Hunter (Destiny) (5e Class)

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Hunter

WIP, copyright bungie and destiny

Creating a Hunter


Class Features

As a Hunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Hunter level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Melee, Primary, Special
Tools:
Saving Throws:
Skills: Pick 2 from

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Handcannon or (b) Semi-auto rifle
  • (a) Sniper Rifle or (b) Sidearm
  • (a) An Explorer’s Pack or (b) a Dungeoner’s Pack
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Hunter

LevelProficiency
Bonus
Features
1st+2Healing Rift, Glide
2nd+2Empowering Rift,
3rd+2Touch the light, Push, Grenades
4th+2Ability Score Improvement, Rift range increase
5th+3Push Upgrade, Glide Upgrade
6th+3Barrier Rift
7th+3Imploding Grenade, Subclass Ability
8th+3Ability Score Improvement
9th+4Rift power increase, Glide Upgrade
10th+4Push Upgrade
11th+4Scattering Grenade, Subclass Ability
12th+4Ability Score Improvement
13th+5Glide Upgrade
14th+5Rift ability increase
15th+5Push Upgrade, Subclass Ability
16th+5Ability Score Improvement, Bloom Grenade
17th+6
18th+6
19th+6Ability Score Improvement, Subclass Ability
20th+6

Glide

At level one when you fall a great distance you can safely fall 60 feet without attaining injury.

Burst jump

at 5th level,

Controled jump

at 9th level,

at 13th level,

Healing Rift

at 1st level,

Empowering Rift

at 2nd level,

Barrier Rift

5th

Rift Range Increase

at 4th level, The range of your Rift becomes 10-feet

Rift Power Increase

at 9th level, all rift bonuses and heals are doubled, Healing becomes 2d4, Empowering grants +2 to hit, and Barrier provides +2 to AC

Rift time increase

at 14th Level, your rift lasts for 6 rounds instead of 3

Push

at level 2, you learn how to use the light to push against your enemies. you can target one creature within 5 feet and deal 1d4 Force(Voidwalker), Fire(DawnBlade), Lightning(Stormcaller), additionally the creature makes a strength saving throw, on a failed save the creature is pushed back 5 feet.

Push ability 1

At level 5, you learn to alter your push based on your subclass

Stormcaller: when you push a creature, if there is another creature in a straight line of 5 feet, you can deal 1d4 lightning damage to it.

Sunslinger: a creature pushed this way is caught ablaze, and takes 1d4 for 3 turns or until the fire is extinguished

Voidwalker: When you push a creature it takes 1d4 necrotic damage instead of force damage, you gain life equal to the damage dealt

Push ability 2

At level 10, you learn to alter your push based on your subclass

Sunslinger: Your Push can target any creature within 10 feet of you and deals 1d4 lightning damage, and pushes it five feet in a straight line.

Dawnblade: You can swing your arm, and target each creature in a 10foot cone take 1d4 fire damage, but is not pushed back.

Voidwalker: As a bonus action you can the energy from your push restore a grenade.

Push ability 3

At level 15, you learn to alter your push based on your subclass

Stormcaller: You can Push as a bonus action.

Sunslinger: If the creatures hit points would hit zero from being pushed, the creature is pushed 10 feet, and explodes dealing 1d8 fire damage to all creatures in a 5-foot radius.

Voidwalker: Your push targets all medium or smaller creatures in a 10-foot cone, causing them to float 10 feet in the air, and remain suspended until your next turn. when the spell ends any creatures that make a DC 18 DEX saving throw take no fall damage.

Grenades

When you reach the 3rd level you learn how to use the light to form a grenade, who type correlates to the subclass you have chosen. Your grenade can be thrown 30 feet and has a radius diameter of 5 feet and lasts 2 turns. your grenade does 1d8 force damage is you chose the Voidwalker, 1D8 Fire if you chose Dawnblade, and 1d8 lightning damage if you chose Stormcaller and half as much on a successful dex save. you can cast 3 grenades per long rest.

Imploding Grenade

At level 7,

Scattering Grenade

At level 11.

Bloom Grenade

At level 16

Subclasses

At level three your ghost teaches you how to use the light to deliver devastating attacks. no one knows how guardians choose the source of these powers, or if they are simply based on suitability.

Sun Strike

when you take this subclass at 3rd level,

Song of Flames

at 7th level,

Swift Strike

at 11th level,

From Ashes

at 15th leve

Rift of Radiance

at 19th

Stormtrance

at 3rd

Storm web

at 7th,

Down fall

at 11th

Storms Reach

at 15th,

raging storm

at 19th

Nova Bomb

At level 3

Void Lance

At 7th Level,

Void Vortex

At 11th

Void Shatter

At 15th

At 19th Level,


Back to Main Page 5e Homebrew Classes

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