Class: Hunter, A Point Based Ranger

by Beat

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The Hunter

Class Features

As a Hunter, you gain the following benefits.

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

Proficiencies
  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: Alchemist's Supplies or Woodcarver's Tools
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Starting Equipment

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

  • (a) Scale mail or (b) Leather armor
  • (a) Two shortswords or (b) Two simple melee weapons
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • (a) Alchemist's Supplies or (b) Woodcarver's Tools
  • A longbow and a quiver of 20 arrows
Muliclassing Requirement

Ability Score Minimum: Dexterity 13, Wisdom 13

  • When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Skills: Choose 1 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Hunter Table
Level Proficiency Bonus Features Nature Points
1st +2 Wilderness Guide, Hunting Companion -
2nd +2 Fighting Style, Nature Energy 2 + dex mod + wis mod
3rd +2 Natural Explorer, Hunter's Herring, Hunter Archetype 3 + dex mod + wis mod
4th +2 Ability Score Improvement, Sixth Sense 4 + dex mod + wis mod
5th +3 Arcane Infuser, Extra Attack 5 + dex mod + wis mod
6th +3 Natural Explorer Addition, Vanish 6 + dex mod + wis mod
7th +3 Hunter Archetype, Sound Mind 7 + dex mod + wis mod
8th +3 Natural Explorer Addition, Ability Score Improvement 8 + dex mod + wis mod
9th +4 Sunlight , Follow Up Shots 9 + dex mod + wis mod
10th +4 Hide in Plain Sight, Arching Shot 10 + dex mod + wis mod
11th +4 Hunting Companion Improvement, Natural Explorer Addition 11 + dex mod + wis mod
12th +4 Ability Score Improvement, Improved Arcane Infuser 12 + dex mod + wis mod
13th +5 Grounding Shot, Hunting Companion Improvement 13 + dex mod + wis mod
14th +5 Seal Improvement, Natural Explorer Addition 14 + dex mod + wis mod
15th +5 Hunter Archetype 15 + dex mod + wis mod
16th +5 Ability Score Improvement 16 + dex mod + wis mod
17th +6 Quick Reflexes 17 + dex mod + wis mod
18th +6 Seal Proficiency 18 + dex mod + wis mod
19th +6 Ability Score Improvement 19 + dex mod + wis mod
20th +6 Unbreakable Seal 20 + dex mod + wis mod

Wilderness Guide

At 1st level, while traveling for an hour or more in the wilderness, you gain the following benefits:

  • Difficult terrain does not slow your group’s travel.

  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

  • You do not suffer the penalty to passive Wisdom (Perception) checks imposed by moving at a fast pace.

  • Your group can move stealthily at a normal pace.

Hunting Companion

At 1st level, you gain an animal companion of size small or tiny, type beast, and with the ability to attack which can assist in your endeavors. It takes its actions and movement during your turn. You use an ability which is similar to the find familiar spell to summon and desummon the companion as an action. If its hit points become 0, it is desummoned and you must wait until you take a long rest to resummon it. The creature's spell save DC is 8 + its proficiency bonus(2) + its wisdom modifier. When your proficiency bonus increases by 1 in the Hunter class, so does its attack, hit, skill, and saving throw modifier. Its hit points also increase at this time. The recharge abilities are regained on a long rest.



Hunting Companion

tiny or small, neutral


  • Armor Class. 11 + (Your animal handling proficiency/2 rounded up) + Creature's Dex Mod.
  • Hit Points. Beast's Constitution Modifier + Your Wisdom Modifier + Your Hunter Level * 2. Has Hit Dice [d4] equal to half your Hunter level rounded up.
  • Speed. 30ft. Choose: 30ft. swim, 30ft. flying, 30ft. burrow, 60ft. climb

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 3 (-4) 14 (+2) 5 (-3)

  • Saving Throws. Dex + 4
  • Skills. Perception +3, Stealth +2
  • Senses. Passive Perception 13, Darkvision 30ft
  • Languages. Understands the languages you speak.

  • Pack Tactics: The Companion has advantage on attack rolls against a creature if at least one of its allies (You or the Hunting Ally) is within 5ft and is not incapacitated.
  • Choose One From The Following List:
  • Keen Senses: The creature has advantage on Wisdom (Perception) checks that rely on sight, smell, or hearing.
  • Mimicry: The creature can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.
  • Flyby: (must have flying speed) The creature doesn't provoke opportunity attacks when it moves out of an enemy's reach.
  • Escape: The creature can take the Dash or Hide action as a bonus action on each of its turns.
  • Water Breathing: (must have swim speed) The creature can breath underwater.
  • Tunneler: (must have a burrow speed). The creature can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.

Actions

  • Shred. Melee Weapon Attack: +2 to hit, reach 5ft, one target. Hit: 1d4 + 2 slashing damage.
  • Help (Recharge 5-6).
  • Dash.
  • Search.
  • Shove (Recharge 5-6).
  • Provoke (Recharge 5-6). Roll to attack and on a hit, the enemy target must make a wisdom saving throw against the companion's Save DC or be forced to attack the companion on its next turn.
d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 I'm aware of the effect I have on people.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I'm only friendly to my Hunter.
3 Anytime is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them I love them.

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.

  • Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • 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.

  • Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

  • Guerrilla: As long as you are not wearing heavy armor, your speed increases by 10ft. If you move at least 10 feet in your turn, you gain +1 on damage rolls until the start of your next turn.

Nature Energy

Any ability using nature points costs an action to use unless stated otherwise.
At 2nd level, you gain Nature points equal to your wisdom modifier + dexterity modifier + Hunter level. You regain half of your spent point total rounded up on a short rest, and all points recharge on a long rest. You spend these nature points to manipulate the area within 45 feet of you as follows:

  • Area Growth: You pour energy into the earth around you to cause an effect that results in creating half cover. 5ft square for every 3 points spent.

  • Area Destruction: You spend 3 nature points to displace nature energy in the ground where your opponent must make a dexterity saving throw or take 2d8 damage and be put in difficult terrain or half that and not be in difficult terrain in a 5ft square. 5ft square for every 3 points spent.

  • Area Displacement: You manipulate the energy in the earth to move an enemy 5 feet for every 2 points spent.

The save for Nature Energy actions and any other abilities you use that require a saving throw is 8 + proficiency bonus + your wisdom modifier.

Natural Explorer

At 3rd level, you have a natural talent to roam the world. If you are proficient in Nature or Survival, your proficiency bonus is doubled for any ability check you make that uses it. When you forage and succeed on the Wisdom (Survival) check, you find twice as much food and water as you normally would. If you fail, you still find half as much food and water as you normally would. Additionally, you are particularly familiar with one type of environment and are adept at the skills unique to the region. Choose one type of favored terrain listed below:

  • Coast: Swimming no longer costs you extra movement. You can also hold your breath twice as long as you normally can.
  • Desert: You are naturally adapted to hot climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against fire damage.
  • Forest: You gain proficiency in Perception. If you are already proficient you gain expertise.
  • Grassland: Your speed increases by 10 feet and you may use your bonus action to dash.
  • Jungle: Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
  • Mountain: Climbing no longer costs you extra movement. Also, you are naturally adapted to high altitude as described in chapter 5 of the Dungeon Master's Guide.
  • Swamp: You gain resistance to poison damage and have advantage on saving throws against disease.
  • Tundra: You are naturally adapted to cold climates as described in chapter 5 of the Dungeon Master's Guide. You also gain resistance against cold damage.
  • Underdark: You learn Undercommon. If you already know Undercommon, you may choose another language to learn on the exotic languages table. If you do not have darkvision, you gain it with a range of 30 feet. If you have darkvision, you instead gain blindsight with a range of 5 feet.
  • Urban: You gain proficiency in Investigation. If you are already proficient, you gain expertise. You also learn to speak, read, and write one humanoid language of your choice.

Pick another at levels 6, 8, 11, and 14.

Hunter's Herring

At 3rd level, you combine your experience with magic and traps to place a magical seal on your body. This 1 time use per short or long rest ability is activated as a reaction and the following four statements must be true to use.

  1. You are within 100 feet of the source.
  2. You see the caster casting / are hit with an attack
  3. You have declared you will use this ability before seeing the damage roll.
  4. The damaging cause does not require a wisdom, intelligence, or a charisma saving throw (except shadow blade)

If you did not use this ability before short or long resting, you may reset the seal or keep the seal. If you keep the seal, every short or long rest with it takes away 3 points from the seal.

Spending Points

The points you spend on the seal determine how much damage is reflected.

  • If the points spent / 3 matches the level of the spell, the seal is considered to be that level and the spell is completely reflected.
  • AOE spells like fireball will still damage other targets except you in its zone, however, the caster will need to make a saving throw against the DC they set for the targets.
  • Otherwise, for damage rolls, the damage reflected is points spent / 6.

However, bear in mind that the seal does have a level of integrity to it. If the damage dealt by a spell that did not have enough points to be reflected or attack deals less than or equal to half your hit points, the seal mitigates half the damage. If it deals more than half, the seal mitigates a quarter of the damage.

Spells that do not deal damage but create an effect have their durations reduced by an amount equal to duration of spell / (level of seal + 1)

Because you know how to place a trap on your body, when you expend the mark you can spend 2 nature points minimum to use the spell absorb elements as an ability and use it at the next level for every 2 additional points spent.

Hunter Archetype

At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level. The list is :

  • Dungeon Trapper
  • Isolater
  • Bounty Hunter
  • Poacher

Ability Score Improvement

When you reach 4th 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.

Sixth Sense

At level 4, when you make a (wisdom) survival check to track a creature or creatures, you learn what direction they were headed, their exact number, their sizes, and how long ago they passed through the area. You also gain the ability so register up to 6 scents that you know. If you surpass that limit, the oldest scent if forgotten.

Arcane Infuser

At level 5, you learn to coat your weapons and arrows in magic in the sense of overcoming resistances and immunities.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Natural Explorer Addition

When you reach the 6th level, you may pick another favored terrain.

Vanish

Beginning at the 6th level, your speed and stealth in combat make you hard to pin down. You can take the Hide action as a bonus action and you can’t be tracked by nonmagical means, unless you choose to leave a trail. Additionally, if you are hidden when you roll initiative, making an attack during the first round of combat does not reveal your location if you otherwise fulfill the conditions needed to hide.

Hunter Archetype

When you reach the 7th level, you learn additional features granted by your chosen archetype at level 7.

Sound Mind

At level 7, you gain proficiency in wisdom saving throws. If you already have it, choose either intelligence or charisma.

Natural Explorer Addition

At level 8, you may add another favored terrain from the list stated at level 3.

Ability Score Improvement

When you reach level 8, 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

Sun Light

At 9th level, you can spend 4 nature points to cast the daylight spell but instead the light emitted is considered sunlight.

Follow up Shots

At 9th level, when you make and succeed on a ranged weapon attack, you can use your bonus action to expend 4 additional arrows to add 4d6 to the damage roll. You can add this damage once per turn, every turn. If you do not have 4 arrows, you expend the remainder and it is a d6 for every arrow.

Hide in Plain Sight

Starting at 10th level, you can use a bonus action to tap into your connection with nature and borrow a chameleons camouflage to, for all intents and purposes, become invisible, along with any equipment you are wearing or carrying until the start of your next turn. You can use an action on your turn to prolong the duration for another round, up to a maximum of 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

Arching Shot

At 10th level, so long as you know where the enemy is and you both are not in an enclosed space (like a house or cave, for example), you ignore cover when you make a ranged weapon attack.

Hunting Companion Improvement

  • Starting at level 11, As an action can see through the eyes of your hunting companion. However, there is a delay the farther it gets from you. If you attempt to shoot targets that are more than half the max distance of your ranged weapon using your hunting companion as your eyes, you have disadvantage on the shots (even if you have the sharpshooter feat) and you still need to account for the delay of the shot traveling.
  • When your companion takes the attack action, it can attack twice instead of once.

Hunter Archetype

At level 11, you learn additional features granted by your chosen archetype at level 11.

Natural Explorer Addition

At level 11, add another favored terrain from the list stated at level 3.

Ability Score Improvement

When you reach level 12, 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.

Improved Arcane Infuser

At level 12, you can deal an extra d8 in damage once per turn. You also gain proficiency in the arcana skill.

Grounding Shot

Starting at level 13, you can use your bonus action to overload arcane energy into 2 arrows. The next time you hit a creature with a ranged weapon attack using these arrows, the target is knocked prone for 1 minute. If the enemy has a burrow, dive, or fly speed, and if they were using one of these speeds, they immediately fall to the ground (Flying speed) or return to the surface (Diving, Burrow speed). An affected creature may make a constitution saving throw against your Save DC at the end of each of its turns, ending the effect early on a success. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining all uses at the end of a long rest. The magic of the arrows fades if not used on this turn.

Hunting Companion Improvement

At level 13, you may give your hunting companion another saving throw proficiency as well as give it another ability from its list.

Seal Improvement

Starting at level 14, you can now activate your seal when an ally targets you and redirect it at a single target provided you have spent the correct amount of points, but you take half the damage. If its a weapon attack, you absorb the damage roll while still taking half the damage and that gets added to your next damage roll.

Natural Explorer Addition

At level 14, add another favored terrain from the list stated at level 3.

Hunter Archetype

At level 15, you learn additional features granted by your Hunter archetype at level 15.

Ability Score Improvement

When you reach level 16, 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.

Quick Reflexes

At level 17, When a creature makes an attack roll against you and does not have advantage, you can spend your reaction to impose disadvantage. You must declare this before the attack roll is made. You can also now deal an additional d8 in damage once per turn.

Seal Proficiency

At level 18, your Hunter's Herring no longer loses its integrity over time. You also gain proficiency in the nature skill.

Ability Score Improvement

When you reach level 19, 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.

Unbreakable Seal

At level 20, the seal is no longer expended when you activate it and can be used on any magic effects, spells, and weapon attacks that don't target the mind.

Dungeon Trapper

Abilities regained on a long rest unless otherwise stated.

Level 3

You are inspired by traps set in dungeons to develop the following new techniques:

  • Game recognizes Game: Your experience with dungeons allows you to have an easier time spotting traps. You use the Find Traps spell as an ability and can use it a number of times equal to your wisdom modifier (minimum 1). You also have advantage to find the location of the trap in a room you used the Find Traps ability on.
  • Hail of Arrows: You push yourself to put 4 arrows on your bow and fire them at the same time at an enemy. The target and any other creatures within 5ft of that enemy must make a dexterity saving throw against your Save DC. The target that fails takes 5d4 piercing damage or half as much on a success. The creatures within 5ft of the target take 1d10 on a fail or half as much on a success.
  • Binding Attack: As a bonus action, when you hit a creature with a weapon attack, you attempt to bind the target which must succeed on a Strength save or be restrained. Large and larger creatures have advantage and on a success, the attempt fails. While an enemy is restrained by this move, it takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your save DC. On a success, the target is freed.
  • Wall of Spikes: As an action, you spend 3 nature points to put 4 arrows in the ground. When an enemy comes within 30 ft of you, they must make a dexterity saving throw or take 4d6 piercing damage. they take half as much on a success.

Level 7

  • Silent Alarm: You take your knowledge of how to make dungeon traps discrete and learn the spell Alarm as an ability which can be used a number of times equal to your wisdom modifier (minimum 1).
  • Shadow Mist: You spend 4 nature points, and a veil of shadows and silence radiates from you, masking you and your companions from detection. For 1 hour, each creature you choose within 30 feet of you (including you) has a + 10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
  • Venom Connoisseur You use your experience with poison and dungeons and so you can neutralize any poison provided you can make the medicine check with advantage to determine what poisons are present. You only neutralize the ones the check allows you to determine. You now can also add an extra d6 poison damage to your weapon attacks once per turn. You also gain proficiency in using the poisoner's kit.
  • Explosive Expert: You use your experience with flame and explosive traps to imbue fire on your weapon attacks. You can deal an extra d6 fire damage on your weapon attacks once per turn. Also, you can craft bomb arrows once per long rest equal to your wisdom modifier (minimum one). Creatures within 5ft of the target of the explosive arrow must make a dexterity save equal to your save dc or take 1d8 bludgeoning damage or half as much on a success. You can only add your fire damage bonus to this attack.

Level 11

  • Death From Above: You spend 5 nature points and create an open dome encircling a 60 foot cylinder. All creatures inside the dome must make a dexterity saving throw or take 3d8 damage from a barrage of spears that shoot from the walls of the dome or half as much on a success.
  • Easy over time: You can use Hail of Arrows, Binding Attack, and Wall of spikes an additional time for a total of two. Hail of arrows d4 now become a d6 and instead of 1d10 it is now 2d10. You also put an additional two arrows in the ground for wall of spikes for 6d6 piercing damage. Binding attack now deals 3d6 piercing damage.
  • Potency Increase: Your poison, fire, and explosive arrows become more potent and now deal 2d6 fire or poison on a weapon attack once per turn, and your explosive arrows deal 2d8 bludgeoning damage or half as much on a successful save.

Level 15

  • Death Box: You spend 7 nature points and create a 40-foot-radius, 20-foot-high cylinder centered on that point that each creature must make a Dexterity saving throw or take 8d8 damage from spears shooting from the walls on a failed save, or half as much on a successful one.
  • Nature's Quiver: You spend 4 nature points and for 10 turns, you can use a bonus action to make a ranged weapon attack where the ground forms the arrows for you to fire. You cannot add your damage bonuses to this attack.
  • Master Trapper: You can use Hail of Arrows, Binding Attack, and Wall of Spikes an additional time for a total of three. The dice increase for each of these abilities as follows: Hail of Arrows deals 6d8 or half as much on a success, and the surrounding targets take 3d10 or half as much on a successful save. Binding attack now does 6d6 every turn. The dice for Wall of Spikes increases to a d8 and you can now put 10 arrows in the ground for a total of 10d8 piercing damage or half as much on a successful save.

Isolater

You regain these abilities on a long rest unless stated otherwise.

Level 3

You abuse the advantage you have in the wild to perform these abilities:

  • Snare: You know the spell snare as an ability and can use it a number of times equal to your wisdom modifier (minimum 1).

  • Eerie Mist: You spend an action and create a 20-foot-radius sphere of fog centered on a point within range (90 ft). The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Only you can see targets in this mist.

  • Supreme Speed: You spend an action and move like the wind. Your movement doesn't provoke opportunity attacks and your speed increases by 10 feet. So long as you move 15ft on your turn before you attack, your melee weapon attacks deal force damage instead of what they would normally deal for that turn. This lasts for 5 of your turns.

  • Deafening Silence: You spend 3 nature points and create a 20-foot-radius sphere centered on a point you choose that you can see. No sound can be created within or pass through this sphere. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Level 7

  • Dead Magic Zone Seal: For 8 hours, you can hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

  • Uncontrolled Growth: You spend an action and cause the ground in a 20 ft radius centered on a point within range (150 feet) to grow uncontrollably and as a result, the area becomes difficult terrain. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. If a target is in your eerie mist at the time, they must make a perception check against your Save DC to see the spikes.

  • Nature's Gale: You spend 4 nature points to create a wall of strong wind that rises from the ground at a point you choose within range(120 feet). The wall can be up to 50 feet long, 15 feet high, and 1 foot thick. he strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Level 11

  • Unhindered Movement: You spend 4 nature points, and for 6 turns, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks.

  • Omnipresent Strike: When you take the Attack action, you can move up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. This does not require a long rest to regain.

  • First Strike Advantage: You give yourself a bonus to your initiative rolls equal to your Wisdom Modifier. This does not require a long rest to use again.

Level 15

  • Nature's Champion: You spend your action and call forth the environment around you to bestow upon you these effects for 8 turns:
  1. Your attack rolls have advantage.
  2. You make constitution saves with advantage.
  3. While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
  4. Your AC increases by 2.
  • Lost Woods: You spend 5 nature points to touch a target and a tree nearby, the target is whisked away by that tree and travels toward another tree 250 feet away in the direction you choose.

  • Natural Reaction: When you take damage from an attack, you can use your reaction to give you resistance to all of that attack's damage on this turn. You may do this 3 times per long rest.

Bounty Hunter

Level 3

You've grown tired of hunting "small" and "unchallenging" game and begin to seek bigger challenges. As a result, you develop these abilities and tactics:

  • Hunter's Mark: You can focus your senses onto a creature, mystically marking it as your quarry. As a bonus action, you can mark one creature you can see within 90 feet of you. Alternatively, you can mark a creature by studying its tracks for at least 1 minute. The target is marked as long as it's on the same plane of existence as you and isn't protected from divination magic. The mark also vanishes if you finish a short or long rest, are rendered unconscious, or use this feature again to target another creature. While a creature is marked, you gain the following benefits:
  1. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find the target.
  2. Once per turn when you hit the target with a weapon attack, you deal an additional d6 and all damage becomes force damage
  3. You can spend 3 nature points to determine its resistances.
  4. You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a short or long rest.
  • Weakness Exploit: As a bonus action, you may make a wisdom (perception) check on a target marked by your Hunter's mark to determines its weaknesses. You also determine its AC, and get a + 1 to the attack and damage rolls against that target if you succeed on the DC for up to 1 hour. The DC of this check is equal to 15 + half the creature's CR (rounded down). You may do this a number of times equal to your wisdom modifier (minimum 1).

  • Know Your Enemy: You may learn one additional language of your choice.

Level 7

  • Size Matters Not: As an action, you spend 4 nature points to touch and stun the target of your Hunter's mark that is size medium for 1 minute. If it is a size larger, it has advantage on the constitution save, and if it two times larger (huge) you cannot attempt this. Furthermore, for every 4 additional points you spend, the size you can stun increases (so 8 points spent means with large its a regular roll and huge would have advantage and medium would have disadvantage). At the end of its turn, it can make a constitution saving throw based on what was spent to end the stun early.
  • Favorite Game: Pick one from: beasts, fey, humanoids, monstrosities, or undead, and another from: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You get a +2 bonus to attack and damage rolls against these enemies and + 1 to to the rest. You have advantage on saving throws against the spells and abilities used by your favorite game, and advantage on intelligence checks to recall information about them. These types of creatures have disadvantage on the constitution saving throw when using Size Matters Not and you can attempt this ability on any size creature that is from types of creatures you had picked. You also learn two languages that may reflect these choices.

Level 11

You gain these benefits:

  • Multiattack Defense: Whether the attack hits or misses, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Steel Will: You are immune to being frightened.
  • Giant Slayer: When a larger or larger creature hits or misses you with an attack, you deal an additional 2d8 damage with weapon attacks against that creature on your next turn.
  • Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Level 15

  • Getting Bored: Pick another 1 from each set in the favorite game list. On your 4 types of favorite game, you now have a + 3 bonus to attack and damage rolls against them and + 2 to the rest.

  • Best Offense: When one of your favorite game or target of your Hunter's mark forces you to make a saving throw, you may spend your reaction to make a weapon attack against the target if you can. You make this attack before making the saving throw, and if it hits, you save automatically and you can add your ability bonuses if you haven't already. You may do this a number of times equal to your wisdom modifier and regain expended uses on a short or long rest.

  • Choose one of the two below which you can do once every turn:

  1. Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  2. Whirlwind Attack: When attacking with a melee weapon, you may make an additional weapon attack against all enemies within range of your weapon as long as each attack is against a different target and you must roll for each separately.

Poacher

You regain these abilities on a long rest unless stated otherwise.

Level 3

You use your knowledge of observing animals in the wild to shape your fighting style and gain these features:

  • Perfect Teamwork: You can communicate with your Hunting Ally and Companion Telepathically so long you are within line of sight of each other.

  • Hunting Ally: You gain another Beast that becomes a part of your team. You have an ability similar to summon steed which allows you to summon and desummon this creature. If its hit points reach 0, it is simply desummoned and cannot be resummoned until after a long rest. You can equip it with special armor and add your animal handling proficiency instead of its dex modifier to whatever special armor you choose and if you add the animal handling proficiency you can add + 1 if the armor has a max limit on the modifier. Look at barding in the phb. The Ally's saving throw bonuses and bonuses to attack, skill, and hit increase by 1 when your proficiency bonus increases by one in your Hunter levels. For traits and flaws, refer to the hunting companion or create your own.

  • Energy Converter: You spend 3 nature points and up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours

  • Animal Whisperer:

  1. You can use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the ability(24 hours) toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you used this ability.
  2. Choose a beast that you can see within earshot (30 ft), if it has intelligence > 4 this will fail. The beast must make a wisdom save or be charmed by you. If an ally deals damage to it, the charm is broken.

Hunting Ally

medium or large, neutral


  • Armor Class 13
  • Hit Points Beast's Con Mod + Your Wis Mod + Your Hunter Level * 5 + animal handling proficiency. Has Hit Dice[d8] equal to your Hunter level.
  • Speed. 60ft. Choose: 30ft. swim, 30ft. flying, 30ft. burrow, 60ft. climb

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 2 (-4) 14 (+2) 7 (-2)

  • Saving Throws Str +5, Con +4, Wis +4
  • Skills Perception + 4, Stealth + 4
  • Senses Passive Perception 14, Choose. Darkvision 60ft, blindsight 30ft
  • Languages. Understands the languages you speak.

  • Pack Tactics. The beast has advantage on an attack roll against a creature if at least one of the creatures allies (You or the hunting companion) is within 5 feet of the creature and that ally isn't incapacitated.
  • Beast of Burden. The beast is considered to be Large for the purpose of determining its carrying capacity.
  • Choose one from below:
  • Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • Spider Climb. The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Constrict. If the beast hits with its attack, the target is grappled (escape equal to your spell save DC).
  • Natural Predator. The beast ignores difficult terrain.

Actions

Maul. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 1d6 + 2 piercing damage.

Level 7

  • Tree Hugger: You can imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow simple commands. They recall information from the past 24 hours only.
  • Barkskin: Your skin becomes like tree bark and your AC is now 16 + your dexterity modifier. This lasts for 5 turns of combat after you've activated this ability. If you hide against a tree, you have advantage on the stealth check while this is active.
  • Dense Growth: You spend 4 nature points and all normal plants in a 100-foot radius centered on the point you choose within range (150 feet) become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
  • Hunting Ally Improvement: Increase one of its stats by two or two stats by 1. Alternatively, you can give it another ability from its list.

Level 11

  • Improved Barkskin: Your Barkskin ability now lasts for 8 turns of combat and wearing a shield while in this state can also increase your AC. You can activate this ability two times before needing a long rest to regain expended uses.
  • Hunting Ally Improvement: When your ally takes the attack action, it can attack twice instead of once.
  • Environment Intelligence You spend 4 nature points to do this. You place your hand on a nearby tree and learn the direction and distance of the nearest plant or beast you want to find.

Level 15

  • Stoneskin: If you activate this ability, your AC is now 22 and you can choose to have your skin appear stonelike. You have resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts for 10 turns. If you take the hide action against stone, you have advantage on the roll if you chose for your skin to look like stone. This expends two uses of Barkskin, and if you do not have two uses you cannot use this ability.
  • Hunting Ally Improvement: The beast's hit points are now doubled and you can increase one stat by two or two stats by one. Alternitavely, you can add another ability from its list.
  • Cage Match: You spend 5 nature points and your hunting ally and companion rush forward toward a target you choose and are enclosed in a stone dome of a 20 ft radius. The sounds that your creatures make are augmented in this space and if the target does not have darkvision, blindsight, or truesight, they must make a perception check against your save DC to notice it is only two creatures in the room with it. The target or allies of the target outside the dome must use an action to make and succeed on a group total of two strength saves to break out of the dome, or the target inside can simply teleport out. The dome opens after 5 turns or if both allies are defeated.
  • Unexpected Reinforcements: You spend 6 nature points and you call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range (120 feet). The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
  1. Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
  2. Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
  3. Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
  4. Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
 

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