User:Quincy/Celestial Hunter

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Celestial Hunter[edit]

Creating a Celestial Hunter[edit]

What was your character's introduction to adventuring? Who was their celestial parent? Were one or both of their parents celestial beings?

Quick Build

You can make a celestial hunter quickly by following these suggestions. First, wisdom should be your highest ability score, followed by dexterity. Second, choose the Acolyte background.

Class Features

As a Celestial Hunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Celestial Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Celestial Hunter level after 1st


Armor: None
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose 3 from Athletics, Insight, Investigation, Perception, Religion or Survival


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

  • (a) A martial weapon or (b) two simple weapons
  • (a) an explorer's pack or (b) a priest's pack

Table: The Celestial Hunter

Level Proficiency
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Unarmored Defense
2nd +2 Fighting Style, Know Thy Enemy, Spellcasting 2 2
3rd +2 Celestial Hunter Archetype 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Celestial Hunter Archetype Feature 4 4 2
7th +3 Improviser 5 4 3
8th +3 Ability Score Improvement, Divine Strike 5 4 3
9th +4 6 4 3 2
10th +4 Bonded Weapon 6 4 3 2
11th +4 Expertise 7 4 3 3
12th +4 Ability Score Improvement, e 7 4 3 3
13th +5 Celestial Hunter Archetype Feature 8 4 3 3 1
14th +5 Unconventional 8 4 3 3 1
15th +5 Compounding Barrage 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 Swift Action 11 4 3 3 3 1
18th +6 Celestial Hunter Archetype Feature 11 4 3 3 3 1
19th +6 Ability Score Improvement 12 4 3 3 3 2
20th +6 Guerrilla Warfare 12 4 3 3 3 2

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 +your Dexterity modifier +your Wisdom modifier.

Divine Sense[edit]

Beginning at 1st level, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. For one minute, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1+ your Wisdom modifier. You regain all expended uses upon finishing a long rest

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. 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.


While you are wearing armor, you gain a +1 bonus to AC.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Know Thy Enemy[edit]

Starting at 2nd level you may, as a bonus action, study an opponent's mannerisms in order to gain temporary advantages against them, make an insight check against a creature's CR or Level, + 5, if you pass you may choose an ability to gain against that creature, this lasts a number of rounds equal to your wisdom modifier at which they notice you are taking advantage of a weakness they have and it ends. You must be able to see your enemy to use this feature. You are only able to use this feature once, and are able to use it again after finishing a long rest.

  • Vulnerability: You find a vulnerable spot on their body, attacking such an area grants only you advantage against the creature.
  • Habit: You notice a tell that they have when they speak, you have advantage on all insight and charisma checks against the creature and know if they are lying (unless they are aided by magic).
  • Exposed: You find a weakness in their natural or artificial defenses, the AC you target against them is equal to 10 + their dexterity modifier.
  • Awareness: You learn about the creature's biology and learn one piece of knowledge (you know this and won't forget it): Their AC, 1 saving throw of your choice, their current hit points, 1 special action they have (if they don't have any you learn 1 of their attack's statistics)
  • Pattern: You notice a pattern in their actions, they gain disadvantage if they try to attack you.


By the time you reach 2nd level, you have learned to use the magical essence of your celestial heritage to cast spells, much as a Cleric does.

SPELL SLOTS The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.


You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this c1ass, you can learn one new spell of 1st or 2nd leveI. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.


Wisdom is your spellcasting ability for your Celestial Hunter spells, since your magic draws on your attunement to nature. Vou use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw Dc for a ranger 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

Celestial Hunter Archetype[edit]

At level 3 you choose the aptitude of your ranger. You may choose from Divine Slayer, Radiant Sniper. Your choice grants you features at level 3rd, 6th, 14th, and 18th level.

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 you 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


Beginning at level 7 you may use a bonus action to take advantage of the environment, you may use one of the following abilities if their conditions are met.

  • Cover: Environment has large objects that break line of sight like trees or rocks. You may use the hide action against a single creature, while hiding they are still aware of your location but you gain all the other benefits of hiding against them.
  • Interpose: Environment with easily manipulated objects of small or medium size. You kick a chair, a boulder, or other type of object you can normally push that is within 5 feet of you in front of you between yourself and an enemy within 10 feet of you (the object shares the space as the creature, doing so allows you to add your proficiency bonus to your AC against that creature until the start of your next turn as long as the opponent is within that space, if they attempt to move from the space they provoke an attack of opportunity
  • Blind: Environment is wet, sandy, or you are sweating. You flick liquid, sand, or mud at a creature's face, make a ranged attack against a creature that you are adjacent to (you don't take a disadvantage as long as no more then the target are adjacent to you) they make a dexterity save equal to your attack, if they fail they automatically miss the first attack they make on their next turn, this does not affect creatures that have no eyes, blindsight, etc.
  • Careful: Environment has difficult terrain that is not caused by magic. You ignore difficult terrain until the start of your next turn.

Compounding Barrage[edit]

When you reach 7th level and roll a critical attack on a creature you deal an additional d6 weapon damage type against that creature for 1 minute, this stacks with itself to a maximum equal to your wisdom modifier. Additionally after you crit until the end of your next turn your chance to crit increases by your wisdom modifier (a +3 means you crit on a 17), this ability does not stack and does not trigger the additional d6 unless it would be a natural critical.

Divine Strike[edit]

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Bonded Weapon[edit]

At 10th level, you learn a ritual that creates a magical bond between yourself and one weapon.You perform the ritual over the course of 1 hour, which can be done during a short rest.The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two


At 11th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen skills.


Starting at 13th level you have mastered the art of improvised combat, while you are prone you do not have disadvantage on attacks, additionally while grappling a creature you may expend your full movement to force both yourself and the creature to become prone.

Swift Action[edit]

At 17th level your knowledge is quick as are your movements, if you use Know Thy Enemy as a bonus action you may use also use Improvisor as a free action.

Guerrilla Warfare[edit]

At level 20 you have honed your tactics to perfection, while fighting against a group that is equal or larger in size then your own, you gain the following advantages, your speed is doubled, you may apply Know Thy Enemy to every creature at the same time, the length of know your enemy is doubled, you may choose a number of creatures equal to your wisdom modifier you deal an additional d6 of damage against them. If the numbers of an enemy force is less than your own, you gain a bonus to all you attacks of 3d6 weapon damage.

Divine Slayer[edit]

The bane of many, a slayer is a raw force of nature. They decimate their opposition and throw caution to the wind. Slayers channel their energies to pure offense and embody the savagery of nature, kill or be killed.

Lethal Focus[edit]

Starting at level 3 while your Weapon is at the core of all aspects of your ability to fight. You can use your weapon as a spellcasting focus for your Celestial Hunter spells.


At level 6 your Know thy Enemy ability improves, while a target is under the effects of this ability you may add a 1d4 to all attack, damage, and skill rolls against the target.

Favored Style[edit]

Beginning at 14th level you have developed your own style of combat and may choose one of these abilities when you take the attack action.

  • Insurmountable Odds: While a hostile creature is within 10 feet of you, you gain 1d4 weapon damage to your attack rolls, this stacks for each creature a number of times equal to your wisdom modifier.
  • Death Duel: When you strike a creature creature in combat they must make a wisdom saving throw or have disadvantage on attacking all creatures except for you, they repeat this save at the end of each of their turns, if they succeed they are immune to this effect for 1 round, this effect ends if you attack a creature other then the target.
  • Gambler: You may take a -10 penalty prior to taking the attack action, this applies to all attacks in the round, if you connect with an attack you deal a critical strike.

Know Thy Destroyer[edit]

When you reach 18th level you may extend your Know Thy Enemy ability, if you extend it, it lasts for 1 hour against the target, you can extend it a number of times equal to your wisdom modifier each day.

Radiant Sniper[edit]

Precise Shot[edit]

At the 3rd level You gain the ability to Mark a single target as a bonus action all your ranged attacks against that target have advantage until the target drops to 0 hit points or 1 minute passes whichever comes first. This ability is recovered after a short or long rest

Sharpe Eyes[edit]

At the 6th level You deal an additional 1d6 damage to a marked target and have advantage on perception checks made to spot your mark. In addition add hunter's mark to your list of spells known.

Interrupting shot[edit]

At the level 14th when a target marked by you makes an attack you may make an attack of opportunity against your mark. This attack occurs before the marks attack is resolved and on a hit the mark suffers a -2 penalty to hit for that attack.

Rapid Fire[edit]

At the 18th level you can fire 3 shots in rapid succession with an increased critical hit range of 18-20 for these shots, this ability is only usable once per day with a long rest needed to regain it's use.


Prerequisites. To qualify for multiclassing into the Celestial Hunter class, you must meet these prerequisites: You must be of celestial blood as well as have a Strength 13 and a Wisdom 13

Proficiencies. When you multiclass into the Celestial Hunter class, you gain the following proficiencies:

Simple weapons, martial weapons and Supernatural Index

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