Night Huntsman (5e Class)
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Night Huntsman[edit]
You stand upon a moonlit hill, the sounds of villagers screaming and the roars of evil creatures of the night fill the cold damp air. You unfurl your whip, You load a bolt into your crossbow, You whisper a prayer and take a deep breath. Woe to all evil creatures that go bump in night as the Night Hunter prowls for their next quarry.
Die Monster[edit]
What is a Monster? well anything that harms the lives of innocence in the dead of night, from Hags to vampires to those who take advantage of others who cannot defend themselves. Night Huntsman turn the tables on the evil that stalks the dark hours of the night. Masters of combat, the esoteric, and the supernatural; Night Huntsman give thier all to save those who can't save themselves.
Creating a Night Huntsman[edit]
Witch Hunter by Somniturne |
So you wanna make a Night Huntsman, first off lets think about your character. Why did your character become a Night Huntsman? Were they born into it? Forced into it through circumstance? Are they doing it as an occupation or out of the goodness of their heart? Did their loved one get taken in the night and you vowed to never let that happen to anyone else if you can help it? Do you like Castlevania and Van Helsing? All these questions go into what you'll need to make a character a Night Huntsman.
- Quick Build
You can make a Night Huntsman quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom or Intelligence for your spellcasting. Second, choose the Soldier background. Third, choose the Whip, the hand crossbow and 20 bolts, two daggers, and the explorer's pack as your starting equipment.
Class Features
As a Night Huntsman you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Night Huntsman level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Night Huntsman level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple weapons, Martial Weapons
Tools: Alchemists Supplies, Thieve's tools, Herbalism Kit
Saving Throws: Strength, Wisdom
Skills: Choose three from Athletics, Acrobatics, Arcana, Medicine, Religion, Investigation, Survival, Perception, Persuasion, Sleight of Hand, Intimidation and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Studded leather armor or (b) chain shirt
- (a) whip and 2 daggers or (b) shortsword and 2 daggers
- (a) hand crossbow and 20 bolts or (b) 10 darts
- (a) scholar’s pack or (b) dungeoneer's pack
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
<!-Class Feature->[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
Ability Score Improvement[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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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