Huntsman

Homebrew

Huntsman

The moon loomed overhead, beckoning the beasts within the thick wilds to howl. Surrounded on all sides and with the moonlight glistening across his face, the yare hunter faces down beasts and monsters from the cruelest of lands.

 

With a swing, hack, and cleave, the work is done. The monstrous creatures which had once surrounded him lay dead. With his heartbeat pounding in his ears and blood fogging his vision, the ancient teachings which guide his blades flicker through his mind, helping his deft blade find soft purchase in tough flesh.

 

Of course, the monsters had strength and numbers, there was no question about that. However, they had one mighty disadvantage: not one could outmatch the hunter’s ferocity.

 

Songs of the huntsman do not speak of honorable heroes or fashionable knights. Instead, these tales whisper of what men can become. These warriors — almost as monstrous as the creatures they hunt — dedicate themselves to the hunt, for with their ancient wisdom and heartless brutality, they can utilize swift steel to strike the soft spots of their foes. To a huntsman, no technique is too underhanded nor too brutish to achieve victory for the greater good.

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The Beast Within

A huntsman peers within the very thicket of their soul and gives way to the natural, animalistic force that lies within. Within that soul, they find the rancorous, hungry monster that lies asleep within each man, woman, and child. The huntsman who taps into this creature will find the line between man and monster blurred; both friend and foe alike must be wary of the savage wilderness found in the beast within. Walking the path of a huntsman is never easy; for those looking to make the grueling journey, mind and body alike must be risked. Without constant focus and mediation, hunters will become what they swore to destroy: the feral beasts they seek to end. However, this risk is rewarded well, for all the suffering a huntsmen undergos begets mystical powers and superhuman strength upon them. With tenacious might and seemingly endless endurance, the huntsmen bounds across the vast battlefield, avoiding all manners of attacks and harm. Against massive monstrosities, it is better to never be touched than to depend upon shield and armor. As such, the huntsmen weave in and out of the battlefield, following the footwork of the moonlight dance of predator and prey, perfected ages ago.

 

The First Huntsman.

Huntsmen unlock their strength through rigorous training and keen teachings of the various schools. These schools, which serve to continue the tradition of the huntsmen, originate from the First Huntsman. This Huntsman, who fought and battled for decades, left behind irreplaceable knowledge — notes that detail ancient magics and the weaknesses of countless foes. For all their work, however, there is little known of who they used to be. All that is known, however, is how difficult their life must have been. What was thought to be the grim fantasy of grisly campfire stories is the daily life of a huntsman. To become such a fabled fighter, one must undergo mutations.These mutations, which are often lethal, can only be evoked through archaic trials which have evolved over the course of one thousand years. These trials coax the beast in a huntsman's soul out, awakening a monster that must then be tamed. While these trials are not universal, each school has perfected its own method of releasing the beast, a necessary aspect of becoming a huntsmen.

 

Creating a Huntsman

As you create your huntsman, think about what caused your character to start following the twisted path. What forces in their lives would pressure them to forsake society and walk the path of the beast? Perhaps they were betrayed by a close ally. Alternatively, they may seek revenge against a specific monster that destroyed their previous life. Understand that very few huntsmen enjoy their work. Some may reject their bestial self, while others hate being seen as a service and tool to be used by others. Alternatively, some find themselves frustrated with being ostracized by the public who benefit from the huntsmen’s tireless work.

 

Contrary to the ways listed above, your huntsman may choose instead to reject civilization and embrace the wild side, even taking on animalistic or monstrous characteristics as they progress, allowing the beast within to take over. If you choose to have your character follow this path, discuss with your DM how you'd like to embrace these traits, and create together specifically flavored attributes of your character around it.

 

Finally, converse with your DM about what enemies you are most likely to encounter in the campaign. Because of the importance of monster type within the Huntsmen class, it is key to understand what monsters you will be fighting to create an effective huntsmen.

Quickbuild

You can make a Huntsman quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Outlander background. Next, choose Harry and Trounce for your Agile Predator actions. Finally, choose monstrosities as your favored prey.

     
hit dice: 1d8
hit points at 1st level: 8 + your constitution modifier
hit points at higher levels: 1d8 (or 5) + your constitution modifier
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons, Martial Weapons, and Firearms (If applicable)
tools: Your choice of (A) Alchemist's Supplies, (b) Cartographers Tools, (c) or Herbalist's Kit
saving throws: Dexterity, Wisdom
skills: Choose two from Athletics, Acrobatics, Animal Handling, Intimidation, Perception, Stealth, Nature, Survival.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a simple weapon or (b) two martial weapons

  • (a) A Monster Hunter's Pack or (b) A Dungeoneer’s Pack

  • (a) Cartographer's Tools, (b) Alchemist's Supplies, or (c) A Herbalist's Kit

  • Leather Armor


spellcasting:
Huntsman Spell List * Deliminates a Custom Spell
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Cantrips (0 Level)


Axii*
Quen*
Yrden*
Igni*
Aard*
Prestidigitation
Light
Guidance
Shillelagh

1st Level

Animal Friendship
Charm Person
Comprehend Languages
Expeditious Retreat
Thunder Wave
Jump
Feather Fall
Burning Hands
Hunters Mark
Zephyr Strike

2nd Level

Suggestion
Continual Flame
Gust of Wind
Pass Without Trace
Silence
Locate Animals or Plants

3rd Level

Counterspell
Dispel Magic
Glyph of Warding
Fear
Protection from Energy
Haste

4th Level

Dominate Beast
Locate Creature
Death Ward
Confusion
class features:
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Weapon Mastery (2)

Your training with weapons allows you to use the Mastery property of Two(2) kinds of Simple or Martial weapons of your choice. Whenever you finish a short Rest, you can practice weapon drills and change up to two of those weapon choices.   When you reach certain Huntsman levels, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Huntsman table.

  h1]Sign Casting

Upon reaching 1st level, you have begun delving into the secrets of the hunt. This grants you the knowledge of signs, the first and simplest of all known spells. You may pick 2 cantrips from the Huntsman spell list, they are treated as only having somatic components. You may cast these cantrips without using an arcane focus.

 

Mark Prey

At 1st level, As a bonus action, you may mystically mark a single creature you can see as your prey. This effect lasts for 1 hour. While a creature is marked, you gain the following benefits. This feature may be used a number of times equal to your proficiency each long rest :

  • Your attacks deal an additional 1d4 force damage. This damage increases as you level, as according to the Huntsman table. This is increased to 1d6 at level 5, 1d8 at level 10, and 1d10 at level 14.
  • You have advantage on martial rolls against the creature, and survival rolls to track the creature.
  • You know if and when the creature dies. If the creature would die before the mark has expired, you may immediately spend a reaction to apply the mark to a new creature within sight, this does not expend a use of the ability if applied this way.
  Beginning at level 10, your weapon attacks deal extra damage to your marked prey equal to your proficiency.

 

Fervor Points

A Huntsman gains increasing power and rage from the smell of blood on the air. Each time you deal damage against an enemy, you gain 1 fervor point. When combat ends, you regain hit points equal to two times the amount of fervor points you have. After this, you lose all fervor points. There is no maximum amount of fervor points you can earn. You gain additional fervor points from the following sources:

  • Dealing damage a creature is vulnerable to
  • Landing a critical hit
  • Damaging a marked prey.

 

Lethal Exploit:

Starting at 2nd level, You learn 3 lethal exploits from the huntsman exploit table upon reaching level 2, and 1 additional lethal exploit at levels 6, 11, and 18. Exploits learned from your subclass do not count towards your total. You may only use one lethal exploit each combat round. Each exploit will explain when and how you can use it, and its effects. When you learn a new exploit, you can also replace one exploit you know with a different one.

   

Fighting Style

By the time you have become level 2, you have adopted your favored strategies for battle. You may select one of the following fighting styles to hone to its finest. Alternatively, you may choose a fighting style available to a fighter.

Fury

When they hunt their prey, hunters know that a shield engenders passivity. With a weapon in each hand, they dance around and between death to strike at the heart.
  • You may dual wield one handed weapons without the light property.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one

Insight

When they hunt their prey, the insightful hunter knows their limits and how to best approach a situation.
  • When making a ranged or thrown weapon attack against your favored prey, you do not have disadvantage when firing at long range.
  • You do not have disadvantage from making ranged or thrown weapon attacks against your favored prey at melee range.

Brutality

When they hunt their prey, brutal hunters give no quarter, dancing with ease using blades of unyielding steel.
  • While wielding a two-handed weapon, you gain +1 AC
  • You may treat your two-handed weapons as Finesse Weapons

 

Hunter Archetype

After reaching 3rd level, you may select a path to begin learning more adept styles of the hunt.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase a score above 20 using this feature.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 15th level in this class.  

Feral Instincts

At 6th level, you do more than think like a wild animal; your very body is adapting, its senses dramatically improving beyond what is natural. You gain the following benefits:
  • You gain dark vision up to 60 feet, allowing you to see in total darkness as if it were dim light.
  • You gain blind sense up to 5 feet, allowing you to detect even invisible presences.
  • You may move across walls as if they were floors. If your movement ends on a wall for any reason, you immediately fall.
  • You learn an additional Lethal Exploit action.
 

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Inner Beast

At 11th level, your instincts have deepened further. You might even take on animalistic mannerisms if you do not keep your composure. The line between hunter and beast blurs. You gain the following benefits:

  • You have advantage on Wisdom (Perception checks)
  • Your Darkvision extends to 120 feet
  • Your Blind sense extends to 10 feet
  • You gain an extra 10 feet of movement
  • You learn an additional Lethal Exploit action.

 

Know Thy Enemy

Starting at 14th level, you gain proficiency against saving throws your marked prey forces you to make. Additionally, whenever you fail a saving throw, you may spend 3 fervor points to reroll it, and you must use the new roll.

 

Brutal And efficient

At 15th level, Your weapon attacks ignore resistances against your marked prey.

 

Night of the Hunt

At 18th level, All enemies are always treated as your prey

 

Death March

At 20th Level, you may enter a state of pure instinct as an action. If you do, until your next turn, whenever a new creature(s) comes or starts its turn within your melee weapons reach, you may make an attack against that creature for free. You may only make one attack against each individual creature during each initiative count. You may use this feature twice for free every long rest, you may use it again beyond this, but for each attempt beyond you suffer one point of exhaustion.
 

The Lethal Exploit Table:

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Lethal Exploits

The following are the list of Lethal Exploits you may choose to learn as a huntsman.
 

 


NameFervor Point CostTimingEffect
Weapon Trick1 pointAny time on your turn.You may immediately unequip and then equip up to one weapon in each hand. Then, you may treat a weapon you have equipped as if it had the finesse property until the end of the round.
Combat Step1 PointAfter you deal damage with a melee weaponyou may immediately move to any position with 5 feet of your target. This does not spend your movement, and does not provoke opportunity attacks.
Fight or Flight2 pointsAfter you deal damage with a melee weaponyou attempt to invoke primordial fear in your prey. It cannot take the disengage action on its next turn.
Dread1 pointAfter you deal damage to your preyuntil the end of its next turn, moving away from you costs double movement for the creature.
Snap Reload1 pointAny time on your turnYou immediately reload any equipped weapons that require ammunition or have the reload property.
Through the pain6 points.When an enemy attacks youYou immediately regain double your mark’s damage dice in temporary hit points. These hit points last until the end of the round.
Hellhound4 pointsBefore you take the attack action on your turnYou may add your mark’s damage dice to the next attack you land this turn.
Hunters Riposte4 pointsWhen you end your turnUntil the end of your next turn, the first time your prey misses you with an attack, you may spend your reaction to attack it immediately.
Invoke3 pointsAny time on your turnYou may cast a cantrip you know from the huntsman spell list as a bonus action this turn
Brutality10 pointsAfter you finish your attack action.Until the end of your turn, you may take the attack action an additional time
subclass options:

Schools of the Hunt

Monsters and beasts have been hunted a thousand times by a thousand huntsmen over a thousand years. This knowledge is held by only the oldest of masters. At third level, you show prowess enough that a master has to adopt a school of these teachings.  

School of the Wolf

These hunters revel in the dance of death as they weave between fatal strikes, not fearing the abyss. They work well with others, and are a boon to any hunting party, but are not dependent on their allies.
Subclass Features

Lethal exploit: (Coordinate)

5 Fervor Points, As a bonus action action,
  you may select one unit within 30 feet of you. Until it takes damage, ally attacks against it have advantage.

 

Lethal exploit: (Pursuit)

3 Fervor Points, As a bonus action action,
  All allied creatures within 30 feet, including you, gain 10 bonus movement speed until the start of your next turn.

 

The Pack

At 3rd level the first time an ally within 30 feet of you lands an attack against your marked prey on their turn, you gain an additional fervor point.

 

Adaptive Training

At 9th level, you may swap one of your chosen fighting styles, lethal exploits, or cantrips for another one available to you at the end of a long rest. Additionally, you gain proficiency with one artisans’ tool of your choice.  

Hastened Reflexes

At 9th level, You may use an additional lethal exploit each round.  

Divide Attention

At 13th level, If there is at least one ally next to your marked prey, it has disadvantage against attacking your ally, and you have advantage against attacking it.

 

Unrelenting Force

At 17th level you may use a third lethal exploit each round.

 

School of the Snake

Some hunters are more pragmatic in their affairs, preferring not to just outmaneuver, but out plan and outwit their prey.
Subclass Features

Lethal Exploit (Ingenuity)

4 Fervor Points: As a bonus action on your turn.
  You may draw and throw a weapon with the thrown property, given you have a free hand available. If both of your hands are full, you may use this feature as long as one of the weapons you are wielding has the light property.

 

Lethal Exploit (Cheap Trick)

6 Fervor Points: As a bonus action.
  Your next attack applies the poisoned condition, there is no save. The creature is considered poison by you until the end of it’s next turn, even if it is immune to the poisoned condition (Immune creatures still don't suffer the effects of poison)

 

Opportunist

At 3rd Level, whenever an enemy fails a saving throw you forced it to make, you gain a fervor point.

 

Silent Death

Unsuspecting prey is easy prey. At 3rd level, you may take the hide action in dim light or while lightly obscured. Additionally, you have gained proficiency in the stealth skill, expertise if you already have proficiency in that skill.

Every Last Drop

Starting at 9th level, if you would apply the poisoned condition to a creature that is already under the poisoned condition, you instead deal an additional 1d6 of force damage.

 

Ouroboros

At 13th level, the virulent venom of your strikes opens up any foe's defenses. You may now treat poisoned creatures as if they were your marked prey. Additionally, you gain a point of fervor whenever a creature poisoned by you takes poison damage.

 

Deathbloom

At 17th level, as an action, you invoke your poison to magically detonate. Each creature poisoned by you takes 1d4 force damage equal to your fervor points.After this, you immediately lose all of your fervor points. All of your poisons are removed immediately.


 
 

School of the Owl

The wisest of the hunters, diving deeper into the mystical and arcane arts
Subclass Features

Lethal Exploit: (Adept Sign Casting)

5 + the spells level points, As an bonus action,
you immediately take the magic action to cast a spell from the huntsman spell list, if you have a free hand.

 

Sigils of power

When you reach 3rd level, your understanding of your signs has deepened, allowing for more potent and ancient signs to be cast. You may cast spells from the huntsman spell table without using an arcane focus.  

Greater sign Casting


Cantrips: You learn an additional cantrip from the hunter spell list. at 10th level, you may choose another.
Spell slots The School of the owl table shows how many spell slots you have to cast your spells of 1s level or higher. To cast one of these spells, you must expend a spell slot equal to the spells level or higher. You regain all expended spell slots when you finish a long rest.
Spells known of 1st level and higher You know three 1st level hunter spells of your choice. The table shows when you learn new spells, these spells must be one you have a spell slot for and must come from the Hunter spell list. When you level up, you may choose to swap a spell you know for one of equal level from the Huntsman spell list.
Spellcasting Ability: Your Wisdom is your spellcasting ability for your hunter spells, since your spells come from pure instinct and a greater understanding of the nature of magic itself. Whenever a spell refers to your spellcasting ability, use your Wisdom. In addition, you use your Wisdom modifier when setting the saving throw DC for your hunter spells.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier    

Cocktail Brewing

Starting at 9th level, you have learned the recipes for ancient mutagenic potions. Using 25 gold and an hour, you brew one of these ancient potions. This Decoction grants resistance to one damage type for 1 hour to a willing creature. An ally that consumes 2 or more potions within an hour is treated as poisoned, and additionally receives levels of exhaustion at the end of the hour equal to the number of effective Cocktails they consume -1.  

Adaptive Signing

Starting at 13th level, you have honed your spellcasting efficiency and can learn spells on the fly. During the finish of a long rest, you may choose to swap two of your Huntsman spells with any spell on the Huntsman spell list.  

Sign Mastery

At 17th level, Sign casting becomes second nature to you. All Huntsman spells are treated as if they only have Somatic(S) components unless they have a listed material cost. Creatures are not aware of your casting if they fail a perception check against your passive stealth.  

Owl SpellCasting Table

  This is the Owl Spellcasting Table  
Huntsman Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 4 3 2 - - -
4th 4 4 3 - - -
5th 4 4 3 - - -
6th 4 4 3 - - -
7th 4 5 3 2 - -
8th 4 6 4 2 - -
9th 4 6 4 2 - -
10th 5 7 4 3 - -
11th 5 8 4 3 - -
12th 5 8 4 3 - -
13th 5 9 4 3 2 -
14th 5 10 4 3 2 -
15th 5 10 4 3 2-
16th511433-
17th511433-
18th511433-
19th5124331
20th5124331

School of the True Hunt

It is no secret the sacrifices which are made by Huntsman, every day they risk losing their mind. To many hunters, this keeps them vigilant and mindful never to indulge. This is… not, what the first huntsman thought. He gave himself in entirety to the blood rage, and in it found ravenous power. In this very rare and seldom mentioned school, the True Hunt is taught only by masters shunned from society for their crimes.
Subclass Features

Lethal exploit(Bloodletting)

0 Fervor Points: As an bonus action,
Deal your mark’s bonus damage dice to yourself. You immediately gain that many points of fervor. If you are under the poisoned condition, you may immediately make a save to remove it against that poison’s DC.

 

Transformation

At 3rd level, you openly accept that which others reject, a horrible and deep power. As a bonus action, you gain the ability to transform revealing the purest form of a hunter. This lasts for one minute, or until you dispel the form. In order to use this feature again, you must finish a short or long rest with food and drink. While transformed, you gain the following benefits:

  • Vicious Rage: Your Strength bonus to unarmed strikes damage rolls are doubled. Additionally, you may use a d6 for your unarmed strikes damage dice.
  • Unyielding Flesh: You have Resistance to bludgeoning, piercing, and slashing damage from non-magical weapon attacks, that aren't silvered.
Be warned, while your party may accept what you have become, the peasantry is fearful of your monstrous form. Transforming around them or guards will likely provoke them to flee from you at your DM’s discretion. Some individuals might become distrusting of you, but with some coaxing may come around.

 

Evolving Flesh

At 9th level, your transformation adapts to conflict. While transformed, you gain 1 fervor each time you take damage, up to 5 times each round.

 

Horrifying Visage

At 13th Level, you have become one with the beast within you. When you transform, your marked prey has disadvantage on attacks while they can see you.  

Apex Predator

At 17th level, you have ascended to the rank of an apex predator. When you begin combat, you immediately gain 10 fervor points, plus an additional 2 for each enemy you can see when combat begins.
LevelProficiency BonusFeatures
1st+2Sign Casting, Weapon Mastery (2), Fervor Points
2nd+2Fighting Style, Lethal Exploit
3rd+2School of the Hunt (Subclass)
4th+2Ability Score Improvement
5th+3Extra Attack, (1d6) Mark Prey Improvement
6th+3Feral Instincts, Lethal Exploit
7th+3Evasion
8th+3Ability Score Improvement
9th+4Hunting School Feature
10th+4(1d8) Mark Prey Improvement, Lethal Exploit
11th+4Inner Beast
12th+4Ability Score Improvement
13th+5Hunting School Feature
14th+5Know Thy Enemy, (1d10) Mark Prey Improvement
15th+5Brutal And Efficient
16th+5Ability Score Improvement
17th+6Hunting School Feature
18th+6Night of the Hunt
19th+6Ability Score Improvement
20th+6Death March