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View Full Version : D&D 5e/Next [5e Homebrew] Bloodborne "Old Hunter" class



smeagolthevile
2016-03-05, 11:59 PM
Hey everyone, I'm new here and looking for some advice.

I have build this class from the ground up, but its my first home brew and need some advice on balancing and mechanics. Can anyone give it a look and help me out?

Cant link since I am new so I will post it here, I apologies in advance for the conversion from google docs tables here.


Thanks!

Class Features
As a Old Hunter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Old Hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Old Hunter level after 1st
Proficiencies
Armor: Light and Medium armors
Weapons: All weapons with the “Light,” “Finesse,” and/or “Old Hunter” attribute.
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose two skills from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Religion and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) chain shirt or (b) leather armor
(a) a Finesse or (b) two light melee weapons
5 Molotov Cocktails
(a) a dungeoneer’s pack or (b) an explorer’s pack
a Hunter’s Journal containing details one has discovered about:
(a)”The Archfey” (b) “The Fiend” (c) “The Old Ones”
(See “Favored Prey” for details)




Level
Proficiency Bonus
Bonus Features
1st
+2
Visceral Attack (1D4), Blood Ministration (1D4), Beasthood
2nd
+2
Hunter’s Dodge, Favored Prey
3rd
+2
Old Hunter Archetype, Create Molotov Cocktails
4th
+2
Ability Score Improvement, Blood Ministration (1D8)
5th
+3
Visceral Attack (1D6)
6th
+3
Ability Score Improvement
7th
+3
Old Hunter Archetype feature
8th
+3
Ability Score Improvement, Improved Hunter’s Dodge, Blood Ministration (1D8)
9th
+4
The Hunter’s Dream, Visceral Attack (1D8)
10th
+4
Staggering Strike
11th
+4
Old Hunter Archetype feature
12th
+4
Ability Score Improvement, Improved Hunter’s Dodge
13th
+5
Mobile Combat, Visceral Attack (2D6), Blood Ministration (2D6)
14th
+5
Ability Score Improvement
15th
+5
Old Hunter Archetype feature
16th
+5
Ability Score Improvement, Blood Ministration (2D8)
17th
+6
Feral Beasthood, Visceral Attack (2D8)
18th
+6
Old Hunter Archetype feature
19th
+6
Visceral Attack (3D6) Combine Arms
20th
+6
Unbridled Brutality, Blood Ministration (3D6)





Visceral Attack

--Level 1

--A number of times per day equal to your Old Hunter Level + your proficiency modifier.

The Visceral attack is the cornerstone of the Old Hunter’s arsenal. Much like a surgeon using a sword instead of a scalpel the Old Hunter strikes very specific spots, severing veins and arteries, causing the prey’s lifeblood to spray out.

You may make a Visceral attack as your action.

On a successful hit your target with a melee weapon, they must make a constitution saving throw or suffer 1d4 bleeding damage and are considered bleeding until the end of your next turn.

The Saving throw target number is equal to your 10 + your proficiency modifier. At level 13 the saving throw becomes 10 + Proficiency Modifier + (a) your strength modifier, or (b) your dexterity modifier, whichever you applied to the attack roll.

This ability increases in power as you level, at the following levels the bleed damage increases.
5 - 1D6
9 - 1D8
13 - 2D6
17 - 2D8
20 - 3D6

If an opponent is already bleeding you may make another visceral attack, the bleed damage will still apply, and if the saving throw fails they will continue bleeding for another round.

You may only do bleeding damage to enemies that can bleed. You may not do a visceral attack again a skeleton, or a slime, for example.








Blood Ministration

Level 1

Blood ministration is both a blessing and a curse. The crimson spray that coats the Old Hunter seeps into their wounds, healing them. On the other side of the coin that same blood aggravates the inherent Lycanthropy that exists within all Old Hunters, addling their mind and changing their body if they are not strong enough to resist the effects.

When you successfully hit an opponent who is bleeding, or cause an enemy to bleed, you may use your entire movement to take Blood Ministration.

(Entire movement means that if you have already moved in your current turn you may not take Blood Ministration. Using Hunter’s Dodge does not count as your movement.)

Once you take Blood Ministration you regain 1d4 hit points and make a constitution saving throw. On a failed constitutions saving throw you temporarily receive a point of Beasthood.

The Saving throw target number is equal to your 10 + your proficiency bonus.

The amount of health regained increases as you level up.
4 - 1D6
8 - 1D8
13 - 2D6
16 - 2D8
20 - 3D6

Beasthood

--Level 1

Beasthood is caused by a very rare form of lycanthropy that is caused and spread through contact with blood. The disease causes those with it to become more and more feral over time, eventually becoming a creature whose only urge is to kill.

Each point of beasthood you gain gives you a -1 to your Wisdom Modifier.

When your total Wisdom Modifier would be less than Zero, Beasthood sets in. As your Wisdom Modifier goes into the negative numbers check the following chart to see what benefits and detriments you now have. These benefits and detriments are cumulative.

Beasthood Level
Wisdom Modifier
Benefit
Detriment
1
-1
All damage rolls are increased by 1 (Visceral attacks deal the normal damage +1, and the Bleed damage +1)
Can not retreat from combat (or any variation of running from a fight)
2
-2
You grow temporary claws.
Claws are natural weapons and deal 1D4 damage.
You can make 2 natural weapon attacks per attack action. (If you have 2 attacks, you may make 4 claw attacks)
Whenever a creature provokes an attack of opportunity on you, you must follow through with that attack of opportunity and if at all possible, attack that creature the following round.
3
-3
All damage rolls are increased by 1 (Visceral attacks deal the normal damage +1, and the Bleed damage +1)
Your intelligence score temporarily reduces to 2 (-4 modifier), you lose the ability to speak or understand language, and can not cast spells.
4
-4
All of your attacks count as Visceral attacks, regardless of the amount you can make per day.
Vulnerable to Magical attacks and weapons.
5
-5
You are resistant to non magical damage
You must attack the closest thing to you, be regardless of who or what it is. You are unable to do anything other than attack until there is nothing living nearby. Enemies and allies both provoke Attacks of Opportunity

Cleansing Beasthood

In Order to cleanse yourself of beasthood you must either:

take a long rest.
or
take a short rest and wash yourself of any blood that is on your body.
or
have your mind calmed by some means, such as a dominate person, or sleep spell.

smeagolthevile
2016-03-06, 02:13 AM
Hunter’s Dodge

--At level 2

--A number of times per day equal to your Old Hunter level + your Proficiency Modifier.

The Old Hunter is an agile, and aggressive opponent. They close the gap between themselves and their prey as quickly as possible. The Old Hunters have become very adept and moving around their opponents, watching their attack patterns, and dodging before they strike. As Old Hunters get more adept at this skill, they learn to see enemies around them, to see how they move in tandem with the prey and are able to move around and avoid their strikes as well.

As a bonus action, you may take the dodge action against a single specific target.

--At level 8

Whenever you use the Hunter’s Dodge ability, you may also take a 5 foot step in any direction, attacks of opportunity provoked by this are at disadvantage.

--At level 12

Whenever you use the Hunter’s Dodge ability against a target up to one size larger than you, you may move directly behind, or caddy corner behind the target, this does not provoke an attack of opportunity from the target, it does provoke Attacks of Opportunity from other enemies..

You must be able to move there normally, meaning if there is an obstacle in the way, such as another enemy, you can not move through them.

Favored Prey

--At Level 2

The Old Hunters each chose a type of prey that they excel at hunting. They harbor a great disdain for the extraplanar entities that enrapture, ensnare, and enslave mortals and seek to put an end to them. These extraplanar entities are the same ones that the warlock pledges themselves to for power.

You have significant experience studying, and hunting a certain type of prey.
Depending on which Hunter’s Journal you chose when you created your character with the following enemy type becomes your Favored Prey

aberrations
(The Old Ones)
fey
(The Archfey)
fiends
(The Fiend)

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn to read one language of your choice that is spoken by your favored enemies, if they speak one at all.

The Hunter’s Journal

Throughout your journeys up until this point, you have accumulated text and knowledge about the chosen type of extraplanar entity. This may be self written documentation, scraps of documents or other books you have cobbled together. A good portion of it is in the native language of the particular entity and can not be read or studied.

If you take the Patron Hunter archetype, your journal becomes your spell focus.

Old Hunter Archetypes

There are three archetypes for the Old Hunter:

The Workshop Hunter
The Workshop hunter builds and maintains their personally designed trick weapons. Trick weapons are unwieldy things that only their creators can use with any sort of proficiency. Trick weapons often have two or more forms, which can be switched between during combat with skill and finesse.
The Powderkeg Hunter
The Powderkeg hunters use the experimental powder to create weapons that fire projectiles at incredible speeds. Unlike the Gunslinger who uses these weapons at close and long range to deliver deadly blows, the Powder Keg hunter uses his to disrupt and intercept her enemy.
Patron Hunter
Patron hunters are a stark contrast from the other two archetypes. Similar to how a warlock makes a deal with a patron deity in order to gain their power, a Patron Hunter studies the patron of their choice, searching for, and consuming all knowledge about them that they can find. Through this knowledge the Patron Hunter gains spells and abilities from that patron. Unlike the warlock, the Patron Hunter’s goal is to slay the Patron they are studying, not serve them.

smeagolthevile
2016-03-06, 02:14 AM
Create Molotovs

--Level 3

Molotov Cocktails are a tryd and true weapon of the Old Hunter. They are nothing more than a bottle full of flammable liquid, but the Old Hunters have found them to be extremely useful in their hunts.

You can create molotov cocktails. In Order to create one you need a bottle of something flammable (alcohol does work for this purpose) and cloth.

To use them you need to have a way to light them.


Improvised
Weapon
Cost
Damage
Weight
Properties
Molotov Cocktail
1 gp
1D4 Fire
1/2 lb.
Thrown, Ammunition, (range 5/20), Improvised, Old Hunter, Splash (3x3 grid)



The Hunter’s Dream

--At level 9

The Hunter’s Dream exists on a plane of existence that connects all Old Hunters. To each hunter it is different, appearing as anything from a grand castle, to old farmhouse and everything inbetween. Within the dream time moves at a snail’s pace, allowing the Old Hunter ample time to do their work while they sleep. Though the Dream is never a truly safe place from Old Hunters that have gone mad, to the extraplanar deities that the Hunters chose to hunt, there is always a chance of the Dream being invaded.

When you take a long rest, you can chose not to regain any of your lost or spent hit dice, to instead enter the Hunter’s Dream. For Patron Hunters, if you use the dream you only regain half of your spent spell slots.

While in the dream you have access to a workshop, runesmith, and library collected from the journals of slain hunters of your same archetype.

While in the Dream, you may spend your rest to
Fix a misfire or completely repair a broken trick weapon, or firearm
Build a trick weapon, if you have the money or resources on your person outside of the dream.
This requires the Workshop Hunter’s Archetype
Build a firearm, if you have the money or resources on your person outside of the dream.
This requires the Powderkeg Hunter’s Archetype
Inscribing rune(s) into your weapon(s)
This requires the Patron Hunter’s Archetype
Research your favored prey.
This grants you double your proficiency bonus on top of your Favored Prey bonuses.

Time in the dream moves much slower than time in the real world, and while you are asleep technically, you are fully aware and conscious of what is going on in the dream. Along with that, when you build something in the dream you physically build it in the waking world, though you move with an unnatural speed to do so. Due to all of this, when working in the dream consult with your DM as it can, and will, bring an exhaustion penalty. (As a guideline, fixing a misfire or broken weapon will not cause exhaustion, but building a weapon, studying runes, or researching, will, use your discretion)






Staggering Strike

--At level 10

--A number of times per day equal to her proficiency bonus.

As the Old Hunters become more experienced in the hunt, they learn that the best defense is a superior offense. Throwing aside all semblance of self defense they charge into battle, hitting enemies with such ferocity that they send them staggering, interrupting attacks and spell casting alike.

Whenever the Old Hunter hits an opponent with a Visceral Attack the opponent must make a strength saving throw alongside the constitution saving throw. On a failed saving throw all attacks against the opponent by anyone, are made at advantage until the beginning of the Old Hunter’s next turn.

You may not use this feature if you are wearing heavy armor, or wielding a shield.



Mobile Combat

--At Level 13

The Old Hunters are very reckless in combat, doing whatever they need to in order to get next to their target and separate their head from the rest of their bodies. Two such methods are the lunging attack, and the leaping attack, both of which use the hunter’s momentum to close the gap and strike at their opponent.

After using Dash as an action during your turn, if you stop within 10 feet of an opponent (one square/5 feet in between you and them) you make make a lunging attack. You move forward an extra 5 feet and make an attack against your opponent with disadvantage.

After taking your full movement for your turn, if you are within 10 feet of an opponent (one square/5 feet in between you and them) you may make a leaping attack. You move forward an extra 5 feet and make an attack against your opponent with disadvantage.

Since these are bonus actions to your normal action, neither the lunging attack, nor jumping attack, may be a Visceral attack.


Feral Beasthood

--At Level 17

While Beasthood is related to Lycanthropy it is not the same affliction, though it has some similar properties. As the Old Hunters take more and more blood into themselves, even if they manage to stave off beasthood, the disease worsens inside of their bodies and minds.

When you are under the effects of Beasthood you receive the following benefits:

You have advantage on all perception checks having to do with smelling and hearing.
Your passive perception is not affected by the wisdom modifier penalty caused by beasthood.
You are immune to slashing, piercing, and bludgeoning damage.
You gain a weakness to silvered weapons.
Your natural weapons are considered magical and have a +1 to all attack rolls.
You gain the ability to “Flail”
As an action, you may Flail.
You make an attack roll against all opponents that are adjacent to you at disadvantage.
When you are in the final stage of Beasthood everyone is considered an opponent
On a successful hit, your opponent must make a strength saving throw or be knocked prone.






Combine Arms

--At Level 19

Hunters of all archetypes eventually come to understand that versatility is the key to survival. Sharing knowledge between workshops with others hunters becomes much easier. Despite this sharing, there are always secret techniques that are kept hidden and exclusive to those workshops.

You chose either the Workshop Hunter, or the Powderkeg Hunter archetype.
Upon choosing one or the other, you gain the first two abilities granted to each archetype.

Those that chose the Workshop Hunter gain the following abilities :

Workshop Hunter Proficiencies
Create Trick Weapon
Modal Switch

Those that chose the Powderkeg Hunter gain the following abilities :

Powderkeg Hunter Proficiencies
Gunsmithing
Blood Ammunition

You may not take the Patron Hunter archetype through this ability, though the Patron hunter may take either of the other archetypes presented here.



Unbridled Brutality

--At Level 20

The ultimate form of combat for the Old Hunter. Finally understanding the true nature of the beast that resides inside of themselves they are able to channel that ferocity and beastial fury when not under the effects of beasthood, and when under the effects of beasthood their ferocity is unmatched.

Visceral attacks roll critical hits on an 18, 19 or a 20.

Critical hits on Visceral attacks double all damage done, including bleeding damage.

smeagolthevile
2016-03-06, 02:16 AM
The Workshop Hunter
Archetype
The Workshop Hunter is an odd sort, using knowledge found in dreams to create strange and obscene weapons from scraps of material and broken weapons. These scraps are somehow made into some of the most vile weapons to be seen on the battlefield, many of them containing off mechanisms letting them fly around and turning into completely other weapons on the whim of the wielder.

Level 3
Proficiencies
Create Trick Weapon
Level 7
Modal Switch
Level 11
Visceral Interception
Level 15
Advanced Modal Switch
Create Advanced Trick Weapons
Level 18
Charged Attack

Trick Weapons (general)

Clicks and the grinding of gears underscore the screams and clangs of metal of combat as the Workshop hunter begins to fight. Obscene abominations of weapons, their trick weapons move and change, blades moving in and out of hidden compartments, handles extending and shrinking , as axes become spears who’s head drops to become a scythe.

Trick weapons are weapons that have modes. A trick weapon’s modes are based upon the weapons that were used to built it. A trick weapon that is a combination of a Halberd and a long sword would have two modes, Halberd and Longsword.

Like Firearms, trick weapons have a misfire rate based upon the material that was used to make their mechanism.

Scrap - 3
Wood - 2
Metal - 1

Whenever you make an attack roll with a trick weapon, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it.

To repair your trick weapon, you must make a successful Tinker’s tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.

While basic trick weapons can have their mechanisms made out of wood or scrap metal, advanced trick weapons can not be made out of wood, and expert trick weapons can only be made out of forged metal.

Any weapon may be used for a trick weapon, regardless if you have proficiency in it or not.

When a trick weapon is crafted the resulting trick weapon has the “Trick Weapon’ attribute.


Proficiencies.

--At level 3

The Workshop Hunter gains proficiency with tinkerer’s tools, as well as with any weapon with the “Trick Weapon” attribute.


Creating Trick Weapons (basic)

--At level 3

Creating trick weapons are not for the feint of heart, nor for those that care too much about their extremities, as many Old Hunters have lost digits and limbs attempting to make their trick mechanics work correctly.

The Workshop hunter gains the ability to create and maintain basic trick weapons.

A basic trick weapon can…
be made with two weapons only.
not be made with enchanted components.
can be enchanted after its construction.
both modes gain the same enchantment
the cost for this is equal to the cost of enchanting two weapons.


Basic Trick weapons require no more or less than two weapons from any variety that the Workshop Hunter is proficient with as well as metal or wood as required to create the mechanism.

Both weapons are destroyed in the creation of this new weapon.

Following is an example of a basic trick weapon.

Threaded Cane
A club, combined with a whip. When the trick is activated, the club’s end extends out into segmented sections that can be wielded like a whip. It’s stat block would look like this.

Threaded Cane
250 gp
1d4 bludgeoning - Club
1d4 Slashing - Whip
5 lb.
Light,
Finesse, Reach

Attributes that affect only a single one of the weapons stay only when the weapon is in that form. When in whip form, the Threaded Cane is a finesse weapon, and has reach, when in club form it does not.


Modal Switch

--At Level 7

--Once per turn

Once a trick weapon is crafted, and the mechanics of it work the way they were designed, the Old Hunters learn to

As a bonus action, after attacking, the Workshop Hunter can transform the weapon, granting her a bonus attack with the alternate mode of her weapon.


Visceral Interception

--At level 11

--A number of times per day equal to your Proficiency Modifier

When an opponent provokes an Attack of Opportunity against you, you may make a visceral attack against them instead of a normal attack. If they fail their constitution saving throw, along with bleeding, their movement ends.


Advanced Modal Switch

--At Level 15

--Twice per turn

You may activate your weapon’s Mode one additional time, granting three strikes at the most per turn through this ability.




Creating Trick Weapons (advanced).

At level 15 the Workshop hunter gains the ability to create and maintain advanced trick weapons.

An advanced trick weapon can…
be made with two or three weapons.
be made with enchanted components.
enchanted weapons that are made into a trick weapon would keep their enchantments, but would only apply when in that specific mode
A short sword and axe advanced trick weapon, where the axe did +1 fire damage, and the sword did +1 ice damage would only deal the fire damage when in Axe mode.
be enchanted later after its construction.
both modes gain the same enchantment
the cost for this is equal to the cost of enchanting the number of modes the trick weapon has.


All weapons are destroyed in the creation of this new weapon.



Charge Attack

Level 18

Instead of taking your turn to attack, you may instead focus and prepare an attack for the following turn. On your following turn the first attack made rolls two additional damage dice of their weapon type, and all subsequent attacks that turn do one additional damage dice of their weapon type.

smeagolthevile
2016-03-06, 02:20 AM
The Powderkeg Hunter
Archetype
The Powderkeg hunter is a very odd sort, having decided that a very volatile explosive residue is the material for making weapons. What is even more odd, is not that the Powderkeg hunter succeeds at creating these weapons, but use them in close range, using them to supplement their melee weapons. This odd use of a range weapon in close range does nothing to dissuade the stigma that the Old Hunters are Blood thirsty killers.

Level 3
Proficiencies
Gunsmithing
Level 7
Blood Ammunition
Level 11
Reload Under Pressure
Counter Short
Level 15
Visceral Shot
Level 18
Advanced Counter Shot


Proficiencies

At level 3, the Powderkeg Hunter gains proficiency with tinkerer’s tools, as well as Firearms.

Gunsmithing

At level 3, the Powderkeg Hunter can craft a firearm from the table below, or design one themselves at their DM’s Discretion.


Hunter’s Sidearm

A Powderkeg Hunter does not use her firearm is her primary weapon. The weapons are designed and used as a utility to help the hunter make openings to strike true against their prey. Due to this, wielding a firearm with an Old Hunter is much different then with a Gunslinger, or any other type of ranged combatant.

When wielding only a firearm, or wielding a firearm in your primary (not off) hand, all attacks are at a disadvantage.
When wielding a firearm in your off hand, with a weapon in your primary hand, you receive no penalties on either weapons due to dual wielding weapons

Blood Ammunition

At level 7 you may roll one of your hit dice, take that much damage, and then add that much ammunition to your inventory. This reduces the number of hit dice you currently have (they still return with a long rest as normal).


Reload under pressure

At level 11 you may reload your firearm is you are wielding a weapon in your other hand.

You can also now reload a single round into your weapon as a bonus action. You may only do this a number of times per day equal to your proficiency modifier.



Counter shot

At level 11, as a reaction, when an opponent makes an attack against you, you may make a ranged attack against them with your firearm. This attack does not incur any penalties for attacking within the firearm’s minimum range. If this attack hits you take the difference between their attack roll, and your attack roll, and reduce their attack roll by that much.

This may be done a number of times per day equal to your Proficiency modifier.

If you manage to kill the attacking creature with your Counter Shot, but are unable to stop him from hitting you, you take a varying level of damage depending on your level.

9 - Full damage
15 - Half Damage
18 - No Damage



Visceral Shot

At level 15 you can use your firearm to make a Visceral attack. If you successfully make a visceral attack with your firearm, you may make a second single melee attack with your weapon. As long as you have not moved, before the end of your next turn, you may take Blood Ministration as normal.

Visceral shots gain all benefits given to Visceral attacks



Advanced Counter Shot

At level 18

When you successfully make a counter shot on an opponent that must make a constitution save with a DC equal to your Old Hunter level. On a failed save, they are stunned until the beginning of your next turn.

Example: A goblin makes an attack against you and rolls an 18, you use the counter shot and roll a 16, which hits. The goblin’s AC is 10, so the attack hits. The difference between your rolls is 2, so you reduce his attack by 2, to 16.

As always with firearm attacks, this ability requires your weapon to: Be loaded, Have Ammunition, and be in working order



FIREARMS
(Taken from Matt Mercer’s ‘Gunslinger’ Archetype)
Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools (cost and time are at the DM’s discretion). Each firearm uses it’s own unique ammunition.

Firearm Properties

Reload. The weapon can be fired a number of times equal to it’s reload score before you must spend 1 attack, or 1 action to reload. you must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it.
To repair your firearm, you must make a successful Tinker’s tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.

Scatter. An attack is made against each creature within a 30ft. cone. These attacks are simultaneous. If an affected creature is adjacent to you, they suffer double damage on a hit.




















One Handed Firearms
Weapon
Cost
Damage
Weight
Range
Properties
Pistol
250 gp
1d10 piercing
3 lb.
100/400
Reload 4, Misfire 1
Pepperbox
450 gp
1d10 piercing
5 lb.
150/600
Reload 6, Misfire 2
Scattergun
500 gp
1d8 piercing
10 lb.
15/30
Reload 2, Misfire 3, Scatter
Two Handed Firearms
Musket
500 gp
1d2 piercing
10 lb.
200/800
Two Handed Reload 1, Misfire 2

smeagolthevile
2016-03-06, 02:23 AM
(this one is going to be bad, so many tables)

The Patron Hunter
archetype
Level 3
Spellcasting
Level 7
Visceral casting
Level 11
Shadowstep
Runecrafting
Level 15
Advanced Visceral Casting


Spellcasting

The Old Hunter uses the Warlock table of spells for this archetype.

Spell Slots.
The Patron Hunter Spellcasting table shows how many spell slots you have to cast your 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.

Spells Known of 1st-Level and Higher.

AI 1st Level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of lhe Warlock label shows when you learn more warlock spells of your choice of 1st level and higher.

A spell you choose must be of a level no higher than what's shown in the table slot Level column for your leveI. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Wisdom is your spellcasting ability for your Warlock spells, since you learn your spells through research and understanding of your Favorite Prey. 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 Warlock spell you cast and when making an attack roll with one.

Spell save DC ~ 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier

Spellcasting Focus

Your Hunter’s Journal is your spellcasting focus.


Old Hunter Level

(cut spell table to save space, similar to eldrich knight but with warlock instead of wizard



Favored Prey

Your careful study and research of your Favored Prey (chosen at level 2) grants you access to spells of that Prey’s mastery.

Archfey

Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plont growth
4th dominate beast, greater invisibility
5th dominate person, seeming

The Fiend

Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

Great Old One

Level Spells
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard's black tentacles
5th dominate person, telekinesis



Visceral casting

At level 7

Whenever you successfully hit an opponent with Visceral attack, you may use your bonus action to cast a cantrip.



Shadowstep

At level 11

Whenever you use the hunter’s dodge you disappear for a moment in a blur of movement, appearing at your destination as if you had teleported.

The Hunter’s Dodge ability does not provoke any Attacks of Opportunity. This is not a spell.

You have advantage on all dexterity saving throws unless you are knocked prone or unable to move.




Runecrafting

At Level 11

When you enter the hunter’s dream, you may study a rune from your journal, learn it, memorize it, and inscribe it into your mind. The amount of time it takes to learn a rune is one waking world hour for each level of the rune.

The effects of the rune you chose last until you enter the dream and study a different rune, or forget the rune you had studied.

The following charts tell both how many runes you know, and how many you can equip at once.


Level
Number of runes that can be equipped at the same time

1
14
2
17
3
20
4

You may not have more than one rune of a certain level equipped at once.


Old Hunter Level
Runes Known
1st level Runes
2nd level Runes
3rd level Runes
4th level Runes
(cut table for space)


When choosing a rune to study, consult the chart below.

Rune
Lvl
Effect
Beast
1
At beasthood level 2 or greater, claw attacks do 1D4 extra damage
Beast’s Embrace
1
All Blood Ministration saving throws are at disadvantage
Eye
1
Advantage on all perception checks
Bleeding Rapture
1
Blood Ministration heals an additional 1D4 hit points
Clawmark
1
Visceral attacks do an additional 1D4 bleed damage
Insight
1
All Blood Ministration saving throws are at advantage
Warped Visage
2
Whenever your beasthood increases opponents that can see you must make a Wisdom save equal to 10 + your beasthood level or be frightened for 1D4 rounds.
Inner Eye
2
You have advantage on concentration checks
Corrupted Soul
2
When you are knocked out in combat you instantly stabilize
Metamorphosis
2
Gain 1D10 Temporary hit points. (these do not heal nor stack)
Still Lake
3
Resistance to Piercing
Wide Lake
3
Resistance to Bludgeoning
Shallow Lake
3
Resistance to Slashing
Dripping
3
Enemies attacking you add your wisdom modifier to their damage rolls
Milkweed
3
You take on the appearance of a creature of your choice that would fall upon the category that your Patron represents. This rune works the same way the spell “Seeming” does
Formless Odeon
3
When you take Blood Ministration you may make 1D4 free bullets
Scarred Man
4
Upon reaching the final level of beasthood your form changes into that of a monstrous beast. Your size becomes Huge.

You gain 2D8 hit points, and a +2 to your constitution and strength stats.

You may not use any weapons beyond natural weapons. As long as you are in this form, you have proficiency with natural weapons.

If you are dropped to 0 hit points or below your form reverts back and your hit points becomes 0.
Vast Ocean
4
Resistance to Non Magical attacks
Deep Ocean
4
Resistance to Magical attacks


Advanced Visceral casting

At level 15

Whenever you successfully hit an opponent with Visceral attack, you may use your bonus action to cast a level 1 spell.