Base Class: Artificer
A Night Hunter is an artificer devoted to hunting monsters and fiends, through innovation and faith they set traps and prepare tools specific for each foe they face.
Weapon Proficiency
3rd-level Night Hunter feature
You gain proficiency with martial weapons if you do not already have it.
Night Hunter Spells
3rd-level Night Hunter feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Night Hunter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Night Hunter
| ARTIFICER LEVEL | SPELL |
|---|---|
|
3rd |
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|
5th |
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|
9th |
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|
13th |
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17th |
Magic Ammunition
3rd-level Night Hunter feature
As long as you have a set of tinkers tools, at the end of a long rest you can prepare pieces of magical ammunition equal to your proficiency modifier selecting from the options available in the Magic Bolts spell these are considered bolts of first level. These Magic Bolts last until the end of your next long rest or until used.
Magic Bolts can loaded as a Bonus Action, and fired as one attack of an attack action.
In addition you learn the following spell:
Magic Bolts
Casting Time : Bonus Action
Range : Touch
Components : S/M (A piece of ammunition for a ranged weapon)
Duration: 8 hours
When you cast this spell select one of the options below. You enchant a single piece of ammunition transforming it into the selected bolt.
Elemental Bolts (1st) - When you choose this option select one of the following damage types (Acid / Cold / Fire / Lightning / Thunder) on a hit this bolt deals 1D8 damage of the chosen type in addition to the usual damage of the weapon type. The bolt has an additional effect based on the damage type
Acid - On a hit the target and any other creatures within 5ft must make a DEX save or take 1d6 Acid damage.
Cold - The targets speed is reduced by 10ft until the start of your next turn. The target does not suffer this effect if they are immune or resistant to cold damage.
Fire - The target is set aflame and takes 1d4 damage at the start of each turn for 1 minute or until an action is used to extinguish the flames or the target is submerged in water. While aflame the target sheds bright light for 5 feet and dim light for and additional 5 feet. In addition the bolt ignites any flammable object not being carried or worn.
Lightning - The target must make a CON save or be knocked prone. The target automatically passes this save it is resistant or immune to lightning damage.
Thunder - The impact is audible to 300ft and the target must make a CON save or be deafened for 1 minute, it may repeat this save at the end of each of its turns, ending the effect on a success.
Radiant Bolt (1st) - On a hit this bolt deals 1D8 radiant damage in addition to the usual damage of the weapon type. Against fiends or undead this bolt deals 1D8 bonus damage and the target must make a constitution save or be blinded for 1 minute. Blinded creatures can repeat this save at the end of their turn ending the blindness on a success.
Poison Bolt (1st) - The target takes an additional 1D8 poison damage and must succeed on a CON save or be poisoned for 1 minute. Poisoned creatures can repeat this save at the end of their turn ending the poison on a success.
Necrotic Bolt (1st) - The target takes an additional 1D8 necrotic damage and cannot regain hit points until the start of your next turn.
When this spell is cast at 2nd level or higher, the damage of the bolt is increased by 1d8 and the DC for any save required is increased by 1, per level of spell slot above first.
Extra Attack
5th-level Night Hunter feature
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Consumable Infusions
9th-level Night Hunter feature
You have experience preparing unique tools for every hunt you embark on.
Starting at 9th level you get access to additional infusions unique to this subclass. Instead of infusing a nonmagical object, you can create a single use item from the consumables list as one use of your infusions. You can use as many uses of your infusions on consumable infusions as you wish (up to your maximum number of infusions).
Consumables
Ammonia Necklace - While wearing this necklace the wearer is immune to the charmed condition. In addition as a bonus action the wearer can smash this necklace at a point within 30ft and remove the charmed condition from any creature within 15ft of that point. Any creatures within 15ft of this point also lose the blindsight sense until the start of the users next turn.
Arcane Tether - This trap takes an action to set, and a reaction to activate. When activated choose a target creature within 10ft when it activates, that creature must make a dexterity saving throw or be tethered. A tethered creature may not move further than 10 feet from where the trap was set. If the target attempts to use interplanar travel or teleportation it must succeed on a charisma saving throw. A creature can attempt to break free from the tether by using its action to make a strength saving throw. The tether lasts for 10 minutes after it is activated or until a creature breaks free from it whichever comes first. If there is no creature currently tethered, the tether automatically attempts to tether a creature within 10 feet at the end of the users turn.
Bola - This bola is a martial ranged weapon with a range of 30/60ft and the special and thrown properties. Special: A creature hit by this weapon has either its burrowing, flying, swimming or walking speed reduced to 0ft until freed. A bola has no effect on formless creatures or creatures that are huge or larger. A creature can use an action to attempt to free itself by succeeding on a strength saving throw.
Chain Bola - This bola is a martial ranged weapon with a range of 10/30ft and the special and thrown properties. Special: A creature hit by this weapon has either its burrowing, flying, swimming or walking speed reduced to 0ft until freed. If the creature wielding this weapon has a strength score less than 15 the range is changed to 5/15ft. A bola has no effect on formless creatures. A creature can use an action to attempt to free itself by succeeding on a strength saving throw. Large and smaller creatures have disadvantage on this saving throw.
Gas Cannister - This cannister can be deployed as a bonus action within 30ft of the user or set as a trap an action within 5ft and deployed as a reaction. Once deployed a flammable gas cloud immediately spreads out in a 10ft radius from the cannister. This cloud radius increases by 10ft at the start of the users turn up to a maximum radius of 30ft. Any creatures in this radius at the start of their turn must make a constitution saving throw or be poisoned for as long as they are in the cloud. This cloud can be ignited by any effect within the cloud that would ignite flammable objects to deal 6d6 fire damage to each creature within the cloud. The cloud remains until ignited, until dispersed by a moderate wind (of at least 10 miles per hour) or until 1 minute after being deployed, whichever comes first.
Ice Grenade - This grenade can be detonated as a bonus action within 30ft of the user. Any target within 15ft of the detonation point have their speed reduced by 15ft until the start of the users next turn. Creatures resistant or immune to cold damage are immune to this effect.
Shock Trap -This trap takes an action to set, and a reaction to trigger. It takes up a 5 foot square All creatures within 5ft of it when it activates must make a constitution saving throw or be paralyzed for 1 minute. This saving throw can be repeated at the end of a creatures turn, ending the paralysis on a success. Creatures resistant or immune to lightning automatically pass this save.
Silver Solution - This vial of silver solution is a simple melee weapon with the special and thrown (range of 20/60ft) properties. Special: On a hit the target is coated in a silver solution for 2d4 rounds. During this time any weapon attack that hits the target is considered silvered.
Sunlight Bomb - The bomb emits sunlight in a 30ft radius until the start of your next turn. The first time a creature enters this sunlight on a turn or starts its turn there it must make a constitution saving throw or be blinded until the start of its next turn.
Improved Ammunition
15th-level Night Hunter feature
Your experience in crafting your ammunition has increased both their effectiveness and reliability.
All of your magic Bolts deal an additional 1d8 radiant Damage on hit. In addition you gain advantage on attack rolls for your magic bolts.
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