Yahrnam Hunter

by DnDHomebrew4

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Class: Yahrnam Hunter
Yahrnam Hunter
Level Proficiency Bonus Features Insight Points
+2 Blood of Yahrnam, Firearms Proficiency
+2 Fighting Style, Hunter's Dodge, Insight Points 2
+2 Hunter's Archetype, Hunter's Prey (1) 3
+2 Ability Score Improvement 4
+3 Extra Attack 5
+3 Hunter's Speed, Hunter's Prey (2) 6
+3 Archetype Feature 7
+3 Ability Score Improvement 8
+4 Hunter's Rune (1), Hunter's Riposte 9
10° +4 Visceral Attack 10
11° +4 Brutal Critical 11
12° +4 Ability Score Improvement 12
13° +5 Hunter's Prey (3) 13
14° +5 Blood Tribute, Monsters Slayer 14
15° +5 Archetype Feature 15
16° +5 Ability Score Improvement 16
17° +6 Blood Alchemy 17
18° +6 Hunter's Rune (2) 18
19° +6 Ability Score Improvement 19
20° +6 Archetype Feature 20

Class Features

As a Yahrnam Hunter you gain the following benefits:

Hit Points


  • Hit Dice: 1d8 per Hunter level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5)+ your Constitution modifier per Hunter level after 1st

Proficiencies


  • Armor: Light, shields
  • Weapons: Simple weapons, martial weapons, plus the special ones from the "Hunter Weapons" list
  • Tools: Alchemist Supplies
  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two among: Acrobatics, Arcane, Athletics, Intimidation, Medicine, Perception, Persuasion, Stealth, Survival

Equipement

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

  • (a) Leather or (b) Studded Leather
  • (a) A hunter's melee weapon or (b) Any one handed weapon
  • (a) An adventurer's pack or (b) Explorer's pack
  • (a) A hunter's ranged weapon (including a simple firearm) or (b) Any ranged weapon (both with 20 ammos)

Blood of Yahrnam

As a hunter you begin your journey with a transfusion of the healing blood of Yahrnam, the experience is traumatizing, filled with terrible dreams and feverish hallucinations and uneasiness. Many don't survive the process, but you certainly did, but the experience signed you both physically and mentally. Upon gaining this feature, you may assign a +2 to a physical ability score (choose among Strength, Dexterity or Constitution) or you may split it in two +1 to separate physical scores. However your mind remains forever scarred by the experience post transfusion, therefore you have to assign a -1 to one of your mental ability score (choose among Intelligence, Wisdom or Charisma). Your physique is at the apex of its form, therefore your physical ability scores may reach 24, but your mind will never recover from the horrors it has seen, therefore your mental score can't go higher than 18. As a hunter, you become immune to any form of non magical illness.

Firearms Proficiency

Firearms are very different from the traditional ranged weapons, they use peculiar quicksilver bullets imbued in the hunter's blood as ammo. This is made so the projectiles do an incredible amount of damage to the hunter's prey. As a hunter, when you use a firearm you may add your dexterity modifier to the damage roll. As an attack action, the hunter may hit with a melee weapon and the shoot with your firearm as a bonus action.

Firearm Damage Bullets Consumed Magazine Weapon Type Price
Hunter's Pistol 1d6 piercing 1 per shot 1 Simple 250 gp
Hunter's Blunderbuss 1d8 piercing 2 per shot 2 Simple 500 gp
Repeating Pistol 1d8 piercing 1 per shot 10 Advanced 1250 gp
Ludwig's Rifle 1d10 piercing 2 per shot 10 Advanced 1500 gp
Flamesprayer 2d6 fire 5 per shot 20 Special 3000 gp
Rosmarinus 4d6 elemntal damage of your choice 10 per shot 20 Special 5000 gp
Cannon 2d8 bludgeoning and piercing 10 per shot 20 Special 5000 gp
Gatling 10d6 bludgeoning and piercing 10 per shot 10 Special 10000 gp

As a hunter, you may choose upon character creation to take one of the 2 simple firearms as starting weapon, then you have to buy or craft the others in order to upgrade.


  • Bullets consumed Indicates the amount of quicksilver bullets consumed per fire shot.
  • Magazine Indicates the amount of bullets that can be fired before needing to reload the weapon.
  • Weapon Type Indicates the accessibility and rarity of a weapon (some special weapons follow unique rules). Simple weapons are available upon character creation, while advanced and special weapons are available later in the game as they represent the apex of hunter's technology.
  • Reloading You can reload a firearms in 2 ways: by giving up your movement, you may fill the entire magazine with bullets, or you can use a bonus action to load up to 5 bullets.
  • Gatling This weapon has a special rule, if you shoot with it, you have to stay still and focus to keep a steady aim, furthermore your entire attack action is used upon firing the weapon.
Quicksilver Bullets Cost

The cost of 20 quicksilver bullets is 10 gp because their manufacturing process is very special and unique.

Fighting Style

Starting 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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Shooter

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense.

While you are wearing armor, you gain a +1 bonus to AC.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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.

Hunter's Dodge

When you become target of an attack and that attack would roll to hit successfully, you may use your reaction to attempt a dodge. This dodge grants you a +2 to AC, if your AC becomes higher than the original roll to hit, the attack misses and you can move 5 feet into an adjacent square.

Insight Points

As a hunter, you become to tap into the eldritch powers inherited with the blood of Yahrnam, this allows you to surpass the limits of your own mortal mind, seeing things that would normally be invisible and unlocking a limited arcane potential. You unlock a pool of insight points that gradually increases with your hunter level (according to the class table), these points allow you to cast a limited amount of spells and to use magical effects specific to the hunter class. Wisdom is your spellcasting ability, if any spell has a saving throw its DC is 8 + your proficiency bonus + your Wisdom modifier. If you have any spell attack you use your Wisdom modifier + your proficiency bonus to determine the roll to hit. You regain the expended insight points after a long rest. You can cast the following spells by paying the amount of insight points:

  • Hunter's Mark (1 point)
  • Longstrider (1 point)
  • Blur (2 points)
  • Misty Step (2 points)
  • Haste (3 points)

In additions to the previous spells you gain the following spell like effects, accessible only to hunters:

  • Beast Roar (2 points): As a bonus action, you touch your vocal chords infusing them with eldritch energy, unleashing a bestial roar that deafens the enemies and push them 10 feet away, unless they pass a Strength saving throw. If an enemy fail the save by 5 or more its knocked prone after being pushed. A successful save negates all the ill effects.
  • Accursed Brew (2 points) As an action, you focus arcane and nefarious energy into you hand and can shoot it as a projectile with a 30 feet range. You make a ranged spell attack, on a successful hit the target takes 10 (3d6) poison damage. This damage increases by 1d6 for each 4 hunter levels you possess.
  • Blacksky Eye (1 point) As an action, you fire a projectile of arcane energy from your eyes, hitting an enemy within 60 feet of you. You roll a ranged spell attack and deal 1d8 force damage on a successful hit. This damage increases by 1d8 for each 4 hunter levels you possess.
  • Empty Phantasm Shell (3 points) As a bonus action, you infuse your melee weapon with arcane energy, making it a +1 magical weapon. This bonus lasts a number of rounds equal to your wisdom modifier. This spell like effect is considered like a concentration spell.
  • Executioner's Gloves (3 points) As an action, you summon 3 vindicative spirits made of pure flame that can chase up to 3 different enemies. The targets have to roll a Dexterity saving throw or take 1d6 fire damage per spirit hitting them.
  • Tornitus Static (2 points) As a bonus action, you imbue your melee weapon with lightning. For a number of rounds equal to your Wisdom modifier, your attacks deal 1d6 extra lightning damage. Treat this effect as a concentration spell.
  • Tornitus Lightning (5 points) As an action, you make a ranged spell attack and cast a powerful bolt dealing 18(4d8) lightning damage on a successful hit, to an enemy within 60 feet.
  • Choir Bell (3 points) You may cast lesser restoration, but only on yourself.
  • Choir Remedy (5 points) You may cast greater restoration, but only on yourself.
  • Augur of Ebrietas (5 points) As an action, you may summon spectral tentacles and tendrils to hit an enemy within 15 feet of you. Targets in the area of effect of the augur have to roll a Strength saving throw or take 13 (3d8) force damage and be knocked prone. A successful save halves the damage and negates the knocking down.
  • Grasp of Ebrietas (3 points) As an action, you summon the tentacles and tendrils of Ebrietas to grapple enemies within 15 feet of you. You make an opposing Athletics check using your Wisdom modifier instead of your Strength, to grapple an enemy. Treat this effect as a concentration spell to keep the tendrils materialized. Furthermore, while holding the tentacles active, you may not use your off-hand weapon. Losing concentration makes the tentacles disappear.
  • Madaras Call (4 points) As an action, you whistle summoning a large spectral snake that bites an enemy within 30 feet of you. The target has to roll a Dexterity saving throw or take 18 (4d8) piercing and force damage.
  • A Call Beyond (7 points) As an action, you raise your hands to the sky, calling the power of the ancient astral beings. A nova of arcane energy explodes, shooting 8 projectiles working as the spell "magic missile" dealing 1d4+1 force damage per projectile.

Hunter's Archetype

Starting level 3rd, you may choose among 3 Hunter's Archetype: Arcanist, Beast or Gunslinger. You gain benefits from your archetype at level 7th, 15th and 20th. (See the specific pages for more info)

Hunter's Prey

As a hunter you face the horrors that haunt Yahrnam, spacing between crazed humanoids, blood starved monstrosities and eldritch horrors. As you gain experience fighting them, you are more proficient into dealing extreme damage to them. Your first attack each round against an enemy applies the following effects:

  • Starting level 3rd you gain humanoids as your chosen prey. This class feature allows you to inflict 2 bonus damage to the creatures of the chosen type.
  • Starting level 6th, you gain monstrosities as chosen prey, your bonus damage dealt to humanoids and monstrosities is increased to 4.
  • Starting level 13th, you gain aberrations as chosen enemy and your bonus damage against them and the previous chosen preys is increased to 6.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 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. (Remember the limitations and the boost coming from the Yahrnam's Blood Trait)

Extra Attack

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

Hunter's Speed

Starting level 6th, you start to master your enhanced senses and physique, your speed reaches beyond human levels, therefore you gain proficiency in the Dexterity saving throw and you gain an additional 10 feet of movement.

Hunter's Runes

You gain access to the Runes of Caryll, which are ancient eldritch words from the language of great old ones holding extreme power. Starting level 9th, the at level 18th, you may choose one of the following runes and receive the corresponding benefit by painting them on your body:

Caryll Runes Effect
Anti-Clockwise Metamorphosis You have advantage on athletics rolls
Arcane Lake Gives you advantage on saving throws against spells and magical effects
Beast Increase the die of damage of your unarmed strike by one category
Beast's Embrace You the shape of a monstrous spectral beast and gain advantage on intimidation checks
Clockwise Metamorphosis You gain advantage to Constitution saving throws
Communion Healing items always restore the maximum amount of hit points
Formless Oedon Your firearms consume 1 less bullet when shooting (minimum 1 bullet)
Oedon Writhe When you score a critical hit, you regain 5 quciksilver bullets
Lake Grants you resistance against non magical weapon attacks
Clawmark Your critical attacks deal an extra die of damage
Fading Lake You gain resistance to fire damage
Dissipating Lake You gain resistance to lightning damage
Great Lake As a reaction upon taking damage from a single source, you may gain resistance to a single hit or spell from that source
Deep Sea You become immune to charme and mind affecting magic/effects
Great Deep Sea As a reaction you may gain resistance against a source of magical damage until the end of the round
Eye You gain advantage to Perception rolls
Hunter You may add your chosen prey damage to all your attacks (instead of the first)
Caryll Runes Effect
Corruption The first attack your chosen prey does against you each round has disadvantage
Guidanace Activates as bonus action, grants truesight for 1 minute

Hunter's Riposte

When you are targeted by an enemy attack and successfully perform a Hunter's Dodge, instead of moving 5 feet in an adjacent square, you may counterattack the enemy, by shooting it with your firearm or off-hand weapon. If you manage to hit the enemy with these attack, you have advantage on your next roll to hit against said enemy.

Visceral Attack

Starting level 10th, when you score a critical hit, you roll an extra die of damage.

Brutal Critical

Starting level 11th, you score critical hits on a roll of 19 or 20.

Blood Tribute

Starting level 14th, you are able to tap into your bestial bloodlust, therefore inflicting wounds upon your enemies partially heal you. Note down the amount of hit points for the current round, you are able to recover half of the hit points lost in this way by dealing damage with you melee weapon attacks to the enemies. If you don't recover the maximum amount of hit points allowed by this feat, you are unable to recover them in the following turn. You reset the counter for the next turn.

Monster's Slayer

Starting level 14th, you are used to killing creatures far bigger and stronger than you. For this reason you gain advantage on rolls to hit creatures that are bigger than you. (Other option, you gain advantage against your chosen preys)

Blood Alchemy

Yahrnam blood is a mysterious mixture created with profane alchemy, after a long study you are able to imitate the formula, but not replicating it to perfection (it means you aren't able to create other hunters). Starting level 17th, you may craft these peculiar blood vials from enemy remains, they function as regular healing potions and cost half their price to craft. If you use the blood vials, you regain a number of hit points according to the potion level, meanwhile normal creatures who don't possess the blood of Yahrnam have a violent reaction or refusal, they start puking and most likely will contract an illness carried by the creature used to make the blood vials.

Hunter's Archetypes

Arcanist

You are able to tap even more than other hunters in the eldritch powers of Yahrnamite blood becoming able to cast even more spells without taxing your own mind as much.

Profane Insight

Starting level 3rd, you gain access to an expanded spell list, that you can cast through your Insight Points. You are able to cast them once you have the suitable level to do so. You are treated as a half caster (e.g. like a paladin or a ranger)

Expanded Spell list

  • Shocking Grasp (1 point)
  • Alter Self (2 points)
  • Detect Magic (1 point)
  • Darkvision (1 point)
  • Dispel Magic (minimum 3 points up to 9)
  • Scorching Ray (4 points)
  • Flame arrows (4 points, the effects apply to you firearms bullets)
  • Lightning Arrow (4 points)
  • Bestow Curse (5 points)
  • Dominate Beast (5 points)
  • Steel Wind Strike (10 points)

Improved Spellcasting

Starting level 7th, you reduce by 1 the amount of insight points you need to spend to cast spells.

Battlefield Arcanist

Starting level 15th, you gain the benefits of the war caster feat, even without taking it.

Arcane Mastery

Starting level 20th, you add your chosen prey damage to your spells.

Beast

Some hunters refuse to fight their bestial side seen by many as an illness, a curse or an undesirable side effect gained from the blood of the Healing Church. Bestial hunters embrace their bestiality and use it to their advantage to become even better at killing.

Beast Claws

Starting level 3rd, your hands and feet elongate in an unnatural way, resembling the claws of a beast, your unarmed strikes deal 1d6 slashing damage. Upon reaching level 7th it becomes a d8.

Beast Hide

Starting level 3rd, when you aren't wearing armor, your AC equals 12 + your Dexterity modifier.

Bestial Savagery

Starting level 7th, your beast roar always knock the enemies prone if they fail the saving throw. If you knock an enemy prone with your beast roar you can make an attack against one of the targets who fell.

Bloodlust

Starting level 15th, you gain an extra attack.

Complete Beast Form

Starting level 20th, you may take the form of a beast for 1 minute, while doing so you gain an additional +1 to your armor class, gain resistance against non magical attacks, your claws deal 1d10 damage each, and additionally gain a bite attack that deals 1d8 piercing damage. You regain the use of this ability after a long rest.

Gunslinger

These hunters choose to rely more on their firearms to exterminate their enemies. They become capable of using less bullets when shooting, dealing more damage and if needed even turn their blood into ammunition.

Marksmanship

Starting level 3rd, you gain the benefit of the Marksman fighting style, if you already took it, increase you damage to plus 4 instead of 2. Drawing your firearm costs no action.

Bullet Economy

Starting level 7th, you spend 1 less quicksilver bullet when firing you weapon (this reduction can't bring to zero the number of bullets consumed)

Quick Reload

Starting level 15th, when you reload your weapon, you always reload it to its maximum capacity.

Bloodshot

Starting level 20th, if you have no quicksilver bullets left, you may wound yourself and create quicksilver bullets from your own blood. You can make up to 20 bullets, but have to lose 20 hit points to do so.

Hunter's Trick Weapons

Trick weapons count as weapons the hunters (and hunters only) are proficient with, with only few exceptions. These weapons are divided in tiers and that makes their price or rarity to go up. A hunter may choose one trick weapons among the basic ones if he/she wants, then to upgrade said weapon it needs a special smith that is capable to treat the weapon correctly without breaking the mechanism to transform it. Transforming a trick weapon requires a bonus action, the same goes for any special ability that replaces the transformation. If the weapon forces a saving throw, the DC is equal to 8 + your proficiency bonus + you dexterity or strength modifier. Almost all weapons may be used both with strength or dexterity except the ones who are two handed and heavy, that obviously require strength to be wielded.

Basic Trick Weapons

Treat these as common items for the purpose of determining their cost if sold in shops. However these are the most commonly found and should not cost as much the price range for these should be around the 50-100 gp (I would even sell them for less).

  • Beast Hunter Saif A curved sword dealing 1d8 slashing damage that transforms into a sickle dealing the same damage. When in sickle form you may use it to trip your opponent as a bonus action after successfully hitting with a melee attack.
  • Church Pick A longsword in its base form, a war pick when transformed dealing 1d10 piercing damage.
  • Hunter Axe A one-handed axe dealing 1d8 slashing damage. When transformed you elongate its pole gaining 5 feet of range, its damage becomes 1d10. You may renounce to all your attacks for the current round and perform instead one single attack against all enemies around you within the axe range.
  • Kirkhammer A robust longsword that can be transformed into a hammer by sheathing it. In hammer form it deals 1d10 bludgeoning damage. You may use your bonus action along with an attack to charge your attack and force the enemy hit to roll a Strength check or be knocked prone (a successful save negates).
  • Saw Cleaver A cleaver dealing 1d8 slashing damage, when transformed deals 1d8 slashing and piercing damage and gains 5 feet of extra reach.
  • Saw Spear A cleaver dealing 1d8 slashing damage, when transformed it deals 1d8 piercing damage and gains 5 feet of extra range.
  • Threaded Cane A very sharp cane that can be used as a longsword dealing slashing or piercing damage. When transformed becomes a whip dealing 1d8 slashing damage and gaining 5 feet of extra reach. The whip may be used to grapple or trip the opponents, but you have to use a bonus action to perform these maneuvers.

Advanced Weapons

I would treat this weapons as uncommon items in shops, therefore their value should be around the 100 - 500 gp price range. However a cooler way to deliver these weapons to players would be having them finding it while adventuring or as a reward for a peculiar mission or quest for an important NPC.

  • Amygdalan Arm A large bone with a deformed claw attached on it. In its base form it's considered a large club dealing 1d8 bludgeoning damage, while transformed becomes a scythe dealing 1d10 slashing damage. After hitting with an attack in its club form you may use your bonus action to make another one with the claw transforming the weapon.
  • Beast Claws: A pair of claws that you may use either singularly or together with both hands. Each claw deals 1d6 slashing damage, you may use dexterity or strength for rolls to hit and damage rolls (you choose which one).
  • Beast Cutter A weapon similar to the saw cleaver considered by many its precursor, in its base form it deals 1d8 slashing damage. You may transform it in a heavy whip with an extra 5 feet of range that deals 1d6 slashing damage and may be used to grapple or trip your opponents (this maneuver use your bonus action).
  • Blade of Mercy A shortsword that deals 1d6 slashing damage in its base form, but when transformed it divides in 2 knives that deal 1d4 slashing or piercing damage. The twin knives are very sharp and when an enemy is hit by two attacks from them it takes extra damage as bleeding damage equal to the hunter's proficiency bonus.
  • Bloodletter Base form is a morningstar dealing 1d8 bludgeoning and piercing damage. Transformed it becomes a 2 handed spear dealing 1d10 piercing damage. While in spear form you may also make rolls to push an enemy hit by your attacks as a bonus action.
  • Boom Hammer This heavy 2 handed hammer inflicts 1d10 bludgeoning damage. You may use your reaction to activate the small furnace place at the back of the hammer head, causing small explosion with gunpowder. When doing so you deal 1d12 damage instead of 1d10 and add 1d4 fire damage.
  • Chikage A katana-like sword that deals 1d8 slashing damage. Transformed, the wielder may wound him/herself up to 5 points of damage and add that much damage to his/her attacks as magic damage (only for the current turn).
  • Holy Moonlight Sword A bastard sword dealing 1d10 clashing damage. As a bonus action, you may wield it with two hands and sped 1 insight point to infuse it with arcane energy, by doing so you may add your wisdom modifier to the damage rolls. The effect ends with your turn.
  • Logarius Wheel A wheel that when wielded increase your AC by 1, it counts as a bludgeoning weapon dealing 1d8 damage. You may transform it with a bonus action and by spending 1 insight point when you attack you may add your Wisdom modifier as bonus damage. The effects last only for the current round.
  • Rakuyo A longsword that if transformed becomes a sword/knife pair dealing 1d8 and 1d4 slashing damage.
  • Reiterpallasch This weapon counts as a rapier, but is also a pistol containing quicksilver bullets. As a bonus action, the hunter may fire the weapon and consume bullets like with a hunter pistol. As a bonus action, after hitting an enemy with a melee attack, you may also fire your weapon and deal 1d6 piercing damage without needing a roll to hit. The weapon has the same magazine of its firearm counterpart.
  • Rifle-Spear A spear dealing 1d8 piercing damage that also counts as a hunter's blunderbuss. As a bonus action you may fire the rifle dealing damage and consuming bullets as the hunter's firearm. As a bonus action, after hitting an enemy with a melee attack, you may also fire your weapon and deal 1d8 piercing damage without needing a roll to hit. The weapon has the same magazine of its firearm counterpart.
  • Stake Diver A blade similar to a long spear head mounted on the hunter's forearm that deals 1d8 piercing damage. As a bonus action, you may wind up and attack that deals 1d10 piercing damage instead of the regular 1d8 plus once discharged may also push and enemy away, knocking it prone or impaling it against surfaces. The target has to roll a Strength saving throw to negate the ill effects.
  • Tornitus A round headed mace dealin 1d8 bludgeoning damage. You may use your bonus action and consume one quicksilver bullet to cover it with lightning, adding 1d4 lightning damage until the end of your turn.

Legendary Weapons

These weapons belonged to Legendary hunters, therefore they are harder to come by or find by chance. Maybe some of them can be associated with quests or specific requests from important NPCs. If these are available in shops they should be prized possessions and treated as at least rare items with a cost of at least 500 gp up to a maximum of 1000 gp and no more.

  • Burial Blade Legendary weapon belonging to German the First Hunter, this curved sword deals 1d8 slashing damage. When transformed becomes a scythe that deals 1d12 slashing damage and can be used to trip the opponents as a bonus action after hitting with an attack. Furthermore, while in scythe form you gain 5 feet of extra range and you may score a critical hit on a 19 or 20.
  • Ludwig's Holy Blade: A longword hilt/greatsword sheath combo that deal respectively 1d8 (1 handed) or 1d10 (2 handed) slashing damage and 2d6 slashing damage. You may use a bonus action to put the longsword in its sheath and use it as a greatsword. The same applies to the opposite (unsheating the longsword and use it as such).
  • Simon's Bow-Blade A curved blade dealing 1d8 slashing damge. When transformed becomes a longbow, dealing 1d8 piercing damage. It may use both arrows or quciksilver bullets to fire.
  • Whirling Saw A weapon built by heretics, functioning as a mace dealing 1d8 bludgeoning damage. When transformed it gains 5 feet of extra range and becomes a circular saw dealing 1d10 slashing damge. As a bonus action after successfully hitting an enemy you may have the saw start spinning and deal another 1d10 slashing damage without needing a roll to hit.

Thanks for Playtesting

Great effort and passion have been put into writing this document, it's a tribute, a love letter, despite how small it is, to one of my all time favorite franchises. This is a non profit, fan made material that I hope you all enjoy playing as much as I enjoyed creating it.

Cover Art: https://www.pinterest.it/pin/667940188486672781/

Every kind of constructive feedback is appreciated, if you had fun or you didn't like something, let me know. You can find me on instagram @DndHomebrew4. Dm me or follow my page if you enjoyed or if you want to see more Homebrew content regarding 5e.

 

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