Insect Glaive Hunter (5e Class)

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The Insect Glaive Hunter[edit]

Some hunt with big blades, some hunt with firepower, some with magic but you do not fight alone: The Insect Glaive hunter specializes in the Glaive and the Kinsect. This creature has the shape of a large beetle and is tough as any other metal, not even the fire of the 9 hells will stop him. The Insect Glaive Hunter is one with his pal, he is more tied to nature than any other hunter and his battle style is different too; the battleground is no mere piece of dirt for this warrior, the skies are the limit. With this class, you plan to take down the enemy with style, acrobatics, and jolly cooperation with your Kinsect pet.

Creating a Insect Glaive Hunter[edit]


What made you become an Insect Glaive Hunter? It was your ancestors legacy? Were you a Ranger before you stepped into a Kinsect? Why did you start your journey? Or did you simply realize that the Insect Glaive is the best weapon?

Quick Build

You can make a Insect Glaive Hunter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Mercenary Veteran background. Finally, make sure that you choose Acrobatics as a starting proficiency.

Class Features

As a Insect Glaive Hunter you gain the following class features.

Hit Points

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


Armor: Medium & Light Armor
Weapons: Simple weapons and Glaives
Tools: Smith's Tools
Saving Throws: Strength, Dexterity
Skills: Acrobatics and choose one skill from Athletics, History, Medicine, Nature, Insight, Perception and Survival.


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

  • (a) Chain shirt or (b) Leather armor
  • (a) dungeoneer’s pack or (b) an explorer’s pack
  • A Kinsect
  • A Handcrafted Glaive

Table: The Insect Glaive Hunter

Level Proficiency
1st +2 Kinsect, Extract
2nd +2 Vault, Airborne
3rd +2 Kinsect Upgrade
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Combat Superiority
7th +3 Kinsect Upgrade
8th +3 Ability Score Improvement
9th +4 Absolute Evasion
10th +4 Combat Superiority
11th +4 Kinsect Upgrade
12th +4 Ability Score Improvement
13th +5 Kinsect Attack
14th +5 Combat Superiority
15th +5 Kinsect Upgrade
16th +5 Ability Score Improvement
17th +6 Vaulting Dance
18th +6 Kinsect Evolution
19th +6 Ability Score Improvement
20th +6 Master Hunter


Since level 1 your Handcrafted Glaive does not work alone, its also your Kinsect’s commander. The glaive has a special pheromone which guides this particular creature, which also has a special bond with you since you raised him like a son. You should choose which type of Kinsect you have while creating your character: Blunt or Slashing.

As a Bonus Action during your turn, you can send the Kinsect to ram an enemy creature within 30 ft that you can see. Make a Ranged Weapon Attack against the creature, a successful hit damages the target for 1d4 Slashing/Bludgeoning damage plus 1 element damage of your choice. After the Attack hits, the Kinsect returns to you with an Extract. Otherwise, the Kinsect hovers within 5 ft of the attack target until dismissed by an order.


As you trained your Kinsect, you learned about its quality Extracts which the creature makes by collecting dust from creatures and plants. This honey-like substance has some amazing short-lasting effects: When your Kinsects Hits a creature or plant and returns; roll 1d4 and gain the corresponding effect until the end of your next turn:

1) Red Extract: you gain +1 to all Attack and Damage Rolls

2) White Extract: you gain +10 Speed

3) Orange Extract: you gain Proficiency in Constitution Saves (Does not stack)

4) Green Extract: you regain Hit Points equal to your Proficiency + Constitution Modifier (this effect does not reapply when you renew the Extract’s duration)

Successfully drinking an extract while under the effect of another makes the enzymes of the substance overreact, extending all your current Extracts effects until the end of your next turn.

Every Extract effect stacks with itself (unless specified). For example; if you pick 2 Red Extract in a row, you will end having a total of +2 to all Attack and Damage Rolls until the end of the new Extract's duration.


Your glaive Expertise makes you a nimble combatant. As a Bonus Action you can use your glaive to propel yourself into the air. Your jump height is equal to your size and the impulse will make you land up to ½ of your remaining speed away from the original position (rounded up) (This action consumes speed). If an enemy is within 5ft of you when you perform the Vault, the hostile creature can use its reaction to Make you take a Dex Save in order to successfully jump. A failed save makes your enemy Knock you off and ends your turn. Having more than 1 hostile creature within 5 ft of you gives the player disadvantage on this Save.


While in the air, you gain advantage in any attack roll you make and ignore the reach negative effects of using a glaive.

Aditionally, if you would hit a creature with a melee attack while airborne, instead of rolling the damage Roll you can make an Dexterity (Acrobatics) contest with the creature to mount it. On a failed save, you fall off and become knocked prone.

On a successful attempt you mount it, giving you advantage on any attack roll done to the creature (you ignore glaive’s reach disadvantage versus the creature) and have disadvantage to any save that the creature does not produce. At the beginning of the creature’s turn, if its speed is not 0 or it isn’t incapacitated, it can perform the contest roll again to knock you off. If you successfully hit it with a melee attack 1 + (size tier difference) times while mounted, you topple the creature; making it fall into the ground becoming knocked prone and stunned until the end of its next turn.
A creature that can’t be knocked prone is not affected by this effect.

Kinsect Upgrade[edit]

Your advanced knowledge in nature prepared you to raise your Kinsect stronger. At levels 3, 7, 11 & 15 you choose one of the following Buffs and apply it to your Kinsect:

Power: Your Red Extract buff is increased by +1.

Speed: Your Kinsect Ranged Attack gains a +2 to hit.

Stamina: Your Orange Extract now gives you Temporary Hit Points equal to your Proficiency + Constitution Modifier (They stack).

Healing: You gain Advantage on your next Ability Check. (this effect is not renewed when you renew the Extract’s Duration).

You can only pick Healing once

Each time you take the Kinsect Upgrade, the Kinsect Damage Roll gains a +1.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain an additional attack at level 13.

Combat Superiority[edit]

At level 6th you learn combat maneuvers empowered by superiority dice.


You learn three special maneuvers from the Fighter’s Battle Master list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn three additional maneuvers of your choice at 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice

You start with 5 superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest. You gain another superiority die at 10th level and one more at 14th level.

Saving Throws

If a maneuver requires a saving throw, the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Improved Combat Superiority When you reach 10th level, your superiority dice turn into d10. When you reach level 15, your dice turn into d12.

Absolute Evasion[edit]

At level 9 you become the master of free movement, making yourself almost untouchable while dancing around the battlefield. At the end of your turn, you gain +1 to your AC per each 10ft you moved while Airborne. This effect lasts until the beginning of your next turn. You lose these bonuses if you become incapacitated or your Speed is reduced to 0.

Kinsect Attack[edit]

At level 13 you and your Kinsect become one, making the battlefield a dancing show. On each of your turns, the first time you make a Melee Weapon Attack with your glaive, your Kinsect also makes an Attack. You roll this attack as a Melee Weapon Attack using the normal Kinsect’s Attack dices and has the same properties.

Vaulting Dance[edit]

The battleground is not a mere piece of floor for you anymore, at level 17 you understand how to navigate through the skies above your enemies. When you hit an enemy with a Melee Weapon Attack while under the effects of Airborne, you can perform the Vault again utilizing all your remaining Speed and make one extra Melee Weapon Attack. You can only use this Feature once per round.

Kinsect Evolution[edit]

At level 18 your Kinsect evolves into its next life form and morphs into a new form according to its breeding. Choose one form from the list below, each form has its requirements:

Carnage Beetle[edit]

At least 3 Power Upgrades

Your Kinsect can now pull Red Extract at will each time it hits instead of rolling 1d4. It’s Damage Dice changes from 1d4 to 3d4.


At least 3 Speed Upgrades

Your Kinsect can now pull White Extract at will each time it hits instead of rolling 1d4. Also, it’s range is increased to 60 ft.


At least 3 Stamina Upgrades

Your Kinsect can now pull Orange Extract at will each time it hit instead of rolling 1d4. Its reckless movement makes it gain Advantage on any Attack Roll.


1 Of Each Kinsect Upgrades

Each time you Kinsect hits, it grabs 2 Extracts instead of 1. You roll 2d4 to determine each Extract.


At least 2 Power Upgrades

Your Kinsect gains advantage on the Extract Roll. Now, you can use the Kinsect’s Attack as a reaction.


At least 2 Speed Upgrades

Your Kinsect gains advantage on the Extract Roll. Once, if the Kinsect’s Attack Roll would miss you can reroll the dice and use the new one. To use this feature again, you must perform a Short or Long Rest.


At least 2 Stamina Upgrades

Your Kinsect gains advantage on the Extract Roll. Additionally, when the Kinsect returns to give you the Extract you can also apply that extract’s buff to an ally within 5ft of you.

Master Hunter[edit]

At 20th level, your Hunter senses reach their pinnacle. Your Strength and Dexterity scores increase by 4. Your maximum for those scores is now 24.


Prerequisites. To qualify for multiclassing into the Insect Glaive Hunter class, you must meet these prerequisites: Have at least 14 Strenght, 16 Dexterity, be proficient in Acrobatics and get a Glaive with its Kinsect either by having a Proficiency in Nature or be get one by external sources.

Proficiencies. When you multiclass into the Insect Glaive Hunter class, you gain the following proficiencies: Choose one skill from Athletics, History, Medicine, Nature, Insight, Perception and Survival.

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