Homebrew
Hunters are elite combat specialists trained to fight Kinamon colossal, system-driven beings whose sheer scale turns battlefields into disasters. Rather than overpowering their foes, Hunters rely on specialized mechanical gear, anchoring systems, and tactical pressure to control movement, disable critical systems, and create openings for others to exploit.
A Hunter does not defeat a Kinamon through brute force. They slow it, pin it, misdirect it, and survive long enough for the kill to become possible.
In cities, Hunters hold gates and streets against advancing Kinamon. In the wilds, they track and dismantle these creatures piece by piece. Some serve organized corps, others sell their expertise to the highest bidder, and a few pursue forbidden innovation by fusing lost magic into their machines.
Where Kinamon reshape the world by their presence alone, Hunters exist to ensure the world still has defenders.
You start with the following equipment, in addition to the equipment granted by your background:
None
1st-level Hunter feature
You are trained in the use and maintenance of specialized mechanical equipment known as Hunter Gear. This gear includes anchor launchers, reinforced harnesses, tension reels, and control mechanisms.
Many of your class features require your Hunter Gear to function.
If your Hunter Gear is lost, destroyed, or disabled, you cannot use:
Repairing or replacing Hunter Gear requires appropriate tools, materials, and downtime, at the DM’s discretion.
1st-level Hunter feature
You can deploy anchors, mechanical devices that attach to terrain, structures, or Kinamon systems.
If an anchor is destroyed or removed, any effects relying on it immediately end.
2nd-level Hunter feature
Your gear operates under increasing mechanical strain, represented by Pressure.
Pressure represents stress, tension, and output, not stamina or magic.
2nd-level Hunter feature
You learn specialized techniques that allow you to control the battlefield and interact directly with Kinamon systems.
Technique Save DC
= 8 + your proficiency bonus + your Strength or Dexterity modifier (chosen at 1st level)
3rd-level Hunter feature
You choose a specialization that defines your approach to Kinamon warfare:
Your specialization grants features at 3rd, 7th, 14th, and 18th level.
5th-level Hunter feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
6th-level Hunter feature
Your equipment has been hardened through repeated exposure to catastrophic force.
9th-level Hunter feature
When you spend Pressure to activate a Hunter Technique, you can spend 1 additional Pressure to enhance its effect.
If you do, you must succeed on a Constitution saving throw or suffer mechanical backlash, such as damage, restrained movement, or anchor failure (DM’s discretion).
10th-level Hunter feature
When you roll initiative, you may immediately deploy one anchor without using an action.
This anchor does not count against your maximum number of anchors until the end of your first turn.
11th-level Hunter feature
Once per turn, you may use two different Hunter Techniques during the same turn, provided each is fueled by Pressure.
This does not bypass action economy limitations.
13th-level Hunter feature
Your anchoring systems become harder to disrupt.
15th-level Hunter feature
When you roll initiative and have no Pressure remaining, you regain 2 Pressure.
You are never completely unprepared.
17th-level Hunter feature
When a Huge or larger Kinamon fails a saving throw against one of your Hunter Techniques, its movement speed becomes 0 until the start of its next turn.
A creature can be affected by this feature only once per round.
20th-level Hunter feature
You have mastered the art of Kinamon warfare.
At 3rd level, a Hunter chooses a specialization that reflects how they survive, and profit, in a world ruled by Kinamon. Each specialization grants features at 3rd, 7th, 14th, and 18th level, as well as access to a unique set of Hunter Techniques or systems.
City Defenders and Line Holders
Bastion Corps Hunters are trained to hold ground against the impossible. They are the shield walls of Llandroza stationed atop walls, bridges, and evacuation corridors, buying time while cities flee or artillery aligns.
They specialize in anchoring Kinamon in place, absorbing catastrophic force, and turning urban terrain into a weapon.
Fantasy & Role
Mechanical Identity
Executioners and High-Risk Hunters
Reavers are not officially sanctioned. They work job boards, private contracts, or outright illegal extermination requests. Where Bastion Corps holds the line, Reavers go for the wound.
They specialize in precision strikes, system ruptures, and exploiting moments of instability. A Reaver’s survival depends on speed, timing, and nerve.
Fantasy & Role
Mechanical Identity
Experimental Engineers and System Hackers
Salvagers are Hunters who tore their gear apart and rebuilt it wrong on purpose. They fuse lost magic, unstable mechanics, and Kinamon remnants into modular systems that bend the rules of Hunter combat.
They do not rely on Hunter Techniques alone. Instead, they deploy Arcano Modules, semi-permanent mechanical augmentations that alter how their gear functions.
Fantasy & Role
Mechanical Identity
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