Huntsman Variant (5e Class)

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Variant, Huntsman/Huntress


Huntsman/Huntress

Huntsmen typically learn their craft from an academy or from another huntsman. After they have completed their training, they are often sent out into the wilderness to hunt monsters. The hunting of monsters by huntsmen and the protection they provide to cities has lead to countless stories of how huntsmen have bravely protected civilization. These stories and many other things inspires people to become huntsmen from all walks of life. These huntsmen have also been known to wield transforming weapons that have increasingly become more and more advanced throughout the ages.

Creating a Huntsman/Huntress

How did you become a huntsman? Were you taught the ways or the huntsman, did you inherit a specialized weapon from someone close to you, or did you create your own weapon? Why did you choose to become a huntsman? Do you want revenge, did you follow in someone's footsteps, do you want power, do you want to protect something, or is it something else?

Quick Build

You can make a huntsman/huntress quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the sage background.

Class Features

As a Huntsman/Huntress you gain the following class features.

Hit Points

Hit Dice: 1d10 per Huntsman/Huntress level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Huntsman/Huntress level after 1st

Proficiencies

Armor: Light, Medium, Heavy and Shields
Weapons: Simple and Martial
Tools: Smith's tools, any one artisan's tools of your choice
Saving Throws: Dexterity, Intelligence
Skills: Pick three from Acrobatics, Athletics, History, Investigation, Nature, Perception, Persuasion, Stealth, and Survival.

Equipment

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

  • (a) two martial weapons or (b) one melee martial weapon and a shield
  • (a) a hand crossbow with 20 pieces of ammunition or (b) one simple weapon or (c) one simple firearm (If Available in Setting)
  • (a) scale mail or (b) studded leather
  • (a) explorer's pack or (b) scholar's pack
  • If you are using starting wealth, you have 5d4 x10 in funds.

Table: The Huntsman/Huntress

LevelProficiency
Bonus
Aura PointsFeatures
1st+22Aura Points, Specialized Weapon
2nd+24Fighting Style
3rd+26Semblance, Learned Technique, Beginner Modifications
4th+28Ability Score Improvement
5th+310Physical Superiority, Extra Attack
6th+312Aura Acolyte
7th+314Learned Technique Feature
8th+316Ability Score Improvement
9th+418Advanced Modifications
10th+420Steadfast
11th+422Aura Senses
12th+424Ability Score Improvement
13th+526Learned Technique Feature
14th+528Extra Attack
15th+530Semblance Expertise
16th+532Ability Score Improvement
17th+634Superior Modifications
18th+636Learned Technique Feature
19th+638Ability Score Improvement
20th+640Master of Aura


Aura Points

At 1st level, your soul produces a natural protective energy the defends you from harm and powers your huntsman abilities called Aura. You gain 2 Aura Points at 1st level and gain 2 more each level as shown in the Aura Points column on the Table: The Huntsman. During a short rest, you recover a number of spent Aura Points equal to your Constitution modifier (minimum 1). You recover all spent aura points upon completing a long rest. You start knowing two such features: Protective Aura and Force Field. You gain more features as you gain more levels of huntsman.

Protective Aura

As a reaction, when you are hit by an attack, you may spend up to 3 aura points to increase your AC by the amount spent until the start of your next turn. You may use this feature a number of times equal to your constitution modifier(minimum 1), so long as you have the Aura Points to do so.

Force Field

As a reaction, when you take elemental damage you may spend 1 aura point to gain resistance to fire, lightning, acid, poison, thunder, or cold damage until the end of your next turn.

Specialized Weapon

When you become a huntsman at 1st level, you may craft a specialized weapon that is unique to you. You may select up to two weapons in your possession to base the design on and build with; the specialized weapon will take on the properties of each, including magical properties. The original weapons are destroyed in the process of creating the specialized weapon. The specialized weapon has multiple forms that can be changed as a bonus action: one easily transportable "sheathed" form and up to two weapon forms that each take on the properties of one of the component weapons. If any component of the specialized weapon has the Heavy property, the specialized weapon has the Heavy property in all its forms and cannot have the Thrown and Finesse properties. Because of the uniqueness of the weapon, no one besides the creator may add their proficiency bonus to the specialized weapon on attack rolls.

Starting at first level, you gain the ability to make modifications to your specialized weapon. Using smith's or tinker's tools, you may spend a day and an amount of gold equal to half the original price of each component weapon to make modifications, although the first modification is free of cost (as it's part of making the weapon). You may make a number of modifications to your weapon equal to your level in the huntsman class, including all previous modifications you have made in the number of used modifications.

  • You may add or remove a weapon property from one form of your specialized weapon.
  • You may change the damage type of one form of your specialized weapon between slashing, piercing, and bludgeoning damage.
  • If one form of your specialized weapon has the ammunition property, you may craft 20 of a special type of ammunition that deals your choice of slashing, piercing, bludgeoning, fire, cold, poison, or lightning damage. You may remake 5 shots of the same type over the course of a short rest, and 10 shots of the same type over the course of a long rest.
  • Your weapon may make a form of your weapon be two different items, ex. Two swords or a sword and shield. The weapons you choose must not have the heavy or two-handed properties. If both forms of your weapon are two separate weapons they cannot be separated beyond 30 feet of one another, unless they are stolen dropped or forcefully separated in which case you can pay half the cost of remaking your weapon(or the cost of making a new one) to remake the one you lost.

Fighting Style

Starting at 2nd level, you adopt a particular 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. Whenever you gain a level in the Huntsman class, you may replace a fighting style you know with another style available. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

  • Archery:

You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Blind Fighting:

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

  • Close-Range:

You get a +1 to ranged attacks within 10 ft of the target, and you no longer attack at disadvantage when you use a ranged weapon in that range.

  • Defense:

While you are wearing armor, you gain a +1 bonus to AC.

  • 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 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.

  • Interception:

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Mariner:

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to your AC.

  • Protection:

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Two-Weapon Fighting:

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • Tunnel Fighter:

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach.

  • Thrown Weapon Fighting:

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

  • Unarmed Fighting:

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Semblance

Starting at 3rd level you may gain use of a semblance. Your semblance is a physical manifestation of your characters inner personality, ideals, or flaws. You may select any spell of 1st through 3rd level from the wizard spell list to "skin" as part of your semblance, so long as it does not deal damage. The semblance costs a number of Aura Points equal to the spells level to use. Your semblance is non-magical, and so may be used in an anti-magic field, and can only be countered by another semblance.

  • If you wished to break the rules on spell level, spell list, damaging spells, or use a unique effect that isn't similar to a spell, then you and your DM may discuss a flaw to your semblance that balances out the effects it will have on your character and the world around them. For example, if you wanted a damaging spell you could require twice as many Aura Points to use it, or if you wanted to use the spell programmed illusion (as Neo's Semblance would probably use) you might become mute or blind. Alternatively you could have your semblance permanently active, in which case it could require you having the cost subtracted from your maximum Aura Points permanently. These examples are simply loose interpretations meant to leave the ability open for people to enjoy.
  • Spells like *counterspell,* and *dispel magic* do not work on semblances (because they are not spells), but in most other cases magic beats out semblances entirely. Also, counterspell or dispel magic semblances would only work on other semblances.

Learned Technique

At 3rd level, you choose a Learned Technique. Choose between Fury, Martial-Artist, Sentimental, Sniper, Bullet Storm, Shadow, Dust Meister, Tactician, Maiden of The Seasons all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th level, 13th level and 18th level

Beginner Modifications

Starting at 3th level, you may spend a long rest and 10 gold making one special modification to your specialized weapon.

  • Craftsmanship: You gain a +2 to Charisma(Persuasion) and Charisma(Intimidation) checks.
  • Oomph: Improve the damage dice of Both of your weapons(if applicable), 1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12(2d6), 1d12(2d6) becomes 2d8, 2d8 becomes 2d10. (This may be taken a max of once this level)
  • Lucky: You deal 1d4 extra radiant damage on weapon attacks with one form of your weapon. (Cannot be used with Blessed, Unlucky, or Cursed)
  • Unlucky: You deal 1d4 extra Necrotic damage on weapon attacks with one form of your weapon. (Cannot be used with Blessed, Lucky, or Cursed)
  • Critical: Your weapon is able to inflict a critical hit on 19-20.
  • Chain: Your weapon gains the thrown property and has a range of 10/20 feet (Provided your weapon does not have the Heavy property) and you may throw your weapon and pull things and people to you using your weapon. If your weapon already has the thrown property you cannot pull things to you beyond the range given.(Can be combined with Bound)
  • Improved Clip: You may fire 1 more time before having to reload(Provided your weapon has a firearm form or a form that has the loading or reload property)
  • Small Dust Infusion: You can use an extra 1d4 of any magic damage type(Fire, Lightning, Cold, Thunder, Acid, Poison, Psychic, Necrotic, or Radiant), on an attack when you hit, a number of times equal to your Constitution modifier, this recharges on short rest. This cannot be combined with other Dust infusion modifications.
  • Aura Addition: Your weapon becomes magical for the purpose of overcoming resistance.

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.

Physical Superiority

Beginning at 5th level, you have enhanced abilities. Your ability score and ability score maximum for one of the following: Constitution, Strength, or Dexterity, is increased by 2.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class.

Aura Acolyte

Starting at 6th level, you may use an action to regain a number of Aura Points equal to your Constitution modifier (Minimum 0) + [your huntsman level/2 and rounded down], up to your Aura Point Maximum. You regain your use of this feature upon completing a long rest. Starting at level 14, you may use this feature twice before you need to complete a long rest. Additionally, If your weapon is stolen, lost, destroyed or otherwise inaccessible you may summon a duplicate made of aura for 3 aura point, this lasts until your next short or long rest. Additionally, you may summon your weapon or weapons to your hand using 1 aura point as a bonus action. You can remake your weapon by buying the two weapons that your weapon is composed of and by spending one day and 50 silver.

Advanced Modifications

Starting at 9th level, you may spend a long rest and 25 gold, making one more special modification to your specialized weapon.

  • Greater Craftsmanship: You gain a +4 to Charisma(Persuasion) and Charisma(Intimidation) checks.
  • Extra Oomph: Improve the damage dice of Both of your weapons (if applicable), 1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12, 1d12(2d6) becomes 2d8, 2d8 becomes 2d10. (This may be taken a max of twice this level)
  • Toxic: Impose a Constitution saving throw(8 + Dexterity or Strength + Proficiency bonus), and on a fail inflict one of the following status ailments as a part of your attack; Blindness, Deafness, Paralyzed, Poisoned, Prone, or Stunned.
  • Quixotic: You can declare that you brandish as a bonus action and gain one extra damage die on your attacks for the rest of your turn.
  • Blessed: You deal 1d8 extra radiant damage on weapon attacks with one form of your weapon.
  • Cursed: You deal 1d8 extra Necrotic damage on weapon attacks with one form of your weapon.
  • Bound: Your weapon gains the thrown property and has a range of 15/30 feet (Provided your weapon does not have the Heavy property) and you may throw your weapon and either move to your weapon at no extra movement or pull things to you using your weapon. If your weapon already has the thrown property you cannot pull things to you beyond the range given, unless the extra thrown range comes from the Chain Modification, in that case, you may use the minimum from chain and the maximum from bound.
  • Extended Clip: You may fire 2 more times before having to reload(Provided your weapon has a firearm form or a form that has the loading or reload property)
  • Medium Dust Infusion: You can use an extra 1d6 of any magic damage type(Fire, Lightning, Cold, Thunder, Acid, Poison, Psychic, Necrotic, or Radiant), on an attack when you hit, a number of times equal to your Constitution modifier, this recharges on short rest. This cannot be combined with other Dust infusion modifications.
  • Aura Combination: Your weapon gains a +1 to hit and to damage.

Steadfast

Starting at 10th level, when you are dropped to 0 hit points, you may spend 10 Aura Points as a reaction in order to drop to 1 hit point instead and cannot be knocked below 1 hit point until the start of your next turn.

Aura Senses

Starting at 11th level, you may spend 3 Aura Points in order to gain 60 ft of Truesight until the end of your next turn. This feature does see through illusions, but cannot see through illusions made by a semblance. Additionally, you may add 1/2 your huntsman level(rounded down) in aura points to any Wisdom(Perception) or Intelligence(Investigation) check.

Semblance Expertise

Starting at 15th level, you may use your semblance once for free. If there are special conditions to your semblances use, usually due to a flaw, then you may talk to your DM about removing or lessening the flaw for your use of this feature. You regain use of this feature upon completing a short or long rest.

Superior Modifications

Starting at 17th level you can choose one more of the following modifications to any form of your specialized weapon with 100 gold over the course of a long rest.

  • Super Scope: Your weapon gains a +5 to hit and can hit targets up to 750 feet away without disadvantage (Provided it is in its' ranged form with a maximum distance of 600).
  • Superior Craftsmanship: You gain a +7 to Charisma(Persuasion) and Charisma(Intimidation) checks.
  • Forceful: When you make an attack roll you can throw more force into your swing and use one extra damage die if you hit, This must be declared before the strike lands, this costs no action(Provided it is in its' melee form).
  • Well Kept Weapon: You improve the damage die on both shapes of your weapon, 1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12, 1d12(2d6) becomes 2d8, 2d8 becomes 2d10, 2d10 becomes 2d12(This may be taken a max three times this level).
  • Agile: You make your weapon easier to travel with, you gain one extra damage die(Matching the die type of your weapon) for every 15 feet you move and these damage dice dissipate at the end of your turn (Provided your weapon has the Light Property).
  • Steadfast: You gain +5 to hit for all weapon attacks and a +10 to damage if you don't move on that turn(Provided your weapon has the Heavy or Two-Handed Properties).
  • Auto-corrective strike: Your weapon gains a +5 to hit and once per turn you can turn a miss into a hit by using 3 Aura Points on this hit you gain +2 damage of the same type as your weapon.
  • Drum Clip: You may fire 6 more times before having to reload(Provided your weapon has a firearm form or a form that has the loading or reload property).
  • Large Dust Infusion: You can use an extra 1d10 of any magic damage type(Fire, Lightning, Cold, Thunder, Acid, Poison, Psychic, Necrotic, or Radiant), on an attack when you hit, a number of times equal to your Constitution modifier, this recharges on short rest. This cannot be combined with other Dust infusion modifications.
  • Aura Infusion: Your weapon gains a +2 to hit and to damage.

Master of Aura

Starting at 20th level, when you roll for initiative and have no aura points remaining, you regain 20 aura points.

Learned Techniques

Fury

You are a huntsman who uses their focused rage to their advantage. As such you style after a barbarian, or a berserker, being able to enter a rage-like state and wreak havoc upon your foes.

Push Through the Pain

Starting at 3rd level, you may spend 1 Aura Point as a bonus action in order to gain resistance to your choice of bludgeoning, slashing, or piercing damage until the end of your next turn, and While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier, you cannot use a shield and still gain this benefit. Additionally, you gain expertise in the Athletics skill.

Focused Fury

Starting at 3rd level, you may spend 2 Aura Points as a bonus action to enter a rage-like state. You gain the following benefits for 1 minute. You may do this a number of times equal to your Constitution modifier.

  • You gain a number of temporary hit points equal to twice your Constitution modifier (Minimum 2) + [Your Huntsman level].
  • You deal an extra damage dice of damage with whatever weapon you are using.

You must complete a short or long rest in order to regain the uses of this feature.

Unbridled Fury

Starting at 7th level, when you use the Focused Fury feature, your weapons count as magical to overcome resistance. In addition, You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Grimm Rage

Starting at 13th level, While you are raging you roll two extra damage dice when you score a critical hit, and if you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. In addition, you have advantage on initiative rolls.

Endless Fury

Starting at 18th level, your Focused Fury feature lasts until the encounter ends, and your critical range is 19-20. In addition, your Strength and Constitution scores increase by 2 and the maximum for both becomes 24.

Martial-Artist

Martial Artist Hunters are deadly with and without their weapons. These fighters are focused and deadly

Stillness of Hands

At 3rd level, While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. Additionally, You gain proficiency in Unarmed strikes and may make one as a bonus action after attacking with your fists or specialized weapon. Your unarmed strikes may be 1d4 + your Dexterity Modifier, or 1d6 + your Strength Modifier, with the damage die improving by one size at 5th(1d6 or 1d8), 11th(1d8 or 1d10), and 17th level(1d10 or 1d12). You may now make a new weapon called gauntlets by using 25 gold and at least 2 hours. When Using your gauntlets as a part of your specialized weapon you cannot be disarmed of it unless you allow someone to remove them and you gain expertise in the Acrobatics or Athletics skill.

  • Gauntlets: Damage: 1d6 Bludgeoning, Range: Melee, Properties: Unarmed(Can Used Unarmed Striking damage), versatile(1d8), Hands-Free(You can use other weapons in you hand while wielding these however you can't attack with these while another item is held)
Swift Movement

At 7th Level, You gain 20 feet to your movement speed and gain a climbing and swimming speed equal to your total movement. Additionally, you may spend 4 Aura points to give yourself advantage on all next attacks as an action until the end of your next turn.

Tenasity

At 13th Level, When you use an unarmed strike to down an enemy you can use your reaction to move and make another attack. You may also spend 5 aura points to change the damage type(Bludgeoning, Slashing, Piercing, Fire, Lightning, Cold, or Thunder) of your unarmed attacks until the end of your next turn.

Stillness of Mind

At 18th Level, You gain immunity to Charmed and Frightened and may spend aura points equal to half your level to heal 1d8 per point used.

Sentimental

You are a huntsman who uses their focus and aura to purge Grimm from this world. Warriors like this use their aura for extra damage, extra protection and even to help others.

To Conquer

Starting at 3rd level, You gain the ability to spend 2 Aura points to deal an extra 1d8 force damage on any attack that hits. You may spend any even amount of aura points do deal with this damage, To a maximum of 5d8. Additionally, you gain expertise in the Religion skill.

To Inspire

Starting at 3rd level, You may spend 1 aura point and an action to either give another person 1 aura point or heal 5 points of damage. Alternatively, you can expend 2 aura points to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of To Inspire, expending Hit Points separately for each one.

Uncanny Aura

Starting at 7th level, you may regain more aura on a short rest, the extra aura you gain is equal to your constitution modifier plus your Strength Modifier. Additionally, you gain a passive 10ft radius aura that grants a bonus to all friendly creatures' saving throws a number equal to your Constitution or Strength modifier(to a minimum of 1).

Auric Improvement

Starting at 13th level, Your Protective aura improves allowing you to spend 6 aura points instead of 3 and you may do this as many times as your Strength Modifier.

Excellent Defender

Starting at 13th level, those who strike you are psychically punished. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Strength modifier (minimum of 1) if you’re not Incapacitated.

Defend the Innocent

Starting at 18th level, You may spend 10 aura points to you use your bonus action or reaction(In which someone in the range is hit by an attack) to make all allied creatures within 20 feet of you immune to all conditions excluding Unconcious, and Invisible and gain Resistance to all damage until the end of your next turn. Additionally, your Uncanny Aura's range becomes 30 feet.

Sniper

This Style of Hunter/Huntress uses guns and speed to turn grimm to flesh-colored caves

Gun Maker and Gun Breaker

At level 3 You gain proficiency in Firearms and may spend 10gp and 1 hour to craft a bandolier of 100 bullets suitable to your weapon. You may also spend a day and 75 gold to craft a Simple Pistol, or spend 50 gold to create a Simple Rifle. You may incorporate a gun into your custom weapon. Additionally, you gain expertise in Tinker's tools.

  • Simple Pistol: Damage: 1d6 Piercing damage, Range: 80/320 Properties: Reload(4), One-Handed
  • Simple Rifle: Damage: 1d8 Piercing damage, Range: 150/600 Properties: Reload(2), Two-Handed, Heavy
Fast Hands, Fast Aim

At level 3, You may spend a bonus action to gain a +2 to your next ranged attack or you can spend your bonus action to reload any gun with the loading or Reload property

Defiant Aim

At level 7th, As a bonus action, you can spend aura point equal to your proficiency bonus as a bonus to your next ranged attack.

Ready and Waiting

At level 7th, If you take no actions reactions or bonus actions you gain your hunter level in extra damage on your next ranged attack

Forceful Shots

At level 13th, on a successful attack, using your bonus action, you may move the hit creature up to 30 feet in a straight line on a failed Strength saving throw and half as far on a successful save.

Full Force

At Level 18, You may ignore the Loading property on all weapons and may spend a number of aura points equal to your level to increase your damage by the number spent multiplied by 2.

Bullet Storm

This Style of Hunter/Huntress uses guns and speed to turn grimm to swiss cheese

Gun Maker and Gun Breaker

At level 3 You gain proficiency in Firearms and may spend 10gp and 1 hour to craft a bandolier of 100 bullets suitable to your weapon. You may also spend a day and 75 gold to craft a Simple Pistol, or spend 50 gold to create a Simple Rifle. You may incorporate a gun into your custom weapon. Additionally, you gain expertise in Tinker's tools.

  • Simple Pistol: Damage: 1d6 Piercing damage, Range: 80/320 Properties: Reload(4), One-Handed
  • Simple Rifle: Damage: 1d8 Piercing damage, Range: 150/600 Properties: Reload(2), Two-Handed, Heavy
Fast Hands, Fast Fire

At level 3, You may spend a bonus action to gain a +4 to your next gun attack's damage or you can spend your bonus action to reload any gun with the loading property

Twin Bullet

At level 7th, By spending a number of aura points equal to your proficiency bonus, you can double the amount of damage dice your weapons deal until the start of your next turn.

Bullettime

At level 7th, By spending a number of aura points equal to your level, you can make more attacks equal to the number of attacks you make normally, the damage from these attacks however takes effect at the start of your next turn.

Quickened Shot

At level 13th, on a critical attack, you may make another attack against the creature you inflicted the crit on. Additionally, your crit range becomes 18-20

Double Tap

At Level 18, You may ignore the Loading property on all weapons and may spend a number of aura points equal to your level to increase your damage by that number for the next 2 attacks.

Shadow

You are a huntsman who uses enemy blindspots and cracks in their armor both mental and physical and you exploit them as best you can. Your strikes are fast efficient and precise.

Blindspot

Starting at 3rd level, you know how to strike subtly and exploit a foe's distraction. You can deal an extra 1d6 damage of the same type as your weapon to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a weapon with the finesse or Ranged property. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6). Additionally, While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + Your Proficiency Bonus.

Eagle-eyed spy

Starting at 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Blindspot against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. You have expertise in stealth and insight if you don't already have it. You also Gain proficiency in thieves' cant.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Focused Gaze

Starting at 7th level, when you use eagle-eyed spy you may as a reaction to failing the check spend a number of aura points equal to half your level to add to the check potentially changing the outcome. You may do this a number of times equal to your Wisdom modifier.

Evasion

Starting at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Uncanny Dodge

Starting at 13th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Stealth master

Starting at 13th level, you may dash, dodge or hide as a bonus action. Additionally dashing no longer forces you to reroll Dexterity(stealth) checks.

Endless Fury

Starting at 18th level,you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Eagle-Eyed Spy feature applies to a creature, your Blindspot damage against that creature increases by 3d6. Additionally you may spend either 2 aura points to give yourself advantage on the Eagle-Eyed Spy Check or you may spend 10 aura points to give the target disadvantage and a -5 penalty to their check to resist the Eagle-Eyed Spy check.

Dust Meister

Dust Meister Hunters use a crystallized form of elemental power known as dust. With a Dust Meister on one's side, you should watch out for their devastating status effects and behold the power of those whos elemental prowess is unparalleled. Dust isn't "magic" dust is a conduit for elemental effects. Dust effects cannot be prevented by dispel magic or antimagic field.

Basic Understanding

At 3rd level, Your specialized weapon can become dust infused to a much higher degree than other hunters, you may choose any magic damage type(Fire, Cold, Poison, Acid, Psychic, Necrotic, Radiant, Lightning, Thunder, and Force) and that becomes the weapons new damage type. Instead of having a second form for your weapon you may choose to change the damage type at will. In addition, your weapon counts as magical for the purpose of overcoming resistance regardless if you changed the damage type and While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. Also, you gain Expertise with the Arcana Skill

Dust Charge

At 3rd level, You may deal 1d6 + Intelligence Modifier in any magic damage type (Fire, Cold, Poison, Acid, Psychic, Lightning, Thunder, Force, Necrotic, and Radiant) on a hit with your specialized weapon, with the damage die improving by one size at 5th(1d8), 11th(1d10), and 17th level(1d12).

Deep Studies

At 7th level, If you target an enemy with an attack, you may spend 2 aura points to inflict effects depending on the damage type currently being used once per turn. DC: (8 + Dexterity or Intelligence + Proficiency Bonus) ATTACK: (Dexterity or Intelligence + Proficiency Bonus)

  • Fire: Impose a Dexterity save and on a failed save the target takes an extra 2d6 fire damage.
  • Cold: Impose a Constitution save and on a failed save the target takes an extra 4d4 cold damage and is slowed by 15 feet.
  • Poison: Impose a Constitution save and on a failed save the target becomes poisoned and takes 1d4 extra damage at the start of their turn after each successive fail for 30 seconds.
  • Acid: Impose a Constitution save and on a failed save the target takes an extra 1d6 damage for 1 minute.
  • Lightning: Impose a Dexterity save and on a failed save the target takes 1d8 extra damage and they are stunned until the end of your next turn.
  • Thunder: Impose a Strength save and on a failed save the target is pushed back 15ft and takes an extra 1d6 damage.
  • Psychic: Impose an Intelligence save and on a failed save the target takes an extra 2d4 damage and is confused(as if affected by the spell confusion) until the end of your next turn.
  • Necrotic: Impose a Wisdom save and on a failed save the target 2d8 necrotic damage or if the target is missing any hit points 2d12 necrotic damage.
  • Radiant: Impose a Charisma save and on a failed save the target takes 2d10 radiant damage and the next creature to make an attack toward the target has advantage.
  • Force: Make another attack, On a Hit, the target takes 2d6 force damage and all creatures within 10 feet of the target must make a dexterity save or take 1d6 force damage and be knocked prone
  • Slashing: The target must make a dexterity saving throw on a failure, they take 4d4 slashing damage, and at the start of their turn they must make another saving throw to avoid taking another 4d4 slashing damage.
  • Piercing: Make another attack, On a hit all creatures within 5 feet of the target other than your allies and your self take an extra 1d10 piercing damage.
  • Bludgeoning: a nearby object tries to collide with the target of your attack. They must make a Dexterity saving throw or take 3d8 bludgeoning Damage if they succeed on the saving throw the object continues on its path until it hits a wall or another creature.
Defensive Measures

At 13th level, You may cause the ground to erupt violently with the power of dust, in a radius of 20 ft centered on yourself(However you are unaffected), all creatures must make a dexterity save DC(8 + Dexterity or Intelligence + Proficiency bonus) or be thrown 10 feet away from you and take 5d10 damage of the same type as your weapon on successful save they are not pushed back and take half damage. Additionally, you gain an amount equal to 1/2 the damage you do in temporary hp and half of the amount of your temporary hp gain in aura points

Total Comprehension

At 18th level, If you hit an enemy, you may spend 5 aura points to inflict effects depending on the damage type currently being used once per turn. Saving throw equals (8 + Dexterity or Intelligence + Proficiency bonus)

  • Fire: Impose a Dexterity save and on a failed save the target takes an extra 3d8 fire damage on a successful save the target takes half damage and receives no other effects.
  • Cold: Impose a Constitution save and on a failed save the target takes an extra 6d6 cold damage and is slowed by 20 feet until the end of their next turn on a successful save the target takes half damage and receives no other effects.
  • Poison: Impose a Constitution save and on a failed save the target becomes poisoned and takes 1d8 extra damage on each successive fail for 30 seconds making another save at the end of their turn, on a successful save the target takes half damage and receives no other effects.
  • Acid: Impose a Constitution save and on a failed save the target takes a 1d10 damage for 1 minute at the start of their turn on a successful save the target takes half damage and receives no other effects.
  • Lightning: Impose a Dexterity save and on a failed save the target takes 4d8 extra damage and they are stunned until they pass a Constitution saving throw at the end of their turn on a successful save the target takes half damage and receives no other effects.
  • Thunder: Impose a Strength save and on a failed save the target is pushed back 30ft and takes an extra 4d8 damage on a successful save the target takes half damage and receives no other effects..
  • Psychic: Impose an Intelligence save and on a failed save the target takes an extra 4d6 damage and is confused(as if affected by the spell confusion) until the end of your next turn, on a successful save the target takes half damage and receives no other effects.
  • Necrotic: Impose a Wisdom save and on a failed save the target 3d12 necrotic damage or if the target is missing any hit points 8d8 necrotic damage on a successful save the target takes half damage and receives no other effects.
  • Radiant: Impose a Charisma save and on a failed save the target takes 4d10 radiant damage and the next creature to make an attack toward the target has advantage on a successful save the target takes half damage and receives no other effects.
  • Force: Impose a Wisdom save and on a failed save the target take 3d10 force damage and must make a separate strength save or fall prone on a successful save the target takes half damage and receives no other effects.

Tactician

You are a huntsman who lives for the thrill of battle but sees the battle as a way to practice for the next bigger grimm. You don't lose your head but you have no gimmicks you just thrive in battle

Medkit

Starting at 3rd level, you may spend 2 Aura Points as a bonus action to heal yourself or other people, a number of d4's equal to your Constitution Modifier. These d4's turn into d6's at level 5(4 Aura Points), d8's at level 13(8 Aura Points) and d10's at level 17(16 Aura Points). At higher levels, you can pay for the previously learned medkits but you cannot but use medkits that are above your level. Additionally, While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Also, you gain expertise in Athletics and Acrobatics.

Tactical Strike

Starting at 3th level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers: You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.

Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s .

Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

  • Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Deep Breath

Starting at 7th level, when you use a maneuver you may add 1/2 your level in aura points to the roll you get on your superiority die.

Bigger Grimm

Starting at 13th level, When a Large or larger creature within 5 feet of you hits or misses you with an Attack, you can use your Reaction to Attack that creature immediately after its Attack, provided that you can see the creature. In addition, When you hit a creature with a weapon Attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage as many times as Half your Strength or Dexterity modifier per turn.

Endless Stamina

Starting at 18th level, when you roll initiative and you have no superiority dice remaining you regain 3 superiority dice.

Maneuvers

These are Maneuvers from the Battlemaster Fighter list

  • Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
  • Bait and Switch: When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
  • Brace: When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.
  • Commander’s Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
  • Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
  • Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
  • Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
  • Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
  • Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die+ your Dexterity modifier.
  • Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
  • Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
  • Restraining Strike: Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
  • Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
  • Silver Tongue: When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
  • Snipe: As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.
  • Studious Eye: When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
  • Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
  • Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Maiden of the Seasons

These maidens are those who can truly harness the power of magic and combat. There have only ever been 4 maidens at one time.

Spellcasting

At level 3, You gain the ability to cast spells as you have been imbued by one of the four seasons, Winter, Spring, Summer or Fall.

Cantrips You learn four cantrips of your choice from the sorcerer spell list. You learn an additional Maiden cantrip of your choice at 6th, and 15th level.

Spell Slots The Maiden Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher You know four 1st-level Maiden spells of your choice, spells on the Maiden spell list.

The Spells Known column of the Maiden Spellcasting table shows when you learn more wizard spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the Maiden spells you know with another spell of your choice from the Maiden spell list. The new spell must be of a level for which you have spell slots. On a level up you can swap out as many spells and your Charisma modifier.

Spellcasting Ability Charisma is your spellcasting ability for your Maiden spells since you learn your spells through sheer talent. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Maiden spell you cast and when making an attack roll with one. A maiden's spellcasting focus for material components is their weapon.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Level Cantrips Spells Known 1st 2nd 3rd 4th 5th
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5th45432--
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7th56433--
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9th574333-
10th574333-
11th5843331
12th5843331
13th5943332
14th5943332
15th61043332
16th61043332
17th61143332
18th61143333
19th61243333
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Seasonal Alignment

TO START you begin by gaining your seasons' ability listed below and progress in order of the traditional seasons, Winter, Spring, Summer or Fall additionally your semblance may be from any spell list

Autumn's Readiness

When you gain this class feature, You become magically attuned to your weapon and may summon it to your hands. Your weapon can be sent and called from a separate demi-plane. Summoning it requires no action and dismissing it is a bonus action. Additionally, You may cast misty step with no material components as an action a number of times equal to your constitution modifier and you gain the Gust cantrip.

Winter's Harshness

When you gain this class feature, you can expend a spell slot to deal 1d6 cold damage per level of slot used to all creatures in a 15-foot radius as a bonus action. Additionally, Your AC may be equal to your spell save DC and you gain the Shape Water Cantrip.

Spring's Excitement

When you gain this class feature, you may Dodge, or Dash as a bonus action. Additionally once per turn, you may take an additional action, you may do this a number of times equal to your charisma modifier divided by 2 rounded up, before needing to take a short or long rest and you gain the Druidcraft Cantrip.

Summer's Immolation

When you gain this class feature, you may expend a number of aura points equal to your level to ignite the area around you(20-foot Radius) for 1d12 per point used, however, you also receive 2/3 (rounded down) of the damage from this ability. Additionally, you gain the Control Flame and Produce Flame Cantrips.

Huntsman Spell List

You may learn all of the spells on the basic Maiden spell list.

Cantrip Level

Acid Splash, Blade Ward, Booming Blade, Chill Touch, Create Bonfire, Dancing Lights, Fire Bolt, Friends, Frostbite, Green Flame Blade, Infestation, Light, Lightning Lure, Mage Hand, Mending, Message, Minor Illusion, Mold Earth, Poison Spray, Prestidigitation, Ray of Frost, Shocking Grasp, Sword Burst, Thunderclap, True Strike

1st Level

Burning Hands, Catapult, Charm Person, Chaos Bolt, Chromatic Orb, Color Spray, Comprehend Languages, Detect Magic, Disguise Self, Earth Tremor, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Ice Knife, Jump, Mage Armor, Magic Missile, Ray of Sickness, Searing Smite, Shield, Silent Image, Sleep, Sudden Awakening, Thunderwave, Thunderous Smite, Witch Bolt, Wrathful Smite

2nd Level

Aganazzar's Scorcher, Alter Self, Blindness/Deafness, Blur, Branding Smite, Cloud of Daggers, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Dust Devil, Earthbind, Enhance Ability, Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Magic Weapon, Maximillian's Earthen Grasp, Mirror Image, Phantasmal Force, Pyrotechnics, Scorching Ray, See Invisibility, Shatter, Snilloc's Snowball Storm, Spider Climb, Suggestion, Warding Wind, Web

3rd Level

Blinding Smite, Blink, Clairvoyance, Counterspell, Conjure Lesser Demons, Daylight, Dispel Magic, Enemies Abound, Erupting Earth, Fear, Fireball, Flame Arrows, Fly, Gaseous Form, Haste, Hypnotic Pattern, Lightning Bolt, Major Image, Melf's Minute Meteors, Protection from Energy, Sleet Storm, Slow, Stinking Cloud, Tongues, Wall of Water, Water Breathing, Water Walk

4th Level

Banishment, Blight, Confusion, Conjure Barlgura, Conjure Shadow Demon, Dimension Door, Dominate Beast, Greater Invisibility, Ice Storm, Polymorph, Staggering Smite, Stoneskin, Storm Sphere, Vitriolic Sphere, Wall of Fire, Watery Sphere

5th Level

Animate Objects, Banishing Smite, Cloudkill, Cone of Cold, Conjure Vrock, Control Winds, Creation, Destructive Wave, Dominate Person, Hold Monster, Immolation, Insect Plague, Seeming, Telekinesis, Teleportation Circle, Wall of Stone

Multiclassing

Prerequisites. To qualify for multiclassing into the huntsman class, you must meet these prerequisites: 13 Dexterity or 13 Strength and 13 Constitution.

Proficiencies. When you multiclass into the huntsman class, you gain the following proficiencies: medium armor, shields, simple ranged weapons, and melee martial weapons.


Back to Main Page 5e Homebrew Classes

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