What does the Hunter does? He catches his Prey. Here is a class deticated to Hunters who will travel through mutiple envirioments and obstacles, resilient to hunting their Prey.
Feel free to like, dislike, critizice and add constructive criticism. Every honest opinion is welcomed! (pls tell me if it is OP or not)
Class features:
Hitpoints
Hit points at first level: 10 + CON modifier
Hit points at higher levels: 1d10 (or 6) + CON modifier
Proficiencies
Armor: All armor, Shields
Weapons: Simple weapons, martial weapons
Saving Throws: Dexterity, Constitution.
Tools: None
Skills
Choose three: Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
Gold: 3d6*10GP
Hunter’s Prey
Beginning at level 1, you have studied and learned how to hunt various enemy types. During a long rest, you can concentrate on a Prey. Choose a race or beast that you have already seen and studied.
It is also possible to choose an individual creature. However, you need detailed physical information, at least race and the approximate height, weight, and footprint size. Passing on a Wisdom (Perception) check or interacting with a creature for more than 10 minutes should give you this benefit.
You can instantly recognize that a found trail was made by your target, you have advantage on Wisdom (Survival) checks to track your Prey, as well as on Intelligence checks to recall information about them.
After a long rest, you can change your Prey..
Wise Traveler
At 1st level, you are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you to choose one of the following benefits:
You ignore difficult terrain.
You are proficient in Initiative checks
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness and adapting to the environment. You gain the following benefits after traveling for 2 hours on the same terrain:
·Difficult terrain doesn’t slow your group’s travel.
·Your group can’t become lost except by magical means.
·Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
·If you are traveling alone, you can move stealthily at a normal pace.
·When you forage, you find twice as much food as you normally would.
·While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fighting Style
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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Thrown Weapon Fighting.
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Martial Focus
At 2nd level, once per combat, you can choose one creature who is classified as one of your Prey.
You gain a +2 bonus on either damage or attack rolls (your choice) on all of your attacks against that creature. If that creature gets unconcius or dies you can pass that trait to another Prey of your choice.
You need concentration. Although your chosen creature cannot break your concentration, other creatures can.
At the 8th level the bonus increases to +3, at 14th level to +4 and at 20th level to +5.
Hunter Archetype
At 3rd level, you can choose the archetype you want to emulate. Your choice guarantees features at the 3rd level, and again on the 7th, 11,th and 15th levels.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additional Prey
At 6th level, you can have an additional Prey. You can only change one Prey per long rest.
Vanish
Starting at 8th level, you learned to chase your objectives and leave distractions behind.
As a single bonus action, you can do the Disengage and the Dash action as long as you move towards a Prey.
Additionally, you can nimbly move through creatures and objects that are your size or smaller without prejudicing your movement.
Hunter Sensors
Starting at 10th level, you can choose a sense that has developed exponentially with your hunts.
Vision:
You can clearly see up to a mile away. If you already have dark vision, you gain additional 60 ft.
Flair:
You can remember smells and feel the target’s scent on the objects or creatures it touches with any part of its body within 24 hours.
You can rely on this sense to detect creatures and objects within a radius equal to half of your movement distance. In that radius, you are not impacted when getting blinded or deafened.
Audition:
Your audition is increased ten times, so if a sound is only audible within 5 ft, it can be heard by you within 50 ft. You can rely on this sense to detect creatures and objects within a radius of 50 ft around you. In that radius, you are not impacted when getting blinded.
You can concentrate on only detecting one creature or object with your hunter sensor, considering you have previous knowledge about either its appearance, scent, or voice.
Additionally, you have advantage on Wisdom (Proficiency) checks that rely on your hunter sensor.
Terrain Master
Beginning at 14th level, you became used to any kind of environment.
Events that would decrease your speed, such as jumping tables or standing up from prone, don’t affect your movement speed anymore.
You have resistance against damage done to the natural environments, such as spikes of plants or falling damage.
You gain a Swimming and Climbing speed equal to your Walking speed if you don’t have them.
Additionally, you have advantage on saving throws to free yourself when getting stuck in any part of the environment, as well as advantage when providing help to allies who suffer the same.
Prey Slayer
At 18th level, once per round, when you attack your Prey, you can make a normal attack roll hit deal critical damage.
Adaptive Hunter
At 20th level, you become an unparalleled hunter. You can change your Prey at your will, as long as it is not during combat.
You have no reason other than your feral instics to persue your Prey. The thrill of the hunt makes you feel like a beast and rewards you with abilities of such creature.
Rabbid Frenzy
At the beginning of 3rd level, you unleash the beast within you to recklessly attack creatures that are classified as Prey.
For 1 minute, you have an advantage on attack rolls against Prey and resistance to their nonmagical attacks.
Other creatures have advantage on attack rolls against you, and you have a disadvantage on any Saving Throws to avoid attacks from non-Prey creatures.
After using this trait, you should do a Constitution Saving Throw, and in case of failure (less than 10), suffer one additional level of Exhaustion.
You can use this trait once per Long Rest.
Natural Weapons
At the beginning of 7th level, once per combat, you can use one of your Natural Weapons.
Bite: As an attack, you can bite a creature, dealing 1d8 + Strength modifier piercing damage.
Claws: As an attack, you can use both of your claws to attack an enemy. Each requires its own attack roll and deals 1d6 + Strength or Dexterity modifier slashing damage. You can’t be holding anything in your hand to use this trait.
Additionally, once per long rest, you can try to frighten a Prey with your attack. If you choose to do so, the Prey needs to pass on an 8 + proficiency bonus + modifier of your choice Wisdom Saving Throw or become Frighted.
Extra Attack
At the beginning of the 11th level, you can attack three times instead of twice, whenever you take the Attack action on your turn.
Apex Predator
At the 17th level, Prey fails to hide from your Hunter Sensor unless they critically succeed, provided that you are not Blinded, Deafened, or lost your Flair.
Assassin:
You enjoy getting paid, and getting paid well. You don’t have time to morals or ethics, and you don’t have any hesitance to get the job done.
Assasin’s Glory
At beginning of the 3rd level, you gain inspiration after getting paid by any means to kill, harm or capture a creature.
Additionally, that creature can instantly become your Prey, provided you have enough information about it.
Shadow Stalker
At 7th level, you have advantage on Stealth checks against your Prey, as well as advantage on Intelligence and Wisdom checks to know its location.
Blood Thirst
At the beginning of the 11th level, you gain +1 bonus on damage rolls against Preys.
Professional Killer
At the beginning of 17th level, when surprising a Prey you deal critical damage and it has to pass a Dexterity Saving throw equal to half of the damage dealt (rounded down, minimum of 1) + Proficiency Bonus + a Modifier of your choice or get hit by an extra attack and ahve disadvantage on its next Initiative check.
You can use this trait once per long rest.
Psychic:
You have transcendent into new perspectives and your reasons to persue your Prey can vary on the Phylosofical and Celestial spectrum of ideas.
Prey Teleportation:
At the beginning 3rd level, upon touching a Prey you can choose to activate this ability on it.
As long the Prey is within a radius of 100 ft from you, as a bonus action, you and the Prey can be teleported, swapping positions with each other.
Additionally, as a bonus action, while touching the Prey you can teleport together with it up to a distance of 30 ft in any direction.
This ability deactivates once the Prey gets unconscious, dies, or moves further than 100 ft away from you.
You can only use this trait once per Long Rest.
Strong Mind:
At the beginning of 7th level, you have advantage on Saving Throws against being Frighted, Charmed and losing Concentration.
Area Scan:
At 11th level, you can make a Pschich scan an area with a radius equal to your movement distance, identifying any objects and creatures within it. You can use this feature a number of times equal to you proficiency bonus per long rest.
Mental Bound
At 17th level, you can create a mental bound with a Prey you see, always knowing its exact location an hour ago. You can only create a bond with one Prey at a time, and you can change the Prey at your will.
Harmonic:
You’ve become one with nature, and it has blessed you with special powers to catch your Prey.
Spell Casting:
At beggining of the 3rd level, you become harmonic with the envirioment and obtain the ability of Spellcasting.
Spell Slots
Your spell slots for a level are equal to how many spells you have for that level +1.
Spells Known of 1st Level and Higher
You can choose spells from the Druid or Hunter spell books.
You can choose one level 1 spell on the 3rd level, and then again on the 7th, 11th and 17th.
You can choose one level 2 spell on the 7th level, and then again on the 11th and 17th
You can choose onel level 3 spell on the 11th level, and then again on the 17th level.
You can choose one level 4 spell on the 17th level.
Spellcasting Ability:
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You 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
Spell Focus
You can use a Druid focus as a spell casting focus. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Mistery Seeker:
You are fascinated for misteries that appear to have no solution and likes to find your Prey by the tiny clues it lefts.
Innate Investigator
At beginning of 3rd level, your genious deduction abilities give you the benefits of:
Having expertise on Investigation checks.
You can use Investigation instead of Survival for tracking your Prey.
You have advantage on Intelligence checks to predict your Prey’s location or next move
Charismatic Sleuth
At 7th level, you gain proficiency in a Charisma check of your choice. Adittionally, you have advatage on any Charisma checks when trying to get information about your Prey.
Flexible Genius
At begginign of 11th level, your ingenuity affects multiple other abilities. You can add your Intellicence modifier (minumum of 1) to any Wisdom or Dexterity ability check, and you can do that a number of times equal to your proficiency bonus. You regain all of your uses after a long rest.
Mind Pallace
At 17th level, you don’t forget any information, your memories are instead stocked in your Mind Pallace. You can mentally access your Mind Pallace and any memory or information you experienced will be fully remembered in a maximum of 10 minutes, depending how deep and old that information is (DM’s discretion). However, while using this trait you are oblivious to the outside world (Blinded and Deaf) and need you concentration.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
What does the Hunter does? He catches his Prey. Here is a class deticated to Hunters who will travel through mutiple envirioments and obstacles, resilient to hunting their Prey.
Feel free to like, dislike, critizice and add constructive criticism. Every honest opinion is welcomed! (pls tell me if it is OP or not)
Class features:
Hitpoints
Hit points at first level: 10 + CON modifier
Hit points at higher levels: 1d10 (or 6) + CON modifier
Proficiencies
Armor: All armor, Shields
Weapons: Simple weapons, martial weapons
Saving Throws: Dexterity, Constitution.
Tools: None
Skills
Choose three: Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
Gold: 3d6*10GP
Hunter’s Prey
Beginning at level 1, you have studied and learned how to hunt various enemy types. During a long rest, you can concentrate on a Prey. Choose a race or beast that you have already seen and studied.
It is also possible to choose an individual creature. However, you need detailed physical information, at least race and the approximate height, weight, and footprint size. Passing on a Wisdom (Perception) check or interacting with a creature for more than 10 minutes should give you this benefit.
You can instantly recognize that a found trail was made by your target, you have advantage on Wisdom (Survival) checks to track your Prey, as well as on Intelligence checks to recall information about them.
After a long rest, you can change your Prey..
Wise Traveler
At 1st level, you are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you to choose one of the following benefits:
In addition, you are skilled at navigating the wilderness and adapting to the environment. You gain the following benefits after traveling for 2 hours on the same terrain:
Fighting Style
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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Thrown Weapon Fighting.
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Martial Focus
At 2nd level, once per combat, you can choose one creature who is classified as one of your Prey.
You gain a +2 bonus on either damage or attack rolls (your choice) on all of your attacks against that creature. If that creature gets unconcius or dies you can pass that trait to another Prey of your choice.
You need concentration. Although your chosen creature cannot break your concentration, other creatures can.
At the 8th level the bonus increases to +3, at 14th level to +4 and at 20th level to +5.
Hunter Archetype
At 3rd level, you can choose the archetype you want to emulate. Your choice guarantees features at the 3rd level, and again on the 7th, 11,th and 15th levels.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additional Prey
At 6th level, you can have an additional Prey. You can only change one Prey per long rest.
Vanish
Starting at 8th level, you learned to chase your objectives and leave distractions behind.
As a single bonus action, you can do the Disengage and the Dash action as long as you move towards a Prey.
Additionally, you can nimbly move through creatures and objects that are your size or smaller without prejudicing your movement.
Hunter Sensors
Starting at 10th level, you can choose a sense that has developed exponentially with your hunts.
Vision:
Flair:
Audition:
You can concentrate on only detecting one creature or object with your hunter sensor, considering you have previous knowledge about either its appearance, scent, or voice.
Additionally, you have advantage on Wisdom (Proficiency) checks that rely on your hunter sensor.
Terrain Master
Beginning at 14th level, you became used to any kind of environment.
Additionally, you have advantage on saving throws to free yourself when getting stuck in any part of the environment, as well as advantage when providing help to allies who suffer the same.
Prey Slayer
At 18th level, once per round, when you attack your Prey, you can make a normal attack roll hit deal critical damage.
Adaptive Hunter
At 20th level, you become an unparalleled hunter. You can change your Prey at your will, as long as it is not during combat.
If you have time, here are the subclasses:
Hunter Archetypes:
Predator:
You have no reason other than your feral instics to persue your Prey. The thrill of the hunt makes you feel like a beast and rewards you with abilities of such creature.
Rabbid Frenzy
At the beginning of 3rd level, you unleash the beast within you to recklessly attack creatures that are classified as Prey.
You can use this trait once per Long Rest.
Natural Weapons
At the beginning of 7th level, once per combat, you can use one of your Natural Weapons.
Additionally, once per long rest, you can try to frighten a Prey with your attack. If you choose to do so, the Prey needs to pass on an 8 + proficiency bonus + modifier of your choice Wisdom Saving Throw or become Frighted.
Extra Attack
At the beginning of the 11th level, you can attack three times instead of twice, whenever you take the Attack action on your turn.
Apex Predator
At the 17th level, Prey fails to hide from your Hunter Sensor unless they critically succeed, provided that you are not Blinded, Deafened, or lost your Flair.
Assassin:
You enjoy getting paid, and getting paid well. You don’t have time to morals or ethics, and you don’t have any hesitance to get the job done.
Assasin’s Glory
At beginning of the 3rd level, you gain inspiration after getting paid by any means to kill, harm or capture a creature.
Additionally, that creature can instantly become your Prey, provided you have enough information about it.
Shadow Stalker
At 7th level, you have advantage on Stealth checks against your Prey, as well as advantage on Intelligence and Wisdom checks to know its location.
Blood Thirst
At the beginning of the 11th level, you gain +1 bonus on damage rolls against Preys.
Professional Killer
At the beginning of 17th level, when surprising a Prey you deal critical damage and it has to pass a Dexterity Saving throw equal to half of the damage dealt (rounded down, minimum of 1) + Proficiency Bonus + a Modifier of your choice or get hit by an extra attack and ahve disadvantage on its next Initiative check.
You can use this trait once per long rest.
Psychic:
You have transcendent into new perspectives and your reasons to persue your Prey can vary on the Phylosofical and Celestial spectrum of ideas.
Prey Teleportation:
At the beginning 3rd level, upon touching a Prey you can choose to activate this ability on it.
As long the Prey is within a radius of 100 ft from you, as a bonus action, you and the Prey can be teleported, swapping positions with each other.
Additionally, as a bonus action, while touching the Prey you can teleport together with it up to a distance of 30 ft in any direction.
This ability deactivates once the Prey gets unconscious, dies, or moves further than 100 ft away from you.
You can only use this trait once per Long Rest.
Strong Mind:
At the beginning of 7th level, you have advantage on Saving Throws against being Frighted, Charmed and losing Concentration.
Area Scan:
At 11th level, you can make a Pschich scan an area with a radius equal to your movement distance, identifying any objects and creatures within it. You can use this feature a number of times equal to you proficiency bonus per long rest.
Mental Bound
At 17th level, you can create a mental bound with a Prey you see, always knowing its exact location an hour ago. You can only create a bond with one Prey at a time, and you can change the Prey at your will.
Harmonic:
You’ve become one with nature, and it has blessed you with special powers to catch your Prey.
Spell Casting:
At beggining of the 3rd level, you become harmonic with the envirioment and obtain the ability of Spellcasting.
Spell Slots
Your spell slots for a level are equal to how many spells you have for that level +1.
Spells Known of 1st Level and Higher
You can choose spells from the Druid or Hunter spell books.
You can choose one level 1 spell on the 3rd level, and then again on the 7th, 11th and 17th.
You can choose one level 2 spell on the 7th level, and then again on the 11th and 17th
You can choose onel level 3 spell on the 11th level, and then again on the 17th level.
You can choose one level 4 spell on the 17th level.
Spellcasting Ability:
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You 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
You can use a Druid focus as a spell casting focus. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.
Mistery Seeker:
You are fascinated for misteries that appear to have no solution and likes to find your Prey by the tiny clues it lefts.
Innate Investigator
At beginning of 3rd level, your genious deduction abilities give you the benefits of:
Charismatic Sleuth
At 7th level, you gain proficiency in a Charisma check of your choice. Adittionally, you have advatage on any Charisma checks when trying to get information about your Prey.
Flexible Genius
At begginign of 11th level, your ingenuity affects multiple other abilities. You can add your Intellicence modifier (minumum of 1) to any Wisdom or Dexterity ability check, and you can do that a number of times equal to your proficiency bonus. You regain all of your uses after a long rest.
Mind Pallace
At 17th level, you don’t forget any information, your memories are instead stocked in your Mind Pallace. You can mentally access your Mind Pallace and any memory or information you experienced will be fully remembered in a maximum of 10 minutes, depending how deep and old that information is (DM’s discretion). However, while using this trait you are oblivious to the outside world (Blinded and Deaf) and need you concentration.