Eldritch Hunter (5e Class)
Eldritch Hunter
A halfling man walks in the Underdark sneaking into a mindflayer colony.
A human woman hunts the witch who been living in this village for the last few years.
Hello Darkness My Old Friend
The Eldritch Hunter is a holy wanderer. But unlike a priest or a paladin, you will not see an eldritch hunter preaching or flashing their holy symbol around. They walk the thin line between light and dark. They go places normal people would not dare tread. They want to purge the world of eldritch horrors (Mind Flayer, Beholder, Chuul, and so on) and those who gain power by making deals with them (Witches/Warlock, Hags, and so on). In the name of their god and the welfare of the world they use magic, sword, and gun bring light to the dark places in the world.
Creating an Eldritch Hunter
How did they end up specializing in hunting the creatures they are sworn to destroy? Was it something they were born into? Are their family eldritch hunters and trained them into it? Was it something they discovered later in life? Did they lose a friend or family to one of these horrors and swore vengeance? Were they hunted by one of these horrors, until they turned the tables on it?
What made them start adventuring? Did they decide to do it for the fun of it? Is there a creature they are on the trail of? Are they perhaps still on the run from a creature? All these questions are lead to better understanding your character and their motivations.
- Quick Build
You can make an Eldritch Hunter quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution and Intelligence. Second, choose the acolyte background. Third choose a longsword, a gun, leather armor and a dungeoneer's pack for your starting equipment in addition to anything granted by your background.
Class Features
As a Eldritch Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Eldritch Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Eldritch Hunter level after 1st
- Proficiencies
Armor: Light, medium
Weapons: Simple weapons, martial weapons
Tools: Tinker’s tools, alchemist supplies
Saving Throws: Strength, Dexterity
Skills: Choose three from Athletics, Acrobatics, Insight, Investigation, Perception and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any simple weapon or (b) A longsword
- (a) A shortbow with 20 arrows or (b) 10 darts or (c) Gun with 20 bullets (See Below)
- (a) leather armor or (b) A padded shirt
- (a) An explorer's pack or (b) A dungeoneer's pack
- (a) A holy symbol or (b) {{{item5b}}}
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Gunsmith, Quickstep, Favored Enemy |
2nd | +2 | Hunters Training, Quick Draw |
3rd | +2 | Turn Aberration |
4th | +2 | Ability Score Improvement |
5th | +3 | Destroy Aberration, Hunter’s Grit |
6th | +3 | Marked, Headshot |
7th | +3 | Mental Condition |
8th | +3 | Ability Score Improvement, Hunter Senses |
9th | +4 | Arcane Shot |
10th | +4 | Arm Shot |
11th | +4 | Hunter’s Grit |
12th | +4 | Ability Score Improvement, Visceral Rend |
13th | +5 | Hidden |
14th | +5 | Wings Shot |
15th | +5 | Arcane Shot |
16th | +5 | Ability Score Improvement, Rip and Tear |
17th | +6 | Hunter’s Training |
18th | +6 | Swordsmanship |
19th | +6 | Ability Score Improvement, Give Them No Inch |
20th | +6 | Hunters Grit |
Optional Rule: Firearm Proficiency
Due to the necessity of compensating the difference in power between the hunter and the powerful prey he opposes, if your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide, you can assume that the eldritch hunter has been exposed to such weapons, being proficient with them.
Resourceful Crafter
At 1st level, you learn to craft your own weapons, learning to don't rely on anyone but yourself. You can build any mundane weapon you are proficient with, spending half the time to do so. In addition, if you don't have the materials, you can spend 1 hour for each 10 gp of the weapon cost to scavenge for the necessary resources to build the weapon.
Quickstep
At 1st level, your experience in fighting has taught you that it is sometimes better to exert yourself than to trust your armor. As a reaction to being attacked, you can use this feature to move 5 feet to any direction and cause that attack to automatically miss. This movement does not provoke opportunity attacks.
You can use this feature once. You regain your expended uses of this feature when you finish a long rest. You gain additional uses of this feature at 10th, 13th, 17th and 20th levels.
At 20th level, after using your quickstep feature, all attacks have disadvantage until the start of your next turn.
Eldritch Slayer
At 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You trained to fight against those creatures who lurk in the dark, terrorizing civilized creatures: aberrations, fey, fiends and the undead. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
In addition, when you face one of these creatures, you can use your bonus action to try to detect your enemy weak spots. You must make a Wisdom (perception) resisted by your opponents Charisma (deception). On a success, for 1 hour, when you deal damage against this creature from a damage source the creature is not resistant too, you deal 1d6 additional damage. If the creature is vulnerable to the damage source, you deal 1d10 additional damage. If you fail the check, the creature is immune to this feature for the next 24 hours.
Sharp Senses
At 1st level, your constant awareness to your surroundings make you almost impossible to surprise. You have advantage to Wisdom (Perception) checks resisted against Dexterity (Stealth) checks. In addition, as a bonus action, you can make a Wisdom (Perception) check to detect unseen opponents.
Hunter Technique
At 2nd level, you are able to use your vast knowledge of your enemies to target their weak spots. You gain a number of points equal to your level in this class ,that you can use to activate one of your hunter techniques. You regain your points in a short or a long rest.
When a technique require a saving throw, the save DC equals 10 + your proficiency bonus + your Wisdom modifier.
- Lethal Strikes
When you hit a creature with an attack, you use your bonus action and spend 1 point to deal the double of the damage and force the creature to make a Constitution saving throw. On a failed save, all attacks of this creature are made with disadvantage until the end of its next turn.
- Visceral Rend
Using melee weapon you can try to rend your foe, opening horrifyingly brutal wounds in it. When you hit a creature with an melee attack, you use your bonus action and spend 1 point to deal the double of the damage and force the creature to make a Constitution saving throw. On a failed save, the creature lose 1d6 hit points in each turn for 1 minute. In each of its turns, the creature or an ally can stop the bleeding by making a Wisdom (Medicine) check against your save DC. The creature gain a +1 bonus on the check for each turn after the first one.
- Disarming Attack
You can spend 1 point to try to disarm a creature. On a hit the foe drops 1 item of your choice.
- Paralyzing Attack
You can spend 1 point to paralyze a creature. On a hit, the target takes normal damage, and must make a Constitution Saving Throw, or its movement is reduced to 0.
- Swordsmanship
You can spend 1 point to gain advantage to all your attacks made using a melee weapon until the end of this turn.
Hunter Profession
At 3rd level, you devote your life to destroy one type of creature. You can chose one of the following professions: Witchhunter, Inquisitor, Vampire Slayer and the Xeno Hunter, all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th and 15th level.
Protection Charm
At 3rd level, as an action, you can use a charm, trinket or holy symbol to protect yourself against the creatures of the dark. Each aberration, fey, fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is frightened of you for 1 minute or until it takes any damage.
You can use this feature once, being unable to do it again until you complete a short or a long rest.
At 5th level, when an creature of CR 1/2 or lower fails its saving throw against your Protection Charm feature, the creature is instantly destroyed. The CR of the creature increases as you gain levels.
Ability Score ImprovementWhen 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 AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Uncanny AccuracyAt 6th level, you learn how to pierce through your prey defenses and deliver powerful strikes. Your attacks with weapons are considered magical for the purpose of ignoring resistance and immunity to nonmagical damage. Mental FortitudeAt 7th level, your constant contact with the horrors that lurk in the dark, you can endure their powers. You gain advantage against any mind effect, any effect that causes you to be charmed, frightened and against psychic damage. Hunters SensesAt 9th level, endless days and nights stalking the wilds have left their mark on your body. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. In addition, you gain advantage on Perception checks that involve scent or hearing. Dark StalkerAt 13th level, living the life in the shadows have taught you to use them as a protection. You gain advantage on your Dexterity (Stealth) checks when you are an area covered by natural or magical shadows. In addition, if you don't move on your turn while within an area covered by dim light or darkness, you can spend your action to become invisible until you move or make an attack. Rip and TearAt 17th level, your well placed strikes are able to disable and tear apart limbs from your foes. When you roll a critical hit, roll a d6 to see where the target was hit and the effect, as indicated in the table bellow:
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