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Hit Die:D8
Saving Throws:Dex, Int
Armor Proficiencies:Light Armor, Medium Armor
Weapon Proficiencies:Martial and Simple Weapons. Crossbows.
Tools:Smith’s Tools
Skills: Pick two from:
Acrobatics, Perception, Athletics, Survival, Intimidation, Investigation, Nature, Arcana,
Stealth.
Equipment:You start with the following equipment in addition to the equipment granted
by your background.
-1 Scimitar or Rapier and (1) Simple Weapon
-1 Light Crossbow and 20 bolts or 1 Simple Weapon
-Leather Armor
-1 Net or Bag of Ball Bearings
10th Level:
Predator’s Cunning
Whenever you are forced to make a saving throw against an effect, you
can expend one Slayer Die, rolling it and adding the result to your throw. If
you are made to make a saving throw against your Chosen Quarry, you
instead take the maximum value.
14th Level:
Fell Footed
At 14th Level, when you expend a Slayer’s Die against a creature you do
not provoke opportunity attacks from that creature for the rest of your turn.
15th Level:
Night Huntsman
When you take the Attack Action against a Creature, you can take the Hide
Action as a Bonus Action.
Grave Walker
“What’s done in the dark will be brought to the light.”
Cunning Champion
“What’s more dangerous than a monster with the mind of a man?”
Ethereal Huntsman
“Those who hunt monsters should take care that they do not become a monster
themselves”
Note:I’ve left the description of the Mind Shield vague to leave a lot of
creative freedom to the player to design what the Mind Shield looks like
and what its made of.
Pneumatic Pump:
Requirements: 5th Level, A Crossbow
Throughout your travels, you’ve learned to construct a specialized steam pump for the
loading and firing mechanism of a crossbow. This high powered pump increases the
range of a Crossbow by 20 ft.
Special:As an action you overload the steam, pump shooting an armor piercing bolt out
of the crossbow. When you use this feature, you treat the AC of the target as 10. You
must finish a long rest before using this special attack again.
Perma-Grip Harness:
You’ve learned to construct a special harness for your melee weapons. While wielding a
weapon with this harness attached, you cannot be disarmed of that weapon.
Ghost Dust:
Requirements: Grave Walker Archetype
As a bonus action, you fling a handful of Ghost Dust into the face of a spectre or
undead within 10ft of you. This mixture of hallowed bones, celestial gold, and iron filings
forces the Undead to make a Constitution Saving Throw or be blinded until your next
turn. You can use this Armament an amount equal to your Int Modifier (Minimum of 1).
Your uses replenish on a short rest.
Net Launcher:
Requirements: A Crossbow** or Firearm **Not Compatible with Pneumatic Pump
You’ve modified a Firearm or Crossbow to fire a compressed Net as a projectile. Once
you modified a Crossbow or Firearm in this way, it will only be able to fire Net
Projectiles. You can craft a number of Net Projectiles on a long rest equal to your Int
Modifier. This requires a Net (as seen in the PHB), and one Net equals one Net
Projectile. Whenever you hit a creature with this projectile, they must make a Dex
Saving Throw or be restrained for 1 minute. At the end of each of its turns, the creature
can repeat the Saving Throw, using either Dex or Strength to break free.
Bola:
You’ve constructed a specialized throwing weapon designed to entangle and trip up
your enemies. When you throw this weapon, you must make a ranged attack roll. On a
hit, a medium or smaller creature must make a Dexterity Saving Throw or be knocked
prone and take 1d4 damage. This damage increases by 1d4 for every size category
above medium.
Hidden Dagger:
Requirements: Cunning Champion Archetype
Do to the nature of your chosen quarry, you find yourself being seized and grappled fairly
regularly, so in response you’ve crafted this specialized bladed gauntlet. When are under the
grappled condition as imposed by another creature, you can use your reaction to attack with the
spring loaded dagger located in this gauntlet. On a hit, this deals damage as normal.
Additionally, when struck by this weapon, the grappling creature must succeed on a Constitution
or Dexterity Saving Throw (its choice) or be forced to release the grapple.
Harpoon Launcher:
Requirements: Crossbow, Firearm, 10th Level
You’ve constructed a special type of ammunition that lets you grapple from afar. As an action,
you can fire this projectile, the target must make a Dex Saving Throw or be grappled. While
grappled, the creature cannot move farther than 30 ft away from you but can move closer to
you. All normal effects of the grapple condition apply otherwise.
Ballistic Fist:
Requirements: 5th Level
You’ve constructed a focused explosive charge form fitted to an armored gauntlet. When you
strike with an unarmed attack, you can use your reaction to detonate this charge. The affected
creature must make a Con Saving Throw or take 4d6 Fire Damage and half on a successful
save.
Hypodermic Dart:
Requirements: Cunning Champion Archetype
You’ve modified your dart from your Wrist Crossbow to deliver a debilitating poison. Whenever
you hit with your dart, the affected creature must make a Con Saving Throw or be poisoned for
1 minute.
Radiant Ammunition:
Requirements: Grave Walker Archetype
You mixed the bones of saints with the ammunition in your Powder Keg. Instead of Piercing
Damage, your shots deal Radiant Damage Instead. This ammunition deals an extra 1d8
damage to Undead.
Boom Tube:
Requirements: Grave Walker Archetype, 7th Level
You’ve constructed an underbarrel attachment to your Powder Keg. Once per long rest, you can
launch an explosive projectile. Everyone one within a 15ft of radius of the detonation must make
a Dex Saving Throw or take 8d6 Fire Damage.
Concussion Powder:
Whenever you are hit with a melee attack, you can use your reaction to throw a small bag of
explosive in your attackers face. The attacker must make a Str saving throw or take 3d4 force
damage and be pushed back 10ft. You can use this armament once per short rest, where you
will craft another bag.
Clawed Boots:
Requirements: Cunning Champion Archetype
When wearing these treaded and clawed boots, you have advantage of saving throws against
being knocked prone or pushed back.
Scatter Ammunition:
Requirements: Crossbow, Firearm. Not Compatible with Powder Keg Class Feature
You’ve modified your ammunition to fire multiple small projectiles instead of one large projectile.
This ammunition has a 15ft cone of effect. Creatures within the cone must make a Dexterity
Saving Throw or take 3d6 piercing damage and half on a success. You can only hold 5 pieces
of this ammunition at a time, Replenishing your supply on a short rest.
Smoke Grenade:
As an action, you drop a small glass bead that blooms into a smoke cloud, with effects a la Fog
Cloud.
Bladed Gloves:
You’ve constructed speciality armored bladed gloves. Whenever you strike with your unarmed
attack, they deal damage equal to 1d6 plus your Str Mod.
Static Trap:
Requirements: 11th Level, Ethereal Huntsman Archetype
You’ve used your knowledge of energy and electricity to construct a specialized trap to thwart
those who would call upon eldritch powers. Using an action, you can detonate this trap, forcing
every magic and psionic user to make a Intelligence Saving Throw or be unable to use their
respective abilities for 1 minute. Any affected creatures can repeat the saving throw at the end
or each of their turns with advantage, ending the effects on a success.
Hammer of Intellect:
Requirements: Ethereal Huntsman Archetype
The Hunting of Far Realm monsters is a task not suited for the dim witted. You’ve constructed a
special Warhammer out of Telekill Alloy. When you strike with this Warhammer you can choose
to use either your Intelligence or Strength Modifier for the Attack and Damage Rolls.
Caustic Spray:
Requirements: Alchemy Kit
You’ve concocted a special spray that blinds and stuns enemies it hits. As an action, you can
empty a canister of spray into a creature’s eyes. Whenever a creature is affected by this, they
must make a constitution saving throw or be stunned for 1 minute. The creature may make
another saving throw at the end of each of its turns subsequently, ending the effects on a
success. The subsequent saving throws are made with advantage. After emptying the canister,
you are able to craft more over a short rest.
Note:This Spray has no effect against creatures that do not have eyes, nor undead or
constructs.
Shield of Elements:
Requirements: Ethereal Huntsman Archetype
You can use 1 charge of your Mind Shield to mimic the effects of the Absorb Elements spell.
Spending more charges mimics a higher level of spell, up to 4 charges.
Staff of Stunning:
Requirements: Staff, 18th Level
You’ve constructed a Metallic and Mechanical Staff that holds a powerful Electric Charge.
Whenever you strike with this staff and deal damage, you can instead choose to deal no
damage and release the powerful Electric Charge housed in the staff. If the affected creature
has no more than 150 hit points remaining it is stunned, making a Con Save at the end of each
of its subsequent turns, ending the effect on a success.
Rope Dart:
Requirements: Dagger, At least 15 ft of rope.
As a bonus action, choose a target within 15 ft. of you. Make a ranged attack roll, and on a hit
the affected creature takes 1d6 + Dex Piercing Damage and must succeed on a Str Saving
Throw or be pulled 15 ft to you.
Flame Tosser:
Requirements: 15th Level, Cunning Champion Archetype, Caustic Spray Armament
You’ve constructed a highly volatile flame projector from a spare canister of your Caustic Spray.
As an action, you can choose to ignite that spray, hurling flames in a 30 ft cone. Every creature
in that cone must make a Dexterity Saving Throw. On a failure, the creature takes 10d8 Fire
Damage and half as much on a success.
Bladed Boomerang:
Requirements: 2 Daggers, Smith’s Tools
In your infinite need for more efficient weapons has led you to construct this amalgamation of
steel. When you attack with this weapon, make a ranged attack roll, on a hit this deals 2d4 +
Dex Modifier Slashing Damage and you lose this weapon for the rest of your turn. On your
subsequent turn, the boomerang returns to you, attacking your target again. The target must
succeed on a Dexterity Saving Throw or take a further 2d4 + Dex Modifier Slashing Damage.
This armament has the thrown (30/60 ft) property.