Predator (5e Class)

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Predator[edit]

Predator Backround[edit]

A new predator comes to a new planet where he will hunt for his enemies and gain knowledge of all kinds of civilizations, and perhaps help some wondering explorers by accident.

A predator watches from afar as he sees grunts for a captain go inside a tent and look through a chest of ancient dragon scrolls. In all but 2 minutes he is in front of the tent. Entering and slaying them all, he takes the treasure for himself. When the captain arrives he has no idea what to make of it.

A Predator is meant to be played with the race Yautja (5e Race) but if your DM lets you,you can be a different race, but being Yautja makes more sense role-play wise.

Creating a Predator[edit]

mist-xg-3s.jpg
artist unknown


Quick Build

You can make a Predator quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Otherworlder

Class Features

As a Predator you gain the following class features.

Hit Points

Hit Dice: 1d12 per Predator level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Predator level after 1st

Proficiencies

Armor: light,medium,heavy
Weapons: Martial,and simple weapons
Tools: tinkerers tool
Saving Throws: Strength and Dexterity
Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Intimidation, Survival, and Stealth

Equipment

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

  • (a) Spear or (b) Two Daggers or (c) Explores Pack
  • (a) any martial weapon or (b) any simple weapon or (c) Dungeonneer pack
  • (a) Hide Armor or (b) Chain Mail

Table: The Predator

Level Proficiency
Bonus
Features Shoulder Blaster
1st +2 Favored Enemy,Predator Tech 2d6
2nd +2 Predator Bane,Predator Mark 2d6
3rd +2 Predator Archetype 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Extra Attack,Predator Leap 2d6
6th +3 Predator Tech and Favored Enemy Improvements. 3d6
7th +3 Predator Archetype Feature 3d6
8th +3 Ability Score Improvement 3d6
9th +4 Precise Strike 3d6
10th +4 3d6
11th +4 Predator Achetype Feature 4d6
12th +4 Ability Score Improvement 4d6
13th +5 Hunter Endurance 4d6
14th +5 Favored Enemy Improvement 4d6
15th +5 Predator Archetype feature 4d6
16th +5 Ability Score Improvement 5d6
17th +6 5d6
18th +6 Trap Master 5d6
19th +6 Ability Score Improvement 5d6
20th +6 Final Farewell,Primal Predator 5d6

Favored Enemy[edit]

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

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

The type creature you have chosen has disadvantage on all attack rolls against you making them more vulnerable in the face of such terror.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Predator Tech[edit]

Your Tech has many different uses like seeing in different visions and even cloak yourself from your prey. At first level you gain these traits.The Tech you have has cool features but most are deactivated do to the training wheels protocol. More features become unlocked as you progress in this class. These go in your equipment

BioMask

Your helmet lets you see in blood and heatvison instead of regular vision At 5th level you gain Darkvision up to 60ft,and X-ray Vision this allows you to see skeletons and see through 10inch thick walls except lead. At 9th level you gain Truesight up to 60ft.

Plasma Caster

The helmet comes with a unique weapon called a plasma caster that can be mounted on the shoulder, it deals force damage equal to the amount shown on the table. Range of how far it can shoot is 300ft. At first level you can use the Plasma Caster 9 times before needing to take a short or long rest.At 6th level you can use it 12 times before needing to rest.Then at 20th level you can use it 15 times before needing to rest.To use the Plasma Caster you must use an action and this counts as a ranged attack.

Wrist Blade

At first level you have one wrist blade that deals 1d10 slashing damage. Climbing while your wrist blade is out gives you advantage. You gain your second at 7th level. Yiu are proficient in this weapon. You can use your strength modifier or dexterity. This weapon doesn't take any hands to attack (you can hold things while attacking).

Cloak

The Tech that you have allows you to become invisible to the naked eye.At 1st level you gain expertise in stealth. As a bonus action, you can become invisible until you attack or cast a spell. The duration is up to a total of 4 hours before needing to have a long rest to refresh it. Your first melee attack while invisible can not be blocked or stopped, you do not break invisibility until the end of your turn. Once you have done your first melee attack while invisible, you can not do this again until you have a long rest.

Gauntlet

This lets you chart previous areas you have gone to or seen on a 3D map. You can scan for creatures within a 500ft radius taking 1 minute to do so. Once scanned you can find them precisely on your map. You need this gauntlet in order to preform Self-Destruct.

Predator Bane[edit]

Your appearance can give you an edge in battle at 2nd level you can use your action to choose up to 4 creatures to make Charisma saving throw or have a -d4 to attack rolls.

Predator's Mark[edit]

At 2nd level you can use your bonus action You choose a creature you can see within range and mystically mark it as your quarry. Until the 1 hour has ended,you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this feature ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Predator Archetype[edit]

At 3rd level you can choose one archetype to further enhance you predator style. You may choose one of the archetypes called Champion or you can be a Stalker . Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Champion

All Predators are trained warriors, but these individuals in particular prefer combat over the hunt, and their strength matches their attitude.

Stalker

These Predators revel in studying their prey, searching for the perfect method of attacking the perfect area, all for the perfect kill.

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.

Predator Leap[edit]

At 5th level you can jump great distances and can make a running long jump of 40ft.

Precise Strike[edit]

Starting at 9th level you can use your bonus action to focus your attacks for this turn giving you advantage on your attack rolls but also giving you a +2 to your damage roll and attack roll.

Hunter Endurance[edit]

At 13th level your time on this planet has allowed you to adapt to its environment, enabling you to heal an extra hit die when you take a short rest. Also, when you do take a short rest you can get rid of 1 level of exhaustion.

Trap Master[edit]

At 18th level you can make different kinds of traps, provided that you have the materials. The crafting time for them is halved. Also, the Wisdom (perception) check required to see your traps have a +1 in DC. You can find all the traps you placed on your map and check if they went off.

Mine

Crafting Time 10min, cost 50gp. A mine is an explosive that is buried underground and when it is stepped on it triggers an explosion. At least 10 pounds of pressure is needed to trigger the trap and it deals 4d6 fire damage. A DC 16 Wisdom (perception) is needed to see the trap, and a person with thieves tools can disarm it with a successful DC 20 check.

Hanged Barb Wire

Crafting Time 5min, cost 20gp. A Hanged Barbed Wire is favored by most predators because you can hang someone and still deal damage to them. The Hanged Barb Wire is a spiked wire that has been formed into a noose. A creature can make a Wisdom (perception) DC 18 or be hanged. While hanging they take 2d8 piercing damage each turn and are also suffocating. If they die by the Hanged Barb Wire, they are decapitated.

Laser Mine

Crafting Time 25min, cost 46gp. This mine shoots out lasers, making anything that touches it take 2d8 radiant damage. If something falls onto the trap, 7d12 radiant damage is taken instead. This laser can be turned on at any time with your gauntlet.

Self-Destruct[edit]

At 20th level you can make the ultimate sacrifice: when you have failed two of your death saving throws you can activate your Self-Destruction Device. Creatures within a 50ft Radius must make a DC 18 Dex saving throw or take 10d12 Radiant damage and 10d12 Bludgeoning damage or half as much on a success.

Primal Predator[edit]

At 20th level you unlock the absolute strength of a Predator. As an action you can have Advantage on your Strength and Dexterity rolls for 10 minutes. You also have a +2 to attack rolls and damage rolls. Once you use this feature you can't use it again until you finish a long rest.

Champion[edit]

The Champion is a proud warrior who prefers a slaughter over a stealthy, quick kill.

Primal Behavior

At 3rd level you act more animal-like, giving you advantage on creatures who haven't taken a turn in combat yet.

Champion Strength

Your blood has become stronger at 7th level. You can hold heavy weapons with one hand and over-sized weapons with two hands. You also have advantage on strength checks and saving throws. Also your strength score increases by 2 and your maximum for that score is 24.

Brutal Swings

At 11th level you know how to knock a creature on their feet. When you take the attack action you can attempt to push them onto the ground. If successful, you can make one more attack against them. If this attack hits, it counts as a critical hit. Once you use this feature you can't use it again until you complete a short or long rest.

Primal Champion

At 14th level you have reached your maximum power. You can choose two of the abilities listed below. At 17th level you can replace the ones you used with any other two if you wish to do so.

  • Size Increase

As an action you can grow one size larger and deal +2 to all damage rolls for 1 hour after which you return to your normal size.

  • Brutal Crush

When you attack a medium or smaller creature they must make a Strength saving throw DC 16 + half your Strength modifier on a sucess they take 3d12 bludgeoning damage on top of the regular damage you can use this feature twice before needing to complete a long rest.

  • Primal Slash

when you take the attack action you can target a specific body part on a creature the creature must suceed a DC 16 + half your Strength modifier saving throw, on a sucess they take an extra 2d6 slashing damage on a fail has that limb cut off and if all limbs are cut then then take 3d8 slashing damage instead. If you are using this attack on another player the player has to do a strength saving throw of 10 + half your Strength modifier.

If you cut off a leg the target's speed is reduced to 10 feet

If you cut off an arm the target has disadvantage on attack rolls provided the arm is necessary to the task. Spellcasters must make a concentration check if they try to cast a spell provided the spell has somatic components.

If you cut off both legs the target falls on the ground and can't move.(they may attack) Because they can't move they no longer add their dexterity to their AC.

If you cut off both arms the target is unable to use its arms to attack, cast spells etc.

  • Stone Skin

Your AC gets an increase of +3 when you are not wearing armor and your Strength modifier can be replaced for your Dexterity modifier for your AC when you are not wearing armor.

Stalker[edit]

The Stalker is a hunter whose lethality can only be attributed to its raw skill and knowledge.

Hunter Aspect

At 3rd level you have a knack for avoiding danger from your Favored Enemies. Your favored enemies have disadvantage on attacking you if you are not Incapacitated.

Shadow Stalker

At 7th level you know how to stay hidden and use that hiding spot to deal a lot more damage than usual. When you are in dim light or darkness you add +4 to your stealth rolls and on your first attack out of stealth deals an extra 4d6 damage

Fast Adapter

At 11th level your Dexterity score increases by 2 and your maximum for that score is 22. Also, when you spend 1 week in a certain type of environment you gain +2 to your stealth rolls.

Master Stalker

You have trained day in and day out for this moment: the day you slay one of your favored enemies. At 14th level choose two of these abilities that you wish to slay your favored enemies with. At 17th level you can switch 1 or both of your abilities and replace them with another one.

  • Volley

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.

  • Whirlwind Attack

You can use your action to make a melee Attack against any number of creatures within 5 feet of you, with a separate Attack roll for each target.

  • Sharp Shot

You can use your action to slow your breathing and hit a specific area on a creature. On a hit, the creature must make a Constitution saving throw DC 18 or take 1d12 bleeding damage. This increases by 1d12 at the start of the creatures turn. Favored enemies have Disadvantage on the roll.

  • Dead Shot

You can use your action to deal more damage on an attack roll. On a successful attack roll, you can choose to roll an additional d6 of damage for every point of difference between your attack roll and the targets AC. You can use this feature a number of times equal to half your Wisdom modifier (rounded up), afterwards you cannot use it again until you finish a long rest.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Predator class, you must meet these prerequisites: Dexterity 13 and Strength 13

Proficiencies. When you multiclass into the Predator class, you gain the following proficiencies: simple weapons



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