderness to hunt monsters. The hunting of monsters by huntsmen and the protection they provide to cities has lead to countless stories of how huntsmen have bravely protected civilization. These stories and many other things inspires people to become huntsmen from all walks of life. These huntsmen have also been known to wield transforming weapons that have increasingly become more and more advanced throughout the ages.
Creating a Huntsman/Huntress
How did you become a huntsman? Were you taught the ways or the huntsman, did you inherit a specialized weapon from someone close to you, or did you create your own weapon? Why did you choose to become a huntsman? Do you want revenge, did you follow in someone's footsteps, do you want power, do you want to protect something, or is it something else?
- Quick Build
You can make a huntsman/huntress quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the sage background.
As a Huntsman you gain the following class features.
- Hit Points
Tools: Smith's tools, any artisan tools of your choice
Saving Throws: Dexterity, Intelligence
Skills: Pick two from Acrobatics, Athletics, History, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two melee martial weapons or (b) 1 melee martial weapon and a shield
- (a) a hand crossbow with 20 pieces of ammunition or (b) one simple weapon
- (a) scale mail or (b) studded leather
- (a) explorer's pack or (b) scholar's pack
- If you are using starting wealth, you have 5d4 x10 in funds.
|1st||+2||2||Aura Points, Specialized Weapon|
|2nd||+2||3||Aura Sight, Fighting Style|
|3rd||+2||4||Field of Specialization|
|4th||+2||5||Ability Score Improvement|
|7th||+3||8||Field of Specialization feature|
|8th||+3||9||Ability Score Improvement|
|10th||+4||11||Aura Shell, Specialized Weapon Improvement|
|11th||+4||12||Field of Specialization feature|
|12th||+4||13||Ability Score Improvement|
|14th||+5||15||Extra Attack (2)|
|15th||+5||16||Field of Specialization feature|
|16th||+5||17||Ability Score Improvement|
|17th||+6||18||Specialized Weapon Improvement|
|18th||+6||19||Field of Specialization feature|
|19th||+6||20||Ability Score Improvement|
|20th||+6||20||Master of My Trade|
At 1st level, your soul produces a natural protective aura the defends you from harm and powers your huntsman abilities. You gain 2 aura points at 1st level and gain more each level according to Aura Points column in Table: The Huntsman. During a short rest, you recover a number of spent Aura Points equal to your Constitution modifier (minimum 1). You recover all spent aura points upon completing a long rest. You start knowing two such features: Protective Aura and Force Field. You gain more features as you gain more levels of huntsman.
As a reaction, when you are hit by an attack, you may spend up to 2 aura points to increase your AC by the amount spent until the start of your next turn. You regain use of this feature after you finish a short or long rest.
As a reaction to taking fire, lightning, or cold damage, you may spend 1 aura point to gain resistance to fire, lightning, or cold damage until the start of your next turn.
When you become a huntsman at 1st level, you may craft a specialized weapon, unique to your own construction. You may select up to two weapons in your possession to base the design on and build with; the specialized weapon will take on the properties of each, including magical properties. The original weapons are destroyed in the process of creating the specialized weapon. The specialized weapon has multiple forms that can be changed as a bonus action: one easily transportable "sheathed" form and up to two weapon forms that each take on the properties of one of the component weapons. If any component of the specialized weapon has the Heavy property, the specialized weapon has the Heavy property in all its forms and cannot have the Thrown and Finesse properties. Because of the uniqueness of the weapon, no one besides the creator may add their proficiency bonus to the specialized weapon on attack rolls.
Using smith or tinker tools, you may spend a day and an amount of gold equal to half the original price of the weapon to make modifications to the specialized weapon. Once you make a modification, you cannot make another until you gain another level of huntsman. When you make a modification, you may choose one of the following effects:
- add or remove a weapon property from one form of the specialized weapon, excluding the Special weapon property
- change the damage type of one form of the specialized weapon between slashing, piercing, and bludgeoning
- if a form of the specialized weapon has the ammunition property, you may craft 20 pieces special ammunition that deal your choice of slashing, piercing, bludgeoning, fire, cold, poison, or lightning damage
Upon reaching 10 levels of huntsman, you may make new modifications to your specialized weapon:
- you may replace one form of the specialized weapon with another weapon in your possession. This weapon is destroyed upon modification and you do not regain the weapon used to make the replaced form
- you may now change the damage type to your choice of piercing, bludgeoning, slashing, fire, cold, poison, or lightning damage
- if you have magical talent, you may enchant your specialized weapon, making it magical and giving a +1 bonus to attack and damage rolls (max 3)
Upon reaching 17th level, you may make new modifications to your specialized weapon. In addition, the restriction on having a specialized weapon with both the heavy and finesse/thrown properties is lifted:
- increase the damage dice of a form of your specialized weapon, from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12, 1d12 to 2d8
- craft special ammunition or change the damage type of one form of your specialized weapon to any damage type
- add an addition weapon form to your specialized weapon, up to three weapon forms
- enchant the weapon permanently to be able to store 6 spell slots worth of spells. The spell must be cast into the weapon upon modification, and when released as a action, it retains all the qualities it had upon casting, such as DC and spell level. Casting a spell out of the weapon via this modification expends no spell slots, but requires attunement.
If the specialized weapon is lost or destroyed, you can rebuild it by spending a week of work and gold equal to the original cost of all weapons and components used to make and modify the original.
Clever players and tinkerous characters may come up with more bizarre machinations than listed here that they may wish to modify their weapon with. DMs should consider any such modifications with care, and make more unorthodox modifications more difficult to achieve. If desired a DM may have the character make an Intelligence check to design the modification and/or a Dexterity check to craft it, with a DC based on the unorthodoxy and complexity of the modification, or may require specific materials not available for normal purchase. Generally, these unorthodox modifications should provide no direct combat advantage,(such as a snack compartment, or parts that glow in darkness) or at least not more than modifications available for a given level. Non-weapon items may be used as modifications, giving the specialized weapon a new form, not limited by the number of weapon forms available. These items are destroyed upon modification.
At 2nd level, you are able to detect the aura - the life force - of nearby creatures. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any plant, beast, fey, humanoid, giant, or dragon type creature within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).
You can use this feature a number of times equal to 1 + your Constitution modifier (minimum 1). When you finish a long rest, you regain all expended uses.
At 2nd 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.
Close-Range: You get a +1 bonus to attack rolls you make with ranged weapons and no longer have disadvantage when you attack with a ranged weapon within 5 feet of a hostile creature.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: 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.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Field of Specialization
At 3rd level, you choose an Field of Specialization that you strive to emulate in your combat styles and techniques, such as the Field of the Bruiser, the Field of Shadow, the Field of Speed, the Field of Glyphs, or the Field of the Guardian. The archetype you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.
Ability Score Increase
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 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 14th level in this class.
Your long time in the academy has engorged your mind with all forms of knowledge and taught you how to effectively absorb new information (likely from long nights of cramming for tests). At 6th level, instead of taking a long rest, you may spend your time to study a specific tome or work on your weapon for the same amount of time (usually 8 hours). You may still recover hit points, hit dice, abilities, aura points, and spell slots, but you gain a point of exhaustion. If you have a specific tome to study, you can read it in half the normal time needed. In addition, until you complete another short or long rest, you may spend an aura point to gain advantage on any Intelligence based skill check, ignoring any Disadvantages placed upon you by your Exhaustion Points.
At 9th level, you may draw upon the your own life force to heal wounds. As an action, you can spend up to your Constitution modifier (minimum 1) hit dice to heal yourself if you have no more than half of your hit points left. Roll the dice, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You regain use of this ability after you complete a long rest.
At 10th level, by flaring your aura, you can protect your body from harm. As a bonus action, you may spend 1 aura point to give yourself resistance to slashing, piercing and bludgeoning damage for 1 minute. You must spend an additional Aura point every time you take damage of those types during that minute. If you cannot spend an aura point when you take damage, this effect ends. You may use an action or a bonus action to end this effect.
At 13th level, you can use your Aura to super charge yourself.
- Spend 3 Aura points as an action: recover from any condition imposed on you or remove a level of exhaustion (Note: this does not let you recover from the incapacitated condition, or a condition that makes you incapacitated, as you cannot use your action to activate this effect)
- Spend 2 Aura points as a bonus action: Add your Constitution modifier (minimum 1) to your damage rolls until the end of your turn
Master of My Trade
At 20th level, when you roll for initiative and have no aura points remaining, you regain 4 aura points.
Fields of Specialization
Field of the Bruiser
All of your training has honed you into something powerful. A wall of pure muscle that can withstand nearly any attack, and dish it back ten-fold.
- Fist of Fury
At 3rd level, your unarmed attacks deal 1d6 bludgeoning damage at 3rd level, 1d8 bludgeoning damage at 10th level, and 1d10 bludgeoning damage at 17th level. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You may now make a new modification to your specialized weapon, giving it the "gauntlet" property. While wielding a weapon with the gauntlet property, you are still treated as being unarmed, and you cannot be disarmed of your specialized weapon. You choose whether an attack uses the weapon's damage or unarmed damage.
- Bruiser Endurance
At 7th level, when you would be reduced to zero hit points, you may make a Constitution saving throw with a DC equal to the damage dealt or 10, whichever is higher. If you succeed, you are reduced to 1 hit point instead.
- Take a Beating
At 11th level, you have proficiency in Constitution saving throws and when you use your Aura Shell feature, you gain resistance to another type of damage of your choice while using Aura Shell.
- Damage Siphon
At 15th level, whenever you spend an aura point for taking damage with the Aura Shell ability, you may add +1d6 to your next damage roll for every aura point spent, of the damage type you chose resistance to.
- Burst of Rage
At 18th level, you may flair your Aura in a damaging burst, returning all the damage that had been dealt to you. When you are below half your maximum hit points and successfully land an unarmed attack, you may expend a number of hit dice up to your Constitution modifier. You may add 1d10 bludgeoning damage per hit dice expended to the damage roll of the attack. This damage is not multiplied if you score a critical hit. You regain use of this feature after you finish a short or long rest.
Field of Shadow
Huntsmen with unique skills and abilities that are usually tied to their race or personality.
At 3rd level, you can now leave shadow fragments of yourself scattered around. At the start of your turn, as a bonus action you may create a shadow replica within five feet of yourself. This replica does not move from its space, and lasts until the start of your next turn. The replica is a perfect visual facsimile, and a creature must make a successful DC 8 + your proficiency bonus + your Intelligence modifier Wisdom (Perception) check to determine which is the replica. When a creature moves within 5 feet of the shadow replica or attacks it, you may use a reaction to have the replica make an attack, using a melee weapon you are wielding. The illusion fades if it takes any damage.
At 7th level, you may spend 1 aura point to teleport from a place that is currently in darkness to another place in darkness within 60 feet of you as a bonus action.
- Shadow Evasion
At 11th level, you learn to use you shadow clones to avoid attacks. You may spend 2 aura points to cast blur spell on yourself as an action, as a multitude of shadow clones occupy your space, leaving attackers unable to determine the true target. Intelligence is your spellcasting modifier for this spell.
- Consuming Shadows
At 15th level, as a bonus action, you may spend 1 aura point to attempt to blind a creature within 30 feet of you. On a failed DC 8 + your proficiency bonus + your Intelligence modifier Constitution saving throw, the creature becomes blinded for 1 minute. The creature may remake this saving throw at the end of every one of its turns.
At 18th level, you may spend 2 aura points when you hit with an melee attack to empower your strike as a bonus action. On a failed a DC 8 + your proficiency bonus + your Intelligence modifier Constitution saving throw, the creature loses all their damage resistances and has their damage immunities changed into resistances until the start of your next turn.
Field of Speed
Like a bolt of lightning, your power is speed. You move so quickly that your movements are imperceptible to the naked eye.
- Unmatched Speed
At 3rd level, your aura allows you to move swiftly and act quickly. You can spend an aura point to take a bonus action on each of your turns, which can only be used to take the Dash or the Disengage action. You can only use this feature if you are not wearing medium or heavy armor.
- Dash Attack
At 7th level, you may spend 1 aura point to move 15 feet in a single direction as a bonus action. If you attack a creature before moving again, you deal an additional 1d6 damage on your next attack.
- Short Dash
At 11th level, when you hit with a weapon attack, you may move 5 feet in any direction. Also, when damage is dealt to you, you may spend an aura point to use your reaction to move 30 feet in any direction, while not provoking opportunity attacks. As a part of this reaction, you may drag one willing creature along with you. The distance you can move as part of this reaction is increased to 45 feet at 20th level. Neither of these options expend your normal movement speed.
You also gain the ability to move along vertical surfaces and across liquids on your turn without falling. If however you do not end your turn on a solid surface, you will begin to fall at the start of your next turn.
- Weapon Momentum
At 15th level, you learn to use your speed to utilize even the most cumbersome of weapons. You may use weapons with the two-handed property in one hand at disadvantage. When you wield a weapon with the versatile property in one hand, you may spend an aura point to treat it as being used two-handed for damage purposes, for one minute. If you are size small, you no longer have disadvantage for using heavy weapons.
Additionally, the limitation on your specialized weapon not being able to have the finesse and heavy properties is lifted, allowing you to modify your weapon to be both heavy and finesse.
- Flawless Stance
At 18th level, you become extremely hard to hit due to your uncanny stance. When a creature you can see or hear attacks you, you can use your reaction to make attacks from that creature roll with disadvantage when attacking you. If the creature misses an attack against you, in the same reaction you can counter attack, making one melee attack against that creature. You can use this feature a number of times equal to your Dexterity modifier(minimum 1) and regain uses of this feature when you finish a long rest.
Field of Glyphs
Using the power of your soul, you are able to create magical glyphs, aiding in maneuverability and versatility.
- Airstep Glyph
At 3rd level, you can generate solid glyphs usable as platforms. As a bonus action, you may spend any number of aura points to conjure that many glyphs, anywhere within 60 feet. The glyphs are solid disks, five feet across, and can support weight up to your Intelligence modifier (minimum 1) x100lbs each and have a duration of 1 minute. Their form is usually of symbolic significance. Once glyphs are placed, they remain stationary until dismissed or the duration ends. As a bonus action, you can dismiss any number of glyph, and reform the same number of glyphs elsewhere, but this does not increase the duration of the glyphs.
At 10th level, your airstep glyphs produce their own gravity. While a creature or object is on an airstep glyph, they are held to the surface as if gravity was directed into the glyph.
- Glyph of Capture
At 7th level, you may attempt to use your glyphs to bind a creature in place that is within 60 feet of you. As an action, you may spend an aura point to form glyphs around a target's lower limbs. The target may attempt a DC 8 + your proficiency bonus + your Intelligence modifier Dexterity saving throw to not have their movement speed reduced to 0. The glyphs take concentration to maintain, and can last a maximum of 1 minute. Once immobilized by this effect, the creature may spend an action to attempt a DC 8 + your proficiency bonus + your Intelligence modifier Strength saving throw to escape. Once a creature is immobilized, you may spend an aura point as an action to restrain them as well. You regain use of this feature after you finish a short or long rest.
- Glyph of Speed
At 11th level, you can use your glyphs to affect the timescale of those within them. You may expend 3 aura points to cast the haste spell without material components once using this feature and regain the ability to do so after you finish a long rest. Your spellcasting modifier is Intelligence for this spell, and this glyph takes concentration to maintain.
- Shield Glyph
At 15th level, you can use your glyphs to protect you and others from the most treacherous of harms. As a reaction, you may spend 4 aura points to generate a protective shell of your Aura around you and any creatures within a 10 foot sphere of you. An unwilling creature may make a DC 8 + your proficiency bonus + your Intelligence modifier Strength saving throw to avoid becoming trapped inside. Any creatures within the glyph are paralyzed while the shell is in effect. While the glyph is in effect, any damage that a creature inside would take is taken by the glyph, except psychic damage. The glyph has hit points equal to your Intelligence score x 10, and an AC of 5. The glyph is immune to poison and psychic damage, resists non-magical bludgeoning, piercing and slashing damage, and is vulnerable to radiant, necrotic, and force. When the glyph is destroyed, any excess damage is transferred to the caster, and all creatures are no longer paralyzed. While paralyzed, you may use an action to end this effect.
- Glyph of Summoning
At 18th level, you gain the ability to conjure reconstructions of defeated foes. As an action, you may conjure a magical reconstruction of any creature you have personally defeated in the past for 8 aura points. The creature's CR must not exceed half your level rounded down. The creature uses its normal stat block, but its type changes to construct, it cannot cast spells, and its Intelligence, Charisma, and Wisdom scores are reduced to 2. You have complete control over the conjured creature, willing it to take actions. The conjured creature acts on its own initiative count. The construct lasts for one minute or until its hit points are reduced to zero. You regain use of this feature after you finish a short or long rest.
Field of the Guardian
You have a much larger Aura than most. Using the power of you Aura, you are able to amplify your own and others abilities.
- Aura Defense
At 3rd level, your can amplify your own Aura even further or give an ally a part of your Aura. Your Protective Aura feature now increases your AC by 2 for each aura point spent, up to a maximum of 4, and you can now use this reaction on a friendly creature within 5 feet of you. In addition if a friendly creature within 5 feet of you is attacked or takes lightning, fire or, cold damage, you may use your reaction to give that creature the benefit of your Force Field feature.
- Aura Regeneration
At 7th level, your soul can touch another's and heal it. As an action, you can touch a creature (including yourself) and spend an number of aura points up to half your Huntsman level. That creature recovers 1d8 + your Constitution modifier Hit Points per aura point spent.
- Aura Amplification
At 11th level, you may spend 3 aura point to give yourself or an ally a burst of energy. As a bonus action, select a creature within 30 feet; that creature has advantage on attack rolls and saving throws until the start of your next turn.
- Impenetrable Aura
At 15th level, when you complete a long rest, you gain an amount of temporary hit points equal to your maximum amount of Aura Points. You also gain half that amount when you complete a short rest. While you have these temporary hit points, you also become resistant to psychic damage and your choice of fire, cold or lightning damage, but you must choose which damage type you are resistant to at the end of every long rest.
- Aura Guardian
At 18th level, you have become the guardian of your team. When you finish a long rest, you may spend 2 Aura points per creature to give up to 6 allied creatures the temporary hit points and damage resistances you gain through your Impenetrable Aura feature.
Field of the Elemental
Most others fear the elements, of the fire dancing on their skin or the lightning striking their heart. Not you, however; you enjoy it. You can take it, and charge yourself up all the while.
- Nerves of Stone
At 3rd level, after a long rest you can choose a damage type besides bludgeoning, piercing, slashing, or psychic damage. You gain resistance to that chosen element.
Additionally, you become resistant to conditions associated with that element. When you would make a saving throw to avoid or remove a condition connected to the element you resist (see table below), you have advantage on the saving throw.
- 1 Radiant = blinded
- 2 Thunder = deafened
- 3 Necrotic = frightened
- 4 Lightning = paralyzed
- 5 Cold = petrified
- 6 Poison = poisoned
- 7 Fire = frightened
- 8 Acid = poisoned
- 9 Force = restrained
- Return to Sender
At 7th level, you can absorb some of the elemental damage dealt to you and send it back. If you take damage of the type you choose for your Nerves of Stone feature, you can use your reaction to reflect it towards the enemy dealing 1d4 damage of that damage type to a creature within 5 feet. You can spend Aura Points to add +1d4 damage per aura point spent
The damage dice increases to 1d6 at 11th level, 1d8 at 15th level, and 1d10 at 19th level.
- Elemental Amplification
At 11th level, while you are affected by a condition associated with the damage type you chose for Nerves of Stone, then you can spend an Aura Point to remove that condition. In addition, when you use Return to Sender, you can choose to not deal the damage immediately. Instead you deal the damage the next time you would land an attack.
- Elemental Warlord
At 15th level, you know that the elements can call your body home. When you use Elemental Amplification to remove a condition, or you activate Return to sender, you can spend aura points to choose one of the following affects:
- Spend 1 Aura points: increase your Strength score by 2 for 1 minute
- Spend 2 aura points: your next attack deals an extra 1d8 damage of the type you choose for Nerves of Stone
- Spend 3 aura points: the range on Return to Sender becomes 20 feet
You can do this a number of times equal to your Wisdom modifier. You regain all uses of this ability after a short or long rest.
- Retribution Calls
At 18th level you have mastered the elements to the fullest capacity. You can now choose 3 damage types to become resistant to via your Nerves of Stone feature, and have advantage on saving throws to all their connected conditions.
Field of Magnets
The Field of Magnets is a very rare field of specialization focused on having complete control over magnets and metal.
- Polarity Field
You have an invisible 15 ft. sphere of polarity around you, which can control metal objects. If there is a tiny metal object within your Polarity Field, you can use you action to spend 1 Aura Point to move it up to 15 feet as long as the object is not being held or worn by a creature. If it is, you must spend two additional Aura Points to attempt to remove it from their possession. They must make a DC equal to 8 + proficiency + your Intelligence modifier Strength saving throw, relinquishing the object on a failure if they are holding the item. If the item is being worn, you may drag them along the ground the same distance on a failed save.
Note that certain magical items will have a bonus to their saves against this effect, depending on the rarity of said item.
- common = +1 to the saving throw
- uncommon = +2 . . .
- Rare = +3 . . .
- Very Rare = +4 . . .
- Legendary = +5 . . .
- Artifacts = +10 . . .
At level 11, this radius increases to 30 ft. Additionally, the size category you can manipulate increases; you can move small objects for 1 Aura Point, and you can manipulate tiny sized metal objects without spending an Aura point.
At level 18, you increase the size category again and can move medium sized metallic objects for 1 Aura Point, and you can manipulate both tiny and small sized objects without needing to spend an Aura Point.
- Magnetic Prowess
At level 7, you can spend aura points to do any of the following, as long as the objects in question are inside your Polarity Field:
- As an action, you can spend 2 aura points damage an object or construct made out of metal. It must succeed a DC 8 + your proficiency bonus + your Intelligence modifer Constitution saving throw or take 4d6 + your Intelligence modifier force damage. The damage increase by 1d6 for each extra aura point you spend.
- As a bonus action, you can spend 1 aura point to make your next attack roll with a metal weapon with advantage.
- Improvised Sentinel
At level 11, your control over metal has sharpened for precision. While touching a section of metal you can spend 5 aura points as an action so you can meld with it and force the metal to mold itself around you. By doing so, you gain armor similar to Full Plate without movement penalties or strength requirements, and your AC becomes 20. The portion of metal required must be large enough to act as full cover when standing behind it and be non-magical in nature
This armor also gives a number of temporary hit points, equal to your level + your Intelligence modifier. Once the temporary hit points are depleted, the armor falls off of you as scrap metal, and your AC returns to normal.
This armor lasts an hour, or until you dismiss it as a bonus action.
- Magnetic Amplification
At level 15, you can spend aura points to do any of the following, as long as the objects in question are inside your Polarity Field:
- As a reaction, you can spend 2 aura points to make an enemy making an attack roll using a metal weapon do so with disadvantage.
- As an action, you can spend 4 aura points to take control of a large metal object or smaller that is not being held or worn and throw it. If you are throwing it at someone, make a ranged attack roll, using your Intelligence modifier. You are considered proficient with this attack, and you attack with advantage if the object is large. On a hit, the target takes 10d10 bludgeoning damage if the object was large, 7d10 damage if the object was medium, or 5d10 damage if the object was small or smaller. If the object is naturally a weapon, it deals its normal damage in addition to the damage from the throw.
- Piercing Blow
At level 18, you can spend 4 aura points to attempt to break a metal weapon, armor, or shield. The holder of the item must make a Strength saving throw equal to 8 + Your Proficiency Bonus + Intelligence modifier. On a failed attempt, one of the following effects ensues
- If the target of the attack was a weapon, the weapon shatters, dealing 2d6 Force damage to the wielder and rendering the weapon unusable.
- If the target is a shield, it fragments into pieces on the ground and the target takes 2d6 Force damage
- If the target is a piece of worn metal armor, it is forcibly ripped open, dealing 2d6 Force damage to the person wearing it. The enemy must "doff" their armor as their AC while wearing this becomes 8 + their Dexterity modifier.
On a successful save, the target takes half damage and no other effects.
Additionally, if the target weapon, armor, or shield is considered magical, then the person holding/wearing it has a bonus to the saving throw equal to how rare the targeted item is. See above for the saving throws
Field of Zen
The Field of Zen is for warriors who know how to keep their emotions in check and controlling to accomplish physical, mental, and social feats.
- Master of Expression
At 7th level, you can spend 1 aura points as an action to become immune to being charmed and frightened for 1 minute. You can spend an additional 3 aura point to do the same for any number of creatures you can see within 30 feet of you.
- Hide from foes
At 11th level, you can spend 4 aura points as an action to become invisible to Aberrations, Dragons, Elementals, Fey, Giants, Monstrosities and Undead for one minute. You can then spend additional aura points as a bonus action to do the same thing to any number of creatures you can see within 30 feet of you, spending 2 aura point per creature
At 15th level, You gain proficiency in Stealth checks. If you already have proficiency, it is doubled.
You may also spend aura points to use any of the following features:
- When you make a successful attack, you can spend 3 aura points to force the creature to make a Constitution Saving throw against a DC 8 + your proficiency + your Wisdom modifier. On a fail, they are paralyzed until the end of your next turn. You can spend extra aura points to increase the duration by one round per extra aura point spent, up to 3 extra rounds.
- As a reaction, you can spend 2 aura points to impose disadvantage on an attack against you or a creature you can see within 30 feet.
- Master of Emotions
At 18th level, you have complete control over your emotions. You gain advantage on all Intelligence, Wisdom, and Charisma saving throws. As an action, you may spend 2 aura points to give any number of creatures within 30 feet advantage on Intelligence, Wisdom, and Charisma saving throws. for 1 hour.
Proficiencies. When you multiclass into the huntsman class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, and martial weapons.