Predator (5e Class)
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- 1 Predator
- 1.1 Predator Background
- 1.2 Creating a Predator
- 1.3 Class Features
- 1.4 Champion
- 1.5 Stalker
- 1.6 Multiclassing
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.
Once you use this class, you must follow certain ideals:
- You will never attack an injured or diseased creature if they haven't attacked you
- If a creature challenges you to a clean one by one combat, you must accept and never use any of your tech during the battle (unless they cheat)
- When you kill or hunt a creature all alone following these ideals, you might pick up a trophy of your hunt, like a skull or a spine.
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
- Quick Build
As a Predator you gain the following class features.
- Hit Points
Armor: All armors
Weapons: Simple weapons, martial weapons
Tools: Tinkerer's tools
Saving Throws: Strength and Dexterity
Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Intimidation, Survival, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Lance or (b) A Scimitar
- (a) Two daggers or (b) any simple weapon
- (a) Hide Armor or (b) Chain Mail
- (a) Dungeonneer pack or (b) Explorer's Pack
|1st||+2||Favored Enemy,Predator Tech||2d6|
|4th||+2||Ability Score Improvement||3d6|
|6th||+3||Predator Leap, Favored Enemy Improvement||4d6|
|7th||+3||Predator Archetype Feature||4d6|
|8th||+3||Ability Score Improvement||4d6|
|10th||+4||Predator Tech Improvement||4d6|
|11th||+4||Predator Achetype Feature||5d6|
|12th||+4||Ability Score Improvement||5d6|
|14th||+5||Favored Enemy Improvement||5d6|
|15th||+5||Predator Archetype feature||5d6|
|16th||+5||Ability Score Improvement||5d6|
|17th||+6||Predator Tech Improvement||6d6|
|19th||+6||Ability Score Improvement||6d6|
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.
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 with special filters. You can switch between them as a bonus action and will have disadvantage on other ways to see. At 1st level, you can see blood trails or Darkvision up to 60ft instead of regular vision. At 10th level you gain heatvison (allows you to see heat witch color), and X-ray Vision (allows you to see through thick walls, up to 60ft) At 17th level you gain Truesight up to 60ft. If you lose your Biomask before level 17 , 1 week later you will start receiving 1 level of exhaustion per day after that, because of the oxygen poisoning. The atmosphere of your planet is primairly Nitrogen based.
- Plasma Caster
The helmet comes with a unique weapon called a plasma caster that can be mounted on the shoulder, it deals thunder damage equal to the amount shown on the table. At first level the range is 40/90ft. This increases to 120/250ft at level 10 and you get your permanent max range of 300ft at level 17.
At first level you can use the Plasma Caster 4 times before needing to take a short or long rest. At 10th level you can use it 12 times before needing to rest. Then at 17th level you can use it 15 times before needing to rest. To use the Plasma Caster you must use a bonus action and this counts as a ranged attack.
- Wrist Blade
At first level you have one wrist blade that deals 1d8 slashing damage. You need an action to attack with one (or both when you get them) and a bonus action to take them out. Climbing while your wrist blade is out gives you advantage. You gain your second at 10th level. You 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). At 17th you don't need anymore a bonus action to take them out (you use a reaction) and you might attack with them as a bonus action instead of action.
The Tech that you have allows you to become invisible to the naked eye.At 1st level you gain proficiency in stealth. As a bonus action, you can become invisible until you attack. The duration is up to a total of 1 hour before needing to have a short or long rest to refresh it. Your first melee attack while invisible has advantage and the creature has to make a DC 13 Wisdom(Perception) check with disadvantege to try to spot you, you do not break invisibility until the end of your turn. The Wisdom(Perception) DC needed increases to 15 at 10th level and to 17 at 17th level.
This lets you chart previous areas you have gone to or seen on a 3D map. You can use it to record the places you have seen. At 10th level 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. At 17th 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.
- Smart Disc
At first level you get your Smart Disc(Finnesse) wich allows you to deal 1d10 slashing damage. You can set up your smart disc in the air once per day as a bonus action, and the disc will make a route of objectives you can see within a range of 60ft, the disc will damage each enemy until it fails an attack roll, then it will automatically come back. This damage increases by 1d10 at level 10 (2d10) and you are able to use it twice, and it increases by 1d10 at level 17 (3d10) and you are able to use it three times.
*Your helmet does only work on you, on your head, no other creature can't use it anyway. If you lose your helmet or it is destroyed, you can repair it using predator tech and materials you get with 1000 gp. You will work on it for 2d4 days. The destruction or loss of the helmet isn't thought to happen frequently, and all this terms are subject to DM's discretion.
When you reach 1st level, you may choose a Fighting Style. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Great Weapon Fighting
When you roll a 1 or 2 on damage die for an attack with a weapon you wield with two hands, you can reroll the die and must use the second roll. The weapon must have two-handed or versatile as a property to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
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.
All Predators are trained warriors, but these individuals in particular prefer combat over the hunt, and their strength matches their attitude.
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
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
At 6th level, when you take a jump on your movement you can jump great distances, up to 40ft.
Starting at 9th level you can use your bonus action to focus your attacks giving you advantage on your attack rolls but also giving you critical hit rolling a 19, in addition to the rolled 20.
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.
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.
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.
At 20th level you unlock the absolute strength of a Predator. As an action you can make a threatening battle cry, and have Advantage on your Strength and Dexterity rolls for 10 minutes. You also have a +4 to attack rolls and damage rolls. Once you use this feature you can't use it again until you finish a long rest.
The Champion is a proud warrior who prefers a slaughter over a stealthy, quick kill.
- Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Primal Behavior
At 3rd level you act more animal-like, with great brutality and violence, giving you advantage on creatures who haven't taken a turn in combat yet and an extra 1d6 damage to that creature, of the same damage type.
- Champion Strength
Your blood has become stronger at 7th level. You can hold normal weighted weapons with one hand and over-sized weapons with both hands, and you also have advantage on Strength checks and saving throws. Additionally, 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 might choose another one, and 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 +5 to all damage rolls and strength 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 14 + 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 succeed a DC 14 + your Strength modifier saving throw, on a success they take an extra 2d6 slashing damage on a fail they have that limb cut off. If all limbs are cut then they 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.
- Aggressive Defense
When you are not wearing armor your Strength modifier can be replaced for your Dexterity modifier for your AC. Additionally, if a creature attacks you with a nonmagical attack within a 10 feet radius, you can use your bonus action (and your part of your movement on that turn to reach the objective) to Grapple or Shove that creature.
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.
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.
Proficiencies. When you multiclass into the Predator class, you gain the following proficiencies: simple weapons