Supernatural Hunter (3.5e Class)

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Supernatural Hunter[edit]

Supernatural Hunters and Huntresses, also known as Hunters for short, are humans who are endowed with supernatural abilities to hunt and kill vampires, werebeasts, and hybrids through witchcraft. They are considered a supernatural species despite being humans and reside in the Spirit World when they die.

Making a Supernatural Hunter[edit]

To become a Supernatural Hunter, one had to seek out and undergo the most grueling of spiritual tests to join the first Hunters Order known as The Brotherhood of the Five. The Brotherhood of the Five, or simply The Five for short, are a group of five supernaturally gifted humans who are specially bred to oppose immortal beings, and trained to specifically hunt, cure and kill those "cursed" with bloodlines and powers that abuse the powers of Nature and the Spirit World.

A Supernatural Hunter protected the integrity of the Spirit World, to prevent any supernatural being from using magic that defied the natural laws of the world from entering and abusing the realm of spirits. Necromancy, Demonology, and Voodoo was seen as abhorrent practices designed only for the purpose of abusing what Ao set in place long ago, therefore anyone caught practicing such arts was to be brought before The Brotherhood of the Five, interrogated for information, and then executed without exception to prevent all further misuse. Theoretically, if the Five Gates to the Spirit World were to be destroyed, it would mean the end of Spirit Magic for witches. The Spirit World allows the Spirits to keep existing as ghosts for witches to call upon, so if it were to be destroyed, the Spirits will no longer exist. One of the sacred duties of Supernatural Hunters is to protect the ancient druidic Five Gates built amongst shrines to prevent tears in The Veil which is the only thing separating the world of the living from the Spirit World.

Abilities: Dexterity is the most pivotal force that drives a Supernatural Hunter. Dexterity provides them with a better armor class for a class that does not often wear armor of any bulky kind, it grants them a greater hit chance with their ranged weapons, it is essential for many of the skills that this class commonly utilizes, and it is the key ability in a number special powers. Next in order of importance is Wisdom. Wisdom is the key ability for the magical powers of a Supernatural Hunter, it also is useful for many skills commonly used by the Supernatural Hunter, and is used in a few class abilities. Strength and Constitution can also be useful for the Supernatural Hunter to provide him with extra hit points and allow him to deal out greater damage, two key items needed when fighting close hand.

Races: Most Supernatural Hunters come from races that tend towards lawful and not particularly towards good: such societies often have niches for an Supernatural Hunters to fill. Dwarven and human Supernatural Hunters might be the most common, but all races have their share of these warriors of dark justice.

Alignment: Any nonchaotic. On the good-evil axis, Supernatural Hunters tend to move away from good, since it's very hard to keep to your morals when you deal with the worst of the worst. That said, there are lawful good Supernatural Hunters, which doesn't mean they're washed-out versions of the class at all.

Starting Gold: 5d4x10 gp (125 gp)

Weapon Proficiencies: Supernatural Hunter's weapons are all crafted with alchemical silver and holy water, being imbued with one holy enchantment of the Dm's choice, the list of weapons are as follows:

Dagger, punching; Gauntlet, spiked; Crossbow, grapple firing; Crossbow, light; Axe, throwing; Flail, heavy; Falchion; Longsword; Scimitar; Scythe; Naginata; Longbow, composite; Shortbow, composite; Chain, spiked; Chain-and-dagger; Greatsword, mercurial; Sword, two-bladed; Scorpion Claws; Khopesh; Khopesh, Double; Whip, Scorpion-tail; Crossbow, repeating, heavy; Crossbow, repeating, light; Greatbow, Composite; and Whip.

Armor Proficiencies: Supernatural Hunters are proficient in all armors and all shields including Tower.

WARNING: This class gains no bonus feats and doesn't follow a normal feat progression as it is meant to thrive off of what it gains naturally. This class should not be multi-classed or gestalted with any other class as it was designed as a standalone self-sufficient type that grows moderately in difficult campaign settings.

Starting Age: As cleric.

Table: The Supernatural Hunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day Power
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Sneak Attack +1d6, 1st Favored Enemy, Track, Hunter's Mark, Hunter's Curse, Peak Physical Condition, Peak Human Speed, Peak Human Stamina, Peak Human Endurance, Peak Human Reflexes, Invulnerable Mind, Sensory Detection 3 1
2nd +1 +3 +0 +3 Spell Resistance, Purge Magic(+1) 4 2
3rd +2 +3 +1 +3 Sneak Attack +2d6, Escape the Cage, Trackless Step 4 2 —1
4th +3 +4 +1 +4 Purge Magic(+2) 5 3 2
5th +3 +4 +1 +4 Sneak Attack +3d6, 2nd Favored Enemy, Witch Breaker 5 3 2 1
6th +4 +5 +2 +5 Purge Magic(+3), Force Shapechange 5 3 3 2
7th +5 +5 +2 +5 Sneak Attack +4d6, Ambush, Swift Tracker, Witch Sight 6 4 3 2 1
8th +6/+1 +6 +2 +6 Purge Magic(+4), Mind Cage 6 4 3 3 2
9th +6/+1 + + + Sneak Attack +5d6 6 4 4 3 2 1
10th +7/+2 +7 +3 +7 Purge Magic(+5), 3rd Favored Enemy, Nimble, Learn the Truth 6 4 4 3 3 2
11th +8/+3 +7 +3 +7 Sneak Attack +6d6, Diving Strike, Hide in Plain Sight 6 5 4 4 3 2 1
12th +9/+4 +8 +4 +8 Purge Magic(+6), Specialization 6 5 4 4 3 3 2
13th +9/+4 +8 +4 +8 Sneak Attack +7d6, Hunter's Veil 6 5 5 4 4 3 2 1
14th +10/+5 +9 +4 +9 Purge Magic(+7) 6 5 5 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Sneak Attack +8d6, 4th Favored Enemy 6 5 5 5 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Purge Magic(+8), Specialization 6 5 5 5 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 Sneak Attack +9d6, Hunter's Wrath 6 5 5 5 5 4 4 3 3 2
18th +13/+8/+3 +11 +6 +11 Purge Magic(+9) 6 5 5 5 5
19th +14/+9/+4 +11 +6 +11 Sneak Attack +10d6 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Purge Magic(+10), 5th Favored Enemy, Specialization 6 5 5 5 5 5 4 4 4 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

Sneak Attack: If a Supernatural Hunter can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Supernatural Hunter’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Supernatural Hunter flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Supernatural Hunter levels thereafter. Should the Supernatural Hunter score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a chain or an unarmed strike, a Supernatural Hunter can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A Supernatural Hunter can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Supernatural Hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Supernatural Hunter cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Favored Enemy (Ex): At 1st level, a Supernatural Hunter may select a type of creature from among those given on Ranger. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Supernatural Hunter may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the Supernatural Hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Supernatural Hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

Hunter's Mark: The Hunter's Mark is a mark which appears as a tattoo on the body of a member of the Brotherhood of the Five. The mark begins at the dorsal face of the right hand and continues up the arm and across the chest, revealing the story of the first Immortals and their curse upon all other races over time, as well as, the ultimate mission of the Brotherhood. It serves many purposes - it's a map, a story, a coded message, an empowerment and a spell all at the same time.

The Hunter's Mark was created centuries after powerful witches created the first known spell of immortality. In revenge for this betrayal on humanity, several deities of good bestowed on chosen few with a cure for immortality, instructing these chosen to create an order that would create and take it to those afflicted with the thirst to abuse nature. The mark was given to The Five as a means to find Immortals and the Cure, which they believed was the ultimate weapon to rid the world of vampires, werebeasts, and hybrids. The Hunter's Mark expands every time he kills a vampire, werebeast, and hybrid. The incomplete mark appears on a potential's hand whenever a member of the Five dies. It grows upon their initial kill, marking their activation from potential to supernatural hunter. A Hunter's Mark comes to full completion when an entire bloodline from an Immortal Sire has been eliminated.

Hunter's Curse: The Hunter's Curse is the ability of Supernatural Hunters that automatically enacts a curse to a Vampire, Werebeast, or Hybrid should they kill a member of the Brotherhood of the Five. This curse causes its victims to be psychologically tortured by the specific hunter even after death by creating powerful hallucinations that torments even the mind of the Original Immortals, slowly bringing them to a madness that coaxes them into taking their own life. The Hunter's Curse is basically a fail-safe, designed to torment the killer of a hunter and drive them insane so that they could commit suicide, and as a way to protect the hunter from being killed by vampires so they can complete their supernatural destiny. Thus, the hunter's job is still completed.

The being responsible for the murder of the hunter would experience horrifically vivid hallucinations, usually in the form of the people that the recipient has killed in the past (the first being the hunter that was killed to trigger the curse) which would then prey upon the killer's guilty conscience, and may even manifest in strange forms, tempting the killer to kill themselves in order to escape this psychological torment, even those who are remorseless and have no problem with murder are not exempted. Every session the DM must roll a DC 10 + character level + Spell Level 9 Will Save vs those who've killed a member of the Brotherhood of the Five, if the target in question fails, they will commit suicide immediately by whatever means is made available to them. It takes an Original Immortal 50 years of successful Will Saves to resist and subdue the effects of the Hunter's Curse to truly be rid of it, though any Immortal whose committed murder of a brotherhood member and has offspring, the curse will pass onto their children instead, activating upon their fifteenth birthday.

Peak Physical Condition: Supernatural Hunters possess bodily functions that are enhanced to the pinnacle of human conditioning. Supernatural Hunters of the Five possess superior strength that makes them stronger than humans, but below that of newborn vampires. That said, they can still hold themselves in a fight, granted a permanent +2 Ability Score point to Dexterity, Strength, and Constitution, and Wisdom. Supernatural Hunters also gained a permanent +5 enhancement bonus to all natural weapon attacks and damage as they are now competent enough to solo fight everything under an Original Immortal. Supernatural Hunters are thus granted Improved Unarmed Strike as a bonus feat.

Peak Human Speed: Supernatural Hunters of the Five possess peak-human speed, gaining a permanent +30 speed increase, though it is unknown if they are superhuman. They are shown to be able to draw their weapons quickly, gaining the Quick Draw feat, and are fast enough to catch cursed beings by surprise before they can react, granting the Improved Sneak Attack Feat which provides a +1d6 per ability level increment instead of taking the feat numerous times to stack the damage.

Peak Human Stamina: Supernatural Hunters of the Five possess peak-human stamina. This is not largely controllable and often occurs as a burst of energy within a Hunter, but they can run for dozens of miles and not lose breath and can physically exert themselves at peak capacity for several hours without resting before showing signs of fatigue. This grants the Toughness Feat with a +10 enhancement bonus.

Peak Human Endurance: Supernatural Hunters of the Five can endure more physical stress than the average person. They can tolerate large amounts of physical pain such as being shot, stabbed repeatedly, burned with high heat, and beatings than that of an ordinary person. They can remain calm through stressful and painful situations, can tolerate extreme hunger, unbearable thirst and the strong urge to sleep. This grants the player the Endurance, Diehard, and Greater Endurance feats.

Peak Human Reflexes: Supernatural Hunters of the Five possess peak-human reflexes. They have demonstrated superior reaction time to those of humans and can dodge offensive attacks, evade strikes from beings with super speed and dodge multiple gunfire with ease, though not fast enough to contend with the Original Immortals. This grants the Lightning Reflexes, Acrobatic, Agile, Alertness and Blind-Fight feats.

Invulnerable Mind: Upon activation, a Supernatural Hunter's mind becomes immune to all mental intrusions. This includes an Immortal's advanced psychic powers, compulsion by Vampires, Hybrids and Werebeasts, and Spirit Possession by Witches. The Supernatural Hunter must make a Will Save DC 10 + Character + amount of enemies present in order to succeed in activating this ability, but an enemy can overcome this if they also beat the DC, otherwise this ability will last for 1d6 rounds and will require an 8 hour rest before next use.

Sensory Detection: Members of the Brotherhood can instinctively sense Immortals, although it seems to require physical contact, seeing as their the main goal of their creation is to hunt and kill cursed beings such as vampires, hybrids, and werebeasts.

Spell Resistance (Su): At 2nd level, the Supernatural Hunter gains Spell-Resistance 10 + Supernatural Hunter level.

Purge Magic (Su): At 2nd Level, When a Supernatural Hunter deals damage to a Spellcaster he may exhaust that Spellcaster's Spells Slots per day equal to the current bonus for this ability. (as seen on Supernatural Hunter table above)

Escape the Cage (Su): At 3rd level, A Supernatural Hunter has become such a skilled anti-magic being that he can use his weapon of choice to deal automatic 1d6 damage to any creature using magic or magic items once per combat. This also causes the Supernatural Hunter to disrupt any spells the creature may attempt to cast for the next rounds equal to the Supernatural Hunter level. And it allows the Supernatural Hunter to Deflect Magic as an immediate Reaction by making an attack roll with a DC equal to 5 + Caster level.

Track: A Supernatural Hunter gains Track as a bonus feat.

Trackless Step (Ex): Starting at 3rd level, a Supernatural Hunter leaves no trail in natural surroundings and cannot be tracked. he/She may choose to leave a trail if so desired.

Witch Breaker (Su): At 5th level, the Supernatural Hunter may make an attack that separates a Spellcaster from the flow of magic, Dealing 2d6 Damage, and Inflicting an additional 1d6 Damage every time that Spellcaster casts a Spell and must make a Will Save (DC 10 + Caster level of spell trying to be cast) or the Spell is negated, the DC for this increases by 2 every round that it is in effect. This effect lasts for the duration of the Encounter.

Force Shapechange (Su): A Supernatural Hunter of 6th level or higher can force a creature into its natural form. The Supernatural Hunter must make a successful melee touch attack against the creature. If the attack is successful, the Supernatural Hunter makes a caster level check as if casting dispel magic against the shapechanging effect. The Supernatural Hunter’s +4 bonus on dispel checks applies to this check. This ability undoes the effect of alter self, polymorph, shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds. The Supernatural Hunter can use this ability at will.

Swift Tracker (Ex): Beginning at 7th level, a Supernatural Hunter can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Witch Sight (Ex): At 7th level, a Supernatural Hunter is Permanently under the Effects of Arcane Sight and at 9th level it changes to True Seeing, and is able to see an Aura of Magic around Spellcasters and Magic Items. (This Aura leaves a Trail of up to 120 feet)

Ambush (Ex): At 7th level a Supernatural Hunter can surprise his opponents with greater efficiency. Any time his opponent is surprised (i.e denied their dexterity bonus to armor class) a Supernatural Hunter gains an additional 2d6 + Wis modifier damage. This stacks with any other bonuses and is counted with the normal weapon, so it is multiplied by critical hits, etc.

Mind Cage (Ex): At 8th level, the Supernatural Hunter becomes immune to all mind-affecting abilities.

Nimble (Ex): A Supernatural Hunter of 10th level gains the ability to avoid incoming attacks to an extent. Whenever a Supernatural Hunter is allowed a dexterity modifier to AC, he may use twice his dexterity modifier instead of the normal bonus to his armor class.

Learn the Truth (Su): By touching a creature that has lied to him, a Supernatural Hunter of 10th level or higher can force the creature to tell the truth. The creature can make a Will save (DC 10 + the Supernatural Hunter’s level + the Supernatural Hunter’s Cha modifier) to resist this mind-affecting compulsion effect. If the saving throw fails, the creature must speak the true version of the lie it uttered. The Supernatural Hunter can use this ability 3 times/day.

Hide in Plain Sight (Ex): A Supernatural Hunter of 11th level or higher can use the Hide skill even while being observed.

Diving Strike (Ex): At 11th level if a Supernatural Hunter uses tumble to move past, or to approach a threatened square he may also make a full attack without accruing any attacks of opportunity from his opponents.

Specialization (Ex): When it comes to their tools of torturous trade, each Supernatural Hunter is unique: one might specialize in purging the heretics with fire, while an another knows the secrets of corrosive fluids. At 12th level, an Supernatural Hunter chooses bludgeoning, piercing, slashing or nonlethal. Whenever the Supernatural Hunter deals that type of damage to a creature, that creature must succeed on a DC (10 + ½ the Supernatural Hunter's Hit Dice + the Supernatural Hunter's Charisma modifier) Fortitude save or become sickened for 1d4 rounds.

At 16th level, an Supernatural Hunter chooses positive energy or negative energy. The above applies to that type of damage as well.

At 20th level, an Supernatural Hunter chooses acid, cold, electricity, fire or sonic. The above applies to that type of damage as well.

Hunter's Veil (Su): At 13th Level, At the start of every 4th round no one can cast spells or use Spell-Like Abilities until the start of the Supernatural Hunter's next turn.

Hunter's Wrath (Su): At 17th level, Once per day When the Supernatural Hunter has been Reduced to 0 HP or below he may make a Full-Round Action to restore himself to Full Hp, Gains +5 to all rolls for the day, and All Abilities are activated even if recharging and last twice as long.

Spirit Magic: Spirit Magic is a powerful form of witchcraft that called upon the aid of the "The Spirits". It was commonly used among witches as it was considered a major source of power. Since witches are the servants of Nature, and their purpose is to maintain the balance, they used the power that the spirits provide by calling out to them. Spirit Magic is usually tapped by accessing a place marked with power.

Spells: A Supernatural Hunter casts divine spells, which are drawn from the Druid spell list. His/Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Supernatural Hunter must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the Supernatural Hunter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Supernatural Hunter’s spell is 10 + the spell level + the Supernatural Hunter’s Wisdom modifier.

Like other spellcasters, a Supernatural Hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Supernatural Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A Supernatural Hunter prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Supernatural Hunter may prepare and cast any spell on the Supernatural Hunter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

0— Create Water: Creates 2 gallons/level of pure water.

Cure Minor Wounds: Cures 1 point of damage.

Detect Magic: Detects spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or object.

Flare: Dazzles one creature (–1 penalty on attack rolls).

Guidance: +1 on one attack roll, saving throw, or skill check.

Know Direction: You discern north.

Light: Object shines like a torch.

Mending: Makes minor repairs on an object.

Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 bonus on saving throws.

Virtue: Subject gains 1 temporary hp.

1st— Calm Animals: Calms (2d4 + level) HD of animals.

Charm Animal: Makes one animal your friend.

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

Detect Animals or Plants: Detects kinds of animals or plants.

Detect Snares and Pits: Reveals natural or primitive traps.

Endure Elements: Exist comfortably in hot or cold environments.

Entangle: Plants entangle everyone in 40-ft.-radius.

Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.

Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).

Hide from Animals: Animals can’t perceive one subject/level.

Jump: Subject gets bonus on Jump checks.

Longstrider: Your speed increases by 10 ft.

Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.

Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.

Obscuring Mist: Fog surrounds you.

Pass without Trace: One subject/level leaves no tracks.

Produce Flame: 1d6 damage +1/level, touch or thrown.

Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.

Speak with Animals: You can communicate with animals.

Summon Nature's Ally I: Calls creature to fight.

2nd— Animal Messenger: Sends a Tiny animal to a specific place.

Animal Trance: Fascinates 2d6 HD of animals.

Barkskin: Grants +2 (or higher) enhancement to natural armor.

Bear's Endurance: Subject gains +4 to Con for 1 min./level.

Bull's Strength: Subject gains +4 to Str for 1 min./level.

Cat's Grace: Subject gains +4 to Dex for 1 min./level.

Chill Metal: Cold metal damages those who touch it.

Delay Poison: Stops poison from harming subject for 1 hour/level.

Fire TrapM: Opened object deals 1d4 +1/level damage.

Flame Blade: Touch attack deals 1d8 +1/two levels damage.

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.

Fog Cloud: Fog obscures vision.

Gust of Wind: Blows away or knocks down smaller creatures.

Heat Metal: Make metal so hot it damages those who touch it.

Hold Animal: Paralyzes one animal for 1 round/level.

Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.

Reduce Animal: Shrinks one willing animal.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

Spider Climb: Grants ability to walk on walls and ceilings.

Summon Nature's Ally II: Calls creature to fight.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Tree Shape: You look exactly like a tree for 1 hour/level.

Warp Wood: Bends wood (shaft, handle, door, plank).

Wood Shape: Rearranges wooden objects to suit you.

3rd— Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.

Contagion: Infects subject with chosen disease.

Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).

Daylight: 60-ft. radius of bright light.

Diminish Plants: Reduces size or blights growth of normal plants.

Dominate Animal: Subject animal obeys silent mental commands.

Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).

Meld into Stone: You and your gear merge with stone.

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

Plant Growth: Grows vegetation, improves crops.

Poison: Touch deals 1d10 Con damage, repeats in 1 min.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Quench: Extinguishes nonmagical fires or one magic item.

Remove Disease: Cures all diseases affecting subject.

Sleet Storm: Hampers vision and movement.

Snare: Creates a magic booby trap.

Speak with Plants: You can talk to normal plants and plant creatures.

Spike Growth: Creatures in area take 1d4 damage, may be slowed.

Stone Shape: Sculpts stone into any shape.

Summon Nature's Ally III: Calls creature to fight.

Water Breathing: Subjects can breathe underwater.

Wind Wall: Deflects arrows, smaller creatures, and gases.

4th— Air Walk: Subject treads on air as if solid (climb at 45-degree angle).

Antiplant Shell: Keeps animated plants at bay.

Blight: Withers one plant or deals 1d6/level damage to plant creature.

Command Plants: Sway the actions of one or more plant creatures.

Control Water: Raises or lowers bodies of water.

Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).

Dispel Magic: Cancels spells and magical effects.

Flame Strike: Smite foes with Divine fire (1d6/level damage).

Freedom of Movement: Subject moves normally despite impediments.

Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.

Reincarnate: Brings dead subject back in a random body.

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

Rusting Grasp: Your touch corrodes iron and alloys.

ScryingF: Spies on subject from a distance.

Spike Stones: Creatures in area take 1d8 damage, may be slowed.

Summon Nature's Ally IV: Calls creature to fight.

5th— Animal Growth: One animal/two levels doubles in size.

Atonement: Removes burden of misdeeds from subject.

AwakenX: Animal or tree gains human intellect.

Baleful Polymorph: Transforms subject into harmless animal.

Call Lightning Storm: As call lightning, but 5d6 damage per bolt.

Commune with Nature: Learn about terrain for 1 mile/level.

Control Winds: Change wind direction and speed.

Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).

Death Ward: Grants immunity to all death spells and negative energy effects.

HallowM: Designates location as holy.

Insect Plague: Locust swarms attack creatures.

StoneskinM: Ignore 10 points of damage per attack.

Summon Nature's Ally V: Calls creature to fight.

Transmute Mud to Rock: Transforms two 10-ft. cubes per level.

Transmute Rock to Mud: Transforms two 10-ft. cubes per level.

Tree Stride: Step from one tree to another far away.

UnhallowM: Designates location as unholy.

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

Wall of Thorns: Thorns damage anyone who tries to pass.

6th— Antilife Shell: 10-ft.-radius field hedges out living creatures.

Bear's Endurance, Mass: As bear's endurance, affects one subject/ level.

Bull's Strength, Mass: As bull's strength, affects one subject/level.

Cat's Grace, Mass: As cat's grace, affects one subject/level.

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.

Dispel Magic, Greater: As dispel magic, but +20 on check.

Find the Path: Shows most direct way to a location.

Fire Seeds: Acorns and berries become grenades and bombs.

Ironwood: Magic wood is strong as steel.

Liveoak: Oak becomes treant guardian.

Move Earth: Digs trenches and builds hills.

Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.

Repel Wood: Pushes away wooden objects.

Spellstaff: Stores one spell in wooden quarterstaff.

Stone Tell: Talk to natural or worked stone.

Summon Nature's Ally VI: Calls creature to fight.

Transport via Plants: Move instantly from one plant to another of the same kind.

Wall of Stone: Creates a stone wall that can be shaped.

7th— Animate Plants: One or more plants animate and fight for you.

Changestaff: Your staff becomes a treant on command.

Control Weather: Changes weather in local area.

Creeping Doom: Swarms of centipedes attack at your command.

Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.

Fire Storm: Deals 1d6/level fire damage.

Heal: Cures 10 points/level of damage, all diseases and mental conditions.

Scrying, Greater: As scrying, but faster and longer.

Summon Nature's Ally VII: Calls creature to fight.

Sunbeam: Beam blinds and deals 4d6 damage.

Transmute Metal to Wood: Metal within 40 ft. becomes wood.

True SeeingM: Lets you see all things as they really are.

Wind Walk: You and your allies turn vaporous and travel fast.

8th— Animal Shapes: One ally/level polymorphs into chosen animal.

Control Plants: Control actions of one or more plant creatures.

Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.

Earthquake: Intense tremor shakes 80-ft.-radius.

Finger of Death: Kills one subject.

Repel Metal or Stone: Pushes away metal and stone.

Reverse Gravity: Objects and creatures fall upward.

Summon Nature's Ally VIII: Calls creature to fight.

Sunburst: Blinds all within 10 ft., deals 6d6 damage.

Whirlwind: Cyclone deals damage and can pick up creatures.

Word of Recall: Teleports you back to designated place.

9th— Antipathy: Object or location affected by spell repels certain creatures.

Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.

Elemental Swarm: Summons multiple elementals.

Foresight: “Sixth sense” warns of impending danger.

Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35) . Shambler: Summons 1d4+2 shambling mounds to fight for you.

ShapechangeF: Transforms you into any creature, and change forms once per round.

Storm of Vengeance: Storm rains acid, lightning, and hail.

Summon Nature's Ally IX: Calls creature to fight.

SympathyM: Object or location attracts certain creatures.

Spontaneous Casting: A Supernatural Hunter can channel stored spell energy into summoning spells that he/she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Good and Lawful Spells: A Supernatural Hunter can’t cast spells of an alignment opposed to his/her own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A Supernatural Hunter’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A Supernatural Hunter also knows druidic, a secret language known only to Supernatural Hunter and Druids, which he/she learns upon becoming a 1st-level Supernatural Hunter. druidic is a free language for a Supernatural Hunter; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Supernatural Hunters are forbidden to teach this language to non-Supernatural Hunters or druids.

druidic has its own alphabet.

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