Class Feature
Huntsman
| Level | Proficiency Bonus | Features | Huntsmen's Die |
|---|---|---|---|
| 1st | +2 | Bestiary, Huntsman Die, Expertise | 1d4 |
| 2nd | +2 | Fighting Style, Hunter's Instinct | 1d4 |
| 3rd | +2 | Hunter Lodge, Predatory Senses | 1d4 |
| 4th | +2 | Ability Score Improvement | 1d4 |
| 5th | +3 | Extra Attack | 1d4 |
| 6th | +3 | Bestiary Bonus | 1d6 |
| 7th | +3 | Fox Walk | 1d6 |
| 8th | +3 | Ability Score Improvement | 1d6 |
| 9th | +4 | Lodge Feature | 1d6 |
| 10th | +4 | Ambush Predator | 1d6 |
| 11th | +4 | Field Triage | 1d8 |
| 12th | +4 | Ability Score Improvement | 1d8 |
| 13th | +5 | Lodge Feature | 1d8 |
| 14th | +5 | Hunter's Mentor | 1d8 |
| 15th | +5 | Academic Hunter | 1d8 |
| 16th | +5 | Ability Score Improvement | 1d10 |
| 17th | +6 | Lodge Feature | 1d10 |
| 18th | +6 | Bestiary Bonus | 1d10 |
| 19th | +6 | Ability Score Improvement | 1d10 |
| 20th | +6 | Hunting Instructor | 1d10 |
As a Huntsman, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Huntsman level
- Hit Points at 1st Level: 10 + plus your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 7) + plus your Constitution modifier per Huntsman level after 1st
Proficiencies
- Armor: light armor, medium armor
- Weapons: Simple Weapon, Martial Range, shortsword, longsword, scimitar, Rapier
- Tools: none
- Saving Throws: Intelligence, Dexterity
- Skills: Choose four from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) breastplate
- (a) shortsword and light crossbow and 20 bolts or (b) dagger and heavy crossbow and 20 bolts
- (a) a dungeoneer's pack or (b) an explorer’s pack
Bestiary
At the 1st level, you gain an empty almanac that you fill with the information on the many beast and monsters you hunt throughout your journey. You can add your Intelligence modifier (minimum of 1) to Wisdom (Survival) checks when tracking creature types in your Bestiary, during a short or long rest you can examine the creature adding its type to the Bestiary. You gain advantage on attack rolls against that creature type if you used a short rest. You can add half your Intelligence modifier (round down) to attack rolls against that creature type if you used a long rest. You gain advantage on Survival checks when harvesting from creatures of that type. Your Bestiary gives bonuses at the 6th and 18th level. You can currently have beast, constructs, monstrosity, Humanoid, Undead, Fey, Fiend, Celestial, and Dragon to your bestiary.
Huntsman's Die
At the 1st level you can use the knowledge gain from your Bestiary to strike to vital points on your prey or aid in surviving the hunt. You can forgo the advantage or the attack bonus given by your Bestiary feature to add an extra damage die against creatures in your bestiary. Alternatively at the end of a long rest you can roll a Huntsmen die adding the total to any Ability check and saving throws caused by or relating to a creature in your bestiary until your next long rest, you drop to 0 hit points, or outright die. Only one Huntsmen Die feature can be used at a time. Your Huntsmen die is a d4 increasing to a d6 at 6th, d8 at 11th, and d10 at 16th.
Expertise
At 1st level, You gain expertise in two Skill Proficiencies of your choice.
Hunter's Tactics
At the 2nd level, you're training allow you to instinctively act to allow you to give yourself move advantages during the hunt. You take the Dash, Disengage, or Dodge Action as a Bonus Action.
Fighting Style
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.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Predatory Senses
At 3rd level, you learn to take in all information from your surrounds especially if the prey you're stalking in involved. Whenever you make an ability check with a skill you are not proficient with you can add half your Intelligence modifier (round up) to the roll.
Hunter Lodge
At the 3rd level you can join a Lodge of like minded hunters gaining new tactics in hunting your prey. You can join either the Sniper, Beastmaster, Trapper, Operative, Ambush, Eldritch, Gadgeteer, Spirit Warden, Scavenger, and Medical Lodge. Your choice grants features at the 3rd and again at the 9th, 13th, and 17th levels.
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.
Extra Attack
Beginning at the 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Bestiary Bonus
At the 6th level due to the amount of time spent hunting those in your bestiary allows you to hurt them easier and deal more damage. Once per turn you can add your Intelligence modifier to damage rolls against creature types in your Bestiary.
Fox Walk
At the 7th level your years of hunting taught you how to move easily move through a myriad of environments while you stalk your prey. You ignore non-magical difficult terrain. While traveling alone your speed increased by 10ft.
Ambush Predator
At the 10th level through means only known to you, you acquired a ghilie suit made with swiftly reacting mimic skin allowing you to more easily hide and deliver a deadly strike to anyone in your sight. You can hide even when lightly obscured. Once per turn whenever you make an attack roll from stealth you can add a roll of your Huntsman Die to either the attack roll if you chose the Huntsman's Die damage bonus or the damage roll if you chose the Huntsman's Die attack bonus.
Field Triage
At the 11th level after one too many accidents and injuries you learn how to dress your wounds to get keep yourself together long enough to get proper medical attention. Using a Bonus action you can grant yourself an amount of hit points equal to your Intelligence modifier + your Constitution modifier + half of your Huntsman level (round up). You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a short rest.
Hunter's Mentor
At the 14th level you begun to give your allies a few pointers as they accompany you on your hunts. Whenever a friendly creature that can see and hear you within 30ft of you makes an attack roll against a creature type in your bestiary you can use a Reaction to grant them advantage. You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a short rest.
Academic Hunter
At the 15th level whenever one of your allies study or investigates the creatures you hunt you can lend you wealth of knowledge making the task easier for them. Whenever a friendly creature that can see and hear you within 30ft make an ability check caused by or relating to a creature who's creature type is in your bestiary they can add a roll of you Huntsman's Die. You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a short rest.
Bestiary Bonus
At the 18th level you become an expert on creatures in your Bestiary gaining the knowledge of their weak spots allowing your strike to become devastating. Your attacks score a critical hit on a roll of 18-20 against creature types in your Bestiary.
Hunting Instructor
At the 20th level, after gaining the wealth of experience from hunting the many creatures in the world you learn to help your companions do the same. As an Action you can grant friendly creatures within 60ft that can see and hear you an extra amount of damage equal to your Intelligence modifier + your Proficiency Bonus for 1 minute or until you drop to 0 hit points or outright die. You can use this feature four times. You regain expended uses after a long rest.
Sniper Lodge
The Sniping Lodge is made up of excellent marksmen and archers who choose to stay hidden and deal as much damage as possible with a single well aim bolt or arrow.
Hawk Eye
At the 3rd level upon joining the Sniper Lodge you are taught to have a keen eye to better keep track of all your targets. You gain proficiency in Wisdom (Perception) checks. If you are already proficient in Wisdom (Perception) checks your proficiency bonus is double. If you chose Perception as one of the skill proficiencies to gain expertise in you can use you Intelligence modifier instead of Wisdom.
Repositioning
At the 3rd level your learn that sometimes during the hunt you need to find a better vantage point to make the best shot or run away when your prey gets too close. You gain a climbing speed equal to your total movement if you already have a climbing speed it is it doubled. Whenever a hostile moves within 10ft of you, you use a Reaction to take the Disengage action and move up to have your speed away.
Down Sights
At the 9th level due to wanting to keep you prey at a distance and not giving yourself away you add a scope to your weapon. Your normal range and long range is doubled. When you attack from long range you ignore 1/3 and 1/4 cover.
Tracer Rounds
At the 13th level due to the many resistances your prey may have and to better track them if they get away, you infuse your range weapon with weak magical energy. Whenever you take the Attack Action you can forgo one to hit your target with a bolt of magical energy that deals an amount of force damage equal to a roll of your Huntsmen die and leaves a glowing mark for 1 minute. Once per turn whenever you attack the marked target you deal an additional Huntsman's Die to the damage roll despite the Huntsman's Die option you chose. You can add half your Intelligence modifier (round up) to any Wisdom (survival) checks made to track the marked creature as long as they are on the same plane as you. Only one creature can be marked at a time.
Sniper's Shot
At the 17th level after honing your sniping skills you learn to hit the exact spot to deal the most damage. As an Action you can make a single attack dealing 12d12 damage the damage type being the same as the damage type of the current weapon you are using. You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a long rest.
Beastmaster Lodge
Unlike the other Lodges the Beastmaster Lodge chose to employ the aid of beast to help them nab their prey the hunters of this lodge using the beast they bond with to match their particular style of hunting.
Bestial Bestie
At the 3rd level Upon entering this Lodge you gain an animal companion infused with both experimental magic and enhanced with metal parts called the Adaptive Beast that aids you in your hunts. You gain proficiency with smith's tools. During a short rest you create a magical bond with your Adaptive Beast. Your Adaptive Beast can take one of three forms Land, Sea, and Sky. The animal can only maintain one form at a time and you can use a Bonus action to switch your companion's form. Your Adaptive Beast copy your actions and you can use a Bonus action to order it to attack a specific creature. The Adaptive Beast have an amount of hit dice (d10s) equal to your level. You can use Field Triage on your Adaptive Beast giving it an amount of hit points equal to your Intelligence modifier + your Huntsman's Die + half of your Huntsman level (round up). You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a short rest. If your Adaptive Beast dies you can spend 50 gold worth of spell components and material feeding and repairing it during a long rest. Its attacks become magical when you reach 5th level.
Call to Wild
At the 9th level due to your increase bond with your Adaptive Beast you can now command it to weaken and hinder your prey. As a Bonus action you can command your Adaptive beast to spray a creature of your choice in magic infused saliva forcing them to make a Constitution saving throw (8 + your Intelligence modifier + your Proficiency Bonus) on a fail whenever they have to make a saving throw they subtract a roll of your Huntsman's Die and take 1d8 acid damage until the end of your next turn. On a success they only take 1d8 acid damage. You use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a short rest.
My Best Friend
At the 13th level due to your deep bond and your Beast high intelligence they learn to take advantage of the knowledge in your Bestiary. Once per turn your Adaptive Beast can add a roll of your Huntsman's Die to its damage rolls.
Friendship is Magic
At the 17th level after so long traveling with you and accompanying you on your hunts your Adaptive Beast learns to use the innate magical power dwelling inside it to increase its effectiveness. As an Action you can order the Adaptive Beast channel the magical energy through it. For 1 minute the Adaptive Beast has advantage on attack rolls against creatures in your Bestiary, can add two rolls of your Huntsman's Dice to its damage rolls, and it becomes large size.
Adaptive Beast
Medium, Unaligned
- Armor Class 13 + your Intelligence modifier (natural armor)
- Hit Points 0 (0d10+PB)
- Speed 30ft, climb 30ft
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 15 (+2) 16 (+3) 14 (+2) 10 (+0)
- Saving Throws Dex +PB, Int +PB
- Skills Athletic +PB, Acrobatics +PB, Stealth +PB
- Senses darkvision 60ft, passive Perception 12+PB
- Languages understands the language its owner speaks
- Amphibious The Adaptive Beast can breathe both air and water
- Shape Change The Adaptive Beast can change between one of three forms Land, Sea, or Sky
- Flyby The Adaptive Beast doesn't provoke opportunity attack when it flies out of an enemy's reach (Sky form only).
Actions
Multiattack. The Adaptive Beast makes two attacks one with its bite and one based on its current form
Bite. Melee Weapon Attack: Int Mod + PB to hit, reach 5ft., one target. Hit: 15 (1d10+5) piercing damage
Claw Swipe. Melee Weapon Attack: Int Mod + PB to hit, reach 5ft, one target. Hit: 10 (1d6+4) slashing damage (Land form)
Talon Stab. Melee Weapon Attack: Int Mod + PB to hit, reach 5ft, one target. Hit: 10 (1d6+4) piercing damage (Sky form)
Tail Smack. Melee Weapon Attack: Int Mod + PB to hit, reach 5ft, one target. Hit: 10 (1d6+4) bludgeoning damage (Sea form)
Trapper Lodge
Instead of keeping you distance or employing the aid of beast those of the Trapper Lodge decide to face their prey using traps to prevent their prey from properly fighting and running away making hunt that much easier.
Trap Save DC
Mine Sweep
At the 3rd level you are given several traps that you can throw down to prevent you prey from advancing, retreating, make it easier to track them. You spend 20 gold on the materials for your traps and you spend three hours constructing your traps. As a Bonus action you can throw a mine in any unoccupied space within 30ft of you. If a creature walks into one they must pass your Trap DC or suffer the mines effects. If you target a creature you make a ranged attack roll using your Intelligence modifier and Proficiency Bonus.
Mine Triggers a weak explosion that damages and leaves your prey dazed making them vulnerable for a brief time. When a creature steps on it they take an amount of fire and force damage equal to a roll your Huntsman's Die and are stunned until the end of their next turn on a failed save, on a successful save they only take fire and force damage.
Shock Step Trigger a small pulse of electrical magic that freezes your prey in place allowing you to capture or kill it. When a creatures steps on it they take an amount of lightning damage equal to a roll of your Huntsman's Die and is paralyzed until the end of their next turn, on a successful save they only take 1d8 lightning damage.
Flash Fire Triggers an explosion of bright light that blinds and disorients your prey. When a creature steps on it they take an amount of radiant damage equal a roll of your Huntsman's Die and are blinded until the end of their next time on a failed save, on a successful save they only take radiant damage.
Roulette Triggers an explosion of either Acid, necrotic, psionic, or thunderous energy tearing through you prey. When a creature steps it they take an amount of acid, necrotic, psychic, or thunder damage equal to a roll of you Huntsman's Die. You roll a d4 to determine the damage and the effect.
| d4 | Damage |
|---|---|
| 1 | Acid |
| 2 | Necrotic |
| 3 | Psychic |
| 4 | Thunder |
| Effect |
|---|
| Poisoned |
| Blinded and Deafened |
| Frightened |
| Bludgeoning, Slashing Piercing Vulnerability |
You have an amount of traps equal to 5 x your Intelligence modifier.
Predatory Tactics
At the 9th level whenever your prey triggers your trap you swoop in attacking your prey and using your intense knowledge of them to precisely strike their vitals. Whenever a creature triggers a trap within 15ft of you, you can use a reaction to make an attack adding your Proficiency Bonus to the damage roll, if you are hidden you can add a Huntsmen Die to the damage roll. You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a short rest.
Trap hoarder
At the 13th level after employing the use of your traps for so long you learn how to make them easier and cheaper allowing you to deploy them more often. You can now spend half the time and amount of gold constructing traps. You can now add your Intelligence modifier to the damage dealt by your traps.
Trapster
At the 17th level after watching the various type of prey you learn to strengthen your traps and make them more effective in hurting and hindering your prey. Your traps are infused with magic to overcome resistances. You can now deploy two traps at once. Whenever you use the Hunter's Tactics feature you can leave behind a single trap.
Operative Lodge
Unlike the other Lodges that employ the use of beast, or traps, or sniping the Operative Lodge is only a small step above a common mercenary company. The starting and veteran Lodge members having and coming from several militarist backgrounds. Those that join the Lodge are giving the same training as soldiers before being able to lend their hunting services to the highest bidder.
Steel Stalker
At the 3rd level your militarize training mixed with your skills as a Huntsman allows you to move deafly while clad in steel. You gain proficiency with heavy armor, ignore the disadvantage to Dexterity (Stealth) checks caused by armor, and can add your Intelligence modifier to Dexterity (Stealth) checks.
Covert Ops
At the 9th level due to the many military and paramilitary backgrounds you learn to use techniques and abilities outside of your usual wheel house albeit with your own twist. As a Bonus action you can use one of the following six abilities.
Adaptive Combat Whenever you take the attack action you can switch between the available fighting styles for the Huntsman class for 1 minute.
Combat Focused You can use your Intelligence modifier for all attack rolls and gives yourself advantage on those attack rolls against a specific creature for 1 minute.
Intellectual Prowess Whenever you have to make a Dexterity check or saving throw you can choose use your Intelligence instead for 1 minute.
Second Skin While wearing heavy armor you gain resistance to fire, cold, and lightning damage for 1 minute.
Vital Strike Once per turn you can deal an additional 4d4 damage for 1 minute.
Tandem Blade Whenever you and a friendly creature are both within 15ft of the same hostile creature you can use a Reaction to grant yourself and the friendly creature advantage on the next attack roll for 1 minute.
Only one ability can be used at a time. You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a short rest.
Equipment Expertise
At the 13th level thanks to your training and previous experience you learn how to use the full potential of every piece of equipment you use both martial and magical. As a Reaction whenever you make a damage roll you can add you Proficiency Bonus. As a Reaction whenever a hostile creature attacks you, you can add half your Intelligence modifier (round up) to your AC until the end of your next turn. You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a short or long rest.
Special Operative
At the 17th level pairing your wealth of knowledge and experience with your expertise with your weapon and armor you became the highest ranking and deadliest member of the Operative Lodge. You can now strike hard and strike fast while frightening those that had the ill fate of meeting you. While hidden whenever you take the Attack action you can make a single attack that deal 10d10 + your Huntsman's Die + your Intelligence modifier in damage of the current damage type. Whenever you make a Charisma (Deception) or Charisma (Intimidation) check you can add a roll of your Huntsmen Die.
Ambush Lodge
The Ambush Lodge is a lodge of hunter that differ from those of the other lodges. Members of the Ambush Lodge don't actively hunt their pray, they lay in wait until the perfect moment to strike.
Decoy
At the 3rd level, you are given tools, schematics, and materials to create a life like decoy of yourself to aid you in your hunts. You become proficient in wood carver's tools. You can spend 1 hour and 10 gold carving a magic sigil onto wooden disks, as a Bonus action you can deploy a hard armored silent image decoy in any unoccupied space within 15ft of you. The decoy has an AC of 10 + your Proficiency Bonus + your Intelligence modifier and 1 hit point. While hidden and the decoy is deployed creatures have disadvantage on Wisdom (Perception) checks made against you. If you are not hidden while the decoy is deployed the hostile creature have disadvantage on attack rolls made against you until the decoy is destroyed. You can only have one Decoy deployed at a time. You have an amount of Decoys equal to your Intelligence modifier. You regain expended uses after a long rest.
Bait and Switch
At the 9th level, every once in a while a hunter will face an extremely perceptive and skill prey and other times the prey get the upper hand so with the Lodge help you place a second sigil on your decoys and on a bracelet specifically made for you allowing you to switch places with you decoy. As a Bonus action you can use the second sigil to switch places with your decoy if it is within 60ft of you. You become proficient in smith's tool and Intelligence (Arcana) checks. If you are already proficient in Intelligence (Arcana) checks your Proficiency Bonus is double
Deadly Pounce
At the 13th level, thanks to the short range teleportation magic in the decoy you choose to use it as the perfect way to strike a vital blow against your prey. Whenever a hostile creature come within 5ft of your Decoy you can use your Reaction to switch places with it making a melee attack that deals an amount of damage equal to two Huntsman's Die + your Intelligence modifier.
Expert Pack Leader
At the 17th level, thanks to the time you spent building your decoys and constantly seeing them destroy helps you learn to make them easier and hardier and you become much more liberal with the use of your Decoys. You can now spend half the time and half the gold constructing your decoys. Your decoy now have an amount of hit points equal to your Proficiency Bonus + your Intelligence modifier. You can now have two decoys deployed, whenever you switch places with a decoy you can add a roll of your Huntsman's Die to your next damage roll. You now have an amount of Decoys equal to two times your Intelligence modifier. You regain expended uses after a long rest.
Eldritch Lodge
Those joining the Eldricth lodge chose to focus their attention on the aberrations and eldritch horrors roaming the world uncheck. In order to defeat the beings from the unknown and times forgotten you eat, drink, or inject yourself with flesh or blood from those very beings to increase your chances of defeating those otherworldly beings.
Eldritch Enhancements
At 3rd level, from the consumption and injection of the pieces of eldritch beings you gain the ability to cast spells augmenting your hunting prowess. You can now add Aberrations to your Bestiary.
Spellcasting When you reach 3rd level, you augment your hunting prowess and tactics with the ability to cast spells.
Cantrips You learn two cantrips of your choice from the Warlock spell list. You learn an additional Warlock cantrip of your choice at 10th level.
Spell Slots The Eldritch Lodge Spellcasting table shows how many spell slots you have to cast your 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher You know three 1st-level Warlock spells of your choice.
The Spells Known column of the Eldritch Lodge Spellcasting table shows when you learn more Warlock spells of 1st level or higher. Each of these spells 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.
Whenever you gain a level in this class, you can replace one of the Warlock spells you know with another spell of your choice from the Warlock spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability Intelligence is your spellcasting ability for your Warlock spells, since you learn your spells from the psionic like abilities gain from the essences of the aberrations you ingested. 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 Warlock spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Huntsmen
| Huntsmen 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 | 10 | 4 | 3 | 2 | |
| 15th | 3 | 10 | 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 |
Unknown Speech and Touch
At the 9th level, thanks to the otherworldly origins of your powers you can cast certain spells mutely and hands free without your prey knowing. While hidden spells that require the verbal or somatic component no longer requires it.
Psionic Shielding
At the 13th level, with the innate psychic powers coursing through you, your body and mind becomes resistant to outside mental forces and allows you to better maintain focus. You become resistant to psychic damage and you have advantage on saving throws against being charmed or frightened. You can add your Intelligence modifier to Constitution saving throws to maintain concentration.
Horrific Presence
At the 17th level, those in your presence can feel the unnatural energy of eldritch horrors wafting off of you making them more susceptible to your influence, those you strike from the shadows have their minds torn asunder as you do the same to their body. You can increase the save DC of spell effects that frighten or charm by the total roll of your Huntsman's die. You can use this feature three times. You regain expended uses after a long rest. While hidden once per turn your attacks deal an extra amount of psychic damage equal to a roll of your Huntsman's Die.
Gadgeteer Lodge
unlike those that use specialized weapons, traps, beast, military training, magical decoys, or the consumption of eldritch horrors to aid them during hunts those of the Gadgeteer Lodge use their ingenuity and imagination to craft useful tools make the hunt that much easier.
Tools of the trade
At the 3rd level, once joining the Gadgeteer Lodge you are taught to make and repair the basic set of equipment all members use and learn to deploy them while hidden. You become proficient with Alchemy supplies and Smith tools. During a long rest you can spend 1 hour and 30 gold worth of raw materials to repair and craft your Gadgets. As a Bonus action you can deploy one of five Gadgets.
Gadget Save DC
Grappling Hook a wrist mounted grappling hook with a range of 30ft. Creatures the same size or smaller than you have to pass a Strength saving against your gadget save or be pulled towards you. If a creature is larger than you, you are instead pulled towards them.
Sticky Mine a specially made hand crossbow that fires an alchemical payload in an unoccupied space within 30ft of you. Creatures that enter the space have to pass a Dexterity saving throw against your gadget save or be restrained for 1 minute. At the start of each of their turns the stuck creature can roll the saving throw again to free themselves. If you target a creature you have to make a ranged attack roll using you Intelligence modifier and Proficiency Bonus. You have an amount of Sticky Mines equal your Intelligence modifier.
Secondary Defenses a specialized delivery system built into your armor that pumps an alchemical solution into strategic spots inside your armor temporarily increasing its effectiveness. For 1 minute you can add half your Intelligence modifier (round up) to your AC. You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a long rest.
Mobile Ambush you can deploy a collapsible wall with its own ghillie suit that provides half cover to creatures behind it. Creatures (including you) behind it can add half your Intelligence modifier (round up) to Dexterity (Stealth) checks and the damage roll of attacks. It last for 1 minute and can be moved as a Bonus action. You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a long rest.
Mobile Enhancements you add a skeletal support system that increases your movement speed by 30ft and doubles your jump distance for 1 minute. You can use this feature an amount of times equal to your Intelligence modifier. You regain expended uses after a long rest.
Arcane Amelioration
At the 9th level, still remaining faithful to the gadgets you lovingly crafted you decided to have your Alchemist supplies and Smith's tools infused with magic adding helpful magical effects. Once per turn you can use your Gadgets new magical effects.
Grappling Hook deals an amount of force damage to creatures you pull towards you or when you are pulled towards a creature equal to your Huntsman's Die.
Sticky Mine deals an amount of lightning damage to the creature stuck in place equal to your Huntsman's Die.
Secondary Defenses deals an amount of bludgeoning damage to creatures within 5ft of you equal to your Huntsman's Die. They have to pass a Strength saving throw against your gadget save or be push back 15ft.
Mobile Ambush silently teleport to an unoccupied space within 30ft.
Mobile Enhancements When you make a melee weapon or unarmed attack it deals an extra amount of force damage equal to your huntsman's Die.
Tactical Sight, Overwhelming Force
At the 13th level, after becoming well acquainted the basic Gadgets you decided to craft you own unique Gadgets one that further improves the way you hunt. You gain two new gadgets you can switch between after a long rest. The Gadgets's effects last for 1 minute, you can activate them an amount of times equal to your Intelligence modifier per long rest.
Hunter's Eye a magically infuse visor that grants 40ft of dark vision allowing you to see in magical and nonmagical darkness. As a Bonus action you activate Hunter's Eye. You can use the visor to lock on to a single creature you can see with 60ft of you, granting you advantage on Wisdom (Survival) and Wisdom (Perception) checks. Your ranged weapon, and range spell attacks deal an extra 1d10 damage.
Hunter's Might a magically infused pair of skeletal arm and leg braces that lets you use your Intelligence modifier for Strength and Dexterity checks. As a Bonus action you can activate Hunter's Might. You gain advantage on Strength and Dexterity checks. Your melee weapon, unarmed, and melee spell attacks deal an extra 1d10 damage.
False Artificer
At 17th level, after spending you much time with your gadgets and the constant repairs and making dozens of batches of alchemical solutions you learn how to make them and fix them easier and cheaper and deploy them faster. Hunting bigger and stronger prey you further improved your Gadgets evening making a few for those that choose to accompany you on your hunts. During a long rest you can use half the amount of gold and time to craft and repair your Gadgets. You can now deploy two Gadgets at the same time. You can make two basic versions of the standard gadgets for up to three friendly creatures.
Grappling Hook increase the range to 60ft.
Sticky Mine increase area of effect to a 10ft radius sphere.
Secondary Defenses now push creatures back 30ft on a failed save.
Mobile Ambush increases teleportation range to 60ft.
Mobile Enhancements increase movement speed by 60ft.
Hunter's Eye can now lock on to two creatures you can see within 60ft.
Hunter's Might gain advantage on Strength and Dexterity saving throws.
Spirit Warden Lodge
After one too many brush with death while on the hunt and knowing that traps, gadgets, animals, unnatural magic, and weapon modifications can be unreliable you and other like minded individuals came together and with some spiritual guidance and intense study of necromancy learn to call upon the aid of spirits either from the afterlife or those of the prey you recently slain.
Necromatic Novice
At the 3rd level, through intense study and teaching you learn how to summon a spirit that you can use to gain the upper hand on your prey. You can spend 1 hour during a long rest to perform a ritual to summon and bound a spirit to your will. The spirit has a form of your choice and is translucent when summoned. As a Bonus action you summon the spirit in an unoccupied space you can see within 60ft of you. It has an AC equal to 10 + your Intelligence Modifier + your Constitution Modifier and an amount of hit points equal to 5 x your Huntsmen level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It disappears if it is reduced to 0 hit points. As a Reaction you can roll a d10 and sacrifice that amount of hit points to use the spirit of a fallen creature within 30ft of you to summon an unbound spirit that last for 1 minute. You can do the ritual again during a long rest. Its shares you initiative count but its turn is right after yours and makes a single attack. As a Bonus action you can mentally order it to move and part of the same action to attack a specific creature. You use your Intelligence modifier for the Spirit's attack rolls. You have two types of spirits you can summon, during a long rest you can do the ritual again to switch the types of the spirit. The spirit can interact with objects that weigh 10 pounds or less.
Ranger makes a ranged attack firing a bolt of magical energy, on hit deals your Huntsman's Die + your Intelligence modifier in force damage.
Soldier makes a melee attack striking enemies with magical energy, on hit deals your Huntsman's Die + your Intelligence modifier in slashing damage.
Fake out
At the 9th level, after having the spirit bound to you for so long and with the more experience you become with necromancy you learn to perform a secondary ritual that sacrifices the spirit upon your death giving you a second chance. Whenever you reach 0 hit points or out right die the active bound spirit is sacrifice bringing you back to life and granting you 1 hit point. You can use this feature once per long rest.
Deep Influence
At the 13th level, after more intense studying of the ritual used to summon and bound the spirit you learn that adding your essence or an item you are close to effects how the spirit act. During a long rest you can add your blood, weapon, ghillie suit, or piece of armor to the ritual.
Blood, Good Aliment the spirit becomes resistant to necrotic damage and changes damage type to radiant.
Blood, Neutral Aliment the spirit becomes resistant to bludgeoning, piercing, and slashing damage, changes damage type to psychic.
Blood, Evil Aliment the spirit becomes resistant to radiant damage and changes damage type to necrotic
Weapon allows you to add half your proficiency bonus (round up) to the spirit's attack rolls.
Armor allows you to add half your proficiency bonus (round up) to the spirit's AC
Ghillie Suit whenever you use your ghillie suit the spirit turns invisible until it attacks and deals an extra amount of damage equal to your Proficiency Bonus.
Soul Sovereign
At the 17th level, you have becomes strong enough and skilled enough to summon and have two deadlier spirits bound to you at the same time and you need to sacrifice less of your life force to summon a temporary spirit from the corpses of a fallen creature. You can now summon two spirits as a Bonus action and they deal an additional 1d10 damage. As a Reaction you can sacrifice 1d8 worth of hit points to summon two spirits of two fallen hostile creatures for 1 minute. You can now use the Fake Out feature twice per long rest
Scavenger Lodge
Made up of those that find happiness by living and thriving in nature the Scavenger Lodge uses parts of their slain prey to construct their armor and a myriad of tools to further aid them in their hunts.
Natural Armor
At the 3rd level, you learn how to use the harvested parts of your pray to make armor that perfectly fits you and provide better defense. You gain heavy armor proficiency, proficiency with Blacksmith's tools, and Tinker's tool. You gain a leather suit with a 15 AC + half your Intelligence modifier (round up). Whenever you harvest from a creature type in you bestiary you can spend 50 gold worth of material during a long rest constructing gauntlets, greaves, helmet, or a chest piece to augment you leather suit each providing different bonuses. Each creature type provide a different bonus detailed at the end.
Gauntlets each of the gauntlets counts as a simple melee weapon while you aren't holding anything in it. It deals an amount of bludgeoning damage equal to your Huntsman's Die. At the 5th level they become magical to overcome resistances.
Greaves Your movement increases by 20ft. You can add you Intelligence modifier to Dexterity (Stealth) checks.
Helmet you can use your Intelligence for Charisma checks.
Chest Piece gain a bonus to AC equal to half you Proficiency Bonus (round up).
Natural Weapon
At the 9th level, you use your blacksmith and tinkering skills to turn the harvested parts into useful weapons as well as using the less than solid parts you collected from creatures to make unique weapons. You gain proficiency with Alchemist's supplies. During a long rest you can spend 50 gold worth of materials and the creature parts you harvested to make weapons. You can now add Elementals, Giants, Ooze, and Plants to your Bestiary. Weapon Save DC= 8 + your Proficiency Bonus + your Intelligence Modifier.
Throwing Knife a belt of 25 knives with a range (60/100) that deals 5d4 piercing damage. As a Bonus action you can throw five at a single creature dealing 5d4 piercing damage.
Explosive a belt of ten explosives that can be thrown within 60ft of you as a Bonus action. Creatures in a 15ft radius sphere have to make a Dexterity saving throw taking 3d8 force damage on a failed save. Half as much on a save.
Bola a belt of ten bolas with a 100ft range that can be thrown as a Bonus action. Creatures caught by the bolas have to make a Dexterity saving throw, on a fail they are restrained and fall prone. On a success they are only restrained. At the start of each of their turns they can make the saving again to free themselves.
Whistle a large whistle made to stun and can be used as a Bonus action. While hidden creature within 60ft of you that can hear you have to make a Wisdom saving throw taking 3d8 psychic damage and are stunned until the end of your next turn on a failed save. On a success they only take 3d8 psychic damage. You can use this feature five times. You regain expended uses after a short or long rest.
Caltrops a handful of natural sourced spikes that can be tossed within 60ft of you covering a 15ft cube creating difficult terrain. Creatures that start or end their turn in the cube take 2d6 piercing damage. You can use this feature five times. You regain expended uses after a short or long rest.
Ranger's Apprentice
At the 13th level, like most hunters nowadays you decided to employ the use of magic to give that slight edge during the hunt or in combat, your lodge gaining the knowledge of a grizzled ranger learning some of their secrets. During a long rest and with 60 gold worth of spell components you can place magic infused runes onto your leather suit and imbuing it with a small store of magic that has three charges before it has to recharge allowing you to cast spells for short time. As a Bonus action you can activate the rune allowing you to casts the following 1st level spells without Material components for 1 minute. Your Intelligence modifier is the spellcasting modifier for these spells. You can use this feature three times. You regain expended uses after a long rest
| 1st Level |
|---|
| Hunter's Mark |
| Ensnaring Strike |
| Cure Wounds |
| Hail of Thorns |
| Longstrider |
| Zephyr Strike |
Resourceful Ranger
At the 17th level, becoming an expert at gathering and using the harvested creature parts you learn to craft armor in less time and with less materials and with the magical enhancements of the suit you learn how to switch pieces of your armor with the aid of magic. You gain proficiency with Wisdom (Survival) checks, if you are already proficient with Wisdom (Survival) checks your proficiency bonus is doubled. You can now spend half the time and gold crafting armor. As an Action you can use the magical properties of your leather suit to switch out pieces of your armor. You can use this feature five times. You regain expended uses after a long rest.
| Creature type | Gauntlets-Effect |
|---|---|
| Beast | Does an extra 1d4 piercing damage |
| Monstrosity | Does an extra 1d4 slashing damage |
| Construct | Does an extra 1d4 damage |
| Humanoid | Gain advantage on dexterity (Sleight of Hand) Checks |
| Undead | Does an extra 1d4 Necrotic damage |
| Fey | Gain the Reach property |
| Fiend | Does an extra 1d4 force damage |
| Celestial | Does an extra 1d4 radiant damage |
| Dragon | Does an extra 1d4 of either fire, lightning, or cold damage |
| Ooze | Does an extra 1d4 acid damage |
| Plant | Does an extra 1d4 poison damage |
| Giant | Gain advantage on attack rolls once per turn |
| Elemnetal | Does an extra 1d4 of either Thunder, cold, or lightning damage |
| Creature Type | Greaves-Effect |
|---|---|
| Beast | Add you Intelligence Modifier to Dexterity (Acrobatic) Checks |
| Monstrosity | Gain advantage on Dexterity (Acrobatic) Checks |
| Humanoid | Gain +1 to all Dexterity Checks |
| Construct | Immune to the prone condition |
| Undead | Gain advantage on Dexterity (Stealth) Checks in darkness and dim light |
| Fey | Can teleport a distance equal to half your total movement |
| Fiend | You can add your Intelligence modifier to Strength (Athletics) Checks |
| Celestial | You can grant a friendly creature an amount of hit points equal to half your movement |
| Dragon | You can use your Intelligence modifier for Dexterity saving throws |
| Ooze | Gain advantage on saving throws against being Restrained |
| Plant | Gain a climbing speed equal to your total movement |
| Giant | Gain advantage on saving throws against being Grappled |
| Elemental | Gain a flying speed of 30ft |
| Creature Type | Helmet-Effects |
|---|---|
| Beast | Gain advantage on saving throws against being Deafened |
| Monstrosity | Gain advantage on Wisdom (Insight) Checks |
| Construct | Gain advantage on saving throws against being Blinded |
| Humanoid | Gain advantage on Intelligence (Investigation) Checks |
| Undead | Gain 60ft Darkvision |
| Fey | Gain advantage on saving throws against being Charmed |
| Fiend | Gain advantage on Charisma (Intimidation) Checks |
| Celestial | Gain advantage on Charisma (Persuasion) Checks |
| Dragon | Gain advantage on saving throws against being Frightened |
| Ooze | Gain Blindsight of 30ft |
| Plant | Gain advantage on Charisma (Performance) Checks |
| Giant | Gain advantage on Constitution saving throws |
| Elemental | Gain Waterbreathing |
| Creature Type | Chest Piece-Effect |
|---|---|
| Beast | Gain resistance to Piercing damage |
| Monstrosity | Gain resistance to Slashing damage |
| Construct | Gain resistance to Force damage |
| Humanoid | Gain resistance to Bludgeoning damage |
| Undead | Gain resistance to Necrotic damage |
| Fey | Gain resistance to Cold and Slashing damage |
| Fiend | Gain resistance to Fire and Piercing damage |
| Celestial | Gain resistance to Radiant damage |
| Dragon | Gain resistance to Fire, Cold, or Lightning damage |
| Ooze | Gain resistance to Acid damage |
| Plant | Gain resistance to Poison damage |
| Giant | Gain advantage on saving throws against being Stunned |
| Elemental | Gain resistance to Thunder, Cold, or Lightning damage |
Medic Lodge
Consisting of hunters that wanted to take a more supportive role in group hunts or combat situations. The hunters in this Lodge either already have excellent medical knowledge or are in the middle of training lend their services to those that needed it regardless of gold spent.
Field Operator
At the 3rd level you make several field ready medical kits to use on anyone thats hurt especially if they are on the brink of death. You gain proficiency on Wisdom (Medicine) checks. If you already have Proficiency with Wisdom (Medicine) checks yours Proficiency Bonus is doubled. With 50 gold worth of materials and during a long rest you can create specialized medical kits. As a Bonus action you can use a medical kit on a friendly creature granting them an amount of hit points equal 1d10 + your Huntsmen Die. Whenever a friendly creature within 20ft of you drops to 0 hit points you can use your reaction to rush to their side and heal them. You can use this feature an amount of times equal to an twice your Intelligence modifier.
Far Distance Healing
At the 9th level learning very quickly that your hurt allies may be far out of your reach so you devised a device for quick long range deployment. You gain proficiency with tinker's tools. During a long rest you spend 50 gold worth of materials to construct a specialized hand crossbow to fire a healing payload. The crossbow has a (60/100)ft range. You have an amount of payloads equal to the amount of medical kits you have.
Group Triage
At the 13th level being just a little too overprotective you learn to make your healing kit and payload cover a wide area to better care for your allies. Both Medical Kit and Payload now heal friendly creatures in a 30ft radius sphere. Your Medical Kits now grant an amount of hit points equal to 1d10 + your Huntsmen Die + your Huntsmen level.
Expert Field Doctor
At the 17th level after spending so much time tending to you friends you know exactly how to patch them up no matter how horrible the wound maybe. As an Action your can use a cluster of Medical Kits and Payloads to grant friendly creatures within a 60ft radius an amount of hit points equal to 70 + your Huntsman level + your Huntsman's Die. You can use this feature five times. You regain expended uses after a long rest.