Huntmaster

by TBangg

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The Huntmaster

Huntmaster v2.4.4

Any commoner can hunt a deer, it takes a trained master to hunt the terrible things that villagers only whisper about. These creatures are very much real, and it is a Huntmaster's sworn duty to bring them down. They are known for their strategic plans, steel wills, and animal companions. Huntmasters not off exploring new lands are often stationed within baronies on the cusp of the untamed wilds tasked with keeping the people and kingdom safe from what might lurk beyond. Huntmasters fight using their martial prowess as well as by bonding themselves with a creature of the wilds, usually a beast, that aids them in their endeavors. Sometimes these bonds are formed from mutual respect and a urge to do good, other times they are opportunistic, a means to a common goal or reward, still others Huntmasters dominate their companion's will. Either way the bond proves to be quite effective in boosting the Huntmaster's combat prowess.

Planning and Preparation

Huntmasters are often the last defense against the evil monsters of the world. As such they spend a lot of their time planning for what their enemies may bring to bare. They excel at pre-planning and making use of the tools and personal they have on hand. Effective Huntmasters study their adversary and create contingency plans in the case of catastrophe. The more time a Huntmaster as to plan, the better the odds for everyone.

Nature of Companionship

When a Huntmaster's training is completed they seek out and form a bond with a monster, usually a beast. In most cases these bonds are mutual, forged through long hours of training and living together. Bonds like these are forged as a means of benefiting each other. However there do exist Huntmasters that subjugate a companion using their superior will. In these bonds the companion is an extension of the Huntmaster's willpower. Although rare it is possible for companions to break off the bond, either from a breach of trust in the mutual bond or a companion finally having enough in a dominating bond.

The Huntmaster
Level Proficiency Bonus Features Restores Preparation die
1st +2 Fighting Style, Adept Hunter - -
2nd +2 Hunt Preparations - 1d4
3rd +2 Companion Bond, Restore Companion 1 1d4
4th +2 Ability Score Improvement 1 1d4
5th +3 Extra Attack, Journeyman Preparations 1 1d4
6th +3 Bond Feature 2 1d4
7th +3 Bolster Companion 2 1d6
8th +3 Ability Score Improvement 2 1d6
9th +4 Magical Companion, Veteran Preparations 2 1d6
10th +4 Bond Feature 3 1d6
11th +4 Bolster Companion 3 1d6
12th +4 Ability Score Improvement 3 1d8
13th +5 Teleportation Bond, Expert Preparations 3 1d8
14th +5 Bond Feature 4 1d8
15th +5 Bolster Companion 4 1d8
16th +5 Ability Score Improvement 4 1d8
17th +6 Master Preparations 5 1d10
18th +6 Martyr Companion 5 1d10
19th +6 Ability Score Improvement 5 1d10
20th +6 Bolster Companion, Bond Feature 5 1d10

Class Features

As a Huntmaster, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Huntmaster level
Hit Points: at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Huntmaster level after 1st

Hit Points

Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose 2 from: Acrobatics, Animal Handling, Athletics, Investigation, Nature, Medicine, Perception, and Stealth.

Equipment

You start with the following items, plus anything provided by your background:

  • (a) scale mail or (b) leather armor
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A Heavy Crossbow and 20 bolts

Adept Hunter

Beginning at 1st level, you have trained to be an expert hunter.
You gain proficiency in Survival, and have advantage on Survival checks made to identify the origin of tracks or other signs of monster activity.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

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.

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.

Mounted

While mounted you and your mount can add your proficiency bonus to any Dexterity saving throws and you have advantage on any check or saving made to remain on your mount.

Opportunistic

When you miss with an opportunity attack, you do not expend your reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Hunt Preparations

At 2nd level, you gain the capability to plan ahead for your hunts, preparing certain features that can give you an edge in given situations.

These features are known as Preparations and they let a Huntmaster tool their abilities to be more advantageous if they know what to expect on a given adventure.

Many Preparations utilize a die called your preparation die. The size of this die depends on your Huntmaster level, starting as a d4 at 2nd, it increases to a d6 at 7th, a d8 at 12th, and a d10 at 17th level.

When you reach 2nd level in this class you can immediately activate Preparations up to your proficiency bonus. Active Preparations are in constant effect unless stated otherwise. A 2nd level Huntmaster has 6 Preparations available to it, listed below. As a Huntmaster levels up, more advanced/powerful Preparations will become available at 5th, 9th, 13th, and 17th level. A complete list of Preparations is available at the end of this document.

Whenever you complete a long rest, you can choose to swap out an old Preparation with a new one, making sure to never have more than you proficiency bonus active at at time.

Preparations

The following list contains only the Preparations available to 2nd level Huntmasters. For the higher level options, see the "Preparations List" at the end of this document.

Attention to Detail: When you make a skill check using either Intelligence or Wisdom, you can roll your preparation die and add the number rolled to the result.

Covert Operation: You have advantage on Stealth checks and on weapon attack rolls against creatures that are surprised.

Extra Conditioning: When you make a Strength, Dexterity, or Constitution saving throw, you can use your reaction to roll your preparation die and add the number rolled to the result.

Overwhelming Odds: When a creature makes an attack at you, if there are two or more of that creature's allies within 5 feet of you the attack is made at disadvantage.

Study Threat: Choose a monster type, you gain a +1 bonus to hit and damage with weapon attacks against creatures of that type. When choosing humanoid you must pick a specific subspecies of humanoid (such as gnolls or orcs).

Water Aerobics: You and your companion gain swimming speeds equal to your walking speeds.

Companion Bond

At 3rd level, you make a bond with a creature and make it your companion. This choice dictates the type of creature your companion is and it's base statblock. You gain features based of your choice at 6th, 10th, 14th, and 20th level.

Regardless of your choice, your companion can understand you verbal commands and follows your orders. Your Wisdom represents the power of your bond with your companion. Your companion's proficiency bonus is equal to your Wisdom modifier and it has a number of hit dice equal to your huntmaster level.

In combat your companion shares your initiative but goes immediately after you. It can move and use its reaction on its own, but the only actions it can take on its turn are the Dodge and Help actions, unless you you take a bonus action to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your companion can take any action of its choice, not just Dodge and Help. Any saving throws your companion forces are made against your companion save DC:

Companion save DC = 8 + your proficiency bonus + your Wisdom modifier

Restore Companion

Also at 3rd level, you gain the ability to restore the life of your chosen companion.

Once per long rest you can perform a 10 minute ritual to restore your companion to its full hit points, bringing it back to life if it died. Restoring your companion also teleports it to an empty space within 5 feet of you. Once you use this feature you cannot again until you take a long rest, if the ritual is interrupted you do not lose a use. You gain additional uses of this feature per long rest at 6th, 10th, 14th, and 17th level.

You can also expend a restore to heal your companion immediately. As either an action or a bonus action you can roll one of your companion's hit dice and add your huntmaster level, your companion regains hit points equal to the result.

Ability Score Improvement

When you reach 4th level, and again at 8th, 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.

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.

Bolster Companion

At 7th level you can increase your companions capabilities.

You can increase one ability score of your companion of your choice by 2, or you can increase two of it's ability scores of your choice by 1. This cannot cause a stat to go over 20

Your companion gains a augment of your choice from this chart. You choose additional ASIs and augments for your companion at 11th, 15th, and 20th level. You can only choose each option once.

Bolster Options
Augment Effect
Defiant Your companion gains proficiency in 2 saving throws of your choice.
Precise Your companion gains a +2 bonus to hit on its attacks.
Tough Your companion gains a bonus to its maximum hit points equal to twice your Huntmaster level
Deadly Your companion's natural weapon deals an extra die of damage (1d6 becomes 2d6 etc.)
Armored Your companion gains +1 bonus to its Armor Class
Pack Tactics Your companion has advantage on an attack roll against a creature if at least one of the your allies is within 5 feet of the creature, and the ally isn't incapacitated.
Charge If your companion moves at least 20ft. straight toward a target and hits it with a melee attack on the same turn, the target takes an extra damage equal to 2 of the companions hit dice.
Heightened Senses Your companion gains 60ft. of darkvision and has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Lurker Your companion gains advantage on stealth checks and can hide as a bonus action on its turn if commanded.
Mobile Your companion gains +10ft. of movement speed to all types it has and can dash as a bonus action on its turn if commanded.

Magical Companion

At 9th level the magic of your bond enhances your companion, Your companions attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You and your companion become telepathically linked, you can communicate between each other from a range of up to 100 feet.

Teleportation Bond

At 13th level, the magical bond between you and your companion strengthens to the point of evoking a magical teleportation ability.

As an action on your turn if you are within 100 feet of your companion, you can teleport to an empty space 5 feet from your companion or have your companion teleport to an empty space 5 feet from you. You can use this feature a number of times equal to your Wisdom modifier, you regain all uses when you complete a long rest.

Martyr Companion

At 18th level, your companion can sacrifice itself to keep you alive. When you would be reduced to 0 hit points you can sacrifice your companion, reducing it to 0 hit points, to be reduced to 1 hit point instead. You can not use this feature again until you take a short or long rest.

Companion Bonds

Huntmasters choose different companions to suite their desired purposes. Most commonly some kind of beast either encountered, introduced too, or sought out. These companions pledge themselves to the huntmaster usually for a mutual benefit.

Deadeye

Deadeyes are huntmasters that excel at reconnaissance and singling foes out at a distance. Deadeyes are seen most commonly hunting near holdings for bandits or cultists. They tend to specialize in combatting other humanoids by thwarting raids and turning the tide of battles. They focus more on their marital prowess and marksmanship rather than the strength of their companion.

Bonus Proficiency: Deadeyes gain proficiency with woodcarver's tools.

When you make this bond at 3rd level you bond a small flying beast, usually a falcon or eagle, refer to the statblock after this section, your companion uses your wisdom modifier as its proficiency bonus (PB in the statblock).

At 3rd level, The companion of the Deadeye has the following features:

Nimble & Perceptive

Your companion has proficiency in Dexterity saving throws, Evasion, Flyby, and proficiency in perception.

Sniper's Mark

Whenever you companion hits an enemy with an attack you can have it forgo damage to mark the target with Sniper's Mark. You deal an extra 1d6 damage with ranged weapon attacks to marked targets. The mark lasts 1 minute or until the companion marks another target.

Eyes In The Sky

At 6th level, you can use a bonus action on your turn to see through the eyes of your companion instead of your own until the start of your next turn.

Also at 6th level, you know the location of any creature marked with Sniper's Mark as long as they are within 1 mile of you.

Expose & Exploit

At 10th level, Whenever your companion deals damage to a creature with an attack, you can use your reaction to command your companion to try to expose that creature. The target must make a Constitution save against your Companion DC or you gain advantage on attacks against it until the end of your next turn.

Also at 10th level, ranged weapon attacks you make at creatures marked with Sniper's Mark score a critical hit on a roll of 19 or 20.

Expert Marksman

At 14th level, the Deadeye sharpens their marksmanship to a deadly degree. Once per turn when you hit a creature at least 60 feet away from you with a ranged weapon attack you can deal bonus damage equal to half you huntmaster level.

Also at 14th level, Whenever your companion applies Sniper's Mark to a creature that you can see and has not been marked in the last 24 hours, you can use your reaction to make a ranged weapon attack at the creature.

Effortless Elimination

At 20th level, ranged weapon attacks you make at creatures marked with Sniper's Mark score a critical hit on a rolls of 17, 18, 19, or 20.

Also at 20th level, your companion can deal damage and apply Sniper's Mark with its Talons attack.


Deadeye Companion

Small beast, unaligned


  • Armor Class 13 (10 + DEX)
  • Hit Points 10 (3d6) ** has 1 hit dice per your Huntmaster level **
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 11 (+0) 4 (-3) 15 (+2) 7 (-2)

  • Save Proficiencies Dexterity
  • Skills Proficiencies Perception
  • Senses passive Perception 10 + Perception
  • Languages Understands your commands but can't speak
  • Proficiency Bonus Equals the Huntmaster's Wisdom modifier.

Evasion. If subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Flyby Doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Talons. Melee Weapon Attack: +(DEX + PB) to hit, reach 5ft., one target. Hit (1d4 + DEX) slashing damage. Can choose to forgo damage to apply Sniper's Mark for 1 minute, only one creature can be marked at a time.

Marshal

Marshals are huntmasters that are experts at chasing down and eliminating their targets with haste. They tend to lead the hunts when a threat to the local populace is discovered, using their companion's keen sense of smell to track down the monsters lair.

Bonus Proficiency: Marshals gain proficiency with leatherworker's tools.

When you make this bond at 3rd level you bond a medium beast, usually a wolf or panther, refer to the statblock after this section, your companion uses your wisdom modifier as its proficiency bonus (PB in the statblock).

At 3rd level, The companion of the Marshal has the following features:

Powerful Jaws

Your companion deals bonus damage with its Bite attack equal to your Wisdom modifier. Also When your companion hits a creature with its Bite attack it can grapple that creature (unless it is two or more sizes larger than you companion). The grapple ends if your companion bites a different target.

Exploitative

Your companion has the sneak attack feature. At 3rd level its sneak attack damage die is 1d6 this increases by 1d6 each time you gain a feature from this subclass.

SIC 'EM

At 6th level, You can command your companion to strike again when it misses.

When your companion misses with a Bite attack, you can use your reaction to allow your companion to make a Bite attack as a bonus action.

Predator's Efficiency

At 10th level, the magic of your bond greatly increases the capabilities of your companion. You companion gains the following benefits:

  • You can increase one ability score of your companion of your choice by 2, or you can increase two of it's ability scores of your choice by 1. This cannot cause a stat to go over 20
  • Bite's base damage is increased to 1d12
  • The companion's walking speed increases to 50ft.

Tag Team

At 14th level, you and your companion have learned to work together to great result.

You have advantage with weapon attacks against creatures your companion is grappling.

Whenever a creature hits you with an attack, your companion can use its reaction to move up to half its speed toward that creature and make a Bite attack against it.

Apex Predator

At 20th level, your companion gains the following action option:
Multiattack: The companion makes two Bite attacks.

Also 20th level, whenever your companion hits a creature that is within 5ft of you with an attack, you may use a reaction to make an attack at it.


Marshal Companion

medium beast, unaligned


  • Armor Class 13 (10 + DEX)
  • Hit Points 17 (3d8 + 3) ** has 1 hit dice per your Huntmaster level **
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 13 (+1) 4 (-3) 12 (+1) 7 (-2)

  • Save Proficiencies Strength
  • Skills Proficiencies Athletics
  • Senses passive Perception 11
  • Languages Understands your commands but can't speak
  • Proficiency Bonus Equals the Huntmaster's Wisdom modifier.

Keen Smell. The Companion has advantage on Wisdom (Perception) checks that rely on smell.

Sneak Attack (1d6). The Companion deals an extra 1d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn't incapacitated and the companion doesn't have disadvantage on the attack roll. This damage increases by 1d6 each time you gain a Bond feature.

Finesse. The Companion can use Strength or Dexterity for its Bite attack.

Actions

Bite. Melee Weapon Attack: + (STR/DEX + PB) to hit, reach 5ft., one target. Hit (1d8 + STR/DEX + PB) piercing damage. The target is grappled until the companion bites a different target.


Statblock

Make sure to udpate your Companion's statblock each level. Your Dungeon Master can decide whether you roll the a hit die or take the average to update your companions hit points on level up.

Vanguard

Vanguards are huntmasters that take it upon themselves to be the aegis of the weak and helpless. They come to the aid of those that call for help in times of dire need. When your farmland finds itself intruded by an owlbear, a Vanguard will answer the call and a assemble a plan and strike team to deal with the monster.

Bonus Proficiency: Vanguards gain proficiency with heavy armor and smith's tools.

When you make this bond at 3rd level you bond a large beast, usually a bear or bull, refer to the statblock after this section, your companion uses your wisdom modifier as its proficiency bonus (PB in the statblock).

At 3rd level, The large beast of the Vanguard has the following features:

Defensive

Your companion has proficiency in Constitution saving throws, and has bonus to AC equal to your Wisdom modifier.

Reaction: Divert Attack

When an ally within 5 feet of your companion is the sole target of a weapon attack, your companion can use its reaction to change the target of that attack to itself, as if it was in that ally's space.

Mighty Roar

At 6th level your companion can unleash roars to help your allies or hinder your enemies, your companion gains the following as action options:

Taunting Roar: As an action, the companion can force a creature it can see within 10 feet of it to make a Wisdom save. On a failed save, the target has disadvantage on all attack rolls against targets other than the companion until the end of it's next turn.

Encouraging Roar: As an action the companion can grant an ally within 10 feet of it advantage on saving throws until the start of your companions next turn.

Dauntlesss Powerhouse

At 10th level, The base damage die of your companion's Slam attack increases to 1d10, and you can have any Huge or smaller creature hit by Slam fall prone.

Also at 10th level, you and your companion are immune to being frightened or charmed as long as you are within 100 feet of each other.

Bellower

At 14th level the vigor of your companions roars increases. When you hit with a weapon attack, you can use your reaction, to have your companion take one of its roar actions. Your companion gains the following as action options:

Empowering Roar: As an action, all allies within 10 feet of the companion gain advantage on their next attack roll made before the start of your the companion's next turn.

Frightening Roar: As an action the companion can force each creature of the your choice within 10 feet of the Companion to make a Wisdom save or be frightened until the end of the companion's next turn.

Bestial Might

At 20th level, As an action you can instill yourself and your companion with power, you each gain the following benefits for the next 10 minutes:

  • Your size increases by one category. (Medium->Large, etc.)
  • You gain 25 temporary hit points.
  • The reach of your weapon attacks extend an addtional 5 feet.
  • You deal an additional weapon die of damage with weapon attacks.
Once you use this feature, you cannot use it again until you have taken a long rest.

Vanguard Companion

Large beast, unaligned


  • Armor Class (10 + DEX + PB)
  • Hit Points 26 (3d10 + 9) ** has 1 hit dice per your Huntmaster level **
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 4 (-3) 13 (+1) 7 (-2)

  • Save Proficiencies Constitution
  • Senses passive Perception 11
  • Languages Understands your commands but can't speak
  • Proficiency Bonus Equals the Huntmaster's Wisdom modifier.

Actions

Slam. Melee Weapon Attack: +(STR + PB) to hit, reach 5ft., one target. Hit (1d6 + STR) bludgeoning damage

Roar. See Taunting/Encouraging(6th+ level), and Empowering/Frightening(14th+ level)

Reactions

Divert Attack When an ally within 5ft of the companion is the sole target of a weapon attack, the companion can change the target of that attack to itself, as if it was in the allies' space.


Divert Attack

For the purposes of determining advantage or disadvantage of the the diverted attack, treat the attack as if it was always targeted at the companion in the allies space. For example if the ally was blinded that would not cause the diverted attack to have advantage.

Preparation List:


Rookie Preparations

Attention to Detail

When you make a skill check using either Intelligence or Wisdom, you can roll your preparation die and add the number rolled to the result.

Covert Operation

You and your companion have advantage on Stealth checks and weapon attack rolls against creatures that are surprised.

Extra Conditioning

When you make a Strength, Dexterity, or Constitution saving throw, you can use your reaction to roll your preparation die and add the number rolled to the result.

Overwhelming Odds

When a creature makes an attack at you, if there are two or more of that creature's allies within 5 feet of you the attack is made at disadvantage.

Study Threat

Choose a monster type, you gain a +1 bonus to hit and damage with weapon attacks against creatures of that type. When choosing humanoid you must pick a specific subspecies of humanoid (such as gnolls or orcs).

Water Aerobics

You and your companion gain swimming speeds equal to your walking speeds.

Journeyman Preparations

Anti Air

Prerequisite: 5th level Huntmaster

When you hit a creature that is flying with a weapon attack, it deals extra damage equal to your preparation die.

Anti Mage Maneuvers

Prerequisite: 5th level Huntmaster

You and your companion's weapon attacks cause concentration checks to be made a disadvantage.

Anticipate Opposition

Prerequisite: 5th level Huntmaster

If you or your companion hit with a weapon attack that was made at disadvantage, it deals extra damage equal to your preparation die.

Apprehension

Prerequisite: 5th level Huntmaster

Attacks of opportunity against you and your companion have disadvantage.

Encouragement

Prerequisite: 5th level Huntmaster

When your companion fails a saving throw, you can use your reaction to roll your preparation die and add the number rolled to the result.

Exploit Openings

Prerequisite: 5th level Huntmaster

Once on a turn, when you hit a creature that is grappled or prone with a weapon attack, you can deal an extra damage equal to your preparation die.

First Aid

Prerequisite: 5th level Huntmaster

As a bonus action you can grant yourself or your companion temporary hit points equal to a roll of your preparation die plus your Wisdom modifier.

Harder They Fall

Prerequisite: 5th level Huntmaster

Once on a turn, when you hit a creature at least 2 sizes larger than you with a weapon attack, you can deal extra damage equal to 2 of your preparation dice.

High Alert

Prerequisite: 5th level Huntmaster

You can add your preparation die to your initiative rolls. You and your companion cannot be surprised.

Mental Toughness

Prerequisite: 5th level Huntmaster

You and your companion have advantage on saving throws against being frightened or charmed.

Sturdy Stances

Prerequisite: 5th level Huntmaster

You and your companion have advantage on saving throws against being knocked prone or moved against your will.

Travel Accommodations

Prerequisite: 5th level Huntmaster

You and your companion gain a climb speed equal to their walking speed, and your companion's carry weight is doubled.

Weather Proofing

Prerequisite: 5th level Huntmaster

Choose one of Hot or Cold climates to prepare for. You and your companion gain either fire or cold resistance respectively. Everything each of you wear or carry is protected by harsh, either hot or cold, temperatures.

Veteran Preparations

All Out

Prerequisite: 9th level Huntmaster

If you took the Attack action on your turn, you can make a weapon attack at disadvantage as a bonus action.

Careful Offensive

Prerequisite: 9th level Huntmaster

If your companion misses with a Weapon attack it can dodge or disengage as a bonus action.

Expect Casualties

Prerequisite: 9th level Huntmaster

The first time until the next long rest you or your companion are reduced to 0 HP they instead fall to 1 hit point. This can happen once for each of you.

Extra Padding

Prerequisite: 9th level Huntmaster

Your companion gains resistance to non-magical Bludgeoning, Piercing, and Slashing damage.

Hard and Fast

Prerequisite: 9th level Huntmaster

On your first turn of each combat your weapon attacks deal extra damage equal to 2 of your preparation dice.

Plan for Perfection

Prerequisite: 9th level Huntmaster

Whenever you or your companion land a critical hit with a weapon attack, you each gain temporary hit points equal to the damage dealt.

Protect Vitals

Prerequisite: 9th level Huntmaster

Any critical hit against you or your companion becomes a normal hit.

Stick Close

Prerequisite: 9th level Huntmaster

While you and your companion are within 10 feet of each other you both gain a +1 bonus to AC.

Expert Preparations

In Pursuit

Prerequisite: 13th level Huntmaster

You and your companion's movement speed is increased by 15 feet. This affects any kinds they have (swim, fly etc.).

Listening Techniques

Prerequisite: 13th level Huntmaster

You gain blindsight up to 60 feet in addition to your other senses. You can't use this blindsight while deafened.

Press the Attack

Prerequisite: 13th level Huntmaster

Once per turn, When you hit creature with a weapon attack that you have already done damage to this turn, that creature takes a additional damage equal to your preparation die.

Reflex Training

Prerequisite: 13th level Huntmaster

As a reaction when you or your companion would be hit by a melee attack, you can roll your preparation die and add the number to you or your companion's AC for that attack.

Master Preparations

Account for Everything

Prerequisite: 17th level Huntmaster

Whenever you make a skill check, you can treat a d20 roll of 6 or lower as a 7.

Cover Weaknesses

Prerequisite: 17th level Huntmaster

You and your companion can add your preparation die to saving throws in which they are not proficient.

Go for the Throat

Prerequisite: 17th level Huntmaster

When your companion lands a weapon attack against a creature, you can use your reaction to have the attack deal additional damage equal to 2 of your preparation dice.

One Step Ahead

Prerequisite: 17th level Huntmaster

Attack rolls made against you and your companion have disadvantage if you are within 10 feet of each other.


Note: This list is not exhaustive, if you have a cool idea for a Preparation let your Dungeon Master know and see if they want to allow a custom one.



Optional Rule: Multiclassing

Ability Score Minimum Wisdom 13, Strength or Dexterity 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Armor light armor, medium armor, shields

Weapons simple weapons, martial weapons

Skills Choose 1 from: Animal Handling, Athletics, History, Nature, Medicine, Perception, Stealth, and Investigation.

Note to Dungeon Masters: Multiclassing has not been play-tested your mileage may vary.