Baldr's Hunter

by baldr12

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Hunter

From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies.

Class Features

As a class_name, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per class_name level
  • Hit Points at 1st Level: something
  • Hit Points at Higher Levels: something_higher

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Ranged Martial Weapons
  • Tools: tools

  • Saving Throws: saving_throws
  • Skills: Choose two from skills

Equipment

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

  • (a) a item1 or (b) item2
Hunter
Level Proficiency Bonus Features Hunter's Mark Focus Points
1st +2 Animal Companion, Focus 1 h 1
2nd +2 Hunter's Mark 1 h 2
3rd +2 Hunter's Archetype, Basic Tracking 1 h 3
4rd +2 Ability Score Improvement 8 h 4
5th +3 Extra Attack 8 h 5
6th +3 Elemental Traps, Advanced Tracking 8 h 6
7th +3 Hunter's Archetype Feature 24 h 7
8th +3 Ability Score Improvement, Aspect of the Cheetah 24 h 8
9th +4 Ranger's Finesse 24 h 9
10th +4 Camouflage, Superior Tracking 1 week 10
11th +4 Hunter's Archetype Feature 1 week 11
12th +4 Ability Score Improvement 1 week 12
13th +5 Elemental Shots 2 weeks 13
14th +5 Aspect of the Chameleon , Masterful Tracking 2 weeks 14
15th +5 Hunter's Archetype Feature 2 weeks 15
16th +5 Ability Score Improvement 2 weeks 16
17th +6 Foe Slayer 1 month 17
18th +6 Feral Senses 1 month 18
19th +6 Ability Score Improvement 1 month 19
20th +6 Aspect of the Wild Hunt 1 year 20

Animal Companion

Tame Beast

Call Pet

Mend Pet

Beginning at the 1st level, After you have taken a short rest, you can choose to cast as a ritual the 'Find Familiar' spell but that familiar is called 'Pet', can take the Attack action and you can only choose as a Pet a Beast with a Challenge Rating equal to 1/4 (such as Axe Beak, Boar, Giant Wolf Spider, Panther, Velociraptor or Wolf) Then it gains on from the following 'perks':

  • Your pet deals an additional 3 damage with one of it attacks.
  • Increase your pet's maximum HP by 8
  • Your pet can take the Disengage action as a bonus action

The DM might decide that you can't find a specific beast in a certain area to tame. Also, you can choose to use again this feature to tame a new beast, but the old one will abandon you or will become aggressive if you try to restrain it.

Focus

Your training allows you to use hunting techniques such as imbuing your shots with alchemical components or set dangerous traps. Your access to this techniques is represented by a number of focus points. Your hunter level determines the number of points you have, as shown in the Focus Points column of the Hunter table.

You can spend these points to fuel various hunter features. You start knowing three such features: Concussive Shot, Steel Trap, and Alarm Trap. You learn more focus features as you gain levels in this class.

When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest preparing your backpack and/or inventory to regain your focus points.

Some of your focus features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Focus save DC = 8 + your proficiency bonus + your Intelligence modifier

Concussive Shot

As a bonus action, you can spend 1 Focus to cast Ensnaring Strike.

Steel Trap

As an action You can cast the spell Snare or Alarm spending 1 Focus Points as an action and with a range of 30 ft. You can those without spending Focus Points if you spend 10 minutes preparing the trap.

Serpent Sting

opop opopopopopopopo

Hunter's Mark

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. This benefit lasts 1 hour. It ends early if you designate a different creature.

The Hunter's mark has a duration shown in the Hunter's Mark column of the Hunter table.

Hunter's 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.

Basic Tracking

Beginning at 3rd level, when you finish a short or long rest, you can choose one from the following type of creatures: Beasts, Giants, Humanoids or Monstrosities. You are now tracking that type of creatures.

You can apply your Proficiency bonus twice on any Wisdom ability check to find it or any Intelligence check to learn more information about it.

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.

Extra Attack

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

Elemental Traps

Starting at 6th level, you can spend 2 Focus Points to cast 'Glyph of Warding' with a casting time of one action, without the need of verbal or material components and with a range of 30 ft. If you cast it again, any previous Glyphs you have inscribed with this feature disappear.

When casting Glyph of Warding, you can choose to spend additional Focus Points to inscribe a Glyph which has a spell effect attached to it. You can choose from the following ones:

Spell Focus Points
Faerie Fire 0
Fog Cloud 0
Sleep 0
Silence 1
Earthbind 1
Hold Person 1
Web 1
Daylight 2
Slow 2
Stinking Cloud 2

Advanced Tracking

At 6th level, when using Basic Tracking feature, when you finish a short or long rest you can also choose these type of creatures: Elementals, plants, or undead.

In addition now, now you can apply your Proficiency bonus three times on any Wisdom ability check to find it or any Intelligence check to learn more information about the type of creature you are tracking.

Hunter's Archetype Feature

At 7th level, you gain a feature granted to you by your Hunter Archetype.

Ability Score Improvement

When you reach 8th 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.

Aspect of the Cheetah

Starting at 8th level, 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.

Ranger's Finesse

Aimed Shot

At 9th level, if you take your action, crit becomes 15-20 if spend X focus. 2 focus

Multi-Shot

HITS ALL ENEMIES 10 FT FROM TARGET FOR SMALL DAMAGE 2 focus

Steady Shot

CAN MOVE AND SHOOT 2 focus

Camouflage

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Superior Tracking

At 10th level, when using Basic Tracking feature, when you finish a short or long rest you can also choose these type of creatures: Aberrations, constructs or oozes.

In addition now, now you can apply your Proficiency bonus four times on any Wisdom ability check to find it or any Intelligence check to learn more information about the type of creature you are tracking.

Hunter's Archetype Feature

At 11th level, you gain a feature granted to you by your Hunter Archetype.

Ability Score Improvement

When you reach 12th 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.

Elemental Shots

At 13th level, when using the Elemental Traps feature, you can choose to inscribe a Glyph as a Bonus Action on an arrow your holding which will always trigger when hitting a surface or an enemy. Roll and apply the damage of the ranged attack roll before resolving the Elemental Trap.

Aspect of the Chamaleon

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Masterful Tracking

At 14th level, when using the Basic Tracking feature, when you finish a short or long rest you can now these type of creatures: Celestials, dragons, fey, fiends.

In addition now, now you can apply your Proficiency bonus five times on any Wisdom ability check to find it or any Intelligence check to learn more information about the type of creature you are tracking.

Hunter Archetype Feature

At 15th level, you gain a feature granted to you by your Hunter Archetype.

Ability Score Improvement

When you reach 16th 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.

Foe Slayer

At 17th level, you have become the perfect slayer. Once on each of your turns, you can add your Intelligence modifier to the attack roll and the damage roll of an attack you make against one creature of the type that you are tracking. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Ability Score Improvement

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Aspect of the Wild Hunt

At 20 th level, as a bonus action you can choose one of your class features that is called 'Aspect of [Animal]'. Then choose a number of allies that you can see up to your Intelligence modifier. Those allies can now benefit from that class feature and from your Hunter's Mark feature for the next minute.

Once you have used this feature you can't use it again until the next long rest.

Beast Mastery

Aspect of the Wild

At 3rd level, your pet can get the benefits of your Hunter's Mark feature as if he used it.

Beast Lore

At 3rd level, you can spend 1 Focus Point to gain the ability to peer at a creature and instictually discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

Kindred Spirits

At 7th level, you current pet or any time you tame a new one, it gains one from the followings 'perks':

  • The pet can attack twice, instead of once, whenever you it takes the Attack action on its turn. Its size stays the same.
  • Increase your pet's maximum HP by 8. Its size becomes large
  • If the pet moves at least 20 ft. straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the pet can make one more melee attack against it as a bonus action. Its size becomes large.

You can also tame now Pets with a CR of 1 (Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Tiger) but if you do so it doesn't gain any 'perk' from the Animal Companion or Kindred Spirits feature.

Exotic Beasts

At 11th level, you current pet or any time you tame a new one, it gains one from the followings 'perks':

  • Increase your pet's maximum HP by 8 and the pet has advantage on melee attack rolls against any creature that doesn't have all its hit points. Its size stays the same.
  • Increase your pet's maximum HP by 8 and if the pet takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. This feature is recharged at a short or long rest. Its size becomes large.
  • Increase your pet's maximum HP by 8 and it deals an additional 3 damage with one of it attacks.

You can also tame now Pets with a CR of 2 (Allosaurus, Cave Bear, Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-Toothed Tiger) but if you do so it doesn't any 'perk' from the Animal Companion, Kindred Spirits or Exotic Beasts feature.

Aspect of the Beast

At 15th level, you can choose a Monstrousity from the followings as a Pet:

Marksmanship

Arcane Shot

At 3rd level, you learn to draw on the energy of the weave to augment your attacks.

As a bonus action, you can spend 1 Focus point choose. The next time you hit a creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Aspect of the Lone Wolf

At 3rd level, If you don't have your pet summoned, your Hunter's Mark damage becomes 2d6. At 7th level it becomes 3d6, at 11th level, 4d6 and at 15th level, 5d6.

Counter Shot

At 7th level, you can spend 2 Focus Points to gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to foil it with an attack. You make a ranged attack roll against that creature and that creature regardless if you hit it or not with the ranged attack roll, must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Volley

At 11th level, 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.

Sniper Shot

At 15th level, you can 1 Focus to cast Far Step spell.

Survival

Aspect of the Eagle

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

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. If you are tracking that type of creature, that damage becomes 1d12.

Mongoose Bite

MEDIUM ARMOR PROFICIENCY AND TWO-HANDED WEAPOSN PROFICIENCY HUNTER's MARK - WORKS ON MELEE ATTACKS

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, 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.

Explosive Traps

Starting at 7th level, When using the Elemental Traps feature and inscribing a Glyph with a spell effect attached to it, you can choose additional spells from the followings:

Spell Focus Points
Earth Tremor 0
Burning Hands 0
Shatter 1
Aganazzar's Scorcher 1
Erupting Earth 2
Fireball 2

Additionally, if you use a sling, you can use the Elemental Feature at a range of 120 ft.

Flanking Strike

IF YOU HIT A CREATURE THAT HAS COVER FROM ONE SIDE OR IF AN ALLY IS LOCATED ON THE OPPOSITE SIDE OF AN ENEMY YOU DEAL MORE DAMAGE

Aspect of the Skylord

Starting at 15th level, you can spend Focus to gain the benefits of the Swift Quiver spell.

Inspirations

https://www.gmbinder.com/images/gallery/hcSvQAc#GK9Tq24

Artists

Icons from World of Warcraft and provided by wowhead.com

Thanks to

/u/forshard for having read and reviewed my first draft in the /r/UnearthedArcana Arcana Forge.

 

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