Base Class: Artificer
Many rangers learn from experience how to hunt certain creatures, or what weaknesses they have. In many scenarios patience and experience are not fast enough to save you from trouble. This is the specialization of the Night Hunter Artificers, who use their wits and artifacts to hunt down the most elusive creatures or identify and exploit the weak points of their enemies in the middle of a battle.
Originating from the plane of Ravenloft, Night Hunters were rare, but among the few that ensured the effectiveness and knowledge of the soldiers defending the cities from Lord Strahd's minions.
Tools for the Hunt
You gain proficiency with hand and heavy crossbows. You also gain proficiency with Leatherworker's Tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
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 Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Hunter Equipment
3rd-level Night Hunter feature
You have learned to create and improve your tools to hunt creatures that hide in the shadows. You gain the next benefits:
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Hunter’s Goggles: You create a pair of specialized goggles that gives you darkvision in a range of 60 feet, and let you add your Intelligence modifier to your Perception and Insight checks.
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Hunter’s Weapon: When you use an attuned or infused weapon or an arcane focus to deal damage, it deals 1d6 additional radiant damage. This damage increases to 2d6 at level 10, and to 3d6 at level 16.
Identify Weakness
5th-level Night Hunter feature
Your inventions allow you to study your enemies’ vulnerabilities in seconds. When you deal radiant damage to a creature with an attack action, you can analyze its weaknesses and mark it. As part of the same attack action, you can make a second attack against the same creature. Additionally, the marked creature cannot gain the benefits of being hidden or invisible from you.
You can mark enemies a number of times equal to your Intelligence modifier (minimum 1), and you regain all expended uses when you finish a long rest.
Night Breaker
9th-level Night Hunter feature
Your expertise allows you to create enhancements to combat darkness and magical mists, and your knowledge has allowed you to see among the most common spells of these enemies and develop strategies to avoid them. You gain the following benefits:
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Your Hunter’s Goggles now allow you to see through magical darkness out to a range of 60 feet.
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You can cast the Daylight spell a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses of this feature after a long rest.
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You gain proficiency in Wisdom saving throws.
Master of Prey
15th-level Night Hunter feature
At night, you become more fearsome than the creatures you started hunting. Your hunting skills and inventions leave your enemies completely vulnerable:
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When you use Exposing the Weakness, you can impose disadvantage on all saving throws made by the marked creature while it is marked.
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Your attuned and infused weapons ignore damage resistances when you attack with them as an attack action.
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