Homebrew

The Hunter

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.

hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Hunter level after 1st
armor proficiencies: Light armor, medium armor
weapon proficiencies: Simple weapons, martial weapons
tools: Tinker’s tools
saving throws: Dexterity, Constitution
skills: Choose three from Athletics, Acrobatics, Perception, Survival, Investigation, Insight, Intimidation
starting equipment:

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



  • (a) scale mail or (b) leather armor
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) a hand crossbow
  • Tinker’s tools and an explorer’s pack
  • Hunter Gear Rig (see below)


spellcasting:

None

class features:

Hunter Gear

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:

  • Anchors
  • Pressure
  • Hunter Techniques

Repairing or replacing Hunter Gear requires appropriate tools, materials, and downtime, at the DM’s discretion.


Anchor System

1st-level Hunter feature

You can deploy anchors, mechanical devices that attach to terrain, structures, or Kinamon systems.

  • You can maintain a limited number of active anchors at one time, as shown on the Hunter table.
  • Deploying an anchor requires a bonus action or may be done as part of your movement.
  • Anchors enable tethered movement and many Hunter Techniques.

If an anchor is destroyed or removed, any effects relying on it immediately end.


Pressure

2nd-level Hunter feature

Your gear operates under increasing mechanical strain, represented by Pressure.

  • You have a pool of Pressure points based on your Hunter level.
  • You regain all expended Pressure when you finish a short or long rest, provided you spend at least 10 minutes performing maintenance on your gear.
  • Pressure fuels Hunter Techniques and certain class features.

Pressure represents stress, tension, and output, not stamina or magic.


Hunter Techniques

2nd-level Hunter feature

You learn specialized techniques that allow you to control the battlefield and interact directly with Kinamon systems.

  • You learn a number of techniques as shown on the Hunter table.
  • You can replace one technique you know with another when you finish a long rest.
  • Some techniques require saving throws.

Technique Save DC
= 8 + your proficiency bonus + your Strength or Dexterity modifier (chosen at 1st level)


Hunter Specialization

3rd-level Hunter feature

You choose a specialization that defines your approach to Kinamon warfare:

  • Bastion Corps – Defensive line-holders and space denial specialists
  • Freelance Reavers – High-risk system breakers and executioners
  • Salvagers – Experimental system hackers using unstable modules

Your specialization grants features at 3rd, 7th, 14th, and 18th level.


Extra Attack

5th-level Hunter feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.


Reinforced Gear

6th-level Hunter feature

Your equipment has been hardened through repeated exposure to catastrophic force.

  • You have advantage on saving throws against being knocked prone.
  • You reduce damage taken from falling or forced movement by an amount equal to your proficiency bonus.

Pressure Overcharge

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).


Adaptive Deployment

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.


Tactical Mastery

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.


Improved Anchors

13th-level Hunter feature

Your anchoring systems become harder to disrupt.

  • Creatures have disadvantage on checks made to remove your anchors.
  • Your maximum number of anchors increases as shown on the Hunter table.

Relentless Hunter

15th-level Hunter feature

When you roll initiative and have no Pressure remaining, you regain 2 Pressure.

You are never completely unprepared.


Kinamon Suppression

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.


Living Siege Engine

20th-level Hunter feature

You have mastered the art of Kinamon warfare.

  • Pressure costs for Hunter Techniques are reduced by 1 (minimum cost of 1).
  • You may maintain the maximum number of anchors shown on the Hunter table.
  • Once per long rest, for 1 minute, you ignore all backlash caused by Pressure Overcharge.

subclass options:

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.

Bastion Corps

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

  • Heavy armor–capable frontline Hunter
  • Defensive pressure management
  • Battlefield denial and protection of allies

Mechanical Identity

  • Superior anchor durability
  • Area control and forced positioning
  • Defensive Hunter Techniques unique to Bastion Corps

Freelance Reavers

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

  • Mobile striker and system breaker
  • High-risk, high-reward playstyle
  • Solo or small-team operations

Mechanical Identity

  • Aggressive Pressure spending
  • Mobility-driven offense
  • Hunter Techniques focused on damage spikes and execution windows

Arcanomechanics

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

  • Tactical support, controller, and experimental striker
  • Artificer, fighter, wizard hybrid
  • Adaptation over raw force

Mechanical Identity

  • Modular gear customization
  • Limited magical integration
  • Flexible responses to Kinamon traits

[h1ae000c84-86fe-438d-803a-6c4eb1993d5c]The Hunter
LevelProficiency BonusFeaturesPressureAnchorsManeuvers
1+2Hunter Gear, Anchor System1
2+2Pressure, Hunter Maneuvers413
3+2Hunter Specialization413
4+2Ability Score Improvement413
5+3Extra Attack625
6+3Reinforced Gear625
7+3Specialization Feature625
8+3Ability Score Improvement625
9+4Pressure Overcharge837
10+4Adaptive Deployment837
11+4Tactical Mastery837
12+4Ability Score Improvement837
13+5Improved Anchors1049
14+5Specialization Feature1049
15+5Relentless Hunter1049
16+5Ability Score Improvement1049
17+6Kinamon Suppression12511
18+6Specialization Feature12511
19+6Ability Score Improvement12511
20+6Living Siege Engine12511


Created by

MKZ567_.

Statblock Type

Class Features

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