From D&D Wiki
- 1 Commission Hunter
- 1.1 The Hunters of the Commission
- 1.2 Creating a Commission Hunter
- 1.3 Class Features
- 1.4 Multiclassing
People tasked by the Commission to hunt down rowdy beasts and monster
The Hunters of the Commission
You are a Hunter, slaying or trapping large monsters across various landscapes as a part of quests given to you by the locals. Use loot gained from slaying monsters, gathering resources, and quest rewards to craft improved weapons, armor, and other items that allows you to face more powerful monsters.
Creating a Commission Hunter
- Quick Build
You can make a Commission Hunter quickly by following these suggestions. First, Constitution should be your highest ability score, followed by either Strength or Dexterity. Second, choose the Monster hunter background.
As a you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: light Crossbow. Heavy Crossbow, Long Bow, Short bow, Martial Melee, Simple Melee
Tools: Cartographer’s tools, Poisoner's kit, Herbalism kit, Leatherworker’s tools, Smith’s tools, 2 Instruments of your choice
Saving Throws: Constitution, Dexterity
Skills: Acrobatics, Athletics, and your choice of 2 from Survival, Perception, Nature, Intimidation
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor and 1 Martial weapons or (b) Leather armor and 2 Simple weapons
- (a) Short bow or Long Bow and 20 arrows or (b) Light crossbow and 20 bolts or (c) Heavy crossbow and 20 bolts
- (a) 1 Instrument of your choice or (b) 1 Tool set of your choice
- 2 Shields
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|3rd||+2||Drugs, Ammo Coating|
|4th||+2||Ability Score Improvement|
|6th||+3||Mounting upgrade, Coating Upgrade|
|8th||+3||Ability Score Improvement|
|10th||+4||Mounting upgrade, Coating Upgrade|
|12th||+4||Ability Score Improvement|
|15th||+5||Talons, Coating Upgrade|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
Starting at level 1 you have a small catapult/ grappling hook attached to your wrist, used for climbing trees, scaling walls and launching rock and other such items at monsters
- Slinger ammo
You can load almost anything into a slinger that you can throw yourself, unless stated otherwise all things launched out of your slinger deal 1d4 damage
Starting at level 1 you get a palico companion that levels up alongside you
- name= Palico
- summary= Little cat friend
- Hit Dice: 1d8 per Palico level
- Hit Points at 1st Level: 1d8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Palico level after 1st
- armor= Light or Medium Armor
- weapons= Short bow, Short sword or Light hammer
- tools= 2 Instruments of your choice
- skills= Acrobatics, Perception and Nature
Starting at level 2 you gain the ability to mount, attack and distract creature one or more sizes larger then your character for 1d4 + CON mod(max 2) minutes, increased to 1d6 at level 6 and 1d8 at level 10. Attacking while mounted always hit and deals 2 damage per hit, after hitting 15 times, you attack with which ever weapon is equipped, dealing 2d6 and knocking the monster prone. Damage increases to 2d8 at level 6 and 2d10 at level 10
- note: if a creature is more then one size larger then you increase number of needed hits by 15 for each size.
At level 3 you gain the use of "drugs" which boost you for one round.
This boosts your AC by one.
This boosts your damage by one.
At level 3 during a long rest you may work on coatings for your arrows and bolts. you make 2d4 +WIS Mod coatings of a damage type. this amount increases to 2d6 at level 6, 2d8 at level 10 and 2d10 at level 15.
- Roll 1d10 to figure out the damage type, from this list: 1=cold, 2=fire, 3= force, 4=lightning, 5= thunder, 6=poison, 7= psychic, 8=acid, 9=radiant, 10=necrotic.
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 gain access to the power and armor charms, you can only have one in use a time.
- Power Charm
This charm gives you a +3 to all attack and damage rolls.
- Armor charm
This charm give a +2 to AC.
At level 7 you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 14th level in this class.
At 11th level you can turn your "Drugs" into powders which effect every ally in a 5 ft radius, you also gain life powder which heals everyone around you 3d4.
At Level 15 you upgrade your Charms into Talons, which double their bonuses.
At Level 18 you gain an infinite quiver and no longer need to keep track of your arrows or bolts. In addition you can fire an arrow into the sky and it will explode into a rain of rocks in a 5 ft area for one round
At level 20 your talon effects double, you can stay mounted for longer and deal twice as much damage while mounted. You also gain the dragon piercer attack for your bow, which hits five times.
Prerequisites. To qualify for multiclassing into the Commission Hunter class, you must meet these prerequisites: 15 STR, 13 DEX, 14 CON
Proficiencies. When you multiclass into the Commission Hunter class, you gain the following proficiencies: Athletics, Acrobatics, Leatherworker’s tools and crossbows