Hunter class
Exorcist [Removed]
Specialists in otherworldly entities, Exorcist hunters excel at fighting creatures both holy and unholy. These hunters are well versed in planar magics, able to banish foreign creatures back to their native planes.
Prey Spells
You gain the prey spells at the hunter levels listed.
Exorcist Spells
Hunter Level | Spells |
---|---|
3rd | detect evil and good, protection from evil and good |
5th | gentle repose, spiritual weapon |
9th | magic circle, remove curse |
13th | banishment, guardian of faith |
17th | dispel evil and good, hallow |
Much of this subclass was included in Demon Slayer instead.
Hunter's Technique
When you choose this prey at 3rd level, you gain the following two Hunter's Technique options. Exorcise Spirit. When you hit a creature with a weapon attack, you can expend a use of your Hunter's Technique to attempt to force its spirit from its body. It must succeed on a Charisma saving throw or become incapacitated and loses control of its body until the end of your next turn. Constructs automatically succeed this save. If the target is being possessed or controlled, that effect also ends on a failed save. Locate Origin. When the target by your Hunter's Mark is reduced to 0 hit points, you can expend a use of your Hunter's Technique to switch the target of your Hunter's Mark to the creature's origin. If the creature was created or summoned into this plane, the creator or summoner becomes the target of your Hunter's Mark. If the creature entered the plane by a portal or teleportation magic, the location they first entered this plane becomes the target of your Hunter's Mark. If the creature is native to this plane and was not created by magic, this effect fails.
Bonus Proficiencies
When you choose this prey at 3rd level, you become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Shielded Spirit
At 7th level, your spiritual power rejects external disruption. You can't be charmed or possessed.
Spiritual Strike
At 11th level, you gain the ability to infuse your weapon strikes with spiritual energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. The damage increases by 1d8 if the target is not native to the plane you are in.
Possession
At 15th level, you learn impart your spirit into the bodies of other creatures. As an action, you can take possession of a creature that is incapacitated by your Exorcise Spirits Hunter's Technique. Your body becomes incapacitated and unable to move while your spirit gains control of the body. This possession does not deprived the target of awareness.
While possessing a creature, you can act using its body on your turn. You retain your alignment, Intelligence, Wisdom, Charisma, and any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You otherwise uses the possessed target's statistics, but don't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points or you end it as a bonus action. The possessed creature can also make a Charisma saving throw as an action on its turn, ending the possession on a success. When the possession ends, your spirit returns to your body and you cease being incapacitated and unable to move.
Once you use this feature, you must finish a long rest before you can use it again.
Scrapper
Favored enemy: constructs.
Prey Spells
You gain the prey spells at the hunter levels listed.
Mind Breaker Spells
Hunter Level | Spells |
---|---|
3rd | catapultXGE, ??? |
5th | magic weapon, shatter |
9th | dispel magic, ??? |
13th | fabricate, vitrolic sphereXGE |
17th | animate objects, ** |
Hunter's Technique
When you choose this prey at 3rd level, you gain the following two Hunter's Technique options. Sunder. Double damage when you hit an object or a construct.
3rd
7th
11th
15th
Far Tracker
Known to some as psychic doctors, these Far Trackers are experts on mind-altering magics, and travel the land curing supernatural mental illnesses. Some Far Trackers specialize in extermination of creatures from the Far Realm, a dimension of madness and chaos whose alien inhabitants barely make sense and work in ways far different from mortal creatures. Though few of these hunters even come to face these dark creatures, though all come to know of them through their training.
Prey Spells
You gain prey spells at the hunter levels listed.
Far Tracker Spells
Hunter Level | Spells |
---|---|
3rd | charm person, detect evil and good |
5th | detect thoughtsXGE, mind spikeXGE |
9th | hypnotic pattern, nondetection |
13th | charm monsterXGE, locate creature |
17th | Rary's telepathic bond, dispel evil and good |
Hunter's Technique
When you choose this prey at 3rd level, you gain the following two Hunter's Technique options. Sharpen Mind. As a reaction to being forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend a use of your Hunter's Technique to hone your mind. Until the start of your next turn, you make Intelligence, Wisdom, or Charisma saving throws at advantage. If you succeed on such a saving throw against a spell or effect created by another creature, you have advantage on the next attack roll made against that creature until the end of your next turn. Psychic Disruption. When you hit your Hunter’s Mark you can expend a use of your Hunter’s Technique to deal damage equal to 1d6 + your Hunter level and the target must succeed on a Wisdom saving throw or become incapacitated until the start of its next turn. If the target is concentrating on a spell, it has disadvantage on this saving throw.
Scholar of the Mind
At 3rd level, you have learned to quickly identify mind-altering magics. When you make an Intelligence (Arcana) or Wisdom (Insight) check to determine if any spells or magical effects are influencing a creature, your proficiency bonus is doubled if it applies to the check.
Additionally, when you make an Intelligence (Arcana) or Wisdom (Insight) check on a creature, you can identify if it is under the effects of any spells if the result of the check is greater than or equal to 10 + the spell's level.
Mental Guard
At 7th level, you learn to deflect mind-altering effects directed at your allies. Whenever the target of your Hunter's Mark forces a creature within 30 feet of you to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to roll 1d6 and add the number rolled to the saving throw.