Holy Hunter (5e Class)
Holy Hunter
The Swords of God
Between temples dedicated to benevolent gods and chivalric orders of oathbound paladins, there are lots of known and trusted warriors dedicated to end evil wherever they can find it. Less known, however, are the almost forgot path of the holy hunter, sacred warriors gifted with powers by their gods not due to the devotion, nor receive powers from adhering to a strict code of honor, but who undergo a strict training in both religious secrets and martial combat to become living weapons at the service of the forces of good. Holy hunters serve their god not through mere belief in a divine being, but through actions, enacting a vigorous hunt against the forces of darkness.
The path to become a holy hunter is marked with discipline and pain. Commonly from very young age, the candidates to become holy hunters are diligently prepared, with long days of physical activity and combat training, and long nights of prayer and meditation. The accommodations on these temples tend to be rough and uncomfortable, and sometimes even purposefully harmful, in order to prepare their minds and bodies to a life of hardship. In other cases, a personal tragedy can lead to a sense of hate and retribution towards supernatural evil creatures, making a person abandon her previous life and commit to the hunt of those creatures. These holy hunters may have learned from a religious order, but there are those who learned by themselves the practice by researching religious texts, meditating and praying for a revelation.
Accustomed with an ascetic and disciplined life, holy hunters know how to use their prayers in combat, infusing their strikes with divine energy and protecting their bodies with sacred rituals. Using the violence of their swords and blind zealotry, they live their lives with only one thing in mind: the purification of the world through the complete annihilation of evil.
Eternal Hunt
Regardless of the reasons a individual decides to become a holy hunter, they often share similarities on their path to become these fierce crusaders, living a life of devotion under the harsh rules of a temple or monastery. Holy hunters are usually members of a strict hierarchic organization, and as such, are prone to obey orders and adhere to norms. This doesn't mean, however, that, faced by corruption or evil inside their own sect, they will not turn against the culprits with the same violence and anger they usually direct towards monsters. Is not uncommon holy hunters willingly deciding to join cults and religions filled with wrongdoers, just to enact justice against them when the time arrives to do so.
Leaving the monastery or temple where they have been trained is never an easy task. The cloistered monastic life can make holy hunters with severely lacking social skills, and the torturous training can make the temptations of the outside world even harder to resist. For the common folk, a holy knight is indistinguishable from a regular paladin or priest, but a closer look will reveal the starkness of their faces and eyes. Sometimes, however, the gratitude of the people they save while enacting furious justice upon profane creatures can lead make grow feelings of empathy and even sympathy for the people they save, and the bonds formed out of the temple can make their dedication grow even stronger, forged by hate but maintained by love and care.
Creating a Holy Hunter
- Quick Build
You can make a holy hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or finesse weapons. Make Wisdom your next highest, to empower your spells and divine features. A higher Constitution next will give you additional hit points, useful for a combatant who will find himself constantly in melee range. Then, select the acolyte or soldier background.
Class Features
As a Holy Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Holy Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Holy Hunter level after 1st
- Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Strength, Wisdom
Skills: Religion and choose any two from Athletics, Acrobatics, Deception, Insight, Investigation, Perception, Stealth and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon or (b) two simple weapons
- (a) scale mail armor or (b) studded leather armor
- an explorer’s pack
- a holy symbol and a shield
- If you are using starting wealth, you have 3d4 x 10 gp. in funds.
Level | Proficiency Bonus | Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Celestial Hunter | — | — | — | — | — |
2nd | +2 | Fighting Style, Divine Flames | 2 | — | — | — | — |
3rd | +2 | Holy Hunter Belief | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Flames of Submission | 4 | 2 | — | — | — |
7th | +3 | Holy Hunter Belief | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | Blessed Mind | 4 | 3 | 2 | — | — |
10th | +4 | Crusader's Aura | 4 | 3 | 2 | — | — |
11th | +4 | Holy Hunter Belief | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Prayer of Cleansing | 4 | 3 | 3 | 1 | — |
15th | +5 | Holy Hunter Belief | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Holy Hunter Belief | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Holy Avenger | 4 | 3 | 3 | 3 | 2 |
Celestial Hunter
Beginning at 1st level, you can use the information gathered during your arduous training to track and kill profane beings. You have advantage on all you Wisdom (Survival) checks made to track and find fiends, undead, fey and aberrations.
In addition, whenever you encounter a creature from one of these types, you can use your bonus action to recall information about it. Make a Intelligence (Religion) check against 10 + the creature's CR. On a success, you can learn one of the following informations:
- The creature's AC.
- The creature's hit point maximum.
- One of the creature's resistance or immunity to damage.
- One of the creature's immunities to conditions.
- One of the actions described in the creature's statblock.
After learning one of these information or after a failed check, you can try again. For each new use of this feature, the DC increases by 5. The DC resets to 10 + the creature's DC after a short or a long rest.
Fighting Style
At 2nd level, you adopt a 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.
- 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.
- Great Weapon Fighting
When you roll a 1 or 2 on a non-rite 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. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Divine Flames
At 2nd level, you can make divine flames appear on your sword. As a bonus action, a bright and warm light engulfs a melee weapon you are wielding, and all your attacks deal additional damage equal to you Wisdom modifier. You can choose to deal either fire or radiant damage before each strike.
In addition, the weapon emits bright light in a 10-foot radius, and dim light for the next 10 feet. You can decide to ignite flammable objects that aren't being worn or carried with a touch of the weapon, otherwise the flames are harmless.
The divine flames last for 1 hour, and you become unable to use them again until you finish a short or a long rest.
In addition, you can, at will, generate this flames with your touch. As an action, you can touch a creature by making a melee spell attack. On a hit, you deal damage equal to your proficiency bonus + your Wisdom modifier.
Holy Hunter Belief
At 3rd level, you devote your life to a particular belief, that molds your style of combat and conduct as a hunter. Choose ,or , all detailed at the end of the class description. The order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Flames of Submission
At 6th level, whenever you damage a creature with your Divine Flames feature, you can choose to engulf that creature in divine flames. The immolated creature have disadvantage on Wisdom and concentration checks it makes.
The creature also sheds the same light of your blade ignited in divine flames. While within 30 feet of the target, you can use your bonus action to brighten the fire with radiant energy. When you do this, the creature can't benefit from being invisbile and has disadvantage on all Dexterity (Stealth) checks that rely on sight until the start of your next turn.
When that creature makes an attack against you or against any creature within 30 feet, you can use your reaction to stoke the flames. When you do so, the creature must make a Wisdom saving throw against your spell save DC, or will lose its action due to the severe pain of the burning and take your divine flames damage.
This flames of submission last for 1 hour or until you destroy the creature. Once you use this feature, you can’t use it again until you finish a short or long rest.
Blessed Mind
Starting at 9th level, you have finished your training and pledged alliance to the forces of good in the eternal battle against the evil, being protected by these forces in return. You have advantage on Wisdom saving throws against effects generated by fey, fiends, or undead.
Due to this constant mind shield, you become extremely aware of the presence of evil without it. As an action, you can choose to refuse the blessing, becoming able to sense any of those creatures within 60 feet of you, while you are not unconscious. Once you do this, the bless return after 1 hour of prayer, that can be done as part of a short rest.
Crusader's Aura
When you reach the 10th level, in recognition to your great deeds in this divine crusade, you have been blessed with an sacred aura. Whenever you make melee attacks while your divine flames are active, the reach of your weapons is increased in 5 feet. When using the weapons at this distance, all damage caused by it is either fire or radiant (your choice).
In addition, whenever you fail a saving throw, you can use your reaction to re-roll the save, adding your Wisdom modifier to the result. You must use the new result.
Prayer of Cleansing
When you reach 14th level, whenever you are charmed or frightened, you can use your action to end the effect.
Holy Avenger
At 20th level, you become the absolute champion of your god. Your divine flames are always active, and you can use your Flames of Submission feature without limitations.
Holy Hunter Belief
The belief system under which the hunter have been indoctrinated shape its method of fighting and general conduct through life. Each sect of hunters have a different set of rituals and practices that are believed to be the way of accessing the sacred power used to fight against the profane creatures. They are not necessarily a code of conduct, but a series of ritualized practices where the hunters put the faith upon.
Martyrdom Belief
The Martyrdom Belief is the defining system of creed between holy hunters, since the path to battle evil is full of pain and tribulations, and the endpoint of this journey is often suffering and death. Those who devote themselves to the Martyrdom Belief instead of cowering in the face of this grim reality, they embrace it, finding joy and inner peace through the acceptance of the afflictions.
- Sacred Wounds
You learn the ancient practice of the self flagellation, allowing you to open wounds that channel divine power.
Beginning at 3rd level, you choose to learn four sacred wounds. The wounds are detailed at the end of this belief description. You gain an additional wound at 7th level, 11th level, 15th level, and 18th level.
Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with a new mutagen formula.
- Mortification of Flesh
At 3rd level, you learn how to use the self flagellation to create a sacred wound on yourself, when you complete a short or a long rest. You lose a number of hit points equal to your proficiency bonus for each open wound when you finish the rest. This lost hit points can't be healed until the wound is closed.
As a bonus action you can press the wound with your hands, drawing its power. The effects of the wound last until you finish a short or long rest, unless otherwise specified. While one or more wounds are open and active, you can use an action to cauterize your flesh with divine flames, closing the wounds and ending all the active effects. An open wound will close by itself when you finish your next short or long rest.
As you gain levels in this class, you can have more sacred open wounds on your body. At 7th level, the number of wounds you can have increases by two, and at 15th level, increases by three.
- Scarred Body
Beginning at 7th level, your body became extremely resistant to pain and harm. You become resistant to slashing damage and you can add your Wisdom modifier to each hit die roll when you use them to restore hit points during a short rest.
In addition, your mind can ignore the pain you feel from the wounds. As a bonus action, you can choose to ignore the pain of the wound affecting you for 1 minute. Once you use this feature to resist the pain, you can’t do so again until you finish a long rest.
- Sacred Wounds
These wounds are presented in alphabetical order. You can learn a wound at the same time you meet its prerequisites.
- Sightless Eye You have disadvantage in all Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight. When you activate this wound, you can see invisible creatures and trough magical darkness, up to a range of 120 feet.
- Burned Visage You have disadvantage in all Charisma (Deception) and Charisma (Persuasion) checks on creatures able to see you. When you activate this wound, you can cause fear on evil creatures. (mechanics later).
- Broken Fingers
Asceticism Belief
Those who follow the Asceticism Belief use the abandonment of pleasures and joy of the mundane life, believing that the self denial and discipline will make their bodies and minds sharp and their bodies pure, making them always prepared to banishing darkness from this world.
- Sacred Vow
When you choose this belief at 3rd level, you must decide to undertake a vow, that denies the access of some type of mundane pleasure or comfort to you. In exchange, you increase your ability to resist its temptations. You can choose between the following vows:
- Vow of Abstinence.
- Restriction: You can't drink alcohol, potions or consume any type of magical consumable.
- Benefit: You gain immunity to poison damage and to the poisoned condition
- Vow of Chastity.
- Restriction: You automatically fail on Charisma (Deception) checks, and you can't have intimate relations with another creature.
- Benefit: You gain immunity to the charmed condition
- Vow of Nonviolence.
- Restriction: You can't take the Attack action or make attack rolls.
- Benefit: You can cast Sanctuary at will, without spending a spell slot. Whenever a creature fail a saving throw against a holy hunter spell, you can impose your Divine Flames effect on it.
- Vow of Obedience.
- Restriction: You can't willingly break laws and creatures have advantage on all Charisma checks against you to force you to obey an order based on the law.
- Benefit: You can cast Command without spending a spell slot.
- Vow of Poverty.
- Restriction: You can't wear armors nor wield any type of armor. You also can't use or carry any items with a worth higher than 1 gp.
- Benefits: When you make a unarmed strike, you deal damage equal to 1d8, and you add your Wisdom modifier to your AC. In addition, from 6th level onward, your unarmed strikes are considered magical for the purposes of overcoming resistance to nonmagical damage. Also, at 5th, 11th and 17th level, you gain +1 bonus to your Attack and Damage rolls, AC, Saving Throws, Ability Checks and Spell save DC for holy hunter spells.
- Benefit: You can cast Command without spending a spell slot.
- Vow of Purity.
- Restriction: You can't attack creatures incapable of defending themselves (with any harmful condition imposed to it).
- Benefit: Your weapon attacks deal additional 1d8 radiant damage.
Multiclassing
Prerequisites. To qualify for multiclassing into the holy hunter class, you must meet these prerequisites:Strength or Dexterity 13, Wisdom 13
Proficiencies. When you multiclass into the holy hunter class, you gain the following proficiencies: light armor, medium armor, simple weapons, martial weapons.
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