Old Hunter (5e Class)
Old Hunter
A hyper-aggressive class who hunts beasts and monsters. Your role in combat is to hit as many times as possible as quickly as possible. This class is based on the Paleblood Hunters.
Creating an Old Hunter
Dexterity should be your highest ability score followed by Strength. Pick Human as your race, and pick the Slayer background.
Class Features
As a Old Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Old Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Old Hunter level after 1st
- Proficiencies
Armor: Light armor
Weapons: One-handed simple melee weapons, One-handed martial melee weapons,Hand crossbows, Firearms
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose 3 from Acrobatics, Athletics, Insight, Investigation, Perception, Stealth, and Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any One-handed Martial weapon or (b) any one-handed Simple weapon
- (a) Hand crossbow or (b) any one-handed firearm
- (a) Explorer's pack or (b) Dungeoneer's pack
- (a) Leather armor and 5d4x10gp or (b) A t-shirt and a $20 bill stapled to your sleeve
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Fighting Style, Blood Vials, Attrition Bonus |
2nd | +2 | Action surge |
3rd | +2 | Covenant |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra attack, Attrition bonus (2) |
6th | +3 | Status Improvement |
7th | +3 | Extra attack (2), Second wind |
8th | +3 | Ability Score Improvement |
9th | +4 | Rally, Covenant feature |
10th | +4 | Attrition bonus (3) |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Attrition bonus (4) |
15th | +5 | Covenant feature |
16th | +5 | Ability Score Improvement, Extra attack (3) |
17th | +6 | Status Improvement |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra attack (4) |
Fighting Style
At 1st level, you adopt a particular style of combat as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
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.
Swordsman: You gain a +2 bonus to attack rolls you make with melee weapons.
Gunslinger: You gain a +2 bonus to attack rolls you make with ranged weapons.
Great Weapon master: You are proficient with two-handed simple melee weapons and two-handed martial melee weapons. You can wield these weapons as if they were one-handed weapons.
Stealth attacker: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. 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 amount of extra damage you do increases every 2 levels
Blood Vials
Starting at 1st level, your vitality is stored in vials that you can inject at will. On your turn, you can use a Bonus Action to use one of your hit dice. You have a number of vials equal to your Old Hunter level, which you can refill by taking a long rest.
Attrition Bonus
Starting at 1st level, you gain progressive +1 bonuses to damage for each consecutive hit you land, up to +3. The hits must do damage to count for this increase in damage.
At 5th, 10th and 14th level, the bonus stacking limit increase by +1.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Covenant
At 3rd level, you take a sworn oath to a covenant of warriors. These covenants give the Old Hunter abilities as they level up. You may choose from the Cainhurst Vilebloods, the Executioners, the Hunter of Hunters, the League, or the Blood Beast
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by , or you choose a feat from the list of feats. You can't increase an ability score above 20 using this feature.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 7th level, you may attack 3 times, at 16th level, you may attack 4 times, and at 20th level, you may attack 5 times.
Status Improvement
At 6th level and again at 17th level, you can choose to gain one of the following:
- +5 ft. speed
- +1 in to either DEX, INT, or STR
Second Wind
At 7th level, you have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your Old Hunter level.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Rally
Starting at 9th level, you have a chance to replenish your health supernaturally by giving in to the beast within. You can choose to regain a number of hit points equal to the damage you deal on your turn, up to the amount of hit points you lost within the last round. You must deal damage for this to take effect.
You can use this feature a number of times equal to your Old Hunter level before needing a Long Rest to use it again.
Cainhurst Vilebloods
Regen
When you take this oath at 3rd level, you learn new techniques to restore health points. You gain 3 additional hit die.
Parry
Starting at 9th level, you are skilled in absorbing enemy health into your own healthpool. Whenever you attack an enemy, you can choose to heal an amount equal to the damage you just dealt. This ability can only be used once and can be replenished by taking a short or long rest.
Third wind
Starting at 15th level, You can now use your second wind to heal yourself twice before requiring a long rest.
Executioners
Blood Vial increase
When you take this oath at 3rd level, your blood vials increase to two hit dice. The blood vials increase to three hit dice at 9th level, then increase to four hit dice at 15th level.
Extra Vials
Starting at level 3, you gain 2 extra blood vials for each level as opposed to the normal 1 vial you would gain each level
Hunter of Hunters
Power of Attrition
When you take this oath at 3rd level, your attrition bonus increase limit increases by +1.
Hunter's speed
At 9th level, you gain +5 ft. to your speed
Third wind
Starting at 15th level, You can now use your second wind to heal yourself twice before requiring a long rest.
The League
Indominable
When you take this oath at 3rd level, your hit die increases to a d10
Hunter's health
When you reach 9th level, you gain a +2 to your maximum health points. Then gain another +2 when you reach 15th level.
The Blood Beast
Old Hunter level | Rages | Rage damage |
---|---|---|
9 | 4 | +3 |
10 | 4 | +3 |
11 | 4 | +3 |
12 | 5 | +3 |
13 | 5 | +3 |
14 | 5 | +3 |
15 | 6 | +4 |
16 | 6 | +4 |
17 | 6 | +4 |
18 | 6 | +4 |
19 | 6 | +4 |
20 | Unlimited | +4 |
Beast's power
When you take this oath at 3rd level, you may choose to increase either your Dexterity score or Strength score by +1
Beast's rage
When you reach level 9, in battle, you fight with a primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits, as long as you aren't wearing heavy armor.
You have advantage on Strength check and Strength saves. When you make a melee weapon attack using Strength, you gain a +2 to the damage roll. This bonus increase to +3 at 9th level, and +4 at 15th level. You have resistance to bludgeoning, piercing, and physical damage.
If you can cast spells, you can't cast them or concentrate on them while raging.
You rage lasts 1 minute. It ends early if you are knocked unconscious or if your turn ends without you having attacked a hostile creature or taken any damage since your last turn. You can also end your rage on your turn as a bonus action.
Once you have raged a number of time shown for your Old Hunter level on the table above, you must finish a long rest before you can rage again.
Multiclassing
Prerequisites. To qualify for multiclassing into the old hunter class, you must meet these prerequisites: 13 DEX and 12 STR
Proficiencies. When you multiclass into the old hunter class, you gain the following proficiencies: One-handed martial weapons; light armor
Back to Main Page → 5e Homebrew → Classes