Yharnam Hunter (5e Class)
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- 1 Yharnam Hunter
- 1.1 Class Features
- 1.2 Kin Hunter
- 1.3 Old Hunter
- 1.4 Vileblood
- 1.5 Hunter Weapons
- 1.6 Offhand Weapons
A hunter in a dream that kills ruthless beasts and kin never knowing if he will ever wake up from this nightmare of a dream.
- Quick Build
You can make a Yharnam Hunter quickly by following these suggestions. First, <!-Dexterity-> should be your highest ability score, followed by Constitution. Third, choose leather armor and a weapon of your choice.
As a Yharnam Hunter you gain the following class features.
- Hit Points
Armor: light armor
Weapons: Martial Weapons, Hunter weapons (shown later in the class)
Tools: Carpenter's Tools
Saving Throws: Constitution, Dexterity
Skills: Choose three from Persuasion, Athletics, Survival, Intimidation, History, Insight, investigation, Perception, Religion, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- A Simple or Martial Weapon
- Pistol or blunderbuss
- (a) 5 small health potions or (b) 5 silver bullets or (c) 2 molotoves
- An explorer's pack
|1st||+2||Memories of past|
|2nd||+2||Blood of a Hunter|
|3rd||+2||The Hunters Burden|
|4th||+2||Ability Score Improvement|
|7th||+3||Hell of a Shot|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|13th||+5||Extra Hunter Tool|
|16th||+5||Ability Score Improvement|
|18th||+6||Slayer of Beasts|
|19th||+6||Ability Score Improvement|
|20th||+6||Even in Death I Fight|
Memories of past
At level 1 You Remember who you were before you entered the dream and you bring a small part of your memory to cling to while in the Hunters Dream
- Lone Survivor
When in combat you take 1 less damage.
- Troubled Childhood
You can use your Reaction to attack back when hit by melee.
- Violent Past
When using a close range 2 handed Weapon you do an extra 1d4 of damage.
When using a close range 1 handed weapon you do an extra 1d4 damage per hit.
- Military Veteran
When using a one handed weapon you can use your bonus action to combo (2 hits for one role) (When using Blades of mercy, Kos Parasite, or beast claws you get 3 chained attacks).
- Noble Scion
When attacking with a ranged weapon you get an extra 1d4 of damage.
- Cruel Fate
You gain immunity to being Frightened or charmed.
- Waste of Skin
There is nothing special about you. You are pathetic.
Blood of A Hunter
At level 2 you adapt to your skills as a hunter You now have 20 silver bullets (used for guns and hunter tools) when hit by a creature you have 1 turn to gain back some of your health through physical attack. You are able to regain 60% of what is taken from you (rounded down) the amount gained back is relevant to how much damage you do. In an emergency you can sacrifice 1d10 of health to make 5 blood bullets (you can do this 3 times per short rest these are the same as silver bullets just made from your blood).
The Hunters Burden
At level 3 the hunter decides who he is in the Hunters Dream. You may choose 1 of the 3 Hunter Paths. Kin Hunter, Vilebloods, or Old Hunters. The Kin Hunters studied the power of Kos creating new hunter tools and giving you access to new hunter weapons. The Vilebloods are royals who perfected gun weaponry and weapons that derived of blood. The Old Hunters were deadly hunters from long ago that made deadly weapons and hunter tools to perfect the art of beast slaying.
Ability Score Improvement
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.
Hell of a Shot
At 7th level you start understanding your opponents attacks as long as the creature is large or smaller you can use a reaction to shoot the opponent if they are attacking within sight. You do the guns damage, knock them prone, and possibly cancel their attack. A successful hit allows for the damage and prone, but to cancel their attack the role (without the modifier) must be a 19 or 20. As a hunter you need health viles to survive the relentless attacks of beasts so health potions now heal for d6s and you need a bonus action to use one (you can only do this once per turn).
Hunter tools: Level 9, Along your adventures you have found new devices to aid you these are hunter tools used by hunters before you to aid them in combat. You may choose 2 of the 4.
- Beast Roar
Pushes everything that is within 10 feet of you away by 10 feet. (the objects or creatures pushed away must be large or below) This costs 2 silver bullets
- Choir Bell
This heals all players including you within a 10 foot radius of you of any status ailments and 3d8+Constitution modifier of health. This cost 7 silver bullets
- Madaras whistle
This summons a giant snake head from the ground under any 1 enemy you choose within 30 feet of you. The creature must make a dc11+charisma modifier + proficiency modifier dexterity save to avoid the head. This does 3d6 worth of damage and the target is grappled. This costs 4 silver bullets
- Messenger’s Gift
This tool allows the user to quickly transform into a Messenger (Little creatures that accompany hunters)
Hell of a shot now gives the effect of if you are next to the creature you hit you are allowed a free opportunity attack if you cancel their attack.
You gain access to the Ruin workshop and you may equip many ruins (1 covenant and 3 normal) to improve your physical body.
Beast’s Embrace: this transforms you into a beast giving you beast speech so you can talk with animals it also when combined with the Beast Claws gives you the bonus action to roar sunning everyone in a 10 foot radius with a charisma saving throw of 10+charisma modifier.
Corruption: You regenerate 1d4+ Constitution modifier every turn.
Hunter: You are a true hunter nothing can or will escape you as long as you have a piece of whoever or whatever (blood counts so if you hit it you obtain some of it’s blood) your after you have advantage towards it.
Impurity: Teamwork is a key factor to victory. You can now assist other players rolls using the help action as a bonus action to a teammate within 30ft of you, giving them advantage on their next roll.
Milkweed: any creature defeated in combat gives you 1 silver bullet back. Your head now looks like a head of cauliflower.
Radiance: Health potions in your hand now become charged with a radiant light adding 2 extra dice to its healing factor.
- Normal Ruins
Anti-Clockwise Metamorphosis: Your dexterity saves gain +2
Arcane Lake: You have advantage on any magic attack save
Clawmark: You do an extra 1d6+dex modifier damage to any prone opponent
Clear Deep Sea: You gain Resistance towards poison
Clockwise Metamorphosis: Your health is increased by 15 points
Communion: by drinking normal water you can heal 5 hit points
Deep Sea: You gain resistance to being knocked unconscious
Dissipating Lake: You gain Resistance towards electric damage
Eye: You gain double proficiency in investigation checks and when looting enemies you may find hidden treasures (natural 20)
Fading Lake: You gain resistance towards fire
Formless Oedon: you can hold 5 more Silver Bullets
Great lake: You gain a resistance to one physical attack type (blugion, piercing, slashing).
Lake: you take 1d6 less physical damage
Oedon Writhe: attacking a prone opponent can give you back 1d2 silver bullets.
Slayer of Beasts
At level 18 you have honed your fighting skill all your weapons guns and melee now do 1 extra die of damage nothing can stop you and you will end the hunters dream.
Even in Death I Fight
Level 20 Not even Kin Gods can stop you, you have rejected the moon presence and killed the orphan of Kos Of all the deaths you have fought through countless beasts and Kin staining your clothes Nothing surprises you (immunity to sneak attacks) and you a force to be reckoned with striking fear into all non humanoid creature (beasts and abominations mainly). No psychic damage affects you as you live in the dream and destroy it. The only thing left for you is the Chalice Dungeons by spending 15 silver bullets you can banish certain monsters into a chalice dungeon what happens it dependent on the hunter, will he destroy the chalice, will he hide it away for others to deal with, or will the hunter keep the chalice to later release the beast to fight another terrible monstrosity. This creature must be below CR 14.
You research the kin gods and monsters to learn where they come from and draw power.
- Skills of a Mystic
At level 3, You can now use the following weapons among the hunters arsenal Amygdalan Arm, Holy Moonlight Sword, Kos Parasite, Logarius’ Wheel, and The Blade of Mercy.
- Tools of the Arcane
At level 6, You gain access to the Blacksky eye Hunter tool (this shoots a small meteor-shaped arcane projectile that does 1d8 magic damage + your intelligence Modifier. This costs 1 silver bullet to use and has a range of 60 feet) and also access to the Empty Phantasm Shell (this item allows you a 5 turn enchantment on any melee weapon you wielding at the time, This enchantment gives 1d6 magic damage to your weapon and costs 3 silver bullets to use) You do an extra D6 of damage with Kin Hunter Weapons
- Closer to Kos
At level 10, You mind slowly expands as you study more into the Kin Hunters and learn to use the hunter tool Augur of Ebrietas (The tool transforms your hand into tentacles that shoot out and then retract back into your hand this has a 10 foot range and deals 2d8+ int modifier of damage, this also knocks back the opponent by 5 feet into prone position this has a save of 10+ your dex mod) This hunter tool costs 1 silver bullet to use. You now do an extra D8 instead of D6 worth of damage
- Driven to Madness
At level 14, The kin in your eyes are beautiful creatures in your eyes but too dangerous for this world you learn about a one of a kind hunter tool called A Call Beyond and after discovering it you become adept in using this unholy tool. A Call Beyond Summons 1d20+your Int modifier worth of arcane Projectiles each dealing 1d4 of damage (this can crit on a nat 20 and if you roll a nat 20 you get an additional d6 worth) The opponent can dodge half of them if he saves on a DC 11+ your dex modifier + proficiency. This can target multiple enemies within a 20 foot radius split the projectiles as you choose. You now do an extra D10 of damage instead of D8.
You dive into the hunters nightmare and learn the ways of the old hunter and they tools they used in fighting Beasts.
- Skills of the Old Hunter
At level 3, Hunters Hunt that has not changed what has however is how they hunt you look into the archives and dive into the Hunters nightmare to learn the old ways. You can now use the following weapons: Beasthunter Saif, Beast Cutter, Boom Hammer, Burial Blade, the Rakuyo. and Whirligig Saw.
- The Tools of Old
At level 6, On your trip through the nightmare you discover many things but nothing as special as the old hunter tools. You find the accursed Brew Hunters tool which allows you to throw a concoction of Curses at foes that deals 2d6+charisma modifier of necrotic damage in a 5 foot radius where thrown This costs 2 silver Bullets.
- The Further You Dive
At level 10, The more you travel through the Nightmare the more you gain and learn, you find two more hunter tools on the corpses of dead hunters. The executioner’s glove summons 3 wrathful spirits that relentlessly track down the target each does 2d6+charisma Mod of damage and each can have it’s own target (this costs 3 silver bullets). You also find The Old Hunters Bone Which when used gives you the dodge reaction for the next 3 rounds costs 4 silver bullets.
- A Thundering End
At level 14, Your adventure comes to an end but not before finding the greatest tool in your arsenal, the tiny tonitrus, a powerful tool that sends down a mighty wave of thunder. You choose a row in front of you and for 45 feet Lightning travels down dealing damage to anything in its path. This does 8d8 thunder damage but costs you 6 silver bullets. The saving throw for this is a DC 11+your Charisma Modifier + your proficiency modifier.
- Skills of a Knight
At level 3, Hailing from the old Cainhurst Castle, you have access to the forbidden blood of the Vilebloods, and their weaponry. You can now use the following weapons: the Reiterpallasch, the Chikage, the Evelyn, the Riflespear, and Simon’s Bowblade
- The Bloodier The Hand
At level 6, As a Knight of Cainhurst, you are taught the fighting style of the knights- a blade in one hand and a firearm in the other. If you attack with a melee weapon, you may use a bonus action to attack with a ranged weapon. You do not receive disadvantage if you attack with a ranged weapon within 5 feet of your target.
- Ashen Bone
At level 10, Through your Vileblood heritage, you have learned to augment your weaponry in strange ways. You now have access to Bone Marrow Ash, a medium that strengthens your Quicksilver bullets. You may only carry 5 of these at a time, and must spend a short rest crafting more. Using a bonus action, you may consume one bundle of ash to improve your next shot, adding one damage dice for the next ranged weapon attack you make using a gun. This buff lasts for one minute or until you fire a gun.
- The Vile Blood
At level 14, Truly becoming a Knight under Queen Annalise, you have the ability to transform your blood into a vicious blade to rend your enemies. As an action, you may stab yourself with your weapon, coating it in your vile blood, and then slashing in a wide arc. This attack deals 8d8 magical slashing damage in a 15 ft cone, with enemies having to make a dc 11+your constitution modifier + your proficiency modifier to take half damage. As you make this attack, you deal 2d8 slashing damage to yourself, and it costs 5 blood bullets.
- (Transforming a weapon is a bonus action and costs a silver bullet)
- Beast Claw
Does 1d6+Dex modifier of damage normal when transformed it does 2d6+dex Modifier per attack
- Beasthunter Saif
Closed is 1d6 damage + strength Mod extended does 1d8 damage + Dex mod by using your bonus action you can close or open the saw cleaver dealing an additional 1d6+charisma mod damage.
- Beast Cutter
locked does 1d8 Damage + strength mod and whip mode counts as a wave attack a 15 foot cone in front of you hitting everything (1 role) including friends for 4d4+Dex Mod
- Blades Of Mercy
This does 1d6+dex Mod separated it does 2d6 + dex mod of damage (magical)
Normal does 1d8+strength Bludgeon damage you can sacrifice 2d8 of health to activate it giving an extra 5 feet of range and an extra d6 of necrotic damage. If you give up an attack and Bonus action you can cast wall of blood this creates 4 geysers of pressurized necrotic magic to shoot up from the ground dealing 2d8 necrotic damage to anyone within 5 feet of the geysers not including you or your party. The geysers must be deployed in a 5 foot radius around you.
- Boom Hammer
does 1d8+strength mod Bludgeoning Damage when primed it does 1d8+strength mod and 1d6 fire damage on your next attack. You can use a silver bullet to use booming smash which does 3d6 fire damage in a 5 foot radius.
- Burial Blade
Blade mode 1d6+ dexterity Mod for damage scythe mode 1d10+Intelligence mod plus 5 feet range and does magic damage.
- Church Pick
Spear mode 1d6+dexterity pickaxe mode 1d8+strength mod (this weapon can ignore 1 point of AC)
- Holy Moonlight Sword
Claymore mode 1d12+strength Mod Moonlight Blade 2d6 slashing+1d6 Radiant + int mod. By using 1 silver bullet you can do a vertical slash that travels 20 feet to hit a target dealing 2d8 radiant damage or you can use 2 bullets to do a horizontal 10 feet wide slash that travels 15 feet hitting all in its path for 2d8 radiant damage.
- Hunter Axe
Does 1d12+ strength Mod damage extended is the same damage but with an extra 5 feet and by sacrificing a silver bullet you can do a spin attack to hit all opponents (and friends) within 10 feet for 3d6
Does 1d8+dex mod damage lets add a fucking cinderblock to it 1d12+1d4+str mod on critical hit you knock the opponent prone.
- Kos Parasite
Does 1d6+int mod+wis mod damage (magic) transformed does 2d6+int mod+wis mod damage (Magic).
- Logarius Wheel
Does 1d8+str mod Damage open and spinning this weapon siphons your blood (5% per turn) giving an extra d8 of necrotic damage. If you slam it closed it explodes in a 5 foot radius dealing 2d6 necrotic damage to all within range.
- Ludwig’s Holy Blade
Does 1d8+strength mod+proficiency mod activated it does 2d6+ strength mod+ proficiency mod
Does 1d8 damage+dex Mod split blades it does 1d8+1d4+dex mod+ Proficiency
- Saw Cleaver
Does 1d6+strength mod extended does 1d8+dex Mod. by using your bonus action you can close or open the saw cleaver dealing an additional 1d6+charisma mod damage.
- Saw Spear
Does 1d6+strength mod extended does 1d8+dex Mod. by using your bonus action you can close or open the saw cleaver dealing an additional 1d6+charisma mod damage.
- Stake Driver
does 1d8 piercing damage charged and primed your next attack does 3d8+ str mod+proficiency mod damage but will need to be charged again after.
Deals 1d6 strength damage, and you may use a bonus action to charge this weapon, consuming 1 blood bullet but adding an extra 1d6 lightning damage to its attacks until the end of your next turn.
- Threaded Cane
locked does 1d6 Damage + Dex mod and whip mode counts as a wave attack a 15 foot cone in front of you hitting everything (1 role) including friends for 3d4+Dex Mod
- Amygdalan Arm
Does 1d8 damage opened it does an additional 1d6 magic damage if you use 2 silver bullets you can grapple one opponent with the arm. This is DC save of 10+Dec mod+Wis Mod.
- Whirligig Saw
Does one d8+strength Mod damage add the saw this cleaves open opponents doing 3d6 slashing damage.
Deals 1d8+dex mod piercing damage, and transforms into a pistol that deals 1d10+charisma mod piercing damage.
Deals 1d8+dex mod slashing damage, and sheathing the weapon begins to drain the user’s blood (5% per turn), giving it an extra d8 of necrotic damage. As an action, one may infuse the blade with even more blood, draining 20% of the user’s health and attacking one single target. This attack, instead of the normal damage, deals 6d8+dex mod necrotic damage.
Deals 1d6+strength mod piercing damage with a 10ft reach, and transforms into a shotgun that deals 1d6+charisma mod piercing damage to all enemies in a 10ft cone.
- Simon’s Bowblade
Untransformed, this weapon deals 1d6+dex mod slashing damage, and transforms into a massive bow that fires large, silvered arrows. These arrows deal 1d12+charisma mod piercing damage, which consumes 1 blood bullet per shot.
Deals 2d8+charisma mod piercing damage at the cost of 1 blood bullet per shot. (can only be used by Vilebloods)
- Hunter’s pistol
Deals 1d6 charisma mod piercing damage at the cost of 1 blood bullet per shot.
- Hunter’s Blunderbuss
Deals 1d6 charisma mod piercing damage to all enemies within a 10ft cone, at the cost of 1 blood bullet per shot.
- Repeating pistol
Deals 2d6 charisma mod piercing damage at the cost of 2 blood bullets per shot.
A large cannon strapped to an arm, deals 4d10 fire damage in a 5ft radius sphere centered on a point within 60ft. Each creature within must make a dc 11+strength+proficiency modifier dexterity saving throw to take half damage. Requires 20 strength to wield. Costs 10 blood bullets per shot.
- Piercing rifle
Deals 1d10 charisma mod piercing damage, and any characters in a straight line behind the first target are dealt half damage, if the original roll would have also beat their ac. Costs 2 blood bullets per shot.