The Winchesters

by DumpStat

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The Winchester Hunter Subclass

Throughout history, the Winchester Family have fought the supernatural in an attempt to keep them from taking over the Material Plane. Through a combination of physical attacks and magic, these Hunters seek and destroy demons, devils, and all other creatures that would try to harm the inhabitants of the Material plane.

Spellcasting

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Hunter Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell sanctuary and have a 1st-level and a 2nd-level spell slot available, you can cast sanctuary using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and divination spells on the cleric spell list.

The Spells Known column of the Hunter Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or divination spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your cleric spells, since you learn your spells through studying old books and tomes. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
                                      Spells Slots
                                    per Spell Level
Hunter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 9 4 3 2 -
15th 3 9 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Speak with the Devil

At 3rd level, The Hunter's constant contact with demons and devils have taught you how to communicate clearly and with conviction to them. You can speak, read and write Abyssal and Infernal. Knowing their language gives you advantage on History or Religion (Intelligence) checks to recall information about them.

I See You

At 7th level, as a bonus action you can make a creature the focus of your attacks. You can choose one target within line of sight and as long as the creature remains in your line of sight you get advantage on all saving throws that creature targets you with. If the creature is ever out of your line of sight the ability ends. You can use this ability once per long rest.

Sam, I Know What We're Dealing With

At 10th level you have spent so much time fighting fiends and undead, that you gain an innate sense to tell when they are nearby. As an action, you can learn the location of any fiend or undead within 60 feet of you, unless they have total cover.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Hell/Heaven wants you back

Sometimes sending the fiends and celestials back to their plane of existence is better than killing them outright. At 15th level, The Hunter has the tools at his disposal to return all fiends and celestials whose Challenge Rating is equal to or less than one fourth your Fighter level (rounded up). This means that at 16th level, you can target a CR 4 celestial or fiend.

As an action, one fiend or celestial that can see or hear you must make a Charisma saving throw against your spell save DC. On a fail, they are returned to their home plane, and cannot return for 24 hours. You may use this ability once per long rest.

The Arrival of Castiel

When those fiends are just too much for you to handle on you own, a little divine help never hurts. Starting at 18th level, you can summon a celestial of CR 5 or lower. This being will be friendly towards you and your friends, and will remain with you for 24 hours. The celestial being will not take commands or sacrifice itself for the party, but will fight along side the party to the best of its abilities.

Once you have used this ability, roll a 1d6 to determine how many days it takes before you can use this feature again.

 

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