Spirit Bound Hunter (5e Class)

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Spirit bound Hunter[edit]

A life ends and a new one begins. As a man that is wearing fine clothes stalking the night for his quarry something awakens in his shadow. Do you choose the Light and a painless death or do you choose the darkness and run ending in a painful end.

Spirit Bound Hunter =[edit]

These gentleman are burdened with the task to balance life and death for no life exists without death and no lith is the true death chosen or cursed by a spirit for their deeds striving towards their twister goles never one without the other.Often desire and Hate lets a spirit desid to bestow the gifts of this class upon a creature.


Class Features

As a Spirit bound Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • If you are using starting wealth, you have 6d4 x 10 gp in funds.

Table: The Spirit bound Hunter

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Nimbleness of the Light, Cursed Gloves
2nd +2 Spellcasting, Mastery of Light, Touch of Shadow and Light 2
3rd +2 Mantel of the Wolf 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Mantle of the Lamb 4 2
7th +3 Light in the Dark 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Shadow Escape 4 3 2
11th +4 Shadow Army 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Cycle of Light 4 3 3 1
14th +5 Shadow prison 4 3 3 1
15th +5 Quick End, Body of Light 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Light after Death 4 3 3 3 1
18th +6 Unsettling Aura 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 End of Life 4 3 3 3 2

Nimbleness of the Light[edit]

At 1st level, while not wearing armor or shield, you gain the following benefits:

  • Your AC is 10 + your Wisdom Modifier + your Dexterity Modifier
  • You can draw and stow small weapons without expending any action.
  • You gain a bonus 10 feet movement.
  • When wielding a pair of daggers, you gain a bonus of + 1 to your AC.
  • When you engage in two-weapon fighting using daggers, you add your ability modifier to the damage of your attack made using a bonus action.

Cursed Gloves[edit]

At 1st level, you gain a pair of mystical objects from which you draw your power: the Curse Gloves. These gloves are sinister and ancient relics, crafted by some ancient being, and bound to you. They can't be unwillingly removed, nor can they be destroyed. If you lose the gloves, you can summon them back to your hand using a bonus action.

These gloves give you a bonus of +2 on attack rolls with light melee weapons and light thrown weapons.

In addition, any object you carry or hold on your gloves can be marked with a temporary bond. You can't have more than two objects (one per glove) bound in this manner. The bound item can be summoned to your hand wearing the glove using a bonus action.

Spellcasting[edit]

By 2nd level, you have learned to draw on the power of your curse. See chapter 10 for the general rules of spellcasting. Preparing and Casting Spells The Soul bound Hunter table shows how many spell slots you have to cast your spells. To cast one of your The Soul bound Hunter spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a short or long rest.

At 2nd level, you know cantrips equal to your wisdom modifier of your choice, half of them need to be from the Soul bound Hunter spell list.If you gain a bonus to your wisdom modifier you gain another cantrip.

Preparing Spells

At 2nd level you can prepare a number of spells every day (after a long rest) equal to your Wisdom modifier + half your level from the Soul bound Hunter spell list.

Wisdom is your spellcasting ability for your Spirit Bound Hunter spells, since their power derives from the strength of your soul and the curse that lays on you. You use your Wisdom whenever a Spirit Bound spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Mastery of Light[edit]

At 2nd level, you can use your inner light to channel special abilities using your daggers:

Curving Blade

When you make an attack with a dagger and miss, you can spend a 1st-level spell slot to cause the attack to hit instead. If you sped a spell slot higher than a 1st-level one, your attack is considered magical, and cause additional 1d4 damage per level of the spell slot spent.

Fan of Daggers

As an action, you can spend a spell slot to hurl a dagger, that magically multiply in the air as a fan of daggers in a 15-foot cone in front of you. All creatures in the cone must succeed on a Dexterity saving throw against your spell save DC, taking 2d4 piercing damage on a failed save, or half as much on a success. The damage increases in 2d4 per level of the spell slot spent.

Volley of Daggers

You can take the Attack action and spend a spell slot to make a multiple ranged weapon attacks using daggers. You can make one attack, plus one for each level of the spell slot spent. You must roll one separate die for each attack, and must have at least one dagger per attack.

Planed Attack

You can spend a spell slot to give yourself advantage on your next attack using a dagger. The attack must be made until the end of your turn. A higher level spell slot will allow you to make additional attacks at advantage until the end of this turn (one per level of the spell slot).

Touch of Shadow and Light[edit]

Thair is a Balance between shadows and light between good and evil whatever thair is it are the deep feelings that sit within you a balance between Life and Death Good and Evil. You can not have both summoned at the same time also if you summon one and dismiss it you need to spend a short rest to gain any benefit of the summon other than talking to it. Your eyes have a determination stuck to them that is fearsome to some, your sharp eyes may be cursed by whatever evil powers have possessed you over the time but it also comes with benefits. You double your proficiency modifier for Perception and Insight and you can no longer be frightened.

What is Light without its Shadow
Schadow.

At 2nd level you notice that something is hiding in your shadow creatures that have a connection with shadows and darkness see you as one of them also crows seem to always follow you.You can see the remains of any soul if a Spectral creature is in 30 feet range of you you can see it as an action you can summon a Weeping Wolf the wolfe can talk fey and is a part of you and your deepest feelings after you summon the wolf it will consume the soul of any creature that died in a 30 feet radius around him this restores Hp equal to your wisdom modifier for every soul. The wulf can detect any Spirit,Fiend Fay or Soul nearby and track it down.Your wolf can find any creature that you are familiar with if its in a 1000 feet range he also possesses keen hearing. The wolf would warn you of any harmful sound that it can hear, stealth rolls against you are made with disadvantage, he can use this feature even if he is not summoned. The Weeping Wolf will not fight for you but it has 1d10 hit points per Spirit bound Hunter At 14th level the wolf will start fighting for you and can use all its features that are in his stat block it will follow your command (Stat and Damage as Shown in its column).

Light

At 2nd level the light in your heart springs into form you can summon a spirit of a Humanoid Goat with a wolf's mask resembling your inner struggle if ask the spirit can heal a Disease or cure one condition alsow you no longer can be poisoned or contract any disease.Also creatures that are tocht by the spirit can regain one of their hit dice as Heal for free (they need to ask the spirit) this spirit will never fight with you rather it is the source of every light in you and the Healing abilities you have.When the spirit is summoned any creature that is in a 30 feet range of it gains the marking of the Lamb a creature markt this way gains a d6 that it can use in the next 24 hours to let a creature they touch regain Hp equal to the number rolled a creature can only be market once and can't be marked again until 24 hours have past.

The Wolf

The wolf represents the feral instincts of humans and partly the ferocity and bad habits of a person. The wolf can not be bribed and does not want any payment it feeds of the despair and fear of the soul of a creature that has been slain.

The Lamb

The Lamb in persons the will to survive and is more like the reflection of the nature of a person the Lamb is more willing to help but for a price the lamb is part of the person's soul and only wants to benefit itself and the person it's originating from. The Lamb would not instantly strike a deal with someone but after time and time helping someone that is not his Soul bound master it wants something back.

Exempels.

A offering of Gold to the person or the lamb personally (the gold is consumed by the lamb)

A favor that could help the person or the Lamb.

A gift to show respect (a song,a poem or something else that is made by the creature that is in debt)

A deal to which the person must hold to but nothing to big for example that the creature doesn't drink any liquor for a day.

Mantle of the Wolf[edit]

At 3rd level you get more attuned with shadows and the beast in you you gain the following features you gain advantage on saving throws against spells.

Schadow Image

Twice per short rest you can create a shadow image of you as a bonus action that you can place.You can choose if any feature or attack that you use or make originates from it also as a bonus action you can change place with it the range is 30 feet and you need to stay in a 120 feet range of it or it disappears also the shadow itself disappears if you choose so or after a number of hours equal to your wisdom modifier.

Shift Attack

Any attack that you make you can let it go through shadows if you take the attack action and make a successful attack role you can choose to let your attack go into the shades and let it strike at another time in the next 4 hours you can choose to hit any creature with theas attacks as a bonus action reaction or if you hit a attack.Any attack that is made with this feature and was a successful hit will hit the creature when it is activated and this ignores features like invisibility or if the creature is no longer near you.

One with the Schadow

As a bonus action if you stand in Darkness or a shadow you can fuse with it and disappear in it.You can appear at any time again out of the same schadow you can only stay there for up to 8 hours afterwards you need to exit the Shadow or darkness if you want to enter the same schadow again you need to wait for 24 hours before you can do so.If you are in the shadow of a creature or Item there will bi a occasional flickering in his schadow a creature that has a higher passif perception the 10+ your wisdom modifier +your proficiency modifier can try to detect you with an investigation throw Dc 10+ your wisdom modifier +your proficiency.

Unleash the Wolf

As a Action you create a 15 feet zone of shadow around you that stays for a number of turns equal to your wisdom modifier if a creature enters the zone the wolf will attack it (you need to role the attack) it deals 1d6 force dmg also if a creature makes a attack role against you the wolf will attack it if it's in the area and deal 1d4 force dmg (no attack role required) you can use this two times per short or long rest.

Jaws of Hunger

if you take the attack action and make a melee attack you can instead let the Weeping Wolf's Head rise out of your schadow and make an attack with it the attack deals 2d6 force damage on a successful hit and if the target dies its soul is consumed and you regain hit points equal to your wisdom modifier.

Extra Attack[edit]

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

Mantle of the Lamb[edit]

At 6 th level you grow more intuned with the Lamb and you gain resistance to necrotic damage.

Protection of the Lamb

Every start of your round you gain a number of temp Hit points equal to half your level also you gain a bonus of 1d4 cold damage to each attack or spell that deals damage

Tears of the Moon

As an Action you can make a rain of frozen arrows come down in a area of 20 feet that is in 120 feet range any creature needs to make a dexterity save Dc 8 + your wisdom modifier + proficiency modifier or take 4d6 cold damage and their movement is reduced by half if they succeed the save they take half dmg and gain no movement penalty you can use this feature equal to your wisdom modifier to regain all expendet uses you need to spent a long rest.

Danc of the Hunt

If you would make a attack you can instead use this feature you move up to 10 feet to an unoccupied space not provoke opportunity attacks after landing you fire a folly of 3 icicle arrows that deal 1d6 cold damage each and for every arrow that hits the movement of the creature is reduced by 10 feet (you need to make a spell attack roll for every one of them) you can use this feature equal to your wisdom modifier to regain all expendet uses you need to spent a short rest or long rest.

Reflection of the Moon

As a reaction you cover yourself in a moonlight force field when you take Dmg you can reduce the Dmg by 2d6 after words the rest of the damage that you get thru this feature will be added to your temp hit points.You can use this feature equal to half your wisdom modifier and regain all expended uses after a short or long rest.

Sanctum of the Lamb

As a bonus action you can regain a number of hit points eaqual to your temp hit points you can use this feature equal to your wisdom modifier and regain all expendet uses after a long rest

Guidanc of the Lamb

The lamb guids any sole that is worthy enough to its origins yo can touch a creature the creature gets marked by the lamb if the creature wants to find its way to you the lamb will appear and show him the fastest way to you the marke of this feature is removed after 24 hours you can only marke 2 creatures at a time.

Light in the Dark[edit]

At 7th level you gain a pool of d6 equal to your Wisdom Modifier. You can spend one of these d6 to let a creature or your self regain hit points equal to the result rolled this feature has a 10 feet range.If you drop to 0 hit points at the start of your next turn bevor you make your death save if you have a d6 left you can regain the number roled as Hp (you can profit this way only once per battle ore every Hour) you regain all expendet uses after a short rest.


Shadow Escape[edit]

At 10th level an action you can escape into a shadowrealm you can take any creature that you touch with you stay in this realm for as long as you want but the realm is home to your inner beast if you exit the realm by will you and any creature that was with you enter into the physical plain to one are they already been bevor. After you used this feature you need to spend a long rest before you can use it again

Shadow Army[edit]

At 11th level, you become able to give consciousness to shadows looming nearby. Choose an area within 60 feet that is covered in darkness. As an action, you summon four shadows (use the shadow stat-block). Each shadow disappears when it drops to 0 hit points, after 1 hour or until you lose concentration (as if concentrating on a spell).

The summoned shadows are friendly to you and your companions. Roll initiative for the summoned shadows as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

You can use this feature in a alternative manner, requiring less focus but also lasting less. If you do so, the shadows disappear after 1 minute, but doesn't cost you concentration to maintain.

Also using this feature, you can't do it again until you finish a long rest, unless you spend a spell slot of 3rd-level or lower to do it again.

Cycle of Light[edit]

At 13th level you can create a circle of light any non hostile creature in it can not drop to 0 hit points instead they stay at 1 hit point the cycle stays for 1d4 if the cycle disappears any friendly creature that stands in it regains 4d10 hit points. The affected area is a 20 feet cycl you cast it as an action and can't do so again before you finish a long rest.

Shadow Prison[edit]

At 14th level, you can use your bonus action to banish a creature you can see within 60 feet to a prison in the shadow realm, were its sanity is tested against the maddening darkness.

The creature takes 2d10 psychic damage when you first use this feature. At the start of each turn, the creature can attempt a Charisma saving throw to attempt to exist the shadow realm, taking additional 2d10 psychic damage on a failure. On a success, the creature returns to the space previously occupied, otherwise, it stays on the shadow realm for 1 minute.

If the creature fails three saving throws against your shadow prison, it also becomes frightened of you for 1 minute after being able to free itself from the shadow prison.

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

Quick End[edit]

At 15th level, you score critical hits on a roll of 19-20. In addition, when you score a critical hit, you have advantage on all your attack rolls against that creature until the end of your next turn.

Body of Light[edit]

At 15th level you no longer die of old age diseases and poisons have no effect against you anymore also your body doesn't seem to age and you only need half the time of sleep and half of the resources of food from this moment on.

Light after Death[edit]

As all has an end so does the killing at 17th level after you kill an enemy you gain a stack of lust you can have up to 3 stacks of lust every given time you can spend a stack of lust as a bonus action to gain the following features.

Regain a number of hit points eaqual to half your level Regain 4 Attack points Get advantage on any skill check Remove any condition that affects you

Unsettling Aura[edit]

At 18th level every creature that wants to attack you needs to first make a wisdom save the Dc for it is 8 +your wisdom modifier + your proficiency modifier if it fails it is unable to attack you.

End of Life[edit]

At 20th level,every live must have an end as a action you can make a vital strike the creature needs to make a constitution saving throw DC8 + wisdom modifier and proficiency modifier if it fails it immediately drops to 0 hit points if it succeeds the saving throw it instead takes 10d10 forc dmgs you can use this feature equal to your wisdom modifier and regain all expended uses after long rest.

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