Divine Hunter
Hit Points
Hit Dice: d8 per Divine Hunter level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per divine hunter level after 1st
Proficiences
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three (one upon multiclassing) from Athletics (Str), Animal Handling (Wis), Investigation (Int), Medicine (Wis), Nature (Int), Perception (Wis), Stealth (Dex), and Survival (Wis)
Overview & Creation
An adaptation of the hunter class from Pathfinder for use within 5th edition Dungeons and Dragons.
The Divine Hunter is a class for player characters devoted to a specific nature deity. A mix of both the druid and ranger classes, the divine hunter is a protector of their deity's domains.
When creating a Divine Hunter, it is best to place your highest score into either Strength or Dexterity. Your second highest score should go to Wisdom. It is also useful to have a moderate Constitution score.
The Acolyte, Outlander, and Hermit backgrounds are all good options for the Divine Hunter.
Starting Equipment
You start with the following equipment, in addition to any equipment granted by your background:
• {a} scale mail or {b} leather armor
• {a} a short spear and shield or {b} a longsword
• {a} a dungeoneer’s pack or {b} an explorer’s pack
• A longbow and a quiver of 20 arrows
Spellcasting
Drawing on the divine essence of nature itself, you can cast Spells to shape that essence to your will.
The Hunter 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.
You prepare the list of hunter Spells that are available for you to cast, choosing from the druid (up to 6th-level spells) and ranger spell lists. You have a number of Spells known as shown in the Spells Known column.
You can also change your list of spells known when you gain a level in Divine Hunter. Preparing a new list of hunter Spells requires time spent in prayer and meditation: at least 1 hour per Spell Level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your hunter Spells, since your magic draws upon your devotion and Attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a hunter spell you cast and when Making an Attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier
Subclass Options
Fey Champion
The Fey Champion protects the wilds from evil fey and has gained many of their powers to assist in this goal.
Fey Presence
Starting at 5th level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from yourself to make a Wisdom saving throw against your hunter spell save DC. Creatures that fail the saving throw are all charmed or frightened (your choice) by you until the end of your next turn. Once you use this feature, you cannot use it again until you finish a short or long rest.
Additionally, you add the following spells to the list pf spells known: 1st (faerie fire, speak with animals), 2nd (calm emotions, phantasmal force), 3rd (speak with plants, plant growth), 4th (dominate beast, greater invisibility), 5th (dominate person, seeming), 6th (wall of thorns, transport via plants)
Misty Escape
Starting at 9th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or if you take an action. You may use this ability twice per long rest.
Fey Connection
At 13th level, your connection to the fey increases and you may choose a certain type of fey to emulate gaining some of their abilities and powers
Dryad
You gain a connection to the treefolk gaining many of their powers. You create a bond with a certain tree and must always carry a branch of it upon you. As long as you carry the branch and it is not destroyed, you gain the ability to speak with plants and animals as if you shared a language and gain resistance to all magic except fire and take double damage from all fire-based damage
Naiad
A naiad has become your patron and blessed you with a small trinket of their unearthly beauty (normally a lock of hair). As long as you are in pure water or in contact with the Naiad’s gift, you gain a bonus to AC equal to your Charisma bonus
Leanan Sith
You have become the target of a leanan sith who has granted you a token in the form of a masterwork tool. As long as it is in your possession, you can add half your proficiency bonus (rounded down) to any ability check you make that doesn't already include your proficiency bonus. Additionally, you gain advantage on any skill checks related to the tool.
Fey Patron
You have gained a patron amongst the fey you chose at 13th level which gives you increased abilities.
At 17th level, you gain the following abilities
Dryad
You gain the ability to use tree stride as the spell tree stride, but only within 60 feet. You can also use tree meld (you may merge with any large or bigger tree as a standard action. You gain +6 to AC, but cannot attack and live as long as the tree remains alive. Upon ending the effect as a bonus action, or if the tree is destroyed, you appear in an unoccupied space within 5 feet. If the tree is destroyed, you are knocked prone and take half your hit dice in damage). These abilities can be used at will as long as you still have the branch you gained at 13th level.
Naiad
You gain a swim speed equal to your land speed and can breathe water freely. Additionally, you gain a +5 bonus to stealth while in water and can become invisible in the water as a bonus action. As long as you are in pure water or in contact with the Naiad’s gift, you gain a +1 Wisdom bonus to all saving throws and performance checks and the naiad can see the current location and status of the user.
Leanan Sith
You can recall a number of spell levels per day equal to the leanan sith patron’s Charisma modifier [normally 5]. This can occur twice per long rest. You also gain a bonus to all saving throws equal to your Charisma modifier (min 1 max 3)
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | |
---|
1 | +2 | Animal Companion, Animal Focus, Spellcasting | 1 | 3 | 1 | -- | -- | -- | -- | -- | |
2 | +2 | Track | 1 | 4 | 1 | -- | -- | -- | -- | -- | |
3 | +2 | Wild Empathy | 1 | 5 | 2 | -- | -- | -- | -- | -- | |
4 | +2 | Improved Empathic Link | 2 | 6 | 2 | 1 | -- | -- | -- | -- | |
5 | +3 | Land's Stride, Hunter Archetype | 2 | 6 | 2 | 2 | -- | -- | -- | -- | |
6 | +3 | Otherworldly Animal | 2 | 7 | 2 | 2 | -- | -- | -- | -- | |
7 | +3 | Primeval Awareness | 2 | 8 | 3 | 2 | 1 | -- | -- | -- | |
8 | +3 | Second Animal Focus, Swift Tracker | 2 | 8 | 3 | 2 | 2 | -- | -- | -- | |
9 | +4 | Animal Improvement, Hunter Archetype Feature | 2 | 9 | 3 | 2 | 2 | -- | -- | -- | |
10 | +4 | Raise Animal Companion | 3 | 10 | 3 | 3 | 2 | 1 | -- | -- | |
11 | +4 | Speak With Master | 3 | 11 | 4 | 3 | 2 | 2 | -- | -- | |
12 | +4 | Hide in Plain Sight | 3 | 11 | 4 | 3 | 2 | 2 | -- | -- | |
13 | +5 | Hunter Archetype Feature | 3 | 12 | 4 | 3 | 3 | 2 | 1 | -- | |
14 | +5 | Greater Emphatic Link | 3 | 13 | 4 | 4 | 3 | 2 | 2 | -- | |
15 | +5 | Greater Animal Improvement | 3 | 14 | 4 | 4 | 3 | 2 | 2 | -- | |
16 | +5 | Vanish | 3 | 15 | 4 | 4 | 3 | 3 | 2 | 1 | |
17 | +6 | One with the Wild | 4 | 15 | 4 | 4 | 4 | 3 | 2 | 1 | |
18 | +6 | Feral Senses | 4 | 16 | 4 | 4 | 4 | 3 | 2 | 2 | |
19 | +6 | -- | 4 | 16 | 4 | 4 | 4 | 3 | 3 | 2 | |
20 | +6 | Master Hunter | 4 | 16 | 4 | 4 | 4 | 4 | 3 | 3 | |