Base Class: Fighter
Hunter
Clad in dark regalia, a human anticipates the wild claw of a werewolf. Moments before impact, the human loads a silver bullet into his pistol and fires, staggering the lycanthrope. Seizing the opportunity, the human retaliates, cutting the wolf deeply with a silvered sword.
Rolling up her sleeves, a half-orc grabs the axis of two circular saws, slotting it onto the head of a mace. She then activates the mechanism, turning the weapon into a howling maw of grinding teeth. She marches towards a horde of mutants, her transformed weapon in front.
An elf reels from a critical blow. Swiftly, he retrieves a blood vial from his pouch and consumes the crimson liquid. Rejuvenated, he stands once more. From behind his back, he retrieves an urn of oil. Dowsing the gibbering mouther in oil, he thrusts a torch into its core, and its muttering turns to shrieks as it erupts in flames.
These well-equipped adventurers are hunters, warriors who have adapted to their quarry through alchemy, a unique arsenal of weaponry, and their specialised form of magic.
Covenants
Covenant of Executioners
The Covenant of Executioners is perhaps the most straightforward and arguably the most effective. These Hunters focus on mastering additional trick weapons and learn to enhance their trick weapons further. Executioners are often deft, almost dancer-like in their motions or devastating in their blows, utterly decimating their quarry with malice and hatred.
Covenant of Aqua Regia
The Covenant of Aqua Regia specialises in alchemical mixtures and reactions to target the weaknesses of their quarry. These hunters collect ingredients from both the world and the creatures in it, and through these ingredients, learn to enhance the potency of their creations and develop new weapons.
Covenant of Executioners
The Covenant of Executioners is perhaps the most straightforward and arguably the most effective. These Hunters focus on mastering additional trick weapons and learn to enhance their trick weapons further. Executioners are often deft, almost dancer-like in their motions or devastating in their blows, utterly decimating their quarry with malice and hatred.
Covenant of The Eldritch Church
The Covenant of The Eldritch Church holds value in using the enemy's weapons against them. Hunters belonging to this covenant search for and covet accursed relics, items, and other artefacts created or kept by their quarry. They hope not only to understand them but also a means to destroy them.
Gun Parry
Starting at 5th level, when you are the target of a creature's melee weapon attack, you can use your reaction to gain a bonus to your AC equal to your proficiency bonus for the duration of the attack.
As part of the reaction, you insert a Quicksilver Bullet into a firearm you are holding and make a ranged weapon attack against the attacking creature.
If the attack made against you is a miss, the next time you hit that creature with a melee weapon attack before the end of your next turn, you deal additional damage equal to your Hunter Die. Additionally, this attack will critically hit on a roll of 19 or 20. You can use this feature if you have at least one Quicksilver Bullet.
This feature becomes more powerful at certain levels in this class: The additional damage becomes two Hunter Die and will critically hit on a roll of 18 to 20 at 10th level, three Hunter Die and will critically hit on a roll of 17 to 20 at 15th level, and four Hunter Die and a successful hit is a critical hit at 20th level.
Hunter's Dream
Hunters serve an eternal cause. Their quarry often live for millennia, and slaying them is sometimes not their final death. Thus, seasoned hunters learn to create a safe haven from their foes. At 14th level, you can cast the Demiplane spell once per day. In addition, this version of the spell has the following modifications:
- The demiplane is not an enclosed space; rather, it is an island on an endless, impassable plane, such as an ocean, a sea of fog or a bottomless void.
- The demiplane may extend 100 feet in each dimension and can manifest structures, objects, decorations and weather of your choice. Anything created by the demiplane dissipates into smoke if it is removed.
While within your own demiplane and the spell duration has expired, you gain the following benefits:
- If you complete a long rest, you regain all of your hit dice and gain the benefits as if you were the target of the spell Greater Restoration.
- You can cast the Plane Shift spell at will.
Hunter's Insight
You have delved into the depths of inhuman knowledge. You see what should never be seen and know that which should be forgotten. At 17th level you gain the following benefits:
- You have truesight with a range of 60 feet.
- You can understand, read, and write Deep Speech, but you cannot speak it unless you do so telepathically.
- Whenever you make a check related to beasts, monstrosities, and aberrations using your The Hunt Begins feature, you can add double your proficiency bonus to the check, regardless of whether the check uses a skill or if you lack proficiency in the relevant skill.
Level 3: Class Features
Hit Points
- Hit Dice: 1d10 per hunter level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per hunter level after 1st
Hunter Runes
Tier 1
- Rune of Unrelenting. While this rune is inserted, you can activate the trick weapon’s Active Ability an additional time between rests.
Additional Runes. For every rune inserted, you can active the trick weapon's Active Ability an additional time between rests.
-
Rune of Thirsting. While this rune is inserted, the trick weapon’s Active Ability allows you to regain hit points using your The Hunt Begins feature. When an Active Ability deals damage to multiple creatures, you regain hit points for every creature who takes damage.
-
Rune of Alacrity. While this rune is inserted, you can activate the trick weapon's Active Ability as a bonus action.
-
Rune of Enchantment. While this rune is inserted, the trick weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Trick Weapons
| Trick Weapon | Weapon Type |
|---|---|
| Bloodletter | Mace, Morningstar |
| Boom Hammer | Warhammer |
| Burial Blade | Longsword, Glaive |
| Holy Moonlight Sword | Longsword, Greatsword |
| Hunter Axe | Battleaxe, Halberd |
| Kirkhammer | Longsword, Maul |
| Rifle Spear | Spear, Lever-Action Rifle |
| Sawcleaver | Scimitar, Longsword |
| Sawspear | Scimitar, Spear |
| Stake Driver | Dagger, Shortsword |
| Threaded Cane | Rapier, Whip |
| Whirligig Saw | Mace, Greatsword |







Comments