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Hunter


Hit Points

Hit Dice: d8 per Hunter level
Hit Points at first Level: 8 + Con
Hit Points at Higher Levels: 1d8 + Con

Proficiences

Armor: Light Armour, Medium Armour, Shields
Weapons: Simple Weapons, Martial Weapons, Firearms
Tools: Choose two from tinker's tools, carpenter's tools, smith's tools, and alchemist's tools
Saving Throws: Constitution, Charisma
Skills: Skills: Choose 2 from Acrobatics, Athletics, Insight, Intimidation, Nature, Perception, Performance, Survival.

Overview & Creation

Level Proficiency Aura Die Aura Pool Aura Skills Features
1st +2 1d4 2 - Aura, Signature Weapon
2nd +2 1d4 4 1 Aura Skills, Semblance
3rd +2 1d4 6 2 Field of Speciality, Fighting Style
4th +2 1d4 8 2 Ability Score Improvement
5th +3 1d6 10 3 Extra Attack
6th +3 1d6 12 3 Weapon Upgrade
7th +3 1d6 14 3 Field of Speciality feature
8th +3 1d6 16 4 Ability Score Improvement
9th +4 1d8 18 4 Weapon Upgrade
10th +4 1d8 20 4 Improved Aura Control, Quickened Aura
11th +4 1d8 22 5 Field of Speciality feature, Extra Attack (2)
12th +4 1d8 24 5 Ability Score Improvement
13th +5 1d10 26 5 Weapon Upgrade
14th +5 1d10 28 6 Purity of the Soul
15th +5 1d10 30 6 Field of Speciality feature
16th +5 1d10 32 6 Ability Score Improvement
17th +6 1d12 34 7 Weapon Upgrade
18th +6 1d12 36 7
19th +6 1d12 38 7 Ability Score Improvement
20th +6 1d12 40 8 Keep Moving Forward, Extra Attack (3)

 


Class Features

Aura: Aura is a physical manifestation of one's soul, and often appears as a colored glow around a person when active. Aura's main use is to protect a person from bodily harm. You gain a set amount of temporary HP equal to your current Aura pool, as shown on the Hunter table. 
At 10th level, the bond of your soul and body deepens. When you receive magical healing, you can choose to instead have it regain aura as opposed to recovering hit points. Additionally, you can now spend hit dice to regain aura hit points instead of normal hit points.
At 13th level, the bond deepens even further. You now have the ability to freely distribute all damage (including necrotic and psychic) among your Aura and Hit Points. Signature Weapon: Every hunter has a signature weapon they wield, modified to be unique to them. You create a signature weapon, adding either a general weapon upgrade or a second form to the weapon. If you give your weapon a second form, it takes a bonus action to switch forms. (Shields Included) Aura Skills: Starting at 2nd level, you are able to learn Aura skills. Your hunter level determines the number of Aura skills you can choose, as shown on the Hunter table. If the DM allows it, a hunter may also create their own skills, though this might require the hunter to make a roll, such as an intelligence check. The amount of Aura you have is shown on the Hunter table, aura can be regained on a short or long rest, but you must spend 30 minutes of the rest meditating or sleeping.
Semblance: At level 2, you unlock your unique power known as a semblance. The DM can have you roll on the Semblance table, or allow you to create your own. A semblance can also grow in power as a character grows more powerful or reaches certain prerequisites.
Field of Specialty: When you reach 3rd level, you specialize in a field: ,all detailed in the Subclass Options subsection. Your field grants you features at 3rd level, and again at 7th, 11th, and 15th level.
Fighting Style: At 3rd level, you develop a fighting style fitting you and your signature weapon. Choose one of the following options:

  • Archery- You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Dueling- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls made with that weapon.
  • 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're wielding with two hands, you can reroll the die and must use the new roll, regardless of the result. The weapon must have the two-handed or versatile property to benefit from this Fighting Style.
  • Protection- When a creature you can see attacks another creature other than you that is 5 ft. away from you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to benefit from this Fighting Style.
  • Two-Weapon Fighting- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the attack made with the second weapon.
  • Close Quarters Shooter- When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
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. If your DM allows the use of feats, you may instead take a feat. Additionally, if your DM allows it you may instead learn one additional aura skill from the list available to you.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Weapon Upgrade: Starting at level 6, you are able to choose from different upgrades to apply to your signature weapon.
Quickened Aura: Beginning at 10th level, any aura skill that requires an action to be used can now be used as a bonus action.
Purity of the Soul: At 15th level, your mastery of the aura generated by your soul makes you immune to disease and poison.
Keep Moving Forward: At 20th level, your aura helps you continue fighting even if you physically cannot. You regain all hit die after a long rest, and if the situation arises, you ignore one level of exhaustion. If you roll initiative with less than half your aura remaining, you immediately regain 1d8 Aura.
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple weapon, (b) a martial weapon, (c) a firearm
  • Signature Weapon
  • (a) a dungeoneer's pack, or (b) an explorer's pack
  • (a) Smith's Tools, or (b) Tinker's Tools
  • (a) Leather armor, or (b) Scale mail
  • (optional) Shield

 


Spellcasting

Aura Skills:

Sensing Aura
Prerequisite: Level 3
Sensing Aura is an advanced technique, which allows an adept to sense the presence and strength of other people's Auras. With this technique, you can sense the presence or absence of aura. As an action, you can spend 2 points of Aura to give yourself the ability to see invisible creatures within 10 feet. You may choose to spend an additional amount of Aura to increase the range by 10 feet and lengthen the duration of this Aura skill by 1 minute for every 2 additional points of Aura you spent, up to a maximum of 10 minutes and 100 feet.
Resilient Soul
As a reaction to taking damage, you can spend 2 Aura to reduce the damage taking by half your Aura die.
Aura Shield
As an action, you can spend 2 points of Aura to give yourself extra AC equal to your proficiency modifier for 1 round. The number of rounds increases by 1 for every 2 additional points of Aura spent.
Resistant Soul
Prerequisite: 10th level
As an action, you can spend 2 points of Aura to give yourself resistance to all damage types except psychic for 1 round. The number of rounds increases by 1 for every 2 additional points of Aura spent.
Pure Soul
As a reaction, you can spend 2 points of Aura to give yourself advantage on a saving throw. (excluding death saving throws)
Healthy Soul
As an action, you can use 2 points of Aura to heal yourself with your Aura die, for every 2 additional points of Aura spent, you get to add another die.
Healing Soul
Prerequisite: Healthy Soul
As an action, you can use 2 points of Aura to heal yourself or others with your Aura die. The number of die used increases with every 2 additional points of Aura spent.
Radiant Soul
As a bonus action, you can spend 2 points of Aura to add your Aura die as radiant damage to a melee weapon attack.
Slashing Winds
If you know this technique you can hurl your Aura from your swords as forceful, slashing winds. When making an attack roll with a melee weapon, you can choose to expend 2 points of Aura to increase the range of the attack by 10 feet, this range increases by 5 feet for every 2 additional points of Aura spent.
   

Weapon Upgrades:

Ranged Weapons

Bladestock: Allows you to make melee attacks and attacks of opportunity with a ranged weapon, using a bayonet, spiked handle, or other similar feature. The attack is treated as if it was made with either a dagger, handaxe, or club, whatever fits your weapon.
Repeater: Allows a ranged weapon to replace its loading property with the reload property, holding anywhere between 5 - 8 shots depending on the weapon.

Melee Weapons

Chains: Allows you to make a melee attack against a target with a range of 45 ft. Your damage is halved, but you are able to pull a Large of smaller creature up to 10 ft. towards you. You can also use the weapon as a grappling hook out of combat.
Tether: Allows you to make a melee attack with a range of 30 ft. Before making the attack roll, you can decide to restrain the target as opposed to dealing damage. Your attack roll sets the DC of the Dexterity saving throw the target must make to avoid getting restrained. If you make an attack with a tether weapon while a creature is restrained in this way, that creature breaks free of its restraints. You can use your weapon as a grappling hook out of combat.
Light Weighted: Your weapon has been rebalanced for easier use, making its blows less powerful as a result, granting +2 to hit and a -1 to damage. If your weapon has the heavy property it no longer has it after taking this modification. If your weapon does not have the heavy property or the two-handed property it gains the light property.
Heavy Weighted: Your weapon has been rebalanced to hit harder, making it harder to use granting +2 to damage and a -1 to hit. If your weapon has the light property it no longer has it after taking this modification. If your weapon does not have the light property or the finesse property it gains the heavy property.
  Sharp Weapons
Serrated: By introducing teeth or a small wave-like pattern to the profile of the blade, it can cause more jagged or slightly larger wounds. Whenever you deal maximum weapon damage on a target roll an additional 1d4.
Keen: Your weapon has been specially worked to an incredibly sharp edge, expanding your weapon's critical hit range by 1 (19-20 by default). After every long rest you must spend 5 gp to keep the weapon's blade sharp enough, if you don't sharpen your weapon again it loses this property after your next long rest and you must spend an additional 5 gp for every time you didn't sharpen it if you want to obtain this property again. If you have a whetstone, you may also use that in place of paying 5gp.
  Blunt Weapons
Crushing: Your weapon has been modified specifically to ruin the armor of your unfortunate foes. Whenever you roll a critical hit on a weapon attack against an enemy wearing armor reduce their AC by one. Savage: Your weapon has been modified, placing special studs to increase its power, expanding your weapon's critical hit range by 1 (19-20 by default). After every long rest you must spend 5 gp to repair the weapon's studs, if you don't repair them your weapon loses this property after your next long rest and you must spend an additional 5 gp for every time you didn't repair the studs if you want to obtain this property again. You can also use smith's tools.
Shattering: Installing strategically placed points on the weapon, its effectiveness at cracking bones can be increased. On a critical hit, the target is stunned until the start of it's next turn.

Shields

Basher: A Bashing shield is a shield reinforced and ringed with pressure studs or small spikes that is more effective as a melee weapon than a regular shield. shield. A bashing shield deals 1d4 bludgeoning or piercing damage, but it only grants a +1 bonus to AC. You may treat it as an off-hand weapon for the purposes of dual-wielding.
Expanding Shield: As a bonus action when your weapon is in a form that possesses a shield, you may expand the shield granting an additional +1 to AC, as long as you're wielding the shield in this form you have disadvantage on all Dexterity checks and your movement speed is reduced by 5 feet. It also requires 13 Strength to wield. When the shield is in this form, as an action, you can brace yourself against it to grant yourself 3/4 cover until your next turn.

General

Apparel: Allows you to wear your weapon(s) on your person in an inconspicuous manner. Your weapon automatically transforms when you roll initiative, and when active, grants you +1 to AC. You can activate or deactivate this feature at any time as a bonus action. You cannot be disarmed in combat, but it can be removed like armor and clothing. Due to their subtle nature, weapons with this upgrade cannot transform as elaborately as an independent weapon.
Quickened Transformation: Your weapon now takes a free action to transform into a different form or weapon.
Embed: Your weapon encases another, smaller weapon. As a bonus action on your turn, you may draw this embedded weapon and either stow away the first or engage in two-weapon fighting. The first attack you make with the embedded weapon after drawing it has a +2 bonus to hit. This embedded weapon may be imbued with a different type of Dust, and cannot house another weapon. You can re-embed this weapon as a bonus action.
Cycler: Allows a weapon to be augmented as many as 3 - 8 types of dust. As a bonus action, you can change what type of dust is currently affecting your weapon. A weapon can still only benefit from one dust augmentation at a time.


Created by

Muddyring.

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