The Hunter
A human man runs through the city streets, blood flowing down his arm from an arrow lodged in his shoulder. He pushes past the crowds of people, desperately trying to escape, looking over his shoulder just in time to see an arrow fly from the shadows of an alleyway, right before it pierced his skull. A half-orc steps from the shadows to claim her kill, and more importantly, her bounty.
Nimbly dodging out of the way of the dragon's fiery breath, a goliath readies her maul, preparing to deliver a devastating blow. She rushes towards the drake, her weapon gripped in both hands as she slams the maul into the dragon's chest with a resounding crack, breaking through its defenses and shattering its thick scales.
A tiefling desperately fights off an armoured bear in the woods, doing all he can to keep the wild beast at bay, defending himself to the best of his ability, unaware of the half-elf hiding amongst the tree branches, reading her bow to deliver the finishing shot.
A human strides confidently through the graveyard, cutting down the swarm of zombies and skeletons that stand before him, his silver blade glistening in the moonlight as he walks towards the necromancer controlling the undead beasts. Fear pierces the necromancer's heart, his army reduced to ash, and as he falls to his knees in defeat, the hunter places his crossbow at the dark mage's neck, the tip of the bolt digging slightly into his skin, begging to be released.
Hunters are the ultimate survivors. No matter the odds, they have the skills and tools they need to turn the tides in their favour, and more importantly, to make it out alive.
Masters of the Wild
Hunters are masters of the wild, trained to survive in any environment. Over the many years, they have learned how to track and hunt, how to scavenge and sneak, and how to identify the many creatures that inhabit the wilds. While others blunder through forests and jungles and pace in circles across endless deserts and tundras, hunter's effortlessly move through through the wilderness, unimpeded by the many natural obstacles that one may find.
A hunter can survive no matter where they may find themselves. Whether it be a thick forest, the highest mountain, or the depths of the underdark, a hunter's skills allow them to thrive in any environment. Regardless of the location they find themselves in, they are able to do whatever it takes to survive.
Focused Hunters
Rather than focus on a single fighting style or form of magic, hunter's hone their skills at hunting certain types of creatures. From the criminal chasing Bounty Hunter to the monster slaying Hellsinger, hunters specialize in hunting all manor of creatures.
Despite focusing on hunting a certain type of foe, every hunter is adaptable, and is able to thrive against any type of monster. A trained hunter will never find a situation in which they don't have some tool or trick to get themselves out of trouble, because a hunter that doesn't have an answer to every problem is a hunter that won't last very long in the wilds.
Only Mortal
In a world full of mighty dragons, blood crazed warriors, god-like beings, reality bending mages, and fiendish creatures from hell, the hunter is simply an ordinary person. They have no magic, no divine powers, no supernatural abilities. But they don't need any of that. A hunter has something more valuable than any of those things; a hunter has the will to survive.
Hunters have learned how to survive in a crazy world full of demons, mages, monsters and more, honing their skills and wits, creating weapons and tools to aid them in combat, becoming smarter, faster, keener. For a hunter, the only thing they need to survive is their skills and their will. No matter what they find themselves up against, they will find a way to come out victorious.
Class Features
As a Hunter, you gain the following class features
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: None
- Saving Throws: Strength, Dexterity
- Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
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 longbow and a quiver of 20 arrows
Art of the Hunt
Starting at 1st level, your training in the wilds has made you strong and versatile, allowing you to adapt to any situation your in. Choose one of the following benefits, and then choose another one at 6th, 10th, 14th, and 18th level.
Ambusher
You gain expertise in stealth, and you are able to hide as a bonus action.
Extraplanar Studies
You have advantage on intelligence checks to recall information about aberrations, celestials, elementals, fey, and fiends.
Hunter's Lore
You have advantage on intelligence checks to recall information about beasts, constructs, dragons, giants, monstrosities, and undead.
Quick on your Feet
You gain a climb and swim speed equal to your movement speed, and you can disengage as a bonus action.
Silent Lead
You and your party are able to move stealthily at a normal pace while traveling.
The Hunter
Level | Proficiency Bonus | Features | Ranger Tricks |
---|---|---|---|
1st | +2 | Art of the Hunt, Hunter's Prey | — |
2nd | +2 | Fighting Style, Ranger Tricks | 2 |
3rd | +2 | Hunter's Conclave | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Extra Attack | 2 |
6th | +3 | Study Prey | 3 |
7th | +3 | Conclave Feature | 3 |
8th | +3 | Ability Score Improvement | 3 |
9th | +4 | Hide in Plain Sight | 3 |
10th | +4 | Ability Score Improvement | 4 |
11th | +4 | Conclave Feature | 4 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | Resourceful Hunter | 4 |
14th | +5 | Rugged Endurance | 5 |
15th | +5 | Conclave Feature | 5 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | Expert Precision | 5 |
18th | +6 | — | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Master of the Hunt | 6 |
Tough Build
You gain expertise in athletics, and you are able to dash as a bonus action.
Tracking Expert
You gain expertise in the perception and survival skills. In addition, when you are tracking creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Hunter's Prey
Also at 1st level, you are able to single out an opponent on the battlefield, focusing all of your attention on them. As a bonus action, you can mark a creature as your prey. You gain advantage on your first attack against that creature each turn.
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
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
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.
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 +1 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ranger Tricks
Your training as a ranger has made you an adept hunter, allowing you to set traps and deal with enemies in quick succession. At 2nd level, you gain access to Ranger Tricks, a series of specialized techniques and traps that you can use.
You gain two ranger tricks, which are detailed at the end of the class decription. You can use your ranger tricks a number of times equal to you Strength or Dexterity modifier, whichever is higher (minimum of 1), and you regain all uses at the end of a long rest. As you level up, you gain more ranger tricks, as shown in the Ranger Tricks column in the Ranger table, and your ranger tricks become more powerful.
Additionally, when you level up in this class, you can replace one ranger trick you know with a different one.
Some of your ranger tricks require your target to make a saving throw to resist the trick's effects or to detect them. The saving throw DC is calculated as follows:
Trick Save DC
Hunter's Conclave
At 3rd level, you dedicate yourself to a Hunter's Conclave. Each conclave specializes in hunting a certain type of creature, though their skills can be used in a wide variety of situations. Choose between the Bounty Hunter, the Beast Master, the Deep Stalker, the Dragon Slayer, the Horizon Walker, the Hellsinger, or the Anti-Mage. Your choice grants you a feature at 3rd level, and again at 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Study Prey
At 6th level, your keen eye and intuition lets you gauge a monster's strength and weaknesses. As an action, you can study a creature, and learn one of the following things:
- The creature's highest and lowest ability score.
- What damage types the creature is vulnerable, resistant, and immune to.
Hide in Plain Sight
At 9th level, you can spend 1 minute creating camouflage for yourself and your allies, as long as you have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once a creature is camouflaged in this way, they gain a +5 bonus to Dexterity (Stealth) checks while moving, or a +10 bonus while remaining still. Attacking or casting spells will still reveal your location.
Once you take damage or use the dash action, the camouflage is destroyed, and you must spend another minute to remake the camouflage to regain this benefit.
Resourceful Hunter
At 13th level, you can use your Ranger Tricks a number of times equal to twice your Strength or Dexterity modifier (minimum of 2). Additionally, you regain up to half of your Ranger Trick uses at the end of a short rest.
Rugged Endurance
At 14th level, you've grown used to the endless hunt, and you are able to ignore your bodies aching. You gain proficiency in Constitution saving throws. Additionally, you can ignore the effects of exhaustion if you have less than four points of exhaustion.
Expert Precision
At 17th level, your training and precision makes it so that you can never have disadvantage on an attack roll.
Master of the Hunt
At 20th level, your proficiency in combat makes you much more capable and versatile. When you use an action to perform one of your Ranger Tricks, you can make an attack or perform a second Ranger Trick as a part of the same action.
Additionally, if you roll for initiative and have no uses of your Ranger Tricks left, you regain 2 uses.
Hunter Conclaves
A hunter's conclave represents the type of foe they specialize in. While this means that they are most effective when hunting their favoured prey, it certainly does not mean that they fall short when they find themselves up against an unexpected for. After all, a hunter is nothing if not adaptable.
Bounty Hunter
After spending years in the wilds, you've returned to the bustling cities, filled with all manner of thieves, murderers, traitors and criminals. As a bounty hunter, you've decided to put your skills to good use, tracking down and eliminating deranged criminals that would put the citizens of these cities in harms way.
Tracker's Pursuit
At 3rd level, your skills as a hunter make it easy to keep up with your prey. Whenever the target of your Hunter's Prey uses their movement, you can use your reaction to move up to half your speed. This movement does not provoke attacks of opportunity.
Underworld Knowledge
Also at 3rd level, your pursuit of criminals has taken you to every dark corner and shady alley. You learn the Thieves' Cant language. Additionally, you have advantage on charisma checks related to dealing with shady characters, such as black market dealers and other bounty hunters.
Parry
At 7th level, you've become adept at blocking and parrying attacks. When a creature targets you with a melee attack, you can use your reaction to make an attack roll. If the result of your attack roll is greater than or equal to theirs, their attack automatically misses.
Bloodhound
Also at 7th level, you can be sure that no mark will escape you. You have advantage on checks made to perceive or track any creature that doesn't have all its hit points.
Fighting Expertise
At 11th level, your experience in killing skilled fighters has honed your own skills, to the point where you vastly surpass them. When you take the attack action against the target of your Hunter's Prey, you can make three attacks instead of two.
And Counter
At 15th level, when you use your Parry feature against a creature with multiattack, you can attempt to parry every attack. Additionally, when you successfully parry an attack, you can make an attack as a part of the same reaction. You can only do this once per round.
Beast Master
Most hunters have a strained relationship with nature. They see the many denizens of the wilds as nothing more than creatures to be slain. But you've managed to form a bond with a beast of the wilds. As a Beast Master, you've learned to fight side by side with an animal companion, making you a deadly duo.
Animal Companion
Beginning at 3rd level, you form a deep bond with a beast. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Choose one of the following types of beast; Avian, Brute, Predator, or Stalker. The statistics for these companions are shown in Appendix A: Animal Companions at the end of this document.
You can only ever have one animal companion at a time. Your animal companion makes death saves in the same way you do. If you companion dies, you are able to return them to life by performing a 1 hour ritual and expending 25 gp worth of herbs per hunter level.
Companion's Bond
Your animal companion gains a wide variety of features.
- Your companion obeys your commands as best it can. It acts on your initiative, taking its turn immediately after yours, and you determine its actions, decisions, attitudes, and so on (no action required by you). If you are incapacitated or absent, your companion acts on its own.
- Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
- For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Your companion is able to expend hit die during a short rest in the same way you do.
- Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature.
Claws of Thunder
At 7th level, your animal companion's attacks are considered magical for the sake of overcoming resistance.
Companion's Sacrifice
Also at 7th level, if you would be hit by an attack while your animal companion is within 5 feet of you, it can use its reaction to force the attack to target them instead.
Beastial Aspect
At 11th level, your animal companion has had a great influence on you, making you somewhat more beastial in nature. You gain one of the following features:
Pact Tactics You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and that ally isn't incapacitated.
Charge If you move at least 20 feet in a straight line and then make a melee attack on the same turn, then that target must make a Strength Save against your Trick DC or be knocked prone.
Rampage When you reduce a creature to 0 hit points with a weapon attack on your turn, you can use your bonus action to move up to half your speed and make an additional attack with the same weapon.
Flyby You do not provoke attacks of opportunity when you leave an opponents reach.
Companion's Resolve
At 15th level, your animal companion's loyalty and resolve allow it to keep fighting, even when its body fails it. When your animal companion is reduced to 0 hit points, it can use its reaction to let out a mighty roar, gaining a number of temporary hit points equal to twice your hunter level.
Once you companion does this, it cannot do so again until it finishes a long rest.
Deep Stalker
Deep stalkers tend to keep to themselves, quietly prowling in the depths of the Underdark searching for their prey. While the surface dwellers live their safe and happy lives, ignorant of the dangers below, you hunt down the many horrors of the depths, ensuring they never make their way to the surface world.
Umbral Sight
At 3rd level, you've become used to living in the dark. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Dread Ambusher
Also at 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Proficiency bonus.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Intelligence, Wisdom, or Charisma saving throws (your choice).
Eye for an Eye
Also at 7th level, you've become adept at determining how perceptive a foe is at a glance. You gain the following addition to your Study Prey feature:
- You learn the creature's passive perception, as well as what senses it has.
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, taking advantage of the shadows around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Dragon Slayer
To slay a dragon is the dream of many. The honor and glory to be had from felling such a mighty beast is enough to have your name sung in taverns for years to come. And while naive children and drunkards fantasize about hunting drakes, you set out to find the monsters, before they have a chance to show those people why dragons are so feared in the first place.
Draconic Strike
Starting at 3rd level, your study of dragon's has granted you the knowledge on how to create a substance to imbue your arrows with minor elemental powers. Once a turn when you hit the target of your Hunter's Prey, you can choose to deal an extra 1d6 damage. You choose if this damage is acid, cold, fire, lightning, or poison.
Pierce the Sky
Also at 3rd level, you excel at fighting foes that rely on their ability to fly. When you hit a creature, you can force them to make a Strength Saving throw against your Trick DC. On a failure, they fall prone, and cannot use their fly speed until the end of their next turn if they have one.
You can use this ability a number of times equal to your Strength or Dexterity modifier, whichever is higher. You regain all uses when you finish a long rest.
Elemental Guard
At 7th level, you've trained yourself to withstand the harsh elemental powers of a dragon. When you take acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to give yourself resistance to that damage type until the end of your next turn.
Show no Fear
Also at 7th level, you show no fear in the face of danger, inspiring those around you as well. You have advantage on saving throws against the frightened effect. Additionally, when you succeed on a saving throw against the frightened effect, all friendly creatures within 30 feet of you automatically succeed on their saving throws as well.
Legendary Instincts
At 11th level, you've learned to make the speed of a dragon. When a creature other than you ends their turn, you can use your reaction to move up to your speed and to make a single attack.
Draconic Resistance
At 15th level, your resolve allows you to succeed when you need it most. When you fail a saving throw, you can choose to succeed instead.
Once you use this ability, you cannot do so again until you finish a long rest.
The Hellsinger
The world is full of monsters that would seek to feed on or enslave regular people; demons and devils, vampires and werewolves, and all manner of supernatural creatures. As a Hellsinger, you specialize in hunting down these supernatural forces, defending the people from threats their darkest nightmares couldn't even begin to fathom.
Blood Vial
At 3rd level, you've developed an alchemical concoction made of blood and other ingredients that helps to reinvigorate you. As an action, you can inject yourself with your blood vial. When you do, you can expend a number of hit die equal to your Constitution modifier.
Once you use this feature, you cannot do so again until you finish a long rest.
Silver Bullet
Also at 3rd level, you've bathed your weapons in holy water. Due to this, your attacks are considered both silver and magical for the sake of overcoming resistances.
Additionally, once a turn when you hit the target of your Hunter's Prey, you can choose to deal an extra 1d6 radiant damage.
Curse Resistance
At 7th level, you've trained your body to resist the curses and hexes that foul creatures use. You gain resistance to necrotic damage, and you have advantage on saving throws against curses and diseases.
Supernatural Sense
Also at 7th level, you've become proficient at identifying supernatural creatures. You gain the following addition to your Study Prey feature:
- You learn if the creature has the Shapechanger feature.
Stake to the Heart
At 11th level, you can exploit the weaknesses of your foes to render them helpless. When you hit a creature with an attack, you can force them to make a Constitution saving throw. On a failure, they are paralyzed for 1 minute, or until they take damage.
You can use this feature a number of times equal to your Strength or Dexterity modifier, whichever is higher (minimum of 1). You regain all uses when you finish a long rest.
Stay Down:
At 15th level, you make sure that the monsters that you kill stay dead. Creatures that you kill cannot be raised as undead. Additionally when a creature you hit with an attack within the last round that has the ability to reform (Such as a devil or a vampire) falls to 0 hit points, they lose this feature and are completely destroyed.
The Witch Hunter
Magic is a dangerous an volatile force. In the hands of a kind soul, it can be used to do so much good. But in the wrong hands, magic is a weapon that causes nothing but death and destruction. As a Witch Hunter, you are tasked with hunting down those that would abuse the powers of magic, and to prove to them that their knowledge of the arcane does not make them invincible.
Magical Residue
At 3rd level, your weapon hums with magical essence from the mages you've cut down. Once a turn when you hit the target of your Hunter's Prey, you can choose to deal an extra 1d8 force damage.
Arcane Disruption
Also at 3rd level, your knowledge of the arcane allows you to strike your foes in a way that disrupts the flow of magic within them. When you hit a creature with a weapon attack, you can force them to make an Intelligence Saving Throw. On a failure, they have disadvantage on spell attack rolls, and creatures have advantage on saving throws from spells they cast until the start of your next turn.
You can use this ability a number of times equal to your Strength or Dexterity modifier, whichever is higher. You regain all uses when you finish a long rest.
Spell Resistance
At 7th level, you've built up a resistance to the effects of magic. When you are subjected to an effect that allows you to make a 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.
Arcane Sense
Also at 7th level, you've learned how to spot traces of magic uses on people. You gain the following addition to your Study Prey feature:
- You learn if the creature has the Spellcasting or Innate Spellcasting feature.
Spellbane
At 11th level, your instincts allow you to thwart magic users before they have a chance to finish their incantations. When you see a creature attempting to cast a spell or teleport, you can use your reaction to make an attack against them. On a hit, the target suffers the attack's normal effects, and must make an Intelligence saving throw. On a failure, the spell or teleportation automatically fails, and the spell slot is lost.
Mage's Folly
At 15th level, you're ability to disrupt the flow of magic in mages has reached its peak, allowing you to restrict their spellcasting. When you successfully use your Spellbane feature to cancel a spell, the target loses the ability to cast that spell for 24 hours, or until you use this feature again.
Ranger Tricks
Ranger tricks are special abilities that rangers can use to gain an edge in combat. They come in three forms: Techniques, special attack options, Traps, which take time to set up, and Trick Shots, special arrows that have additional effects. For tricks that require something specific, like a special arrow or materials for a trap, you are assumed to have prepared them in advance. Abilities that fire arrows or bolts are assumed to have the same range as your weapon's normal range unless stated otherwise.
Techniques
Chain Whip
You strike a foe with a whip made of spiked chains, holding them down and tearing their flesh. As an action, choose a creature within 30 feet of you. You make a contesting melee weapon attack against the creature's athletics or acrobatics check. If you succeed, the target is grappled. While the creature is grappled, you must remain within 30 feet of them, or the grapple ends. Additionally, a creature that starts their turn grappled by the chain whip takes 1d4 piercing damage.
The damage taken from being grappled increases by 1d4 at 6th, 10th, 14th, and 18th level.
Hail of Arrows
As an action, you fire a volley of arrows, targeting a small area. Choose a point within 60 feet. Creatures within a 15-foot radius of that point must make a Dexterity saving throw, taking 2d6 piercing damage on a failure or half as much on a success.
This technique's damage increases by 1d6 at 6th, 10th, 14th, and 18th level.
Piercing Shot
As an action, you fire a single arrow with such force that it tears through everything in front of you. The arrow travels in a line thats 30 feet long and 5 feet wide. Every creature in that line must make a Dexterity saving throw, taking your weapon's regular damage plus an additional 1d8 on a failure, or half as much on a success. This technique ignores half and three-quarters cover.
The additional damage of this technique increases by 1d8 at 6th and 14th level.
Sever Tendon
Your weapon cuts deep, slicing into the enemies tendon. As an action, you can perform a melee attack against an enemy. This attack deals your weapon's normal damage, plus an additional 2d4 damage, and the target must make a Constitution Saving Throw. On a failure, the target takes 1d4 damage for every 10 feet of movement they use. This effect lasts for 1 minute, or until the target regains at least 1 hit point.
The initial damage and the movement damage increases to 2d4 at 10th level.
Skull Bash
You deliver a forceful blow to the creature's head, disorienting them and weakening their mental fortitude. As an action, you can perform a melee attack against an enemy. This attack deals your weapon's normal damage, plus an additional 1d8 damage, and the target must make a Constitution Saving Throw. On a failure, the next target must subtract a d4 from any Intelligence, Wisdom, or Charisma saving throws they make until the start of your next turn.
At 10th level, the die that the target must subtract from their saving throws becomes a d6, and at 18th level, it becomes a d8.
Sunder Armour
You've become adept at piercing the thick hides of monsters in the wild. As an action, you can perform a melee attack against an enemy. This attack deals your weapon's normal damage, plus an additional 1d8 damage, and the target must make a Constitution Saving Throw. On a failure, the target's AC is reduced by 1. This ability cannot reduce a creature's AC below 10.
At 10th level, this technique reduces the target's AC by 2.
Whirlwind Strike
As an action, you can launch a flurry of quick strikes against all of the foes around you. Make an attack roll against any number of creature within 5ft of you, with separate attack rolls for each target.
Strength or Dexterity?
All of the melee techniques only mention that you make a melee attack roll. For all of these attacks, you can use either Strength or Dexterity, based on what weapon you are using. This is to ensure that the Hunter isn't forced to use a specific type of weapon and is free to build themselves however they wish.
Traps
Arrow Trap
You've gained the ability to set up a tripwire trap that fires a volley of arrows at a creature that triggers the trap. You can spend a minute setting up this trap, creating a tripwire and stringing up arrows. The trap cannot be set up in large open areas, as it requires objects to set up the tripwire and anchor the arrows too, such as a doorway, the walls of a hallway, or a pair of trees.
As a creature approaches the trap, they can make a Wisdom (Perception) check against your Trick DC to notice the trap. When a creature triggers the trap, all of the arrows are released. Make three attacks against the creature, using your normal statistics. These attacks cannot gain advantage or disadvantage, and you do not add any modifiers to the damage.
The number of attacks you make against the creature increases as you level up. At 6th level, you make four attacks. At 14th level, you make five attacks.
Elemental Mine
You've gained the ability to create a small trap that detonates into an elemental explosion when stepped on. The trap is made up of a pressure plate and a pair of containers with some concoction that are mixed when the plate is stepped on, causing an explosion. You can spend a minute setting up this trap, as it takes time to carefully arm the trap. When you do, choose a damage type: acid, cold, fire, or lightning.
As a creature approaches the trap, they can make a Wisdom (Perception) check against your Trick DC to notice the trap. When a creature triggers the trap, the trap explodes. All creatures within a 10ft radius must make a Dexterity saving throw. Creatures in the area take 3d6 of the chosen damage type on a fail, or half as much on a success.
This traps damage becomes more powerful as you level up. The trap's damage increases by 2d6 at 6th and 14th level, and it's radius increases by 10ft at 10th and 18th level.
Rope Snare
Sometimes the simplest trap is the most effective. You can spend a minute to set up a rope snare to create a circle with a 5-foot radius on a flat surface. As a creature approaches the trap, they can make a Wisdom (Perception) check against your Trick DC to notice the trap. When a creature steps within the radius, they must make a Dexterity saving throw against your Trick DC. On a failure, they are hung upside down 3 feet in the air, and are considered restrained.
The trapped creature can use an action to repeat the saving throw at disadvantage, freeing themselves on a success. Alternatively, another creature can use an action to make a sleight of hand check against your Trick DC to release them.
Trick Shots
Barbed Arrow
You fire a barbed arrow, designed to cause additional bleeding when removed. Make a ranged weapon attack. On a hit, you deal your weapon's normal damage, plus an additional 1d4 piercing damage. Additionally, a creature within 5 feet of the target can use a bonus action to remove the arrow, causing the target to take an additional 2d4 piercing damage.
The damage from removing the arrow increases by 1d4 at 6th, 10th, and 14th level.
Elemental Arrow
You've created an arrow where you've replaced the arrowhead with a container that holds a volatile concoction in it. When you use this trick, choose a damage type: cold, fire, or lightning. Make a ranged weapon attack. On a hit, you deal 2d8 + your Dexterity modifier damage of the chosen damage type.
The damage of this trick increases by 1d8 at 6th, 14th, and 18th level. At 10th level, creatures within 10ft of the target must make a Dexterity Saving Throw, or take half damage.
Knockdown Arrow
You've swapped out the arrowhead for a large blunt weight. Make a ranged weapon attack. On a hit, you deal your weapon's normal damage, plus an additional 1d8 damage, and the damage type is bludgeoning. Additionally, creatures that are Large or smaller must succeed on a Strength Saving Throw or be knocked prone.
This arrow's damage increases by 1d8 at 6th, 10th, and 14th level.
Net Arrow
You've replaced the arrowhead with a small capsule holding a net, which opens and releases upon firing. As an action, make a ranged weapon attack. On a hit, the target is restrained until they are freed. A creature can free themselves or another creature within a net with a Strength check against your Trick DC. This attack has no effect on creatures that are huge or larger, or that have no form.
Starting at 10th level, creatures that are within the net have disadvantage on the Strength check to free themselves.
Toxic Arrow
The tip of this arrow is coated in a lethal poison. Make a ranged weapon attack. On a hit, you deal your weapon's normal damage, plus an additional 1d4 poison damage. Additionally the creature must make a Constitution Saving Throw. On a failure, they are poisoned until the start of your next turn.
The poison damage of this trick increases by 1d4 at 6th, 10th, 14th, and 18th level.
Appendix A: Animal Companions
The Avian
Avian companions are typically birds of prey, such as hawks or owls. However, on rare, occasions, some hunters have been known to use more unconventional companions, such as bats. These companions are quick an nimble, and excel at using their flight to their advantage.
The Brute
Brutish companions are large beasts that can take a beating. They are strong and hardy, and will not falter to even the mightiest foes. Classic brute companions include things such as bears and boars.
The Predator
Predator companions make up some of the most fearsome beats, which make for excellent hunters in their own rights. This includes beasts such as lions and wolves. Predator companions are strong and deadly, able to quickly dismember any foe that gets too close.
The Stalker
Stalker companions are quiet assassins, skulking through the tall grass to sneak up on their prey. Stalker companions mainly include feline beasts, such as leopards and panthers. These companions specialize in stealth, and make the perfect companion for a quiet assassin.
Avian Companion
Medium beast
- Armor Class 10 + its Dexterity modifier + your proficiency bonus
- Hit Points 1d8 + its Constitution modifier per hunter level
- Speed 10ft., fly 50ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 4 (-3) 14 (+2) 12 (+1)
- Senses Passive perception 12
- Languages Understands any language you do, but cannot speak
Flyby. Your companion does not provoke attacks of opportunity when it leaves an opponent's reach.
Actions
Talons. Melee weapon attack DEX + your prof bonus to hit, reach 5ft., one target. Hit: 1d6 + DEX slashing damage.
Brute Companion
Medium beast
- Armor Class 10 + its Constitution modifier + your proficiency bonus
- Hit Points 1d12 + its Constitution modifier per hunter level
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 16 (+3) 4 (-3) 14 (+2) 12 (+1)
- Senses Passive perception 12
- Languages Understands any language you do, but cannot speak
Thick Skin. When your companion is hit with an attack, it can use its reaction to give itself resistance to that attack.
Actions
Maul. Melee weapon attack STR + your prof bonus to hit, reach 5ft., one target. Hit: 1d6 + STR bludgeoning damage.
Predator Companion
Medium beast
- Armor Class 10 + its Constitution modifier + your proficiency bonus
- Hit Points 1d10 + its Constitution modifier per hunter level
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 12 (+1)
- Senses Passive perception 11
- Languages Understands any language you do, but cannot speak
Actions
Bite. Melee weapon attack STR + your prof bonus to hit, reach 5ft., one target. Hit: 1d8 + STR piercing damage. The target must make a Strength saving throw against your Trick DC or be knocked prone.
Stalker Companion
Medium beast
- Armor Class 10 + its Dexterity modifier + your proficiency bonus
- Hit Points 1d10 + its Constitution modifier per hunter level
- Speed 40ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 12 (+1)
- Senses Passive perception 12
- Languages Understands any language you do, but cannot speak
Sneak Attack. Your companion deals an extra 1d6 damage if their target is unaware of their presence.
Actions
Claws. Melee weapon attack DEX + your prof bonus to hit, reach 5ft., one target. Hit: 1d8 + DEX slashing damage.
The Hunter
Become the master of hunting and surviving with this homebrew class for the world's greatest roleplaying game! Hone your skills against certain types of foes by joining one of the many conclaves, and build your hunter how you wish by mastering the many ranger tricks that you can use in combat.
Class created by DM_Havuhk
Created using GMBinder
Art Credits:
MtG Seek the Wilds - depingo
Uana Shen - Aerorwen
Autumn Ranger - Viktor Solovyov
Quicksand, Gloom Stalker Ranger - Joe N. Brown
Kassandra - Dansuko
Forgotten World - Nefillim
Dragonslayer - Koidl
Bloodbourne; knowledge of a mad man - Istrandar
The White Wolf of the Night - MaxiimusT
Ulvenwald Bear - Jason Engle
Panther Rider - Jee-Hyung Lee
瀑布 - qingkai yang
If you like what you see, you can find more of my homebrew content over on my Reddit or my Tumblr page.
Reddit: u/DM_Havuhk
Tumblr: Elizabeth's Homebrew Emporium