SGttEH 319
The motto of hunters is "survive together, or die together." They never hunt alone, unless they are forced to. After all, even the oft considered greatest hunter, Steinhardt, was always accompanied by Vicar Priscilla on all his hunts. The nights in Luyarnha can be brutal and the beasts relentless, and only a united front can hope to survive.
All jaegers are hunters, but not all hunters are jaegers. Where jaegers are relentless killers, hunters are often simple citizens wishing to protect their homes and those they love. They are often the first to perish, but fear the one who lives long in a profession where men die young. Hunters are an invaluable contribution to the survival of the city-state and its denizens, and successful hunters cut down hundreds of beasts throughout their life before succumbing to the fires of battle.
MOD | SAVE | ||
---|---|---|---|
STR | 16 | +3 | +3 |
DEX | 14 | +2 | +2 |
CON | 14 | +2 | +2 |
MOD | SAVE | ||
INT | 10 | +0 | +0 |
WIS | 11 | +0 | +0 |
CHA | 10 | +0 | +0 |
Flexible Combatant. When the hunter draws or stows a weapon, it can draw or stow another weapon with the other hand. It can reload weapons with the loading, reload, or barrel properties without a free hand.
Additionally, if the hunter is carrying a one-handed melee weapon in one hand, and a one-handed ranged weapon in the other hand, it doesn’t have disadvantage on attack rolls with ranged weapons from being within 5 feet of a hostile creature.
Multiattack. The hunter makes two longsword attacks. If it has a firearm drawn, it can also make a firearm attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Firearm. Ranged Weapon Attack: +4 to hit, range 60/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Dodge Step (3/ Short Rest). If the hunter’s speed isn't 0, and it is targeted by an attack, it dodges in defense. It moves 5 feet, and makes a Dexterity saving throw with a DC equal to the attacker's attack roll’s total. On a success, it evades completely and the attack misses. On a failure, it halves the attack's damage against itself if the attack hits. This movement doesn’t provoke opportunity attacks.