Hunter class features and progression.
Respect the forest and her children, and she will bestow upon you many gifts. Long before the first stones of the grand kingdoms had been laid, there was The Wild. We Hunters called groves and fields home, just as the elk and boar still do. We have trained our minds and hearts as much as we have trained with bows.
For, there is great danger in becoming a Hunter: the intoxicating Thrill of the Hunt that washes over your body when stalking prey. Be warned—do not allow it to settle into your heart. For no true Hunter takes without recognizing what they have first been given: a soul, a meal… warmth, all at a cost—a life. And that should not be taken lightly. Wherever you roam, be it city or glade, mountain or valley, as long as The Wild is tenderly tucked into the depths of your heart, you will always be a Hunter. May your arrows strike true and your bowstrings never break.
Hunters are:
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Relentless Trackers. As an expert survivalist, you mark your prey, becoming a shadow in pursuit, relentless and precise.
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Masters of the Wild. Harness the Thrill of the Hunt to outwit your targets—set decoys, spring traps, and strike with lethal efficiency.
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Deadly from Afar or Up Close. Whether you’re raining arrows from a distance or closing in for a personal takedown, your prey won’t escape your reach.
- Key Stats
- DEX, WIL
- Hit Die
- d8
- Starting HP
- 13
- Saves
- DEX+, INT−
- Armor
- leather
- Weapons
- All DEX weapons
- Starting Gear
- Shortbow, Cheap Hides, Dagger, Hunting Trap
Class features
Level 1
Action: A creature you can see is marked as your quarry for 1 day (or until you mark another creature). It can’t be hidden from you, and your attacks against it gain your choice of advantage OR +LVL damage (choose before each attack).
Gain advantage on skill checks to find food and water in the wild.
Level 2
Choose 2 Thrill of the Hunt (TotH) abilities. Gain a charge to use these abilities during that encounter whenever your quarry dies, you hit your quarry in melee, or crit your quarry at range.
Level 4
Choose a 3rd Thrill of the Hunt ability.
+1 DEX or WIL.
+2 speed; gain a climbing speed.
Level 5
Whenever you have no Thrill of the Hunt charges, gain Hunter’s Resolve until the end of your turn: treat all creatures as your quarry for the purposes of movement and melee attacks.
Action: Spend 1 Thrill of the Hunt charge to make a melee attack against your Bloodied quarry. Turn it into a crit and double the damage of your Hunter’s Mark. If they survive, they crit you back.
+1 STR or INT.
Level 7
Gain your Hunter subclass feature.
Level 8
Choose a 5th Thrill of the Hunt ability.
+1 DEX or WIL.
Level 11
Gain your Hunter subclass feature.
Level 12
Choose a 6th Thrill of the Hunt ability.
+1 DEX or WIL.
Level 13
Advantage on Perception checks.
+1 STR or INT.
Level 14
Choose a 7th Thrill of the Hunt ability.
Level 15
Gain your Hunter subclass feature.
Level 16
+1 DEX or WIL.
Level 17
You can Defend against your quarry for free.
+1 STR or INT.
Level 18
Gain 1 Thrill of the Hunt charge at the start of your turns.
Level 19
Choose an Epic Boon.
Thrill of the Hunt
Choose Thrill of the Hunt abilities as you level up. Each ability costs 1 charge to use and cannot miss unless otherwise noted. Unused charges are lost when combat ends.
- Decoy.
When you Defend: The attack misses instead, and you can move up to half your speed away (where you really were all along!).
- Fleet Feet.
Move up to your speed for free, ignoring difficult terrain.
- Grease Trap.
(1/encounter) Reaction (when an enemy moves adjacent to you or an ally within 6 spaces): Target falls Prone, is vulnerable to the next fire damage it takes, and is treated as if it is Smoldering.
- Hail of Arrows.
(Half range) 2 actions: Shoot all creatures within a 3×3 area. Their speed is halved until the end of their next turn.
- Incendiary Shot.
(Half range) Action: Attack with a ranged weapon, add WIL d8 fire damage.
- Pinning Shot.
Spend 3 actions shooting your quarry. They are Restrained until they can escape (DC 10+WIL).
- Snare Trap.
(1/encounter) Reaction (when an enemy moves adjacent to you or an ally within 6 spaces): Move them back 1 space, they are Restrained until they can escape (DC 10+WIL).
Subclasses
Shadowpath
Level 11
Whenever you mark a creature, you may also mark another creature within 6 spaces of them for free.
Level 15
You may use your Primal Predator ability twice each encounter. Gain 1 Thrill of the Hunt charge when you roll Initiative.
Wild Heart
Level 3
+5 max HP. Upgrade your Hit Dice to d10s.
When you roll Initiative or gain one or more Thrill of the Hunt charges, move up to half your speed for free, ignoring difficult terrain.
Level 7
Whenever you Safe Rest in a location near where plants or fungi can grow, you may spend a day collecting healing herbs to craft a number of Healing Salves equal to your WIL.
Action: Heal yourself or an adjacent creature WIL d6 HP. Only you or another experienced Herbalist may administer these, and they expire whenever you Safe Rest.
Level 11
(1/Safe Rest) If an attack would cause you to drop to 0 HP, you instead move up to your speed away and take no damage.