Puntos de Golpe
Competencias
Hunter
Spell Slots per Spell Level
| Nivel | Bonificador de Competencia | Características | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Natural Explorer Swift Response | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Natural Explorer Swift Response | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Natural Explorer Swift Response | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Natural Explorer Swift Response | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Natural Explorer Swift Response | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Natural Explorer Swift Response | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Natural Explorer Swift Response | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Natural Explorer Swift Response | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Natural Explorer Swift Response | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Natural Explorer Swift Response | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Natural Explorer Swift Response | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Natural Explorer Swift Response | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Natural Explorer Swift Response | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Natural Explorer Swift Response | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Natural Explorer Swift Response | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Natural Explorer Swift Response | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Natural Explorer Swift Response | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Natural Explorer Swift Response | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Natural Explorer Swift Response | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Natural Explorer Swift Response | 4 | 3 | 3 | 3 | 2 |
Hechizos de Clase
Características de Clase
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Nivel 2
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Progresión de Conjurador
Competencias
light
medium
shield
simple
martial
Equipo Inicial
Características de Clase
Natural Explorer (Level 1)
Starting at 1st level, your experience in the wild grants you the following features:
You can forage the terrain around you to craft a healing salve when you finish a long rest. Preparing a salve requires 1 hour spent gathering and mixing components. As an action, you can apply the salve to a creature within 5 feet of you. The creature can immediately spend one hit die to heal itself. The creature rolls the die, adds its Constitution modifier plus your hunter level, and regains a number of hit points equal to the total (minimum of 1). The salve loses its potency after 24 hours.
Other creatures have disadvantage on checks made to track your group.
When you take a long rest, you can spend 1 hour to prepare a camp. Each creature that rests in your camp regains one additional hit die when it finishes a long rest. Hit dice gained in this way can't exceed a creature's maximum number of hit dice.
Swift Response (Level 1)
At 1st level, you learn to react with swift and decisive action when attacked. This grants you the following benefits:
You can add your proficiency bonus to initiative rolls.
On your first turn during combat, you have advantage on the first attack roll you make against a creature that has not yet acted.
Fighting Style (Level 2)
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Hunter's Mark (Level 2)
At 2nd level, you learn to read your prey, allowing you to strike deeper and truer. As a bonus action on your turn, you can choose a creature you can see within 90 feet of you and mark it as your quarry. You can maintain this mark for a number of hours equal to your hunter level. You deal an extra 1d6 damage of the weapon's type to the marked target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
This effect ends if you fall unconscious, use it on another creature, or dismiss it as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Spellcasting (Level 2)
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and the table at the end of this document for the hunter spell list.
Spell Slots
The Hunter table shows how many spell slots you have to cast your hunter spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Preparing and Casting Spells
The Hunter table shows how many spell slots you have to cast your spells. To cast one of your hunter spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of hunter spells that are available for you to cast, choosing from the hunter spell list. When you do so, choose a number of hunter spells equal to your Wisdom modifier + half your hunter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level hunter, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of hunter spells requires time spent in research and preparation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your hunter spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a hunter spell you cast and when making an attack roll with one.
Spell
Spell
Ritual Casting
You can cast a hunter spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Hunter's Prey (Level 3)
At 3rd level, you choose a prey that you focus your hunt on from the list of available archetypes. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Prey Spells
Each prey has a list of associated spells. You gain access to those spells at the levels specified in the prey description. Once you gain access to a prey spell, you always have it prepared. Prey spells don't count against the number of spells you can prepare each day.
If you gain a prey spell that doesn't appear on the hunter spell list, the spell is nonetheless a hunter spell for you.
Hunter's Technique (1/rest) (Level 3)
Your choice of prey allows you to perform certain maneuvers. Each Hunter's Technique option provided by your prey explains how to use it.
When you use your Hunter's Technique, you choose which option to use. You must then finish a short or long rest to use your Hunter's Technique again.
Some of your Hunter's Technique effects require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Technique
Beginning at 7th level, you can use your Hunter's Technique twice between rests, and beginning at 15th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Ability Score Improvement (Level 4)
When you reach 4th 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 an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Hunter's Guard (Level 6)
At 6th level, your ability to read your prey's movements allows you to better protect you and your allies. As a reaction when the target of your Hunter's Mark hits you or a creature within 5 feet of you with an attack, you can impose a 1d6 penalty on the attack roll, potentially causing it to miss.
Additionally, whenever the target of your Hunter's Mark forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, you can use your reaction to add 1d6 to your roll.
Hunter's Prey feature (Level 7)
At 7th level, you gain a feature granted to you by your Hunter's Prey.
Hunter's Technique (2/rest) (Level 7)
Beginning at 7th level, you can use your Hunter's Technique twice between rests.
Ability Score Improvement (Level 8)
When you reach 8th 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 an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Quick Reflexes (Level 10)
Starting at 10th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Additionally, when you roll initiative and are not surprised, you can use your reaction to take the Hide action, move up to your speed, or make one weapon attack.
Hunter's Prey feature (Level 11)
At 11th level, you gain a feature granted to you by your Hunter's Prey.
Ability Score Improvement (Level 12)
When you reach 12th 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 an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Counterattack (Level 14)
At 14th level, you learn to strike back as you defend. If the target of your Hunter's Mark misses an attack due to your Hunter's Guard, you can make one weapon attack at the creature as part of the same reaction.
Hunter's Prey feature (Level 15)
At 15th level, you gain a feature granted to you by your Hunter's Prey.
Hunter's Technique (3/rest) (Level 15)
Beginning at 15th level, you can use your Hunter's Technique twice between rests.
Ability Score Improvement (Level 16)
When you reach 16th 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 an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Feral Senses (Level 18)
Ability Score Improvement (Level 19)
When you reach 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 an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Foe Slayer (Level 20)
At 20th level, you strike with supernatural accuracy. You gain a 1d6 bonus on attack rolls made against the target of your Hunter's Mark.
Additionally, once per turn when you make an attack at the target of your Hunter's Mark, you can choose to roll a d6. On a 6, if the attack hits the creature, it is a critical hit.
Multiclase
Requisitos de Multiclase
{"dex":13,"wis":13}
Competencias Obtenidas
Subclases
Características de Subclase
Blood Hunter
Blood Hunter (Level 3)
The blood carries many curses that if left unchecked spread rampant across the lands. It is the duty of Blood Hunters to scour the lands for signs of infection and wipe them out, no matter the cost.
Prey Spells
You gain prey spells at the hunter levels listed.
| Hunter Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Hunter's Technique: Crimson Rite
As a bonus action, you can expend a use of your Hunter's Technique to empower your weapons with blood. You take 1d6 necrotic damage, which ignores resistance and immunity, and sheathe your weapons and ammunition in blood for 1 minute. Your weapons and ammunition become silvered, and when you hit a creature that has less than half of its maximum hit points, it takes an additional 1d6 necrotic damage.
Hunter's Technique: Infusion
As a bonus action, you can expend a use of your Hunter's Technique to resupply your body with blood. You regain hit points equal to 1d6 + your hunter level.
Bloodhound
When you choose this prey at 3rd level, you learn to track your prey through the scent of their blood. Whenever you make any Intelligence (Investigation) or Wisdom (Survival) check to track or find a a creature whose blood you have a sample of, your proficiency bonus is doubled if it applies to the check.
Profaned Blood (Level 7)
At 7th level, your mastery of the blood flowing through you makes you immune to disease and poison.
Spilled Blood (Level 11)
At 11th level, you can channel the blood from your wounds into your crimson rite. When a creature lands a critical hit on you, or when you land a critical hit on a creature, you can use your reaction to activate your Hunter's Technique: Crimson Rite without taking necrotic damage or expending a use of your Hunter's Technique.
Blood Curse (Level 15)
At 15th level, you learn to emulate to the effects of the blood curse you seek to eliminate, granting you supernatural fortitude. As a bonus action, you can draw upon the power of the curse and gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.
A creature that hits you with a melee attack while within 5 feet of you takes 1d6 necrotic damage.
When you hit a creature with a weapon attack, you regain hit points equal to your Constitution modifier (minimum of 1 hit point) if you have taken any damage since the end of your last turn.
This curse lasts for 1 minute. It ends early if you are knocked unconscious. You can also end this curse on your turn as a bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Bounty Hunter
Bounty Hunter (Level 3)
Hunters that excel in fighting humanoids, Bounty Hunters develop techniques specialized for subduing humanoid enemies. These techniques cover the spectrum in lethality, allowing the hunters to catch their prey, dead or alive. Vicious and terrifying to behold, few dare stand in their way.
Prey Spells
You gain prey spells at the hunter levels listed.
| Hunter Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Hunter's Technique: Disarm
When you hit a creature with a weapon attack, or when a creature misses you with a melee weapon attack, you can expend a use of your Hunter's Technique to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must succeed on a Strength saving throw or drop the object you choose, which lands at its feet.
Hunter's Technique: Pin Down
When you attack a creature within 5 feet of you that is no more than one size larger than you, you can expend a use of your Hunter's Technique to force the creature to make a Strength saving throw. On a failed save, it is knocked prone and grappled. You must have a free hand to use this Hunter's Technique.
Investigative
When you choose this prey at 3rd level, you develop techniques to obtain information on your quarry. If you spend at least ten minutes interrogating, questioning, or conversing with a person, your proficiency bonus is doubled on checks made against that person pertaining to information regarding a specific creature.
Multiattack Defense (Level 7)
Starting at 7th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Menacing Warrior (Level 11)
At 11th level, you have learned to intimidate those would stand in your way. When you score a critical hit or reduce a creature to 0 hit points, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your hunter spell save DC. On a failed save, a creature becomes frightened of you for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Misdirection (Level 15)
At 15th level, you learn to evade pursuit by leading your foes astray. While you are hidden, you can use your action to stir up a disturbance in a space you can see within 30 feet of you. Each creature attempting to locate you must make a Wisdom (Perception) check against your hunter spell save DC. A creature automatically succeeds this check if it can see the space and knows it is unoccupied. On a failed check, a creature thinks you are hidden in that location. In addition, the next hit you score against a creature that failed the check before the end of your next turn is a critical hit if you attack while hidden.
Colossus Slayer
Colossus Slayer (Level 3)
The adage "the bigger they are, the harder they fall" is one that hunters of giants and other large quarry live by every day. With techniques designed to take down massive foes, these hunters utilize their quick thinking and even quicker reflexes to bring down the largest of prey. These hunters utilize hit-and-run tactics, siege weaponry, and barricades to wear down their prey. Should the situation call for it, the most powerful of these hunters can become towering giants themselves.
Prey Spells
You gain prey spells at the hunter levels listed.
| Hunter Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Hunter's Technique: Bring Down
When you hit a creature with a weapon attack, you can expend a use of your Hunter's Technique to attempt to knock the target down. It must succeed on a Dexterity saving throw or be knocked prone and take bludgeoning damage as it hits the ground. A Medium or smaller creature takes 1d6 damage, a Large creature takes 2d6 damage, a Huge creature takes 3d6 damage, and a Gargantuan creature takes 4d6 damage.
Hunter's Technique: Persistence
When a creature within 30 feet of succeeds a saving throw against one of your hunter spells, you can expend a use of your Hunter's Technique to force it to reroll the save.
Climber
When you choose this prey at 3rd level, you gain a climbing speed equal to your walking speed and have advantage on any ability checks or saving throws made to maintain your grip while climbing.
Uncanny Dodge (Level 7)
Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Coordinated Strike (Level 11)
At 11th level, you learn to coordinate your attacks with your allies on your quarry. When you use your Hunter's Mark, you can choose a friendly creature within 60 feet of you. That creature's weapon attacks also deal an extra 1d6 damage of the weapon's type to the marked target.
This effect ends if you fall unconscious, use your Hunter's Mark on another creature, or dismiss it as a bonus action.
Become Immense (Level 15)
At 15th level, you gain the power to bolster your size in order to face large foes. When you cast enlarge/reduce on yourself to increase your size, you can increase your size by two categories—from Medium to Huge, for example, instead of just one category, for the spell's duration. This growth quadruple your size all dimensions, multiplying your weight by 64. If there isn't enough room for you to quadruple your size, you attain the maximum possible size in the space available. You gain all the effects of the enlarge option, and your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal 2d8 extra damage (instead of the spell's 1d4 extra damage) and your reach with these weapons is doubled.
Once you use this feature, you must finish a long rest before you can use it again.
Demon Slayer
Demon Slayer (Level 3)
Specialized to face the most profane of creatures, these hunters fight undead, fiends, and other creatures of the night. Experts in wounding, tracking, and crushing their quarry, these hunters are fearless in the face of death.
Prey Spells
You gain prey spells at the hunter levels listed.
| Hunter Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Hunter's Technique: Fortify
As a bonus action, you can expend a use of your Hunter's Technique to bolster your resilience. Choose one ability score. For 1 minute, you have advantage on saving throws made using that ability score.
Hunter's Technique: Vicious Wound
When you hit a creature with a weapon attack, you can expend a use of your Hunter's Technique to inflict a festering wound, preventing the target from regaining hit points for 1 minute. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check against your technique save DC.
Locate Origin
When you choose this prey at 3rd level, you gain the ability to track the source of your slain prey. When the target of your Hunter's Mark is reduced to 0 hit points, you can choose to move your Hunter's Mark to the creature's place of origin.
If the creature was created or summoned into this plane, the creator or summoner becomes the target of your Hunter's Mark. If the creature entered the plane by a portal or teleportation magic, the location they first entered this plane becomes the target of your Hunter's Mark. If the creature is native to this plane and was not created by magic, the creature's den, lair, or place of residence becomes the target of your Hunter's Mark.
Unshakable (Level 7)
At 7th level, your dealings with the dark has left your spirit unshakable. You can't be charmed, frightened, or possessed.
Undercut Resistances (Level 11)
At 11th level, you learn how to make your weapon strikes undercut a creature's resistance. When you hit a creature with a weapon attack, it loses any resistances it has until the end of your next turn.
Regeneration (Level 15)
At 15th level, your dealings with the unholy has imparted supernatural healing upon yourself. At the start of each of your turns, you gain temporary hit points equal to 1d6 plus your Wisdom modifier if you are not standing in sunlight.
Dragon Slayer
Dragon Slayer (Level 3)
Seeking dragons is truly the height of insanity. Yet regardless, hunters who seek dragons learn techniques specifically honed to pierce their armor scales and clip their wings.
Prey Spells
You gain prey spells at the hunter levels listed.
| Hunter Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Variant: Alternative Spells
For players who do not have access to Xanathar's Guide to Everything, the following spell in the Dragon Slayer Spells can be replaced:
3rd - absorb elements with chromatic orb
5th - dragon's breath and earthbind with misty step and web
13th - charm monster and elemental bane with confusion and dimension door
17th - control winds with conjure volley
Hunter's Technique: Clip Wings
When you hit a creature that is flying and has wings with a weapon attack, you can expend a use of your Hunter's Technique to attempt to knock it from the sky. The creature must succeed on a Strength saving throw or plummet, landing prone if it hits the ground.
Hunter's Technique: Sunder Scales
When you hit a creature with a weapon attack, you can expend a use of your Hunter's Technique to reduce the creature's AC by 1d6 if it has natural armor or armor consisting of plate or scales. A creature's AC cannot be reduced to lower than 10 + its Dexterity modifier. A creature's natural armor heals over 1d6 days.
Dragon Anatomist
When you choose this prey at 3rd level, your proficiency bonus is doubled on checks pertaining to extracting resources or materials from dragons.
Evasion (Level 7)
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.
Elemental Resistance (Level 11)
At 11th level, you can prepare yourself for the elemental hazards you may face. Choose one damage type from acid, cold, fire, lightning, or poison when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.
Frightening Presence (Level 15)
At 15th level, you develop the same terrifying aura that dragons exude. As an action, you can force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your hunter spell save DC. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.
Once you use this feature, you must finish a short or long rest before you can use it again.
Horde Breaker
Horde Breaker (Level 3)
Hunters who specialize in fighting large numbers of foes, Horde Breakers favor agility over raw might, quickly dispatching foe after foe in order to survive. They employ tactics that are capable of effectively disrupting and eliminating large numbers of enemies at once.
Prey Spells
You gain prey spells at the hunter levels listed.
| Hunter Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Variant: Alternative Spells
For players who do not have access to Xanathar's Guide to Everything, the following spell in the Demon Slayer Spells can be replaced:
9th - enemies abound with slow
Hunter's Technique: Nimble Evasion
As a reaction to being targeted by an attack or being forced to make a Dexterity saving throw, you can expend a use of your Hunter's Technique to take the Dodge action. Additionally, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage before the start of your next turn, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Hunter's Technique: Shift Focus
When you reduce the target of your Hunter's Mark to 0 hp, you can expend a use of your Hunter's Technique to shift the mark to another creature you can see within 90 feet of you. Doing so does not consume a use of your Hunter's Mark.
Follow Footprints
When you choose this prey at 3rd level, whenever you make any Wisdom (Perception) or Wisdom (Survival) check to track or find a group of 4 or more creatures, your proficiency bonus is doubled if it applies to the check.
Escape the Horde (Level 7)
At 7th level, you learn to evade blows when you maneuver yourself out of the fray. Opportunity attacks against you are made with disadvantage.
Multiattack (Level 11)
At 11th level, you learn to strike fast and hard against the oncoming hoard. You gain both of the following features:
Volley
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Horde Tactics (Level 15)
At 15th level, you learn to press the attack with your allies to overwhelm your foes. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Additionally, when you hit a creature with an attack while within 5 feet of it, it has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Mage Hunter
Mage Hunter (Level 3)
Trained in the arcane, Mage Hunters are hunters that specialize in subduing spellcasters. From the subtle flick of a wrist, to the whispers of an incantation in the wind, these hunters are well versed in the signs of magic, being practitioners of magic themselves.
Prey Spells
You gain prey spells at the hunter levels listed.
| Hunter Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Variant: Alternative Spells
For players who do not have access to Xanathar's Guide to Everything, the following spell in the Mage Hunter Spells can be replaced:
17th - synaptic static with dream
Hunter's Technique: Copy Cast
As a reaction when you see a creature cast a cantrip or spell within 60 feet of you, you can expend a use of your Hunter's Technique to make an ability check using your spellcasting ability to attempt to copy the cantrip or spell. The DC equals 10 + the spell's level (DC 10 for cantrips). On a success, you know the cantrip or spell and can cast it as if it were a hunter spell for 1 minute.
Hunter's Technique: Enchant Weapon
As a bonus action, you can expend a use of your Hunter's Technique to imbue one weapon that you are holding with arcane energy. For 1 minute, you add your Wisdom modifier to damage rolls made with that weapon (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Arcanist Training
When you choose this prey at 3rd level, you gain proficiency in the Arcana skill and learn one cantrip of your choice from the wizard spell list. Wisdom is your spellcasting ability for the cantrip.
Iron Mind (Level 7)
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Mage's Bane (Level 11)
At 11th level, you hone your skills to quickly analyze and shut down spellcasters. When you see the target of your Hunter's Mark casting a spell, you can use your reaction to make one weapon attack at the target. On a hit, the creature must succeed on a Wisdom saving throw against your spell save DC or its spell fails and is wasted.
Battle Magic (Level 15)
At 15th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a hunter spell, you can make one weapon attack as a bonus action.
Night Stalker
Night Stalker (Level 3)
Night Stalkers are at home in the darkest places: deep under the surface, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Night Stalker ventures boldly into the darkness, seeking to ambush the threats of the deep such as umberhulks, goblins, kobolds and illithids. Such hunters are often found in the Underdark, but they will go any place where monsters lurk in the shadows.
Prey Spells
You gain prey spells at the hunter levels listed.
| Hunter Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Hunter's Technique: Deceive Senses
As an action, you can expend a use of your Hunter's Technique to trick the senses of a creature. Choose a creature within 30 feet of you. The target must succeed on a Wisdom saving throw or be unable to perceive you with sight, smell, hearing, blindsight, or tremorsense for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Hunter's Technique: Dread Ambush
When you roll initiative and are not surprised, or as a bonus action on your turn, you can expend a use of your Hunter's Technique to cloak yourself with umbral magic for 1 minute. Until you cast a spell, force a creature to make a saving throw, or make a weapon attack, you are invisible and your speed increases by 10 feet.
If this effect ends due to making a weapon attack against a creature, the attack deals additional psychic damage equal to your hunter level.
Umbral Senses
At 3rd level, your experience with dimly lit environments has allowed you to detect things even in low light. Dim light doesn't impose disadvantage on checks that rely on sight.
Additionally, being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
Cloak of Darkness (Level 7)
Beginning at 7th level, you can empty your mind to hide your presence. While in dim light or darkness, you are immune to any effect that would sense your emotions or read your thoughts and have resistances to psychic damage.
Additionally, while you are in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Symphony of the Night (Level 11)
Starting at 11th level, you can sing to the shadows around you, twisting them to encircle you. As a bonus action on your turn, you can exude an aura of darkness in a 30-foot radius around you until the start of your next turn. Any bright light within the aura becomes dim light, and any dim light becomes darkness.
Additionally, whenever you hit a creature that is in dim light or darkness with a weapon attack, the creature takes an extra 1d8 psychic damage.
Shadow Clone (Level 15)
At 15th level, you have learned methods to deceive your prey, striking both their body and mind. As an action while you are standing in dim light or darkness, you can create a shadowy replica of yourself, which appears in your space and lasts until you dismiss it as a bonus action or use this feature again. The replica is instantly destroyed if it is exposed to bright light, if it is subject to fire or radiant damage, or is targeted by any effect that dispels magic.
The replica's appearance, weight, size, and smell are identical to yours, and produces sounds as you do. It has no thoughts, and creatures with truesight can perceive it as a shadowy mass and are immune to the replica's attacks. The replica is immune to all damage and effects, but reacts realistically to being struck. It can occupy the spaces of other creatures. On your turn, you can mentally command the replica to move up to 30 feet in any direction (no action required), to a space you can see.
While the replica is in your space, creatures that don't have truesight or see the replica for what it is have disadvantage on attacks made against you. When you take the Attack action on your turn, you can attack as if you were in the replica's space, but you must use your own senses. If you do so, the attack deals psychic damage instead of its normal type.
If a creature within 30 feet of the replica uses its action to examine it, the creature can make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can perceive the replica as a mass of shadowy darkness, becomes unaffected by this particular replica's attacks, and has advantage on Intelligence (Investigation) checks made to examine all replicas created by you for the next 24 hours.
Once you use this feature, you must finish a short or long rest before you can use it again.
Plane Keeper
Plane Keeper (Level 3)
Plane Keepers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These hunters are also friends to any forces in the multiverse–especially benevolent dragons, fey, and elementals–that work to preserve life and the order of the planes.
Prey Spells
You gain prey spells at the hunter levels listed.
| Hunter Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Hunter's Technique: Ethereal Step
You can expend a use of your Hunter's Technique as a bonus action on your turn to infuse yourself with astral energies and become ethereal. Until the end of your turn, you can move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object or creature, you are ejected into the nearest unoccupied space and take 5 force damage.
Hunter's Technique: Force Chains
When you hit a creature with a weapon attack, you can expend a use of your Hunter's Technique to attempt to bind it with planar energies. The target must succeed on a Strength saving throw or be grappled for 1 minute. If the target is a creature that is not native to the plane you are in, it takes additional force damage equal to your hunter level and is restrained while it is grappled. A creature grappled by this ability can use an action to make a Strength check against your technique save DC, ending the effect on a success.
Planar Warrior
At 3rd level you can spend 1 hour magically bond to a weapon that you are holding, granting it a pocket plane from which you summon it. While bonded to a weapon, you can summon it as a bonus action on your turn, opening a tear in space leading to the weapon's pocket plane.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Spectral Defense (Level 7)
By 7th level, your ability to move between planes allows you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage, you can use your reaction to give yourself resistance to all damage until the end of the turn.
Stutter Strike (Level 11)
At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before or after each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.
Astral Rift (Level 15)
At 15th level, your extraplanar experiences have granted you the ability to walk the rift between worlds. When you are in the Astral Plane, you can use your normal movement speed. Additionally, you can create a rift to the Astral Plane as an action, filling a 100-foot cube originating from you. For 1 minute, the area becomes filled with the essence of the Astral Plane. Each creatures aside from you inside the area can't use its normal movement speed, and instead has a movement speed (in feet) equal to 3 × its Intelligence score.
When a creature starts its turn within the area or enters the area for the first time on its turn, you can force it to make an Intelligence saving throw against your hunter spell save DC. The target takes 2d10 psychic damage on a failed save. If it fails this saving throw by 5 or more, it is stunned until the end of its turn.
Once you create a rift, you can't do so again until you finish a long rest.
Ranger
Ranger (Level 3)
Hunters that deal primarily with beasts and plants, Rangers are experts at navigating treacherous terrain and moving without a trace. They cultivate a codependency with the flora and fauna, serving as wardens of nature.
Prey Spells
You gain prey spells at the hunter levels listed.
| Hunter Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Variant: Alternative Spells
For players who do not have access to Xanathar's Guide to Everything, the following spell in the Ranger Spells can be replaced:
13th - guardian of nature with polymorph
Hunter's Technique: Fleet Footed
When you move on your turn, you can expend a use of your Hunter's Technique to increase your walking speed by 20 feet until the end of your turn. Additionally, opportunity attacks made against you are at disadvantage until the end of your turn.
Hunter's Technique: Flurry
When you miss with a weapon attack, you can expend a use of your Hunter's Technique to make two additional weapon attacks at the same target as part of the same action.
Breath of the Wild
At 3rd level, your knowledge of the wild allows you to establish a powerful link to beasts the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Land's Stride (Level 7)
Starting at 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Expert Skirmisher (Level 11)
Starting at 11th level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when a hostile creature moves within 5 feet of you. This movement doesn't provoke opportunity attacks.
One With the Wild (Level 15)
At 15th level, your connection with the wild allows you to take on the shape of a creature of the wild. As an action, you can transform into a beast or plant with a challenge rating of 3 or lower.
You can stay in this form for 1 hour. You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You assumes the hit points of your new form, and when you reverts to your normal form, you return to the number of hit points you had before transforming. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce the your normal form to 0 hit points, you aren't knocked unconscious.
Your ability to speak or take any action that requires hands is limited to the capabilities of your new form, and you can't cast spells. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
Your gear melds into the new form. You can't activate, wield, or otherwise benefit from any of its equipment.
Once you use this feature, you must finish a long rest before you can use it again.