Lunar Huntress (5e Class)

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Lunar Huntress

Huntresses that are blessed by the power of the moon.

Creating a Lunar Huntress

How did your character become blessed by the moon? Were they a hunter who wandered into a shrine to a lunar deity? Were they granted a vision in a dream, and awoke with their power?

Quick Build

You can make a Lunar Huntress quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background. Third, choose a range weapon of your own choosing and enjoy.

Class Features

As a Lunar Huntress you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom,Intelligence
Skills: Choose 4 from Animal Handling, Acrobatics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) Leather Armor or (b) Padded Armor
  • (a) Two Shortswords or scythe or (b) Two Simple Melee Weapons
  • (a) A Dungeoneer’s Pack or (b) An Explorer’sPpack
  • (a) A Longbow and 20 Arrows or (b) A Shortbow and 20 Arrows

Table: The Lunar Huntress

LevelProficiency
Bonus
Features
1st+2Born For The Hunt
2nd+2Precision
3rd+2On The Hunt
4th+2Ability Score Improvement
5th+3Hunting Union, Extra Attack
6th+3Blessing Of The Moon
7th+3Favored Enemy
8th+3Ability Score Improvement, #Fighting Style
9th+4#improved ability score
10th+4Favored Enemy Improvement, Offering To The Moon
11th+4Speed Hunting
12th+4Ability Score Improvement
13th+5Lunar's Marking
14th+5Feral Senses
15th+5Camouflages
16th+5Ability Score Improvement, Favored Enemy Improvement
17th+6Hunting Traps
18th+6Foe Slayer Advanced
19th+6Ability Score Improvement
20th+6One Shot One Kill

Born For The Hunt

At 1st level, you gain the spell Hunter's Mark(level 1) as a cantrip.

Precision

Starting at 2nd level, you learn to attack with greater power. You gain +1 to your attack rolls at 2nd level, and again at 6th level, 12th level, and 18th level.

On The Hunt

At 3rd level, nothing escapes your mark. You gain 5 movement speed for every creature marked with Hunter's Mark, until the creature dies or the mark runs out.

At 10th level, the movement speed bonus is increased from 5 to 10.

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.

Hunting Union

At 5th level, you choose an Union that best suits your hunting style from the Union of Hawks, or Union of Bears. Your choice grants you features at 5th level and again at 9th, 12th, and 16th level.

Union Of Hawks

Symbolizing the messenger of the gods, to observe the obvious in everything you do. And excel at long range combat.

Union Of Bears

Symbolizing Leadership, strength and confidence. And adept to mid to close range combat.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Blessing Of The Moon

At 6th level, you gain Darkvision, you also gain +2 to damage and attack rolls at Night time.

At 12th level, you gain +4 to damage and attack rolls at night instead of +2.

Favored Enemy

Beginning at 7th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 10th and 16th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Fighting Style

At 8th level, you adopt a particular style of fighting as your specialty. At 16th level, you can adopt another fighting style. You may not choose the same fighting style twice, even if you are allowed to choose again at a later point.

Archery

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

Defense

While you are wearing armor, you gain a +3 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.

Offering To The Moon

At 10th level, you are able to offer tribute to the moon. As an action, you can sacrifice 1d4 + constitution modifier HP, and the moon will provide power to your next weapon attack equal to the HP you've offered.

Weapons with Lunar Powers gains guidance from the moon, gaining +3 to both attack and damage rolls and your critical hit range increased by 1 (20 > 19-20 or 19-20 > 18-20 etc.)

At 15th level, you can do this again, doubling the effect. Note that this feature is a choice, not a must.

Speed Hunting

At 11th level, you gain 10 movement speed. If any creature with Hunter's Mark is within 30 feet of you, you can perform a Dash action at the end of your turn.

Lunar's Marking

At 13th level, your Hunter's Mark evolves into Lunar's Mark, the class features above that utilizes Hunter's Mark will also now utilize Lunar's Mark in the same way.

Lunar's Mark

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d10 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a free action on a subsequent turn of yours to mark a new creature.

Feral Senses

At 14th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Teleportation

Starting from 15th level, you can spend a bonus action to teleport.

You fill yourself up with energy of the moon, glowing with blue light, shortly after, you can choose to teleport anywhere within a 20 ft radius, and at most 100 ft in height.

Hunting Traps

Starting from 17th level, you can spend an action to set up a trap within 10 feet of you. Any creature that travels through the trap will be trapped. Trapped creatures must make a Dexterity save (DC equals to your Dexterity Modifier + your Spellcasting modifier), on succeed, the creature takes 3d6 piercing damage and does not get trapped, on fail, the creature will be trapped and cannot move, it takes 4d8 piercing damage every turn untill they are out of the trap, the creature can still however perform actions, trapped creatures can choose to spend an action to try to break free, making a strength save (DC equals to your Dexterity Modifier + your Spellcasting modifier), On Succeed, the creature breaks free, on fail, the creature immediately takes another 3d6 piercing damage.

You have an amount of traps equal to your Dexterity modifier, you must finish a long rest to replenish your traps.

Foe Slayer Advanced

At 18th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier to the attack roll and the damage roll of an attack you make your enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

One Shot One Kill

At 20th level, you have achieved the peak of hunting, to kill in one shot. Your first ranged weapon attack against any creature in a day will now do an extra 2d12 damage, and be considered as a critical hit. If the attack was originally a critical hit, then the critical damage will be doubled.


Union Of Hawks

A gathering Of Lunar Huntresses that focus themselves on long range hunting.

Hunter Of The North

At 5th level, you gain advantage on Perception(Wisdom) and Insight(Wisdom) checks, and you will not be affected by cold weather.

Hunter’s Prey

At 9th level, you gain one of the following features of your choice.

Colossus Slayer : Your tenacity can wear down the most potent foes. 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 only once per turn.

Giant Killer : 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.

Horde Breaker : Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Hawk's Claw

At 12th level, your range attacks inflicts grievous wounds for 10 minute, creatures with grievous wounds receives 50% healing, and deal 2 less damage with all attacks.

Hawk's Hunt

At 16th level, you gain an extra attack range of 10 feet on ranged weapons, and +2 to attack and damage rolls with ranged weapons

Union Of Bears

A gathering Of Lunar Huntresses that trains in both ranged and melee situations.

Hunter Of The South

At 5th level, you gain advantage on Acrobatics(Dexterity) and Nature(Intelligent) checks, and you will not be affected by hot weather.

Hunter’s Prey

At 9th level, you gain one of the following features of your choice.

Colossus Slayer : Your tenacity can wear down the most potent foes. 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 only once per turn.

Giant Killer : 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.

Horde Breaker : Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At 12th level, you gain one of the following features of your choice.

Escape the Horde Opportunity attacks against you are made with disadvantage.

Multiattack Defense When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will You have advantage on saving throws against being frightened.

Bear's Hunt

At 16th level, you take -1 damage from all attacks, and gain +2 to attack and damage rolls with melee weapons.

Multiclassing


Prerequisites. To qualify for multiclassing into the Lunar Huntress class, you must meet these prerequisites: Character must be female

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Perception and Insight



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