Hunter
Hit Points
Hit Dice: d10 per Hunter level
Hit Points at first Level: 22 + CON
Hit Points at Higher Levels: 1d10 (or 6) + Con Modifier
Proficiences
Armor: All
Weapons: Choose 4 from: Spearthrusting, Lancing, Swordplay, Axewielding, Hammerskill, Whipcracking, Archery, Marksmanship, Unarmed
Tools: Tools: Choose 1 from: Tanners Tools, Trappers Tools
Saving Throws: Strength, Wisdom
Skills: Choose 5 from: Athletics, Intimidation, Stealth, History, Nature, Religion, Animal Handling, History, Insight, Medicine, Survival
Overview & Creation
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Class Features
Lv.1 Trackers Sense
The huntsman is skilled at being able to pick up a trail of a creature or creatures following it from location to source. As
an action, the huntsman may attempt a perception check to read the signs at an area or location learning the following;
Note: Incorporeal or flying creatures may not leave sign of their passage depending on circumstances, and any creature
that has attempted to cover its tracks adds its intelligence modifier to the DC, when a group passes, the median
intelligence modifier (round down) is used.
DC8 - If any creatures have recently passed/stayed here
When checking for creatures, the huntsman gains an intuition as to the number of tracks or signs of a corporeal creatures
passage or approximately how long they may have stayed here, and/or how recently they left/passed. They do not gain any
insight over different groups of creatures, but may pick up if some of the creatures were civilised (worn boots, used fire
and/or tools). If specifically no creatures could/would have passed recently (such as in a tomb or vault) then the huntsman
may also know this if there is a specific absence of tracks.
DC11 - The type(s) of creature
The tracker learns the type(s) of corporeal creature that passed, by type it is the general category of creature; human,
beast, ogriod, wyrm, aberant or wight etc. When they do so, they may pick up if these were separate groups of creatures,
such as if a wyrm was following the tracks of a rider.
DC14 - Pick up or follow the trail of an identified creature
The tracker is able to intuit a direction and trail to be followed, if it possible that trail could be followed. In so doing they
know where the groups of creatures headed from this location, and may follow the trail for a short period to the next
nearby location where they are required to repeat the tracking check to continue to follow the trail. If the trail ends, such
as the creature taking flight, entering a body of liquid or passing onto hard clean flooring, then the huntsman may know
this and that the trail cannot be directly be followed – they still gain a rough idea of the creatures direction of travel and
may attempt to pick up the trail later.
DC17 - Any notable features of an identified creature
A particularly perceptive huntsman can determine more about the creature from its sign. For every 3 points the huntsman
exceeds this DC by they learn something notable about the creature such as; if it is wounded, sick or infirm, the specific
creature, if it was civilised what armour, weapon or tool it may be carrying, if the creature was ridden, the pace of the
creatures travel (leisurely, or hasty), if the creature was attempting to cover its trail, any discarded consumables etc.
Following a trail
As the tracker gains information about their quarry, it improves their chance to follow its trail. If the tracker already
possesses answers to any of the above when tracking a specific creature or group of creatures they may add +2 to their
perception check for every hint they possess. The GM make also grant bonuses for other relevant information that the
tracker may possess.
Lv.1 Wilderness Forager
The huntsman selects three favoured environment that they are familiar travelling and hunting/gathering in; Tundra,
Taiga, Alpine, Greatwood, Commonland, Steppe, Savanna, Jungle, Desert, Urban-Underground. When the huntsman is
exploring in this environment they gain the following benefits;
- Whenever the huntsman rests they may take a 1hr ritual to hunt or gather from the local environment if they
pass a DC8 survival check. When successful the huntsman gains 1d4 rations or uses of firefuel.
- When travelling you remain alert to danger adding your proficiency bonus to perception checks to avoid
ambushes and to initiative.
- You gain expertise on tracking perception checks in your favoured environment.
Lv.2 Hunters Art
The huntsman chooses a preferred style of bringing down their mark from the list below;
- Trapper – The hunter prefers to bring their mark in by baiting a trap or ambush waiting for their quarry to step into a
ground of their choosing, conferring the following benefits;
- Once per short rest as a 10min ritual the huntsman may prepare an area up to 120ft in diameter as a site of
ambush conferring a +3 bonus to stealth checks to them and their allies.
- As a 1min ritual the huntsman may use an appropriate item(s) for a specific type of creature as bait. Whenever
that creature would come within 90ft of the bait they gain advantage on perception checks to perceive the
object/substance used as bait. If the object/substance is spotted, if the creature attempts to leave the area without
investigating the object, they must pass a contested wisdom save with the huntsman. If they fail, they are
compelled to investigate/take the object before they leave the area.
The nature of the appropriate item for a given creature bait is left to GM discretion, the huntsman may be able to
determine such objects/substances through an insight check on an identified creature.
- On the first round of combat the huntsman has advantage on the first attack roll against creatures lower in the initiative order than themselves.
- Stalker – The huntsman prefers to pick up the marks trail and follow them to within striking distance. Making their move
at a moment of weakness, conferring the following benefits;
- Once per short rest when you are attempting to move stealthily and are spotted and challenged such that you are
aware that you have been spotted, you may choose to immediately go first in the initiative order, beginning an
encounter.
- When attempting to follow a trail the huntsman increases the bonus to future perception checks for each hint
about their quarry to +3
- When the huntsman is hidden from a creature, they may make a ranged attack and attempt to remain hidden.
Each time the huntsman attacks in this manner they must attempt a contested stealth check against the target(s)
perception checks. If successful they remain hidden and out of sight. If a target is hit, they become aware they are
under attack.
- Warden – The huntsman prefers clever detective work to learn about their quarry before moving in for the take down when they have the upper hand.
Once per short rest the huntsman may take a 10min ritual to inspect an object or area, determining detailed information about people and events related to them. On completion of the ritual you may learn one of the following facts, if applicable. When a fact would not be applicable you know the nature in which this fact would not be applicable. You may be able to determine other facts other than listed within GM discretion.
Object Analysis:
• The region the object was created in and/or if it has any makers marks.
• One significant personality trait about one of its previous owners.
• Know how the object came into the location it was found.
• One significant fact about the objects condition or recent use
Area Investigation:
• Routine events that take place in this area
• Types of people or creatures that have travelled through in the last month
• Any objects or signs that are out of place with the rest of the area
• One significant event that happened here within the last month
Lv.3 Hunter Archetype
You select a Hunter archetype gaining its features at the approiate levels.
Lv.5 Lands Stride
When attempting to travel without leaving a trail, you may add your proficiency bonus to you and your allies trail DC. All
members of your party have to be willing and cooperative for this to apply to the entire group.
Lv.7 Travellers Tongue
The hunters travels have allowed them to pick up additional lore. At this level the huntsman may pick an additional
language which they are literate in.
Lv.8 Extra Attack
When you take the attack action you may make a second attack against any adjacent foes within 5ft.
Lv.10 Marksman
When you take the attack action with a ranged weapon, you may choose to take a -5 penalty on the attack roll to add +10 damage to the ranged attack
Subclass Options
Hunter, Beast Master
Hit Points
Hit Dice: d8 per Hunter, Beast Master level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
A handler of animals mundane and sometimes exotic. The beast master knows how to whisper creature down, bending them to their will and fighting alongside them as loyal companions. A Beast master emphases either hunting a quarry, excelling in mounted combat or in commanding a pack of beasts. Where other adventures rely on just themselves, the beast master knows the value of teamwork with their companions who may become beloved mascots for the party.
Class Features
Lv3. Beast Master Companion(s)
The beast master may choose to make a single beast or number of beasts under their husbandry trained companions
acting as the beast masters faithful mounts, or to fight alongside them.
Training a creature to be your companion is a time consuming ritual with an indeterminate length. Every day, the beast
master may attempt an animal handling roll to make a specific creature their companion. The DC or which is equal to 10
plus the creatures CR rating as determined by your GM. Once the beast master achieves 1 success check, the creature will
become indifferent to the beast master. Once the beast master achieves 3 successful checks they are considered to have
tamed the beast to be their companion.
A beast master may never have more CRs worth of companions than their own level, but may posses multiple
companions if they wish. If and when a companion dies or is released back to the wild the beast master may tame further
beasts as their companions.
Companion creatures uses its monster template as determined by your GM, but never adds less than your proficiency
bonus on its attack, skill or save checks and otherwise acts as an NPC under the control of the player, who chooses how
the creature acts in a given circumstance.
For 1 action point the beast master may give a single or group of companions a simple command up to 5 words in length.
Including the attack, dash, disengage, dodge and help action. With the companions acting immediately after the player on
the same initiative. Where a beast master has multiple companions they choose the order their companions act in, but a
companion must use all of its actions before selecting the next companion to act.
The beast master is responsible for their companions upkeep and health who consume rations and sustenance as any
other party members depending on their size. Beast rations cost half as much as normal rations when bought in a
settlement;
- Tiny ¼ Ration per day
- Small ½ Ration per day
- Medium 1 Ration per day
- Large 2 Rations per day
- Giant 4 Rations per day
Lv.4 Beast Wrestler
You do not suffer disadvantage when attempting to grapple non-humanoid creatures, and have advantage to escape
grapples from non-humanoid creatures on your turn. When you are grappled by a creature you may use your reaction to
make a single attack at disadvantage.
Lv.6 Man & Beast
Adventuring with their animal companion both man and beast become more together than they would on their own. The
beast master picks a single form of bond to foster with their companions conferring its benefits;
Hawker
- Your companion may track a known visible creature that you have identified to it without error so long as that creature is within 5miles of your current position. If the creature leaves this radius you or your companion will otherwise need to pick up the trail again from the point it left this radius.
- You may use the attack action while riding a flying mount.
- When you command your companion to scout for danger by air your companion has 20 passive perception to spot creatures within 1mile of their location.
Packmaster
- When you command your companion to guard a location, object or person your companion(s) will fight loyally
to the death to protect it unless otherwise scared, lured or commanded away from their ward.
- You may add +1 to intimidation rolls for each companion you have following you at that are present.
- You may command your companion(s) to grapple a foe as part of an attack action. If your companion succeeds
on their attack the creature is grappled until the beginning of the companions next turn.
- When you command your companion to disengage, your companion may also take a free move action.
Rider
- When riding your companion, melee attack rolls made against you by creatures smaller than your mount have
disadvantage.
- When riding your companion, when you ready an attack to strike a foe as you ride past on your companions
turn, you may add +15 damage to melee attacks that hit so long as your companion moves at least 30ft in a
straight line on their turn. (You May not attack from flying mounts)
- You may dismount from your companion for 1 action point from your companions turn.
- When your mount is attacked in melee you may use your reaction to force the attack to target you instead, giving
the attack disadvantage.
Lv. 9 Flanker
When one of your companions fights within 10ft of an ally, both gain a +1 Dodge bonus from each others aid.
Lv.11 Shot in the Crowd
When you make a ranged attack into a melee between an ally and a hostile foe, so long as you are within the first range
increment of your ranged weapon you do not suffer disadvantage to hit the hostile target.
Hunter, Beast Master
Hunter, Wylds Ranger
Hit Points
Hit Dice: d8 per Hunter, Wylds Ranger level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Keeping a watch on the wylds, the ranger is a tracker and survivalist able to live off the land and find a
path to navigate through the toughest of terrain. Versatile, the ranger has a wide variety of skills and an
uncanny ability to spot danger. Any company leaving civilisation behind would do well to include at
least one wylds ranger in their midst.
Class Features
Lv3. Trekker
Rangers pick up a plethora of skills in their travels and rangings. At this level, and every other level (5th, 7th, 9th and 11th) the ranger may add a new set of abilities to their repertoire.
- Wylds Lore – The Wylds ranger learns and memorises +1 common, uncommon and rare ritual or potions that they may
add to their list of known rituals and crafts.
- Umbral Syght – The ranger doesn't suffer disadvantage on perception checks in dim light.
- Wyld Ryder – May ride without a saddle and doesn't suffer disadvantage on handle animal checks to traverse difficult or hazardous terrain. May mount/dismount from a moving steed with no penalty.
- Bushman's Skin – 1min ritual to craft and apply camouflage giving advantage on stealth checks while in the local terrain to you or allies.
- Feral Senses – The ranger adds their proficiency bonus to their passive perception
- Bushcrafter – The ranger may as part of a long rest gather resources from the environment to craft either;
1d4 arrows, 15ft of crude rope, fishing tackle or net, bandages, a stone knife, handaxe or club and start a small fire without tools. With GM discretion this ability may be used to craft any simple tool or item that could be reasonably made without access to tools or workshops.
- Fighting Style – May select a Warriors fighting style.
- Explorer – The ranger may treat any athletics check of 9 or lower as a 10, unless the check was made with disadvantage.
- Lone Wolf – The ranger passively gains the benefits of the disengage action when there are no allies adjacent within 15ft. But losses this passive bonus when within 15ft of their allies. Additionally hostile foes never gain advantage form using the help action to gang up on the ranger.
- Guardian – Whenever an ally within 15ft is attacked the ranger may as their reaction instantly to move up to 15ft foot to interpose themselves between the ally and the attacker forcing the attacker to take the attack at disadvantage. The hunter takes the attack instead of the ally on a success.
- Linguist – The ranger learns +1 languages, and every 2 levels thereafter may add another language to their list of known languages.
- Herbalist – As part of a long rest the ranger may gather local resources to craft simple herbal remedies, such a remedy
may once a day allow;
- an additional save against a poison or disease effect
- heal +1d4 hit points during a rest
- allow the brewing of a sickening potion that gives the imbiber the sickened condition for 10mins
Lv.4 Survivalist
The wylds ranger may add their proficiency bonus on roles against exposure. When the wyld ranger takes a long rest with
allies they may grant their allies half their proficiency bonus round down on checks against exposure.
In addition when selecting a place to rest the ranger may spend a 10min ritual to determine if there are any risks, hazards, hidden routes into the resting area, or other aspects about their chosen campsite. When they do this, they may learn if there is any magical sources within 60ft of the campsite, or any other passive creatures or their remains are present in the same area.
Lv.6 Inner Stamina
Whenever the wyld ranger would be take a level of exhaustion, they may instead choose to take 5 damage and reduce their maximum hit points by 5. The cost increases by 5 each time the hunter pushs through the exhausation, if this reduces the max hit points to zero the hunter dies. Hit points are restored after appropriate rests.
Lv.9 Sixth Sense
At 9th level the wyld ranger gains the ability to detect when some danger may be present in the vicinity even if they do not know the exact source. Whenever the wyld ranger is within 120ft of the following entities they become aware that
something of that nature is nearby. This ability awaking them from natural sleep, or otherwise distracted.
- Wyraths
- Guardians
- Accursed
- Magical Auras
This sense does not give the ranger any more information than at least one source is present in the nearby area, nor does
it give them intuition of the strength or direction of the source, just that it is present somewhere nearby (however the
ranger may be able to intuit direction and position to the source by taking note of when they can feel the presence and
when they can't).
In addition, if the ranger may takes 1min ritual to investigate to determine if;
- A water source is safe/hazardous to drink
- A rock-face or structure is sound or unstable
- A patch of flora may be hazardous
- A corporeal creature has recently (within 24hrs) passed by here
- the weather is about to become hazardous in the next 3 hours
- If there is something hidden or secreted (including traps) in the immediate 30ft area
This ritual accurately determines if there is a hazard present 00-66% of the time, the rest of the time the ranger either
feeling there is danger there when there is not, or that it is safe when it isn't.
Lv.11 Death or Glory
Once per long rest as an action the wylds ranger can opt to describe a series of perilous actions, were the character has an obvious risk of death (GM discretion applies). The ranger gains +10 to saves and +5 damage reduction (DR) to their current scores against all damage types until those actions are complete, the character abandons this course of action, the character is reduced to 0 hit point, or the encounter ends whichever comes first.
Hunter, Wylds Ranger
Hunter, Monster Slayer
Hit Points
Hit Dice: d8 per Hunter, Monster Slayer level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Not all beast can be tamed. Wyrms bring havok from the skies, trolls snatching villages or infestations of ghouls or spectres call for the services of a slayer. Those that survive go on to become folk heros for their deeds at laying low the dark things from beyond the borders of civilisation or from realms other. A slayer is an archetypal adventurer, but a necessary profession in a world of dark creatures. Skilled slayers often can earn a lot of coin taking on contracts to rid a region of a threat.
Class Features
Lv.3 Slayer
At this level and every three levels thereafter (3rd, 6th , 9th and 12th) the Monster Slayer picks a type of creature; Beast,
Ogriod, Wyrm, Guardian, Aberant, Acursed, Wyrath, Wight to practice combat techniques against. Each level thereafter
they may add a listed combat technique to their repertoire up to three for each creature type.
Beasts
- Animal Wrestler – The slayer doesn't suffer disadvantage on grapple checks against non-humanoid creatures.
- Staredown – When the slayer makes an intimidation check against beasts they may apply their wisdom modifier
as an additional bonus. Successfully intimidated beasts will back off for 1d4 hrs. If you fail the intimidation the
beast may make a free attack as a reaction to your staredown.
- Dodge Pounce – When a beast would attempt a grappling attack, the slayer may as a reaction dive to the side at
the last moment. Making a dex save against the beasts attack. If successful they land prone and the attack is
avoided. If unsuccessful they take half damage and are grappled.
Ogriods
- Giant Killer – When a large or larger sized creature adjacent within 5ft of you attacks you with a melee or unarmed attack, you may use your reaction to attack that creature after its attack, so long as you can see and react to the creature.
- Up and Close – When within 5ft of a large or larger sized creature, and you take the attack action you may
choose to take disadvantage to attempt to trip the larger sized opponent by slashing at its ankles and tendons.
- Steely Nerve – When you ready an action to attack a creature larger than you when it closes to attack, you may
gain a +5 on your attack roll and damage. If the attack roll is a critical hit, you may either blind the creature if
using a ranged weapon, or leave the creature stunned if using a melee weapon.
Wyrms
- Bowmans Nerve – When you ready an action to attack a flying creature when it swoops to attack, you may gain
+5 on your attack roll and damage. If the attack roll is a critical hit, you also knock the flying creature prone on
the ground causing it to take fall damage.
- Wyrm-breath Evasion – You gain a +3 bonus to saves to avoid area of effect damaging effects so long as you can see and
react to the threat.
- Avoid Trample – As a reaction to being trampled by a creature larger than yourself, you may make a dexterity
save against the trample attack. If successful you dive out of the way landing prone. If not you take half damage.
Guardians
- Find Totem – When you have encountered a guardian creature, the monster slayer may use their Tracking
Sense to intuit the direction of the guardians totem. This is felt as a compass direction that points towards the
totems location. If the guardian has no totem this ability lets you know.
- Blade and a Prayer – The monster slayer may gain the benefits of the crusaders battle prayer ability when in an
encounter with a known guardian creature.
- You Shalt not Pass – The monster slayer may spend 2 action points to complete a minor ritual of warding against
guardian creatures creating a magical barrier up to 20ft square which lasts for 1d4 rounds.
Aberant
- Guarded Mind – When the monster slayer would gain eldritch madness from a creature, there is a 00-49%
chance that they resist this madness.
- Tentacled Grip – When the monster slayer is grappled by a 'tentacle like appendage' they may as part of an
attack action, attack up to three times in an attempt to sever the tentacle. If they are successful in dealing enough
damage to the tentacle (at GM discretion) the adventurer is released and or the tentacle is severed and no longer
of use to the creature.
- Carve out Corruption – When the slayer or ally would be afflicted by a corrupting effect that deals damage
overtime or applies condition effects. They may instead choose to spend 2 action points to cut away or draw out the
corruption from their flesh, taking 1d6 damage and +1 ongoing bleed damage until the wound is treated to
negate the effect (GM discretion applies). As a 10min ritual the slayer can study the effect to determine if this corruption can be negated by this ability or not.
Acursed
- Curse Breaker – As a reaction when an accursed creatures attacks you or an ally, the monster slayer can
espouse a fact about the cursed creatures history or condition to inflict a -10 penalty on that attack. Each fact
may only be used once.
- Faiths Protection – The monster slayer gains a +10% bonus to the success of any beseachment that they make
during an encounter with a hostile accursed or guardyan creature.
- Accursed Ground – The slayer may undertake a 1min ritual to determine if the area they are currently standing
in is affected by any divine blessings, leshenfey awakenings, infernal corruptions, or has been touched by the
eldritch and what effects this may have on the party.
Wyrath
- Ghostwalker – The monster slayer has advantage on save to avoid the effects of haunts or reality bending effects.
- Wraythlight – While the slayer carries a warding lamp lightsource as a reaction to being attacked by a wrayth, the
slayer may use the light-source to impose disadvantage on the wrayths attacks for that round.
- Shadowspirit – The slayer has advantage on checks or against the negative effects of nox negating some of the
penalties nox gives.
Wight
- Careful Dispatch – The monster slayer may choose to take disadvantage on their attacks to gains +20% resistance
to becoming contaminated from sources of contagion when they attack or kill a creature. This resistance lasts
until the beginning of their next turn.
- Corpse Killer – You know how best to exploit the weakness of dead creatures. Wights do not have resistance
against damaging attacks you make with piecing or ranged weapons
- Stem the Horde – When you ready an action to prevent any creatures moving through your threatened area, you
may attack them even if they have the benefits of the disengage ability, and if you hit their movement is
immediately reduced to zero.
Lv.4 Poisoned Blades
The monster slayer may apply an oil or substance to their weapons or ammunition as a bonus action.
Lv.6 Slayers Expertise
Whenever you are fighting a creature type you have all three combat techniques for, you may double your proficiency
bonus on attacks against this creature type.
Lv.9 Trophy Taker
Whenever the slayer would take a trophy from a creature, they may as an action hold this trophy aloft and display it to
confer one of the following effects;
Demoralise foes – the slayer makes an contested intimidation check against all creatures of that type present who role a charisma save against the slayer. Those creatures that fail, may not move closer than 30ft to the slayer while they hold the trophy in hand.
You owe me – the slayer presents the trophy as part of collecting on a quest or reward and may demand that either the monetary reward is increased by up to +50%, or to gain +1 favour with the patron as part of the reward. When demanding additional monetary reward, the slayer makes an intimidate check with advantage against the quest givers charisma save. With a the slayer taking -1 penalty for every +10% reward being asked for.
Lv.11 Slayers Strike
Whenever you are fighting a creature type that you have all three combat techniques for, you may add your proficiency
bonus on the damage you deal to creatures of that type.
Hunter, Monster Slayer