Old Hunter Conclave

by SolomonSinclair

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Old Hunter Conclave

Many rangers prefer to track their prey, slowly wearing it down before going in for the kill. Disciples of the Old Hunters prefer a more aggressive approach: when they find signs of their prey, they rush after it, chasing it down with with great enthusiasm.

Old Hunter Spells
Hunter Level Spells
3rd cure wounds
5th scorching ray
9th elemental weapon
13th stoneskin
17th far step

Hunter's Reflexes

3rd-level Old Hunter feature

Your instincts and reflexes become sharply honed, allowing you to ensure no attack goes unpunished. When a creature that you can see within 10 feet hits you with a weapon attack, you can make one weapon attack against it as a reaction. If the attack hits, it deals no damage and the creature must succeed on a Strength saving throw or be restrained until the start of its next turn.

Additionally, your natural agility comes to the fore, allowing you to move more nimbly and aggressively. While you are wearing light armor, your movement speed increases by 10 feet and you can use a bonus action on each of your turns in combat. This action can only be used to take the Dash or Disengage actions.

Evasion

7th-level Old Hunter feature

Your aggressive, almost bestial, fervor for gaining on your prey allows you to swiftly dodge out of the way of certain area effects. 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.

Visceral Feast

11th-level Old Hunter feature

Your feral nature begins to win out, bringing you a soothing comfort from your strikes. When you restrain a creature with your Hunter's Reflexes feature, you can move up to 5 feet towards it and make an unarmed strike against it as part of the same reaction.

On a hit, you regain hit points equal to your Dexterity modifier multiplied by your proficiency bonus, up to your current hit point maximum.

You can use this feature a number of times equal to your Dexterity modifier and regain all expended uses when you finish a short or long rest.

Hunter's Dream

15th-level Old Hunter feature

The next time you take a long rest, you awaken to find yourself in the Hunter's Dream, where the soft light of the pale moon sustains you indefinitely. Whether you wish it to or not.

You no longer age, can't be aged magically, and should you die, you reawaken the next day at the location you last took a long rest. However, coming back to life is an ordeal. You take a −4 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.

Only a wish spell can unshackle you from the Hunter's Dream, ending your eternal cycle of reawakening.

 

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