Dragonhunter (5e Class)
Dragonhunter
Where many paladins and protectors choose to stand in front of their allies, striking foe after foe with sword and shield, valiantly opposing those who stand against them, the dragonhunter has developed a more... specialized style. Bigger foes are harder to fell with sword and shield, and all too many wear armor too thick, or slide out of the way of a noble finishing blow. As a result, all too many guardians' heads roll for their foolhardy bravery. The dragonhunter manipulates their foes into taking damage by pulling and pushing them in and out of deadly traps, and supports allies with potent magic.
Creating a Dragonhunter
GW2 Guardian |
- Quick Build
You can make a dragonhunter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma or Wisdom. Second, choose the soldier background.
Class Features
As a Dragonhunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Dragonhunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Dragonhunter level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose two from Athletics, Persuasion, Perception, Survival, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a greatsword and a longbow
- (a) a shortbow and 20 arrows or or (b) 2 daggers
- (a) a dungeoneer's pack or or (b) an explorer's pack
- (a) studded leather or (b) chain shirt or (c) chain Mail
Level | Proficiency Bonus | Features | Traps usable | Traps known | Traits |
---|---|---|---|---|---|
1st | +2 | Virtuous Fire, Fighting Style | - | - | - |
2nd | +2 | Traits | - | - | 2 |
3rd | +2 | Traps | 1 | 1 | 2 |
4th | +2 | Ability Score Improvement | 1 | 1 | 2 |
5th | +3 | — | 1 | 1 | 3 |
6th | +3 | Spear of Justice | 2 | 2 | 3 |
7th | +3 | Wings of Resolve | 2 | 2 | 4 |
8th | +3 | Ability Score Improvement | 2 | 2 | 4 |
9th | +4 | — | 3 | 3 | 5 |
10th | +4 | Shield of Courage | 3 | 3 | 5 |
11th | +4 | Puncture Shot | 3 | 3 | 5 |
12th | +4 | Ability Score Improvement | 4 | 4 | 6 |
13th | +5 | — | 4 | 4 | 6 |
14th | +5 | True Shot | 4 | 4 | 6 |
15th | +5 | Deflecting Shot | 5 | 5 | 7 |
16th | +5 | Ability Score Improvement | 5 | 5 | 7 |
17th | +6 | — | 5 | 5 | 7 |
18th | +6 | Symbol of Energy | 6 | 6 | 8 |
19th | +6 | Ability Score Improvement | 6 | 6 | 8 |
20th | +6 | Hunter's Ward | 6 + Wisdom modifier | 6 | 9 |
Virtuous Fire
Starting at 1st level, you have unlocked virtues so pure that you can create blue flame at will. You can cast Produce Flame at will. Charisma becomes your spellcasting modifier. Your spell save becomes 8 + Proficiency + Charisma.
You may also choose a fighting style.
- 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.
- 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.
Traits
Functioning similar to a Warlock's Invocations, a Dragonhunter may select a number of traits that change the way that they fight. As the Dragonhunter gains levels, they may take new traits. These often replace level features. Below is the selection of traits available to choose, and necessary prerequisites.
- Piercing Light
When you roll a 20 to attack, enemies must make a Strength saving throw to avoid being knocked prone. The DC is 8 + proficiency + Charisma.
- Defender's Dogma
Once per long rest, if a creature misses an attack, you may cast Hellish Rebuke at a level equal to or below your Charisma modifier.
- Zealot's Aggression
When a creature is prone, grappled, or unconscious, deal an additional 1d6 of damage on your attack roll until the effect ends.
- Pure of Sight
Longbow range increases to 600 feet without imposing disadvantage.
- Hunter's Recovery
Recovering from being knocked prone, being grappled, or being unconscious restores hit points equal to 1d6 + your Charisma modifier.
- Hunter's Fortification
When a creature misses an attack roll, you may make an additional save to negate any status effects.
- Heavy Light
After using Deflecting Shot, you may not be knocked prone, grappled, or knocked unconscious the turn after.
- Soaring Devastation
Prerequisite: 7th level Dragonhunter
When using Wings of Resolve, deal damage to creatures in melee range equal to half the amount of hit points restored.
- Hunter's Determination
Prerequisite: 10th level Dragonhunter
When knocked prone, grappled, or unconscious, gain an AC bonus equal to your Constitution modifier until the effect ends.
- Bulwark
Prerequisite: 10th level Dragonhunter
Shield of Courage now may effect up to 4 creatures of your choice.
- Zealot's Savagery
Prerequisite: Zealot's Aggression, 12th level Dragonhunter
When a creature is prone, grappled, or unconscious, deal an additional 2d6 of damage on your attack roll until the effect ends.
- Holy Devastation
Prerequisite: Soaring Devastation, 12th level Dragonhunter
When using Wings of Resolve, deal damage to large and undead creatures in melee range equal to the full value of hit points restored.
- Big Game Hunter
Prerequisite: 20th level Dragonhunter
Deal a permanent 2d6 additional damage to large creatures. This rises to 3d6 against huge creatures, and 4d6 against gargantuan creatures.
Traps
Beginning at 3rd level, you've gained the knowledge to lay down traps in combat, and to manipulate your foes into falling into them. Choose which traps you've chosen to learn in the order you wish. All traps last for 1d6 rounds of combat, or until they are activated.
- Procession of Blades
Lay down a trap in a 5 foot radius from where you stand. Creatures that enter this trap must make a Dexterity save higher than 8 + proficiency + Charisma, or take damage equal to half of your Dragonhunter level x a d6. At level 3 this is 1d6, at level 20 this is 10d6.
- Purification
Cast Cure Wounds on yourself at a level equal to your Charisma modifier or lower, and imbue light into a 5 foot radius. Creatures that enter this trap must make a Dexterity save higher than 8 + proficiency + Charisma, or take damage equal to half of your Dragonhunter level x a d6.
- Fragments of Faith
Lay a trap down in a 5 foot radius from where you stand. Creatures that enter this trap must make a Dexterity save higher than 8 + proficiency + Charisma, or take damage equal to half of your Dragonhunter level x a d6. When the trap is activated, allies within 10 feet impose disadvantage on the next creature that makes an attack roll against them.
- Light's Judgement
Lay down a trap in a 5 foot radius from where you stand. Creatures that enter this trap with the effects of Disguise Self or Invisibility are revealed in their true form. Any attack roll made against a creature within this trap gains advantage. Revealing effect will not change creatures under the effect of Polymorph.
- Test of Faith
Lay down a trap in a 5 foot radius from where you stand. Creatures that cross into and out of melee range must make a Dexterity save higher than 8 + proficiency + Charisma or take damage equal to half your Dragonhunter level x a d6. On a failed save, the creature is also knocked prone.
- Dragon's Maw
Prerequisite: 18th level Dragonhunter
Lay down a trap in a 5 foot radius from where you stand. Creatures that enter a 10 foot radius must make a Dexterity save above 10 or be pulled into the center of the trap. Creatures that enter the 5 foot radius must make a Dexterity save above 8 + proficiency + Charisma or be pulled into the center. Creatures that are pulled in are grappled and prone, and may make a new save each turn to break free.
Ability Score Increase
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.
Spear of Justice
Beginning at 6th level, you may fire one shot with a spiritual chain tethered to it. At 9th level this increases to 2 shots, 3 at 13th, and 4 at 17th. Using this chain you may carry out any of the below actions.
- Grapple
Make an opposed Strength check with the target. On a success, the target is grappled, but may still move towards you. Until the grapple ends, you may only make attacks with your bow against the grappled creature.
- Trip
Make an opposed Strength check with the target. On a success, the target is grappled and pulled 5 feet towards you. At 10th level this is increased to 10 feet.
- Throttle
Make an opposed Strength check with the target. On a success, the target is grappled, and is suffocating for the duration of the grapple. The grapple ends if the target breaks free or if you make an attack action.
Wings of Resolve
Starting at 7th level, use your action to move instantly to a creature within 60 feet. Cast Cure Wounds at 4th level on both yourself and that creature. Usable once per long rest.
Shield of Courage
Starting at 10th level, use your action to allow two allies to add a d4 to their next saving throw, or instead impose disadvantage on the next attack roll made against them. Usable once per long rest .
Puncture Shot
Starting at 11th level, longbow attacks pierce through two enemies, provided they stand in a straight line. You may make a second attack roll on a creature standing on the other side of your target.
True Shot
Starting at 14th level, if you miss an attack with your longbow against a creature of large, huge, or gargantuan size, you may re-roll.
Deflecting Shot
Starting at 15th level, imbue light into your arrows. Enemies you strike must make a Wisdom save above 8 + proficiency + Charisma or be blinded.
Symbol of Energy
Starting at 18th level, fire an arrow at the ground and sear a symbol into the ground in a 5 foot radius. Any creature passing through this area must make a Dexterity save above 8 + proficiency + Charisma or take 1d10 fire damage. The symbol lasts for 1 minute.
Hunter's Ward
At 20th level, you gain the ability to fire a magical arrow skyward. At any point within 60 feet, create a 20 foot long and 20 foot high barrier of energy. Creatures that attempt to pass through this barrier must succeed on a Strength save above 8 + proficiency + Charisma. On a failed save, the creature takes 5d6 radiant damage and is pushed back 5 feet. On a success, the creature passes through the barrier, and takes half damage.
Multiclassing
Prerequisites. To qualify for multiclassing into the Dragonhunter class, you must meet these prerequisites: 13 Strength and 13 Charisma.
Proficiencies. When you multiclass into the Dragonhunter class, you gain the following proficiencies: Heavy armor, longbow.
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