Hyrule: Hunter (5e Class)

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Campaign Setting: Hyrule
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Akkala
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History of the Light World as known by Hyruleans
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Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Rare: lanayru desert robots, cobbles, kikwis, maiamai, minish, mogma, weapon spirits.
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: shaman, shifter, slayer, trickster, mercenary, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe
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Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

This class is intended to replace ranger, druid, and blood hunter in the Hyrule campaign setting. It can nonetheless be used in a traditional setting without changes.

Hyrulean Hunter[edit]

A Hyrulean Hunter, or just "Hunter" for those in Hyrule, is a warrior who does not concern themselves with affairs of the cities, leaving the fighters and opportunists to those troubles. Instead, Hunters seek out their combat in the wilds, hunting monsters and bandits where they least expect it. Many hunters are of a druidic nature, seeking the wild side of hunting, but not all. Some take a more professional approach to their hunts, using tact and unorthodox fighting style to trap the monsters they hunt, while others simply enjoy the solitude on nature and the freedom it provides.

Creating a Hyrulean Hunter[edit]

Breath_of_the_Wild_Artwork_Link_%28Official_Artwork%29.png
Source
Quick Build

You can make a hunter quickly by following these suggestions.

  1. Wisdom should be your highest ability score. Your second-highest ability score should be Strength or Dexterity.
  2. If you are a shaman, prioritize Wisdom and Constitution.
  3. If you are a shifter, prioritize Wisdom and Strength.
  4. If you are a slayer, prioritize Dexterity or Strength. Intelligence should be your next highest stat.
  5. If you are a trickster, prioritize Charisma. Dexterity should be your second highest stat.
  6. If you are a mercenary, any stat can be prioritized, but go for Strength or Dexterity.
  7. If you are a sylvan, prioritize Wisdom and Charisma.
  8. For your fighting style, choose Wild Spellsword.
  9. For your Favoured Foe, choose Fiends or Beasts.

Class Features

As a Hyrulean Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: You are proficient in your choice of three skills in the following list: Acrobatics, Animal Handling, Athletics, Investigation, Insight, Nature, Stealth, and Survival.

If your Intelligence score is or becomes at least 11, you gain proficiency in one more of the listed skills, for a total of four.
If your Intelligence score is or becomes at least 15, you gain proficiency in one more of the listed skills, for a total of five.
If your Intelligence score is or becomes at least 19, you gain proficiency in one more of the listed skills, for a total of six.

In place of gaining proficiency in a skill, you can instead gain proficiency in any one tool or vehicle of your choice.

Equipment

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

Table: The Hyrulean Hunter

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Stamina Meter, Wild Wanderer, Favoured Foe Con mod
2nd +2 Fighting Style, Style Sync, Hunter Subclass feature +2
3rd +2 Hunter Subclass feature, Hunter Subclass feature +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement, Hunter Subclass feature +10
7th +3 Hunter Subclass feature +12
8th +3 Ability Score Improvement +14
9th +4 Additional Fighting Style +16
10th +4 Hunter's Hiding Place +18
11th +4 Hunter Subclass feature +20
12th +4 Ability Score Improvement +22
13th +5 +24
14th +5 Hunter Subclass feature +26
15th +5 Wild Wariness +28
16th +5 Ability Score Improvement +30
17th +6 Hunter Subclass feature +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Hunter Subclass feature +38

Stamina Meter[edit]

At 1st level, you gain a number of stamina points equal to your Constitution modifier (minimum 0). If your Constitution modifier later increases, so does your number of stamina points. You can expend your stamina points to execute a called shot, or empower other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

At 2nd level and every level you gain in this class, you gain an additional 2 stamina points.

Called Shot

Whenever you make a weapon attack, but before you make the attack roll, you can expend 2 stamina points to make it a called shot. If the weapon attack hits, it inflicts the maximum amount of damage for its damage dice. (For example, a weapon die of 1d8 would inflict 8 damage without rolling.) Extra damage dice for critical hits, magic weapons, or class features are also maximized.

Your DM may allow alternate effects for a called shot.

Wild Wanderer[edit]

At 1st level, you have spend a great deal of time in the wilds, and can use this knowledge accordingly. While in a natural setting (As decided by your DM), this grants you the following benefits:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • You may dash as a bonus action.

In addition, you are able to speak in Wildspeak, a language devised by hunters for effective exclusive communication. Regardless of a creature's feature, no other creature can understand this language unless through magical means unless they are a hunter.

Favoured Foe[edit]

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy. This can be a creature type or members of a specific race (Such as Twili, Lizalfos or Zora), a type of creature such as Beasts, Aberrations or Dragons, or even a specific class, such as Scions, Sages or even other Hunters. You gain a +1 bonus to attack and damage rolls with weapon attacks against creatures of the chosen type, you have advantage on Survival checks to track your favoured enemies, as well as on Intelligence checks to recall information about them. In addition, you have advantage on saving throws against the spells and abilities used by them.

The bonus to attack and damage rolls increases to +2 at 5th level and +3 at 9th level.

Certain Hunter features require a saving throw. The DC is calculated as follows:

  • Shaman/Sylvan/Shifter = 8 + Wisdom + proficiency bonus
  • Trickster = 8 + Charisma + proficiency bonus

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. You gain an additional fighting style at 9th level. Choose one of the following options.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Dual-Wielding: You can engage in two-weapon fighting without penalty to your attack rolls, even when the one-handed weapons you are wielding aren't light.
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.
Exploration: You gain a climb speed and a swim speed equal to your base walking speed. You gain proficiency in one skill of your choice from Investigation, Nature, Perception, Stealth, and Survival.
Improvised Fighting: You are talented with turning anything into a weapon, and use this talent to surprise your foes with underhanded tactics. If you acquire and use a new improvised weapon in the same turn, you gain a +2 bonus to attack rolls with that weapon until the start of your next turn.
Opportunity Attacking: You excel at finding openings in your foes' guard. As a bonus action, you can enter a reactive stance that lasts until the start of your next turn. While in your reactive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Reactive Defense: When an enemy you can see makes a melee or melee spell attack against you, you may spend one stamina point and add half your proficiency bonus rounded down to your AC for that attack. You must be wielding a weapon or a shield that does not have the light or finesse properties.
Wild Spellsword: You can tap into natural magics much like a Forest Sage. You learn two cantrips from the forest sage spell list. Wisdom is your spellcasting modifier for these spells. You may change your chosen cantrips upon a long rest or level up.
Thrown Weapon Fighting: You gain a +2 to attack and damage rolls with throwing weapons.

Hunter Subclass[edit]

At 2nd level, you choose a subclass that you strive to emulate in your combat styles and techniques. The subclass you choose grants you features at 2nd level and again at 3rd, 6th, 7th, 11th, 14th, 17th, and 20th level.

Each subclass is summarized immediately below and covered in more detail later on this page.

  • A shaman specializes in wild magics, and can manipulate natural elements to their benefit.
  • A shifter is a hunter who truly embodies the wild, using magics to become different creatures.
  • A slayer hunts the monsters in the wilds, using their prey's powers to bolster their own.
  • A trickster uses tricks and traps to confuse and confound their prey.
  • A mercenary utilizes a multitude of fighting styles and unique abilities to defeat their enemies.
  • A sylvan partners with fairies and uses their magic to aid their allies and themselves.

Style Sync[edit]

At 2nd level, the subclass you have chosen can augment your fighting style in unique ways. The fighting style you have chosen is altered by your subclass. Only fighting styles gained through this class can be altered in this way. If a fighting style is not listed, no change occurs. You may choose to ignore this change.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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.

If your campaign is using the feats optional rule, you can replace this feature with a feat for which you qualify.

Nature's Guide[edit]

At 5th level, a spirit of nature has been charged with becoming your guide. You may cast find familiar as a ritual without material components, with the spirit taking the form of a fairy of navigation or a fairy of life. These fairies' creature type is Fey, they cannot cast spells through you and they cannot be dismissed forever. You can choose which fairy you summon. Both fairies are distinct entities, with their own personality and characteristics.

Extra Attack[edit]

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

Hunter's Hiding Place[edit]

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Twin Guides[edit]

At 10th level, your attunement with your guides becomes even more potent. You may spend two hours casting find familiar to summon both your familiars at once.

Wild Wariness[edit]

At 15th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Hunter's Hatred[edit]

At 18th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Intelligence, Wisdom or Charisma modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. You may only choose the added ability modifier once.

Shaman[edit]

In many tribal communities, there is one who can use natural magics for the tribe's benefit. You are one such individual, not so much bending magic to your will but working with the magics of the world to benefit yourself and those around you. Though you are certainly able to use your martial and hunting skills quite effectively, they often take a backseat to your duties as a protector. Not all Shamans are part of a tribe, but all shamans deal in the affairs of others, whether for better or for worse.

Renado.png
Though not always magical in nature, a Shaman is often the one guiding a community.
Source

Table: The Shaman

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Con mod
2nd +2 Fighting Style, Ancient Totem, Style Sync: Shaman +2
3rd +2 Hunter Subclass feature, Natural Recovery +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement, Friend or Foe +10
7th +3 Nomadic Sanctuary +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Hunter's Hiding Place +18
11th +4 Ancient Reliquary +20
12th +4 Ability Score Improvement +22
13th +5 +24
14th +5 Guardian Aura, Star Walker +26
15th +5 Wild Wariness +28
16th +5 Ability Score Improvement +30
17th +6 Walk Free +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Guardian Totem +38

Ancient Totem[edit]

Starting at 2nd level as a bonus action, you can draw from the spirits of nature to bolster yourself and your allies in a 30 ft. radius centered on you. While this feature is active, magical see-through features of the spirit you summon appear on your person. This effect dissipates after 1 minute (10 rounds of combat). You must take a short rest before you can use this feature again.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

  • Bulbo's Might: The spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your shaman level. In addition, you and your allies gain advantage on Athletics checks and Strength saving throws while in the aura.
  • Wolfos' Sight: The spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Perception checks while in the aura.
  • Fairy's Plight: The spirit lends its protection to those nearby. You and your allies gain advantage on all saving throws made in the spirit’s aura. In addition, if an ally casts a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your shaman level.

Style Sync: Shaman[edit]

At 2nd level, Your chosen fighting style changes to better fit your role. Your fighting style changes in the following ways:

  • Improvised Fighter > Natural Fighter: If your improvised weapon if of natural origin (Such as a stick or a rock, magical or not), you do not need to change weapons each round to gain the +2 bonus. You must change the weapon at the beginning of a new combat encounter to keep this benefit, however.
  • Reactive Defense > Reactive Protection: Instead of protecting yourself, you may use your reactive defense (Spending the necessary stamina points) to protect an ally, adding half your proficiency rounded down to their AC. You cannot protect yourself with this technique.
  • Wild Spellsword > Druidic Spellsword: In addition to your chosen cantrips, you gain 5 1st level spells from the Forest Sage Spell List, using stamina points as magic points. As you gain levels in this subclass, you may increase your learned spell's levels as if you were a Forest Sage (2nd spell level max at 3rd level, 3rd spell level max at 5th level, etc.). You may change your chosen spells on a long rest or a level up, but the number of spells gained from this feature can never be more or less than 5. Your casting modifier is Wisdom.

Natural Recovery[edit]

Starting at 3rd level, you can regain some of the magic points of you and your allies by sitting in meditation and communing with nature. During a short rest, your allies regain a number of magic, stamina and hit points equal to your Wisdom modifier + your shaman level. You cannot take actions while in this meditation, and you have disadvantage on ability checks and saving throws while meditating.

Friend or Foe[edit]

At 6th level, you have learned to levy with your enemies. You gain advantage on all Persuasion, Intimidation and Deception checks against your Favoured Foe.

Nomadic Sanctuary[edit]

At 7th level, you are able to provide relief to communities around you, even when you are far from home. During a short or long rest, you can invoke the natural forces around you to safeguard the areas around you. At the start of the when you meditate an invisible, 30-foot-radius safe space appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Stealth and Perception checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it. In addition, the party gains one extra hit die to spend on health. This hit die lasts for a number of minutes equal to your Wisdom modifier.

The sphere vanishes at the end of the rest or when you stop meditating.

Ancient Reliquary[edit]

At 11th level, the spirits you summon are more resilient than normal. Your Ancient Totem's radius increases to 60 ft.

In addition, each spirit gains an additional effect:

  • Bulbo's Might: While inside the radius, your ally's melee attacks are considered magical for the purpose of overcoming resistance.
  • Wolfos' Sight: While your allies are inside the radius, they are able to see invisible creatures and can pinpoint their location with ease.
  • Fairy's Plight: While inside the radius, your allies gain 2 extra hit points for every Hit Die they have.

Guardian Aura[edit]

Beginning at 14th level, the spirits you summon have become practiced in safeguarding your allies. When a friendly creature ends their turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your shaman level. You do not gain this benefit.

In addition, the creature has advantage on all skill checks involving their highest ability score.

Star Walker[edit]

At 14th level, while meditating, you can cast one of the following spells: dream, scrying, or teleportation circle. Teleportation Circle can only be used to transport to a place where you have previously meditated.

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

Walk Free[edit]

At 17th level, you are able to rouse or pacify the spirits of the dead to allow them to become one with nature. When a creature dies within 60 ft. of you, an orb of multicolored mist rises from the body and stays there for 1 minute. As an action, you may target any creature within 60 ft. of the orb and either heal the creature or deal psychic damage to it. The healing or damage equals a number of d10's equal to your wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Guardian Totem[edit]

At 20th level, you are a master of protection and guidance for all, even your enemies.

You can use your totem a number of times equal to your Wisdom modifier before needing a long rest, and any hostile creature within your totem's range must make a Charisma saving throw or be charmed while inside the radius. Your Favoured Foe has disadvantage on this saving throw.

Shifter[edit]

Many hunters are content to either lightly partake in the magics of the wild, or simply hunt their quarry with skill alone. However, Shifters do not simply partake in such magics. They allow it to become one with them, transforming their very being into different forms; sometimes natrual, sometimes not. Such transformations can be voluntary or the subject of a curse, but one fact remains: Shifters are dangerous wild warriors and a bestial nightmare for those they hunt.

Seek-Png-com-twilight-princess-png-3441871.png
All Shifters use some form of magic to transform, though not all magic sources are natural or voluntary.
Source

Table: The Shifter

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Con mod
2nd +2 Fighting Style, Shifter's Shape Style Sync: Shifter +2
3rd +2 Hunter Subclass feature, Bestial Mage +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement, Beasthearted, Wild Kin +10
7th +3 Nature's Guide, Beast Soul +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Hunter's Hiding Place +18
11th +4 Great Beast, Wrathful Rampage +20
12th +4 Ability Score Improvement +22
13th +5 +24
14th +5 Immutable Will +26
15th +5 Wild Wariness +28
16th +5 Ability Score Improvement +30
17th +6 Magic Monstrosity +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Beastborne +38

Shifter's Shape[edit]

Starting at 2nd level, you gain a magic charm that allows you to change your shape. You can use your action to magically assume the shape of one beast, assuming it's form until you revert back as a bonus action. You can do this twice before needing a long rest. To become this beast, you must have at least seen it once before. You may change your chosen beast upon a long rest.

While transformed, you assume the statistics and abilities of the creature you transform into (With the exception of Intelligence and Wisdom), you gain the creature's hit points and you can only become a beast of equal level to you (CR x 2). You can't cast spells, speak, or take an action that requires hands unless your beast would be able to do so.

When your beast's hit points are reduced to 0, you revert back to your normal form. You subtract the total damage done to your beast form from your main hit points upon reverting. Any equipment carried or worn is absorbed into your body upon transforming.

The charm you use is a gift from nature. If it is destroyed or lost, you may spend 1 hour and 50r of natural materials to create a new one. You must be in a natural environment to acquire a new charm.

Style Sync: Shifter[edit]

Shadow_Crystal.png
Magic Charms are the source of a Shifter's power. This one is cursed, and was born of dark and unnatural magic. As such, it must be tempered with light magic to use properly.
Source

At 2nd level, Your chosen fighting style changes to better fit your role. Your fighting style changes in the following ways:

Archery: > Sleep Shot; As an action, you can take a moment to create and coat up to 3 of your ranged weapons in a natural sedative meant not to kill, but to render targets unconscious. Targets hit by your ranged weapons must make a DC 15 Constitution saving throw or be poisoned for the duration, taking 1d4 poison damage for 1 minute every 6 seconds. If a target is reduced to 0 hit points by this poison, they are rendered unconscious for a number of minutes equal to 10 - the target's Constitution modifier, after which they awake with their hit points restored by the number of minutes they were unconscious. Creatures immune to poison damage or that are immune to being unconscious do not suffer this effect.
Opportunity Attacking: > Stilling Strike: Instead of dealing damage, you instead deal a sudden whack to the opponent, catching them off-guard. If the attack lands, the opponent must make a DC 10 + your Strength modifier Wisdom save or be stunned until the end of their next turn. If the target is unaligned or any alignment that is not evil, they must make a Charisma save of the same DC. If they fail, they lose all desire to fight unless they are given a reason to defend themselves. Evil creatures automatically succeed this save.
Exploration > Wild Mind: You gain proficiency in two extra skills of your choice from Investigation, Nature, Perception, Stealth, and Survival, but you lose your climb and swim speed.
Exploration > Adaptive Exploration: No matter what form you take, you have a climbing speed and a swimming speed equal to your walk speed. You do not gain any extra skill proficiencies, however.
Wild Spellsword > Druidic Spellsword: In addition to your chosen cantrips, you gain 5 1st level spells from the Forest Sage Spell List, using stamina points as magic points. As you gain levels in this subclass, you may increase your learned spell's levels as if you were a Forest Sage (2nd spell level max at 3rd level, 3rd spell level max at 5th level, etc.). You may change your chosen spells on a long rest or a level up, but the number of spells gained from this feature can never be more or less than 5. You use your shifter token as a spellcasting focus. Your casting modifier is Wisdom.
Wild Spellsword > Shifting Spellsword: In addition to your chosen cantrips, you gain 5 1st level spells from the Mask Scion Spell List, using stamina points as magic points. As you gain levels in this subclass, you may increase your learned spell's levels as if you were a Mask Scion (2nd spell level max at 5th level, 3rd spell level max at 10th level, etc.). You may change your chosen spells on a long rest or a level up, but the number of spells gained from this feature can never be more or less than 5. Your casting modifier is Wisdom.

Bestial Mage[edit]

At 3rd level, your shifting magics permeate your whole body. You may shift as a bonus action, and you gain 1 cantrip from the mask scion spell list. You use your Wisdom modifier for attack rolls and save DCs.

Beasthearted[edit]

At 6th level, your beasthood is starting to affect your physical form more potently. You may cast primal savagery as a bonus action, it deals slashing damage and its duration is until dispelled. In addition, while transformed with your Shifter's Shape feature your attacks are considered magical for the purpose of overcoming damage resistance.

If you already know this cantrip, you gain this feature's effects and gain an additional cantrip from the mask scion spell list

Wild Kin[edit]

At 6th level, other beast have begun to recognize your animalistic ways. All beasts will treat you and your allies as acquaintances, and will not attack unless threatened. You are also able to communicate basic ideas and questions to beasts through body language and sounds, and they can relay basic answers in the same way. If a beast does become hostile to you, you may make a Animal Handling check to convince it to at least not attack you.

Beast Soul[edit]

At 7th, your magic charm has become even more powerful with constant use. After conducting a 1 hour ritual, You unlock the ability to transform into two more beasts, for a total of three optional transformations. You must only do this ritual once.

In addition, you gain another cantrip from the mask scion spell list.

Great Beast[edit]

At 11th level, your beastial shifting has become even more potent, to the point where your transformations are not limited to simply beasts. By spending both uses of your Shifter's Shape and 1 hit die, you may transform into a monstrosity instead of a beast. The CR limit still applies from the Shifter's Shape feature still applies (At this level, the maximum level would be 3).

Wrathful Rampage[edit]

At 11th level, your lust to destroy your enemies is a hunger that can never be filled. For every one of your Favoured Foes you kill, you gain a +1 bonus to attack and damage rolls for 1 minute. This effect stacks up to a maximum of your proficiency bonus, and the duration is extended by one round every time you kill your Favoured Foe before it ends.

Immutable Will[edit]

At 14th level, there is very little that can bend your bestial will. You can't be frightened or charmed by your favored foe.

Magic Monstrosity[edit]

At 17th level, your magic has permeated your being so profusely you can still benefit from it's power no matter what form you are in. You are still able to cast spells even when shifted, regardless of spell requirements.

Beastborne[edit]

At 20th level, you have become one with the bestial world. You may use your Shifter's Shape feature an unlimited number of times, and you can change into any number of beasts/monstrosities you wish.

Slayer[edit]

Very few warriors scream "Hunter" quite like Slayers. Generally avoiding mainstream magics, brute-force combat and pure stealth, Slayers partake in all forms of combative arts to eliminate the monsters they hunt. Slayers have become widely known for their tonics: potions they create to augment their physical and magical might. However, Slayers have unfortunately acquired a bit of a reputation as barbaric wild men, simply slaughtering wild animals for the fun of it. However, regardless of when and where, very few monsters won't start sweating when a Slayer is on the hunt.

Table: The Slayer

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Con mod
2nd +2 Fighting Style, Style Sync: Slayer, Hunter's Insight +2
3rd +2 Slayer's Tonics +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement +10
7th +3 Slayer-Marked, Wild Alchemist +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Hunter's Hiding Place +18
11th +4 Expert Tonics +20
12th +4 Ability Score Improvement +22
13th +5 +24
14th +5 Magic's Bane +26
15th +5 Wild Wariness +28
16th +5 Ability Score Improvement +30
17th +6 Precise Hunter +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Unparalleled Slayer +38

Hunter's Insight[edit]

At 2nd level, you are adept at determining a creature's weaknesses simply from prior experience. Choose one creature you can see within range. Make an Intelligence Nature check, DC equals 10 + creature's CR - proficiency bonus. Creatures with a CR of 1/8, 1/4 or 1/2 are counted as having a CR of 0 for the purposes of this check. If you succeed, you immediately know what its resistances, weaknesses and immunities are. If you have seen this creature before, you have advantage on this check. If this creature is your favoured foe, the DC decreases by your proficiency bonus again (Ex. If the creature is your favoured foe, at your current level it would decrease the DC from a 18 to a 16).

Style Sync: Slayer[edit]

At 2nd level, Your chosen fighting style changes to better fit your role. Your fighting style changes in the following ways:

Archery > Hawkeye: At the beginning of your turn, you may choose to take a moment to put more power into your shot. You may choose to spend your action, bonus action and/or movement. For every one you use to spend, you gain a +1 bonus to the attack and damage rolls you make with your ranged weapon until the end of your next turn (For example, if you spend your action and bonus action with this fighting style, you would gain a +2 bonus).
Dual-Wielding > Twin Duelist: While taking the attack action, you may choose to attack with both weapons at once, rolling to hit with the weapon with the lower attack modifier. If the attack lands, you roll both weapon's damage but only add your ability modifier once. You are still able to dual wield non-light weapons.
Dueling > Smart Strike: While holding a melee weapon in one hand and with no other weapon in your off hand, you may choose to make an attack that is a guaranteed hit, regardless of the target's AC. However, you automatically roll the minimum damage for your damage dice. You still add your ability modifiers to the damage.
Thrown Weapon Fighting > Snap Throw: As a reaction, when a target within your weapon's throw range makes a ranged attack against you, you may quickly throw your weapon at the target. If the thrown weapon hits, the target takes the weapon's damage and has disadvantage on the ranged attack. You may only do this if your weapon has the thrown property.

Slayer's Tonics[edit]

At 3rd level, you have learned the art of turning monster parts into various potions to make you even stronger. You gain proficiency with an apothecary's kit, and can spend 1 hour, 1 bottle of water, 5r worth of natural materials and the specified ingredients to create a Slayer's Tonic. Imbibing a tonic requires a bonus action. Each potion lasts for 1 minute, and you may only create one potion at a time.

Ingredients Name Effect
x2 Wolfos Claws, x4 Wolfos Teeth Swiftbeast Tonic You gain small claws and puffs of fur around your forarms. Unarmed attacks deal 1d6 + Strength or Dexterity slashing (You may use Dexterity for your attack rolls as well), and you gain + 10 to your movement speed.
x1 Deku Baba Tounge, x2 Deku Nuts Bababody Tonic Small leaves appear on parts of your body, and your teeth resemble that of a deku baba. You can hide in natural environments and attacks against surprised creatures deal an extra damage die.
x2 Skulltula Fang, x1 Gohma Eye Darkskitter Tonic You gain insect-like carapaces on parts of your body, your eyes resemble that of a Gohma's and your top canine teeth become spider fangs. While this potion is active you are under the effects of spider climb, you have resistance to poison damage and do not make any noise while you move. In addition, you may make a bite attack that deals 1 piercing damage and 1d4 poison damage. Creatures hit by this attack must make a Constitution save equal to your Slayer Save DC or be poisoned for the duration of the tonic.
x4 Octoroc Tentacles, x1 Zora Scale Waterblight Tonic You gain fins on your arms and legs, suckers appear on your hands and feet, and 4 small tentacles dangle from the back of your head. You gain a swim speed of 40 feet, you can breathe underwater, and your suckers grant you advantage on grapple checks.

If you wish, you may ask your DM for unique potions, combining chosen monster parts to create new potion effects. If you do this, you must make a DC 18 Intelligence check for the combination to work. You are proficient in this check.

Slayer-Marked[edit]

At 7th level, you have learned the art of tracking your prey: no matter the advantages they possess. You have advantage on Perception and Investigation checks made to track creatures, and you do not have disadvantage on attack rolls against invisible creatures.

In addition, when you make a melee attack against a creature, you can choose to mark them with a Slayer-Sign, a brand of natural magic that your fairy guide can track without fail. This brand lasts for 1 hour. As long as the creature is branded, your fairy guide will always know where the target is, and you cannot be surprised by the creature.

Wild Alchemist[edit]

At 7th level, you have become more proficient with your potions. Potion creation now requires 1 half hour to create. In addition, your lesser potions now last for 1 hour.

Expert Tonics[edit]

At 11th level, you have learned even more powerful tonics for your hunts. Such potions are closer to bottled spell than a tonic, but instead of storing a spell in liquid form, the tonic draws on the magic within the monsters it is made from. These potions last for 1 minute, and you can only create one at a time. You use your Intelligence modifier to make the attack rolls.

Ingredients Name Effect
x1 Poe Soul, x4 Powdered Stalfos Bones Blackheart Tonic You appear gaunt and pale, and your veins appear to be blackened. You have advantage on saves to be charmed, cursed or frightened, and if you are already suffering these effects, you are no longer charmed, cursed or frightened. In addition, you have resistance to necrotic damage, and can fire a death bolt 3 times during the duration. This spell scales with your level and does not require any components to cast.
x2 Dodongo Claws, x1 Lizalfos Tail Firebane Tonic Scales cover parts of your body and small horns appear on your head. You gain resistance to fire damage, and can expel a fire bolt from your mouth 3 times during the duration of the tonic's effects. The fire bolt scales with your level and requires no components to cast. In addition, you can light a flammable substance through contact.
x2 Chilfos Ice, x1 Vial of Eeno Snow Coldbane Tonic Snow and Ice appear in patches on your body, you appear to be coated in snow crystals and your breath is visible and very cold. You gain resistance to cold damage, and you can expel a ray of frost from your hands or mouth as an action 3 times during the duration. The spell scales with your level and requires no components to cast. In addition, you can freeze water in a 5 ft. radius just by making contact with it as long as a creature or object is not within the radius.
x3 Tailsparan Head, x2 Beamos Eye Stormeye Tonic Your arms crackle with electric energy, your hair stands on end and yellow spherical pearlescent gems appear on the palms of your hands. You gain resistance to lightning damage, and you may unleash a lightning lure from the gems on your hands as an action 3 times during the duration. This spell's damage scales with your level, deals the lightning damage if the spell hits, and the target can be moved 10 ft. in any direction except from away from you. The spell requires no components to be cast.

Much like Lesser Tonics, you may ask your DM to create a unique tonic for your Hunter to use. You must make a DC 18 Intelligence check for the potion's effects to work. You are proficient in this check.

Magic's Bane[edit]

At 14th level, your time imbibing magic potions has attuned you to how spells work: and how to break them. Your Slayer's Mark now puts the targeted creature under the effects of a dispel magic spell any time a magic effect is placed upon them. In addition, as long as they are branded when they cast a spell, you can use your reaction to put them under the effects of a counterspell.

Precise Hunter[edit]

At 17th level, you have learned where to target your enemies to make it hurt. When an attack lands on a branded or favoured foe, you add your Intelligence or Wisdom modifier (Whichever's higher) to the damage of the attack.

Unparalleled Slayer[edit]

At 20th level, you have mastered hunting your enemies. You may now target up to your Wisdom or Intelligence modifier (Whichever's higher) creatures with your Slayer's Mark, and any 3 use abilities from your tonics can be used an unlimited amount of times.

In addition, creating potions now takes 5 minutes.

Trickster[edit]

When one hears the term "Hunter", one expects a seasoned, stealthy warrior who fights in the wild to protect the innocent. Tricksters are... not that. Not always, anyway. Tricksters are wild wanderers who enjoy the solitude of the wilds to practice their chaotic magics. Some do it for experimentation, some do it for cruel satisfaction; most do it for fun. Regardless of how and why, a trickster is a master of merriment and mystery, and would easily bring as much harm as they would heal, revitalization as they will ruin and fear as they will fun.

Skull_Kid_%28Twilight_Princess%29.png
Most Skull Kids are Tricksters in some way, though not all are officially such and never for the same reasons.
Source

Table: The Trickster

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Con mod
2nd +2 Fighting Style, Vicarious Veil, Style Sync: Trickster +2
3rd +2 Hunter Subclass feature, Natural Magic, Virage Veil +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement, Escaping Shroud +10
7th +3 Advanced Natural Magic, Fairy Fire +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Hunter's Hiding Place +18
11th +4 Venomous Visage +20
12th +4 Ability Score Improvement +22
13th +5 +24
14th +5 Disguised Disadvantage +26
15th +5 Wild Wariness +28
16th +5 Ability Score Improvement +30
17th +6 Expert Natural Magic +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Magister of Madness +38

Vicarious Veil[edit]

At 2nd level, you can imbue your allies with natural magics, allowing them to better hide amongst the trees. While in a natural environment, you can touch a creature other than yourself and grant them advantage on Stealth checks. Alternatively, you may touch an enemy and force them to make a DC 10 + Charisma modifier + proficiency bonus Wisdom saving throw or give them disadvantage on Stealth checks. Your Favoured Foe has disadvantage on this saving throw.

Style Sync: Trickster[edit]

At 2nd level, Your chosen fighting style changes to better fit your role. Your fighting style changes in the following ways:

Exploration > Chaotic Mind: You gain proficiency in two extra skills of your choice from Deception, Persuasion, Perception, Stealth, and Performance, but you lose your climb and swim speed.
Improvised Fighter > Natural Fighter: If your improvised weapon if of natural origin (Such as a stick or a rock, magical or not), you do not need to change weapons each round to gain the +2 bonus. You must change the weapon at the beginning of a new combat encounter to keep this benefit, however.
Thrown Weapon Fighting > Snap Throw: As a reaction, when a target within your weapon's throw range makes a ranged attack against you, you may quickly throw your weapon at the target. If the thrown weapon hits, the target takes the weapon's damage and has disadvantage on the ranged attack. You may only do this if your weapon has the thrown property.
Archery > Slinger: You gain a +3 bonus to attacks with simple ranged weapons and seed shooters. All other ranged weapons do not gain any bonus.
Wild Spellsword > Charismatic Druid: In addition to your chosen cantrips, you gain 5 1st level spells from the Forest Sage Spell List, using stamina points as magic points. As you gain levels in this subclass, you may increase your learned spell's levels as if you were a Forest Sage (2nd spell level max at 3rd level, 3rd spell level max at 5th level, etc.). You may change your chosen spells on a long rest or a level up, but the number of spells gained from this feature can never be more or less than 5. Your casting modifier is Charisma.

Natural Magic[edit]

At 3rd level, you gain shillelagh, mage hand and summon instrument as cantrips. These scale with your level and are counted as Trickster Spells. Charisma is your spellcasting modifier for these spells.

In addition, if you have taken the Wild Spellsword Fighting Style, you may choose an additional cantrip from the Forest Sage, Mask Scion or Occultist spell list. Charisma or Wisdom is your spellcasting modifier for both this new spell and your original chosen cantrips.

Virage Vision[edit]

At 3rd level, you can use the uncertainty of the forest and the night to confuse your enemies. You can cast mirror image spending 2 stamina points as an action. Done in this way, you may only have one duplicate, but the duration is 1 hour.

You gain an extra duplicate at 7th and 11th levels.

Escaping Shroud[edit]

At 6th level, you can escape from pretty much anyone who doesn't take your tricks well.

As a reaction when a creature misses you with an attack, you may disengage, turn invisible and move 10 ft. away from the attacker. As long as you remain more than 5 feet away from a hostile creature, you will remain invisible. You may also turn invisible as an action, as if you were affected by the invisibility spell. Either way, you may do this 3 times before needing a long rest.

Advanced Natural Magic[edit]

Starting at 7th level, your trickster spells have become more nuanced. Choose one of the spells you gained from the natural magic feature. It gains the following benefit.

  • Mage Hand: You can make attacks with your mage hand, and you can carry an object up to (10 x your Charisma modifier). You add your Charisma modifier + proficiency bonus to the attack roll, and the attack deals 1d6 + Charisma magical bludgeoning damage.
  • Shillelagh: As long as you have a stick or some other wooden weapon, it is transformed into a Deku Sticks. The restrictions and destruction of the weapon still apply to your material weapon, though you may hit a target with it a number of times equal to your Charisma modifier before the weapon breaks. You add you Charisma modifier to the damage of the attack roll instead of your Strength. At the end of the spell's duration if the weapon is still in one piece, the Deku Stick becomes the weapon it was before.
  • Summon Instrument: As an action after summoning the instrument, you can choose to play a tune that calls upon natural magics to call constructs to your aid. You may cast conjure marionettes at its lowest level, using your summoned instrument as a spellcasting focus. You summon up to your Charisma modifier puppets to fight by your side. Concentration is broken if your summoned instrument disappears, is destroyed or you fail the concentration save. You can only do this once every 5 minutes.

Fairy Fire[edit]

At 7th level, your chaotic magic has even begun to affect your Fairy Familiar. If your fairy is a fairy of life, your familiar can cast cure wounds at 3rd level. If your fairy is a fairy of naviagtion, your familiar can cast chromatic orb at 1st level with no material components. No matter the type of fairy, the spell has a recharge (5-6) cooldown, and cannot be used again until a 5 or a 6 is rolled.

Venomous Visage[edit]

At 11th level, you may coat your weapon in a caustic poison that is absorbed through the skin of your enemies as an action. This poison is created using 50r of natural materials, and takes 1 hour to create, giving you 3 uses of it before needing to create another. When hit by a coated weapon, the target must make a DC 17 Constitution saving throw or be poisoned for 5 minutes. A poisoned creature takes 1d6 poison damage at the start of their turns until the duration is over.

Disguised Disadvantage[edit]

At 14th level, your newfound invisibility has natural curses built into it. If you are invisible, you can attack a creature with mage hand without revealing yourself. If the attack hits, the target takes the attack's damage and has disadvantage on all saving throws against spells until the beginning of your next turn. If the cursed creature is your Favoured Foe, they have disadvantage on all attack rolls as well.

Expert Natural Magic[edit]

At 17th level, your unique magics have spread to your other spells. You gain the benefits of the other two cantrips you did not pick with your Advanced Natural Magics feature.

Magister of Madness[edit]

At 20th level, you have become the master of all things merriment and mysterious. As an action while you have summon instrument active, you may play an ancient and powerful tune that meddles with the hearts and minds of friends and foes alike. All creatures that can hear the tune must make a DC 10 + Charisma + proficiency bonus Wisdom saving throw. Friendly creatures can choose to fail this saving throw, while your Favoured Foes have disadvantage. Friendly creatures gain advantage on all ability checks and saving throws for a number of minutes equal to your Charisma modifier. Meanwhile, all non friendly creatures are either charmed or frightend of you and your allies for an equal amount of time as your allies. In addition, they have disadvantage on all saving throws and ability checks while affected by this tune.

Mercenary[edit]

It is very hard to find a warrior more versatile than a Mercenary. Their numbers are many, their fighting styles are numerous and their abilities seemingly endless. Though most mercenaries are simply trained fighters, some Merenaries (And all player Mercenaries) have the aide of nature spirits that guide their work further. What they choose to do with this power is anyone's guess, but if there is one thing you can expect from a mercenary, it's that they will do whatever they wish. Or whatever pays best.

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Table: The Mercenary

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Con mod
2nd +2 Fighting Style, Style Sync: Mercenary +2
3rd +2 Hunter Subclass feature, Trained Fighter +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature's Guide +8
6th +3 Ability Score Improvement +10
7th +3 Trained Warrior, Mutli-Combatant +12
8th +3 Ability Score Improvement +14
9th +4 +16
10th +4 Hunter's Hiding Place +18
11th +4 Trained Attacker, Trained Fairies +20
12th +4 Ability Score Improvement +22
13th +5 +24
14th +5 +26
15th +5 Wild Wariness, Trained Duelist +28
16th +5 Ability Score Improvement +30
17th +6 Trained Killer +32
18th +6 Hunter's Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Trained Mercenary +38

Style Sync: Mercenary[edit]

At 2nd level, Your chosen fighting style changes to better fit your role. Unlike most other subclasses, Mercenaries live and die by what sets them apart, and have access to a great many style syncs. Your fighting style changes in the following ways:

Exploration > Wild Mind: You gain proficiency in two extra skills of your choice from Investigation, Nature, Perception, Stealth, and Survival, but you lose your climb and swim speed.
Exploration > Advanced Exploration: You have a climbing speed and a swimming speed equal to double your walk speed. You do not gain any extra skill proficiencies, however.
Exploration > Chaotic Mind: You gain proficiency in two extra skills of your choice from Deception, Persuasion, Perception, Stealth, and Performance, but you lose your climb and swim speed.
Archery > Hawkeye: At the beginning of your turn, you may choose to take a moment to put more power into your shot. You may choose to spend your action, bonus action and/or movement. For every one you use to spend, you gain a +1 bonus to the attack and damage rolls you make with your ranged weapon until the end of your next turn (For example, if you spend your action and bonus action with this fighting style, you would gain a +2 bonus).
Archery > Slinger: You gain a +3 bonus to attacks with simple ranged weapons and seed shooters. All other ranged weapons do not gain any bonus.
Archery: > Sleep Shot; As an action, you can take a moment to create and coat up to 3 of your ranged weapons in a natural sedative meant not to kill, but to render targets unconscious. Targets hit by your ranged weapons must make a DC 15 Constitution saving throw or be poisoned for the duration, taking 1d4 poison damage for 1 minute every 6 seconds. If a target is reduced to 0 hit points by this poison, they are rendered unconscious for a number of minutes equal to 10 - the target's Constitution modifier, after which they awake with their hit points restored by the number of minutes they were unconscious. Creatures immune to poison damage or that are immune to being unconscious do not suffer this effect.
Improvised Fighter > Natural Fighter: If your improvised weapon if of natural origin (Such as a stick or a rock, magical or not), you do not need to change weapons each round to gain the +2 bonus. You must change the weapon at the beginning of a new combat encounter to keep this benefit, however.
Reactive Defense > Reactive Protection: Instead of protecting yourself, you may use your reactive defense (Spending the necessary stamina points) to protect an ally, adding half your proficiency rounded down to their AC. You cannot protect yourself with this technique.
Opportunity Attacking: > Stilling Strike: Instead of dealing damage, you instead deal a sudden whack to the opponent, catching them off-guard. If the attack lands, the opponent must make a DC 10 + your Strength modifier Wisdom save or be stunned until the end of their next turn. If the target is unaligned or any alignment that is not evil, they must make a Charisma save of the same DC. If they fail, they lose all desire to fight unless they are given a reason to defend themselves. Evil creatures automatically succeed this save.
Dual-Wielding > Twin Duelist: While taking the attack action, you may choose to attack with both weapons at once, rolling to hit with the weapon with the lower attack modifier. If the attack lands, you roll both weapon's damage but only add your ability modifier once. You are still able to dual wield non-light weapons.
Dueling > Smart Strike: While holding a melee weapon in one hand and with no other weapon in your off hand, you may choose to make an attack that is a guaranteed hit, regardless of the target's AC. However, you automatically roll the minimum damage for your damage dice. You still add your ability modifiers to the damage.
Thrown Weapon Fighting > Snap Throw: As a reaction, when a target within your weapon's throw range makes a ranged attack against you, you may quickly throw your weapon at the target. If the thrown weapon hits, the target takes the weapon's damage and has disadvantage on the ranged attack. You may only do this if your weapon has the thrown property.

Trained Fighter[edit]

At 3rd level, you gain access to unique combative techniques exclusive to you. Choose one of the following options:

  • Armor Breaker. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
  • Hinox Feller. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
  • Bokoblin Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Trained Warrior[edit]

At 7th level, you gain one of the following features of your choice.

  • Slow Start. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Evasive Enigma. Opportunity attacks against you are made with disadvantage.

Multi-Combatant[edit]

At 7th level, you learn another fighting style available to your class. You also gain an associated style sync available to your subclass.

Trained Attacker[edit]

At 11th level, you gain one of the following features of your choice.

  • Flurry Rush. You can attack 3 times, instead of twice, when you take the attack action.
  • Swift Quiver. 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
  • Tornado Spin Attack. You can use your action to make two melee attacks against any number of creatures within 5 feet of you, with separate attack rolls for each target.

Trained Fairies[edit]

At 11th level, your fairies have started to catch on to your training, and have developed unique abilities of their own.

  • No Retreat. Your Fairy of Navigation can now attack enemies at a distance. When taking the Attack action, your fairy can attack a creature up to 60 ft. away. Make a melee attack roll, using either your Strength or Dexterity + proficiency bonus to hit. On a hit, the target takes 1d6 + proficiency bonus magical bludgeoning damage, and begins glowing. The target cannot gain the effects of being invisible or hidden, and cannot gain the benefits of attacking a creature with the surprised condition.
  • Never Surrender. Your Fairy of Life can keep your allies from harm even longer. When an ally is reduced to 0 hit points without being killed outright (Including you), your fairy may use its reaction to bolster what little life remains within them. The creature gains the ability to use one action, bonus action or reaction, and then is incapacitated. In addition, creatures that have been affected by this feature have advantage on the first death saving throw they make for 1 minute.

Trained Duelist[edit]

At 15th level, you gain one of the following features of your choice.

  • Stop the Clock. 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 a saving throw, and only half damage if you fail
  • Deceptive Dodge. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Trained Killer[edit]

At 17th level, you have learned how to make your attacks hurt. Choose one of the following effects:

  • Rip Them Apart. When making a melee attack roll against your Favoured Foe, you may choose you focus all of your attention on them. Choose one Favoured Foe that you can see. For 1 minute, you have advantage on all melee attack rolls against the target, and if they have a feature that prevents opportunity attacks, it is ignored. However, you have disadvantage on attack rolls on any other creature, and attack rolls made by any other creature against you (other than those made by your target) are made with advantage.
  • Judgement. When making a ranged attack against your Favoured Foe, you can blast away your foes in a heartbeat. When making a a ranged attack roll, you may instead choose to use 5 pieces of ammunition and all of your attack rolls to attack any number of Favoured Foes in a 15 ft. radius. You make the attack roll once. On a hit, each target takes your attack's damage as if targeted by a single attack.

Trained Mercenary[edit]

At 20th level, you are a swiss-army knife of a warrior. You gain all fighting styles available to your class, all style syncs available to your subclass, and all choices for each Mercenary class feature (For example, for Trained Killer you would gain both Rip Them Apart and Judgement). All restrictions for style syncs (such as losing climb/swim speed) are ignored.

Sylvan[edit]

One thing hunters are often known for is their unique habit of drawing Fairies to their aid. Shamans often call upon them for guidance, Slayers and Mercenaries use them for combative purposes and Tricksters use them for fun. However, no Hunter utilises their Fairies quite like Sylvans. Often confused with Fairy Scions, a Sylvan is a hunter who has been gifted power by, and devoted themselves to their Fairy companion, unlike Fairy Scions who have been chosen by a Great Fairy. Sylvans often spend their entire lives relying on the guidance of their Fairy Guides, and can even become part Fairy themselves. However, this dependance often comes at the cost of themselves should their Fairies leave them or perish, and there's nothing quite as dangerous as an angry Sylvan without a Fairy to hold them back.

Young_Link_Artwork_1_%28Ocarina_of_Time%29.png
Kokiri often make the best Sylvans, as being chosen by a fairy is a rite of passage in their culture.
Source

Table: The Sylvan

Level Proficiency
Bonus
Features Stamina
Points
Sylvan
Die
1st +2 Con mod -
2nd +2 Fighting Style, Sylvan Dice, Style Sync: Sylvan +2 d4
3rd +2 Hunter Subclass feature, Feywild Battlemind +4 d4
4th +2 Ability Score Improvement +6 d4
5th +3 Extra Attack, Nature's Guide +8 d6
6th +3 Ability Score Improvement +10 d6
7th +3 Fairy Warp, Lock-On +12 d6
8th +3 Ability Score Improvement +14 d6
9th +4 +16 d8
10th +4 Hunter's Hiding Place +18 d8
11th +4 Draw Distance +20 d8
12th +4 Ability Score Improvement +22 d8
13th +5 +24 d10
14th +5 +26 d10
15th +5 Wild Wariness, Feywild Greatmind +28 d10
16th +5 Ability Score Improvement +30 d10
17th +6 Invisible Sylvan, Spring in your Sylvan Step +32 d12
18th +6 Hunter's Hatred +34 d12
19th +6 Ability Score Improvement +36 d12
20th +6 +38 d12

Sylvan Dice[edit]

At 2nd level, an unknown being has given you a reservoir of powerful magic. You gain a number of d4 equal to your Sylvan level.

As an action, you may spend 1 stamina point to grant a creature within 10 ft (including you) temporary hit, magic or stamina points equal to one roll of your Sylvan Die.

These dice increase in step as you level up. The progression of these dice can be found in the Sylvan table.

Style Sync: Sylvan[edit]

At 2nd level, Your chosen fighting style changes to better fit your role. Your fighting style changes in the following ways:

Reactive Defense > Otherworldy Protection: You may use your reaction and 2 stamina points to protect yourself or an ally, adding half of one of your Sylvan Dice rounded down to their AC. You do not roll this die, you treat it as if the die had rolled the maximum number.
Exploration > Wild Mind: You gain proficiency in two extra skills of your choice from Animal Handling, Medicine, Nature, Stealth, and Survival, but you lose your climb and swim speed.
Exploration > Adaptive Exploration: No matter what form you take, you have a climbing speed and a swimming speed equal to your walk speed. You do not gain any extra skill proficiencies, however.
Wild Spellsword > Sylvan Spellcaster: In addition to your chosen cantrips, you gain 5 1st level spells from the Fairy Scion Spell List spell list, using stamina points as magic points. As you gain levels in this subclass, you may increase your learned spell's levels as if you were a Fairy Scion (2nd spell level max at 5th level, 3rd spell level max at 10th level, etc.). You may change your chosen spells on a long rest or a level up, but the number of spells gained from this feature can never be more or less than 5. Your casting modifier is Wisdom
Wild Spellsword > Druidic Spellsword: In addition to your chosen cantrips, you gain 5 1st level spells from the Forest Sage Spell List, using stamina points as magic points. As you gain levels in this subclass, you may increase your learned spell's levels as if you were a Forest Sage (2nd spell level max at 3rd level, 3rd spell level max at 5th level, etc.). You may change your chosen spells on a long rest or a level up, but the number of spells gained from this feature can never be more or less than 5. Your casting modifier is Wisdom.

Feywild Battlemind[edit]

At 3rd level, your mind has been honed by otherworldy magic. Whenever you are forced to make a saving throw to avoid being charmed or frightened, you may use your reaction and 2 stamina points to add one roll of your Sylvan Dice to your saving throw.

In addition, whenever you or a friendly creature you can see forces another creature to make a saving throw to avoid being charmed or frightened, you may add one roll of your Sylvan Dice to the DC of the saving throw.

Fairy Warp[edit]

Starting at 7th level, your Fairy Guide has revealed themselves to you, and can help protect you from harm. When you take damage, you may use your reaction and 3 stamina points to cast misty step, turning invisible upon arriving at your destination.

In addition, you may teleport to you fairy's location as an action, spending 3 stamina points to teleport in this way.

Lock-On[edit]

At 7th level, your fairy have gained the ability to "Lock-on" to, or "Z-Target" an enemy. As an action, you may spend 3 stamina points target one creature or object you can see within range. The target must make a Dexterity saving throw (DC = 8 + maximum rolled on your Sylvan Dice). If your target is your Favoured Foe, they have disadvantage on this save. On a fail, your fairy clings to the target, and cannot be targeted by any of the affected's attacks. For 1 minute, you may cast identify if the target is an object, or instantly identify the target's resistances, immunities and weaknesses (if it has any) if it is a creature.

In addition, when a creature is targeted in this way, you may add one roll of your Sylvan Dice to the damage of one attack. When this is done, the fairy's Lock-On ends.

The Fairy that has Locked-On to a target cannot move unless it stops locking on to a target. At 10th level, you may target a second creature with this effect using your other fairy.

Draw Distance[edit]

At 11th level thanks to your fey guides, creatures have a hard time identifying you from a distance. If you are, or are more than 30 ft. away from a non friendly creature, they have disadvantage on all Perception and Investigation checks to identify or notice you. If you are, or are more than 60 ft. away, they take a -10 penalty to Perception and Investigation checks to notice you. These effects stack with each other and Hunter's Hiding Place. If you are spotted, you appear translucent to creatures who can see you.

Feywild Greatmind[edit]

At 15th level, your fey magic has permeated to others around you. You can use the effects of Feywild Battlemind's bonus to saving throws to aid other creatures other than you.

Invisible Sylvan[edit]

At 17th level, the effects of Draw Distance halve in range, from 30 ft. to 15 ft., and 60 ft. to 30 ft. respectively. You may also turn invisible by spending 5 stamina points.

Spring in your Sylvan Step[edit]

At 17th level, your fairies have given you the ability to recover faster than natural. Any feature or feat that requires a short or long rest can now be recharged. As an action you may spend one use of and roll one of your Sylvan Dice. You may use one feature or feat that requires a short rest upon rolling 6 or higher, and you may use a feature or feat that requires a long rest on an 11 or higher.

Imperceptible Sylvan[edit]

At 20th level, your fairy guardians have become as family, and consider you one of them. You gain Fey as an additional creature type, and cannot be targeted by specific spells that target specific creature types (Such as hold person).

In addition, you cannot be charmed or frightened, cannot be targeted by divination spells and, when invisible, cannot be seen by blindsight, truesight or tremorsense.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hyrulean hunter class, you must have a Dexterity or Wisdom score of at least 13.

Proficiencies. When you multiclass into the Hyrulean hunter class, you gain the following proficiencies: light armor, medium armor, shields (but not heavy shields), simple weapons and martial weapons.


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