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Class: Nightbreaker

Using the Hunter's Spirit to bring Light into Darkness


Nightbreaker

D
arkness spans and stretches across
immeasurable distances, far beyond the sight of Lantern Spirits
man. It envelops all that lives and dies; it is While nightbreakers are given a lantern at the point of their
secret, subtle, and silent. It seeks to destroy and induction into the Nightbreaker Order, they must first
bury that which pierces through it: Light. become accustomed to the use of the device before they are
properly bonded to the lantern. This typically requires a
Creatures and Monsters of every shape and size inhabit the completing a mission from the order to hunt a specific
darkness; they hunt the weak, stalk the brave, and overpower creature, acquire a trophy from the creature, and using it as
the foolhardy. The gnashing of bones, the tearing of flesh, and part of a mysterious ritual to bond the lantern to the wielder.
the screams of people can be heard deep into the night; the Through this ritual, the lantern adopts powers and spells
witnesses are helpless against the power of darkness. based upon the nightbreaker's purpose as a hunter. In most
Then there are the warriors who throw themselves into cases, they acquire the Spirit of the Hunt. Some lanterns will
this darkness. They hunt the hunter. They stalk the vicious. take on the Spirit of Death or Spirit of Divinity, depending on
They overpower the darkness itself and bend it to their will. the strength of the wielder's hatred or altruism, respectively.
These are the Nightbreakers Ultimately, the nature and details of this final test are up to
the DM and the player.
Light Within Darkness The Rite of Bonding
Nightbreakers track, hunt, and destroy creatures who dwell This secret rite of the nightbreakers is integral to the growth
in darkness. They take a piece of light and bring it to their of a nightbreaker's power. When a new nightbreaker is ready,
quarry, using it as a weapon. Using a mixture of magic and they take the trophy they were sent to acquire, and burn it in
combat prowess, they hunt the denizens of the night, seeking their lantern, followed by an ounce of the nightbreaker's
to use the very darkness they live in against them. Some hone blood. The orange fire inside the lantern flares and changes
their powers, strengthening themselves to bring swift colour depending on the nightbreaker's spirit: Green for the
destruction to their foes. Others lead allies to fend off the Hunter, Purple for Death, and White for Divinity
darkness, bolstering their abilities through magic. Questions of Morality
Regardless of the approach that they have chosen,
nightbreakers excel at hunting and tracking their chosen Although nightbreakers hunt creatures normally seen as evil,
quarry. They possess supernatural powers to detect the this by no means dictates that all nightbeakers are paragons
dangers around them, and eventually learn how to use their of justice and light. While an idealistic warrior of light may
quarry's own territory against them. wish to join the nightbreakers to rid the world of evil
creatures, it is just as likely that a particularly vengeful or
Ensorcelled Power angry individual may want power to destroy such creatures,
or even cause them to suffer before finally granting them
The Nightbreakers are a secret order of monster hunters death.
who pass on their mysterious powers to promising
individuals. While the nightbreakers' strange practices are The Nightbreakers and Vengeance
met with fear and superstition, all recognize a nightbreaker The Order has a pragmatic view when it comes to people
by the enchanted lanterns they hold. After being inducted into who come to them seeking revenge. They find these
the Order of Nightbreakers, individuals participate in a ritual individuals to generally be quick learners and headstrong,
that binds them to a magical lantern. Through this bond, the fueled by their need for revenge. However, the order has, on
lanterns grant their wielders powerful spells to employ several occasions, hunted ex-nightbreakers who succumbed
against their prey. to their anger and became akin to the very creatures they
vowed to destroy.
Creating a Nightbreaker
All nightbreakers are members of the Order of Quick Build
Nightbreakers: a group of hunters dedicated to destroying You can make a nightbreaker quickly by following these
creatures of darkness. Therefore, there are two questions suggestions: First make Strength your highest ability score
that you should think about: How did you join the (some nightbreakers who focus on finesse or ranged
Nightbeakers, and why does your character hunt creatures of weapons might want to take Dexterity), followed by Wisdom.
the dark? Perhaps you were found by a recruiter? Maybe you Second, choose the outlander background.
feel called to rid the world of evil, but religion isn't appealing
to your character? Perhaps you've heard tales and legends of
the hunters as a child and wanted to grow up to be one?
Perhaps your want your revenge against a monster?
Nightbreaker
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Quarry, Ensorcelled Lantern — — — — — —
2nd +2 Spellcasting, Lantern Spirit 2 2 — — — —
3rd +2 Fighting Style, Stalker's Ambush 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Favored Quarry 4 4 2 — — —
7th +3 Hunting Ground 5 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Ability Score Improvement 6 4 3 2 — —
11th +4 Lantern Adept, Favored Quarry 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 - —
13th +5 — 8 4 3 3 1 —
14th +5 Improved Hunting Ground, Adopting Darkness 8 4 3 3 1 —
15th +5 Night's Bane 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Shadow Cloak 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Burning Spirit 11 4 3 3 3 2

Alternatively, you can ignore the equipment from your class


Class Features and background, and start with 5d4 x 10 gp.
As a nightbreaker, you have the following Class Features
HIT POINTS Ensorcelled Lantern
Hit Dice: 1d10 per nightbreaker level A nightbreaker’s lantern is the main source of their power.
Hit Points at 1st Level: 10 + your Constitution modifier Every nightbreaker receives a number of spells through their
Hit Points at Higher Levels: 1d10 (or 6) + your lantern that assist them in this endeavour. In order to cast
Constitution modifier per nightbreaker level after your 1st. these spells, a nightbreaker must be holding the lantern in
PROFICIENCIES one hand. It acts as a spellcasting focus.
Armor: Light Armor, Medium Armor At first level, all Ensorcelled Lanterns cast bright light in a
Weapons: Simple weapons, Martial weapons 30-foot radius, and dim light for an additional 30 ft. The
Tools: None Ensorcelled Lantern does not need oxygen or fuel to
Saving Throws: Strength, Wisdom maintain its light. The magical flame lighting the lantern can
Skills: Choose three from Arcana, Athletics, History, be easily snuffed out by the wielder. You can snuff out or light
Insight, Nature, Perception, Stealth, and Survival. your lantern as an action.
As part of carrying an Ensorcelled Lantern, the
EQUIPMENT nightbreaker receives Hunter’s Mark, Detect Poison, Detect
You start with the following equipment, in addition to the Magic, and Detect Evil and Good. You can cast each of these
equipment granted by your background. spells once per day, and one additional time per day every 8
(a) scale mail or (b) leather armor levels (9th, 17th). These do not count against your daily spell
(a) a one-handed martial melee weapon or (b) two simple slots.
melee weapons
(a) a longbow and 20 arrows or (b) two javelins
(a) a dungeoneer’s pack or (b) an explorer’s pack
Favored Quarry Spellcasting
Beginning at 1st level, you have significant experience By the time you reach 2nd level, you have learned to cast
studying, tracking, and hunting a certain type of enemy spells.
commonly encountered in the wilds. Spell Slots
Choose a type of favored quarry: aberrations, beasts, The Nightbreaker table shows how many spell slots you have
celestials, dragons, fey, fiends, monstrosities, oozes, plants, or to cast your spells of 1st level and higher. To cast one of these
undead. Your proficiency bonus is doubled when you roll a spells, you must expend a slot of the spell's level or higher.
Wisdom (Survival) check to track your quarry. You have You regain all expended spell slots when you finish a long
advantage on Intelligence checks made to know information rest.
about your Favoured Quarry. Additionally, the Nightbreaker
receives an extra 1d6 to damage rolls against their Favoured Spells Known of 1st Level and Higher
Quarry. You know two 1st-level spells of your choice from the list
You can pick another Favored Quarry at 6th level and 11th granted by your chosen Lantern Spirit.
level. The Spells Known column of the Nightbreaker table shows
when you learn more Nightbreaker spells of your choice.
Fighting Style Each of these spells must be of a level for which you have
Defense spell slots. For instance, when you reach 5th level in this
While you are wearing armor, you gain a +1 bonus to AC. class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
Dueling choose one of the Nightbreaker spells you know and replace
When you are wielding a melee weapon in one hand and no it with another spell from your Lantern Spirit spell list, which
other weapons, you gain a +2 bonus to damage rolls with that also must be of a level for which you have spell slots.
weapon. Your Ensorcelled Lantern does not count as a Spellcasting Ability
weapon for the purposes of this Fighting Style.
Wisdom is your spellcasting ability for your Nightbreaker
Protection spells. You use your Wisdom whenever a spell refers to your
When a creature you can see attacks a target other than you spellcasting ability. In addition, you use your Wisdom
that is within 5 feet of you, you can use your reaction to modifier when setting the saving throw DC for a ranger spell
impose disadvantage on the attack roll. You must be wielding you cast and when making an attack roll with one.
a shield. If you choose this fighting style, your Ensorcelled Spell save DC = 8 + your proficiency bonus +
Lantern counts as a shield for this fighting style, although it your Wisdom modifier
does not give the shield’s AC bonus. Spell attack modifier = your proficiency bonus +
Distance
your Wisdom modifier
You gain a +2 bonus to attack rolls made with ranged weapon Stalker's Ambush
attack rolls
At 3rd level, you learn the art of ambushing your quarry.
Lantern Spirit At the start of your first turn in combat, if you use the
attack action, you can make one additional attack as part of
Starting at level 2, you pick a Lantern Spirit for your that action.
Ensorcelled Lantern. You will receive a power based upon In addition, you roll an additional damage die for each of
the Spirit you choose. your weapon attacks when you use the attack action on your
In addition, the Lantern Spirit you choose will grant you first turn in combat.
access to a list of spells based upon the spirit. There are
three Lantern Spirits: Spirit of the Hunt, Spirit of Death, and Ability Score Improvement
Spirit of Divinity. See below for the list of spells and powers
each Lantern Spirit has access to. When you reach 4th level, and again at 8th, 10th, 12th, 16th,
Lastly, when you choose a Lantern Spirit, the bond with and 19th level, you can increase one ability score of your
your lantern deepens. It cannot be disarmed from you unless choice by 2, or you can increase two ability scores of your
you are incapacitated, and if you and the lantern are on the choice by 1. As normal, you can’t increase an ability score
same plane of existence, you can summon it to your hand as above 20 using this feature.
a bonus action.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Hunting Ground
When you reach 7th level, your experience as a monster Replacing an Ensorcelled Lantern
hunter has evolved to not only account for the monster itself,
but also the environment in which it lives. Losing a lantern is a traumatic experience for a
By spending one round studying a 60ft radius area, you nightbreaker and should be avoided at all costs.
and your party gain the following benefits within the Hunting Should a nightbreaker lose their lantern, they can
Ground. no longer cast spells, including their basic Detect
and Hunter’s Mark spells. However, there is a way
+2 to Initiative checks in the area. to replace the lantern and regain its powers.
Advantage on Survival, Perception, and Investigation
checks conducted within the area. Crafting
Advantage on Saving Throws against Lair Actions
To replace a lantern, the nightbreaker must craft or
These bonuses last as long as the Nightbreaker who commission a new lantern from a blacksmith. The
designated the Hunting Ground stays within the Hunting lantern is simple in build, but requires a series of
Ground. complex and specific runes and symbols to be
At 14th level, you only need to spend an action to study an carved into frame of the lantern. This will cost at
area in order to gain the above bonuses. least 25gp in labor and materials. All nightbreakers
At 20th level, the Nightbreaker also receives a +2 bonus to are taught these runes as part of their induction
AC when inside the Hunting Ground. into the Order of Nightbreakers.

Lantern Adept Enchanting


At 11th level, you have grown accustomed to using your
Ensorcelled Lantern. You can use a bonus action to light your After the physical lantern is created, a ritual must
lantern. It still takes an action to snuff out the lantern. be conducted to imbue the lantern with magic
again.
In addition, Detect Poison, Detect Magic, and Detect Good
and Evil can now be cast as a bonus action. In a darkened area, the nightbreaker must light a
small fire within the lantern, and burn a scrap from
Adopting Darkness a predatory animal. This must be something that
the predator uses to hunt: for example, a tooth of a
Starting at 14th level, you learn to use the darkness against wolf, a talon of an eagle, or a claw of a tiger. The
your quarry. You can use the Hide action as a bonus action on runes will activate and begin to glow. At this point,
your turn. You can use this without anything to hide behind an ounce of blood from common prey, such as a
and while being observed, as long as you are in a place of deer, fish, or rodent, should be placed into the fire.
darkness. Also, you can’t be tracked by non-magical means, The flames will grow in size and heat. While the fire
unless you choose to leave a trail. is still burning, the lantern should promptly and
suddenly be exposed to daylight. The fire will briefly
Night's Bane go out before a permanent magical flame manifests
inside the lantern. This ritual will take roughly thirty
At 15th level, the light of your lantern shines as bright as the minutes to conduct.
sun. The light from the lantern expands to shed bright light
for 60 feet, and dim light for an additional 60 feet beyond
that. The light from your lantern is considered sunlight. Rite of Bonding
After the basic lantern has been restored, the
Shadow Cloak nightbreaker can conduct the Right of Bonding
At 18th level, your control over darkness deepens. If you are again to regain their Spirit. They can use any trophy
hidden, you can use your move action to teleport up to 60ft to from a monster they have hunted to conduct the
an unoccupied space you can see that is in darkness. You are Rite of Bonding.
still considered hidden after you use this ability.
Burning Spirit
At 20th level, your lantern gains access to two spells based on
your chosen Lantern Spirit. These spells can each be cast
once per day. These spells use your Spellcasting Ability
Modifier and Spell Save DC.
Hunter’s Lantern: Druid Grove, True Seeing
Death Lantern: Harm, Create Undead
Divine Lantern: Sunbeam, Primordial Ward
1st Level Spells: Bane, Cause Fear, Command, Dissonant
Lantern Spirits Whispers, False Life, Ray of Sickness, Sleep, Tasha’s
Hideous Laughter
Spirit of the Hunt 2nd Level Spells: Blindness/Deafness, Crown of
The most common spirit that Ensorcelled Lanterns take is Madness, Gentle Repose, Hold Person, Ray of Enfeeblement,
that of the hunter. Nightbreakers who wield these lanterns Shadow Blade, Silence
are well-rounded individuals, who may have a sense of 3rd Level Spells: Animate Dead, Bestow Curse, Hunger of
vengeance or altruism to their work, but ultimately seek to Hadar, Life Transference, Speak With Dead, Spirit Guardians
simply hunt the monsters of the night. They may do it for Slow
thrills, wealth, fame, tradition, or simple adventure. The 4th Level Spells: Blight, Confusion, Evard’s Black
Spirit of the Hunt welcomes individuals from all walks of life. Tentacles, Phantasmal Killer, Shadow of Moil, Sickening
To this end, these lanterns bless the wielder with a number Radiance
of spells themed around survival, nature, mobility, and 5th Level Spells: Contagion, Danse Macabre, Enervation,
tracking. Hold Monster, Reincarnate
Lantern Power: At level 2, you can use your action to focus
on the region around you. You can sense the presence of Spirit of Divinity
creatures that belong to your chosen Favoured Quarry. You Similar to Death Lanterns, Divine Lanterns are created when
can sense them within 1 mile of you. You know how far away Nightbreakers with particularly strong qualities undergo the
they are from you, but not the direction. You can use this bonding ritual with their lantern. Wielders of Divine Lanterns
ability for a number of minutes equal to your nightbreaker are often justice-seekers, defenders of the weak, or simply
level. These minutes do not need to be consecutive, but do have a strong sense of altruism. Wielders of Divine Lanterns
need to be spent in 1-minute intervals. are a force to be reckoned with.
Spell List
To this end, these lanterns bless the wielder with a number
1st Level Spells: Alarm, Ensnaring Strike, Entangle, of spells themed around protection and enhancing the
Faerie Fire, Fog Cloud, Goodberry, Longstrider, Protection combat abilities of both the Nightbreaker and their party.
from Evil and Good Lantern Power: At level 2, when one of your allies within
2nd Level Spells: Barkskin, Darkvision, Find Traps, 30 feet that you can see makes an attack roll, you can use
Locate Animals or Plants, Pass Without Trace, See your reaction to give them a bonus equal to your wisdom
Invisibility, Spider Climb modifier. You can use this after they roll, but must do so
3rd Level Spells: Create Food and Water, Dispel Magic, before the result of the roll is determined. You can use this
Elemental Weapon, Magic Circle, Nondetection, Plant ability a number of times per day equal to your wisdom
Growth, Speak With Plants modifier.
4th Level Spells: Dominate Beast, Freedom of Movement, 1st Level Spells: Ceremony, Compelled Duel, Divine
Guardian of Nature, Hallucinatory Terrain, Locate Creature, Favour, Guiding Bolt, Heroism, Searing Smite, Thunderous
Stoneskin Smite, Wrathful Smite
5th Level Spells: Commune With Nature, Dispel Evil and 2nd Level Spells: Branding Smite, Calm Emotions,
Good, Scrying, Tree Stride, Wrath of Nature Enhance Ability, Lesser Restoration, Magic Weapon,
Moonbeam, Spiritual Weapon
3rd Level Spells: Aura of Vitality, Blinding Smite, Beacon
Spirit of Death of Hope, Crusader’s Mantle, Mass Healing Word, Protection
Nightbreakers whose lanterns harbor Spirits of Death are from Energy, Revivify
generally individuals with single-minded vengeance, deep- 4th Level Spells: Aura of Life, Aura of Purity, Banishment,
seeded hatred for monsters, or seek to make the creatures Death Ward, Guardian of Faith, Staggering Smite
suffer before their deaths. While by no means shunned by the 5th Level Spells: Banishing Smite, Dawn, Hallow, Holy
Order of Nightbreakers, wielders of death lanterns are often Weapon, Greater Restoration
treated with a cautionary approach, as their desire for
suffering and vengeance can be dangerous to both the Credit to Homebrewery
nightbreaker and those around them.
To this end, these lanterns bless the wielder with a number This pdf was created using The Homebrewery
of spells themed around controlling life essence, debilitation,
and causing suffering to the quarry before they are finally Questions?
eliminated.
Lantern Power: At level 2, you gain the ability to speak a If you have any questions, concerns, or would like any
harrowing curse upon your enemies. When one of your allies clarifications, especially regarding balance, feel free to
casts a spell upon a creature within 30 feet that you can see, contact me @StoriesByAmsen on twitter or email me at
you can use your reaction to give the target disadvantage on storiesbyamsen@gmail.com.
the saving throw. If the attacker cannot hear, then they are
immune to this ability. You can use this ability a number of
times equal to your Wisdom modifier. You regain all
expended uses when you finish a long rest.

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