Hunter (Destiny) (5e Class)
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.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Healing Rift, Glide |
2nd | +2 | Empowering Rift, |
3rd | +2 | Touch the light, Push, Grenades |
4th | +2 | Ability Score Improvement, Rift range increase |
5th | +3 | Push Upgrade, Glide Upgrade |
6th | +3 | Barrier Rift |
7th | +3 | Imploding Grenade, Subclass Ability |
8th | +3 | Ability Score Improvement |
9th | +4 | Rift power increase, Glide Upgrade |
10th | +4 | Push Upgrade |
11th | +4 | Scattering Grenade, Subclass Ability |
12th | +4 | Ability Score Improvement |
13th | +5 | Glide Upgrade |
14th | +5 | Rift ability increase |
15th | +5 | Push Upgrade, Subclass Ability |
16th | +5 | Ability Score Improvement, Bloom Grenade |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability 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,
Blink
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