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HUNTER Clad in dark regalia, a human anticipates the wild claw of a ‘werewolf Moments before impact, the human load bullet into his pistol and fires, staggering the Iycanthrope. Seizing the opportunity, the human retaliate, cutting the wolf deeply with asilvered sword Rolling up her sleeves, a half-ore grabs the axis of two circular saws, slotting it onto the head of a mace. She then activates the mechanism, turning the weapon into a howling ‘maw of grinding teeth. She marches towards a horde of ‘mutants, her transformed weapon infront. ‘An elf reels from a critical blow. Swifly, he retrieves a blood vial from his pouch and consumes the crimson liquid. Rejuvenated, he stands once more. From behind his back, he retrieves an ur of oil Dowsing the gibbering mouther in oil, hae thrusts a torch into its core, and ite muttering turns to shrieks as it erupts in flames. ‘These well-equipped adventurers are hunters, warriors ‘who have adapted to their quarry through alchemy, a unique arsenal of weaponry, and their specialised form of magic. ‘THE ETERNAL HUNT Hunters are bound to an unending oath in blood. This oath is knowa as The Hunt and once made, cannot be broken, Doing so earns the ire of every sworn hunter and marks you as prey. ‘This oath charges hunters to seek and destroy those who are a threat to civilization, particularly those with an insidious agenda or means of infiltration. Although hunters are well. suited to face any foe, they specialise against three: the warped yet earthly beasts and monstrosities, and the eldrteh aberrations from beyond the stars For hunters, The Hunt is an eternal responsibility, only released upon death. And stil even in death, some hunters still serve. The ritual undergone by hunters to initiate the hhuntis known as The Transfusion, and it remains a closely guarded secret among hunters, It is not merely a rite of passage but a magical ritual that enhances one's physiology through the power of blood magic. Hunters have access to a wide repertoire of tools and ‘weapons devised and perfected through generations of the covenants: alchemical reagents, advanced trick weapons, and magic syphoned through blood and accursed artefacts. Fan Content Policy Not approvedjendorsed by Wizards. Portions ofthe materials used ‘VENGEFUL Nomaps ; ios Hone) Proficiency The covenants that bind the hunters hold no land or Level Bonus Features strongholds; instead, they set up gatherings and meetings for important matters. Otherwise, hunters are solitary and stay yet +2.-—_-Hunter Tools, Unarmoured Defence ‘The Hunt Begins, Tick Weapons ‘on the move, searching for their next quarry. Veteran hunters learn ways to sequester themselves and valuable artefacts from vengeful prey by creating secret demiplanes. Many novice hunters have been undone by their solitary tendencies, outnumbered or outmatched by those they hunt. ‘As adventurers, hunters are accompanied by equally able 42 Ability Score Improvement heroes who often have a similar desire to slay creatures that threaten civilization. Hunters can find a special kinship with xe) Brae oulary paladins and rangers who share their values but find a 8 Covenant Feature ‘mutual respect with any hero who would stand beside them in battle. Many adventurers eventually find someplace to settle, a home of some kind, and while hunters are permitted 43° Ability Score Improvement and 42 42 Covenants, 3 Evasion tahld land they know the abs of staying in ans place too aa long and become fidgety and restless when not on the move. +4 te ae Improvement CREATING A HUNTER +4 Gum Parry Improvernent i tie soe esac ccna ete “4 Blood Gems ele at eae eA Ablity Score Improvement eee eee eee ee ae ee ee eee teal cs ies eee errs eae: s Hunter's Dean peeeeeten ena rere ee ates Peat ixee tama aiciciestiat +5 Gun Patty Improvement Eaatare Fea scl ia i ereaits otis trougs Glal aS Abily Score Improvement eee eae See ee ee +6 trithout heir losing 6 ‘Covenant Feature one eee ere en four athe lo ie Haas atc firs eriecHncaly ne 46 Ability Score Improvement alchemical inellacd? Do you hae a keen interest in clic, vg Vena term, Cun Grmatara SeEAET OCB Yo spl ace Hate Fesinenalilaned forthe note you call quay? Why did you join up witha Band of ed fnturers? DS you ld dlococifort i sharing space with others, or do you take pleasure in their company? Quick Burtp PROFICIENCIES ‘You can make a hunter quickly by following these meetin “suggestions. First, make Dexterity your highest ably score. eee nds oeatas ae ee toca Covenant Feature Hunter's insight Your nexthighest scare should be Constitution, or ae Intelligence ifyou plan to adopt the Aqua Regia or Eldritch geo : Church covenant, Second, sleet the urchin or investigator Saving Throws: Dexterity, Ineligence background Shale: Choose two from Acrobaties, Arcans, Insight, Investigation, Nature, Perception, Religion, Stealth, and Cass FEATURES Survival ‘Asana you gui he folowing clas etre, Te ete Enecieg ad wigibsa wi HrPones equipment granted by your background Hit Dice: 1410 per hunter level ‘+ (@) one martial weapon or (b) one simple weapon HitPoins a a Lore 10 your Conttton modifier eae 6 ay unless Hit Points at Higher Levels: 1d10 (or 6)+your Constitution (@) a dungeoncer’s pack or (b) an explorer’s pack or (c) a modifier per hunter level ater Ist monster hunter's pack = A pistol ‘This is unofficial Fan Content permitted under the Fan Content Policy. Not approvedjendorsed by Wizards. Portions ofthe m property of Wizards ofthe Coast. ©Wizards ofthe Coast Ll Hunter Toors Hunters must always be prepared for whatever foe they encounter, be ita beast, «fellow accursed kin, or something ‘worse. You gain a number of Hunter Dice equal to your Hunter level These dice increase in size as you reach certain levels inthis class. You regain all Hunter Dice when you finish a Tong rest Whenever you complete a short or long rest, you may expend any number of your Hunter Dice to eraft one of the following items per die Blood Vial. You regain your Hunter Die + proficiency ‘bonus hit points when you drink this potion. Quicksilver Bullet. Whenever you make a ranged weapon attack using a firearm, you may insert a quicksilver bullet into ‘the firearm as part ofthe attack. On a successful hit, ou deal, additional damage equal to your Hunter Die. This ammunition is sivered for some creatures that have immunity oF resistance to nonmagical weapons but are susceptible to silver weapons. ‘Saving Throws. Some of your tools require your target to make a saving throw to resist the tool's effects. The saving. throw DC is calculated as follows: Tool save DC = 8 + your proficiency bonus + your Intelligence modifier Your Hunter Die is a d4 and becomes a d6 at Sth level, d8 at, 9th level a d10 at 13th level and a d12 at 17th level. UNARMOURED DEFENCE ‘While you are wearing no armour and not wielding a shield your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. ‘his is unofficial Fan Content permitted under the ate property of ‘THE Hunt BEcIns ‘The Transfusion is complete. You have embraced the way of the covenants and adopted the mantle of hunter. Beginning at 2nd level you gain the following benefits: ‘+ Ifyou have taken damage from a hostile ereature since your last turn, your successful melee weapon attacks allow you to regain hit points equal to half the damage rol, rounded down (minimum of 1). The maximum amount of hit points you can regain per round is equal to twice your hunter level This feature has no effect against creatures, incapable of bleeding ‘+ You have advantage on Wisdom (Survival) checks to track beasts, monstrosities, and aberrations, as well as on Intelligence checks to recall information about them. TRICK WEAPONS ‘As a hunter, you have learned to wise unique weapons designed by the covenants known as tick weapons, While others may be capable of wielding these weapons, you are able to fully realise their potential Starting at 2nd level you gain the following benefits: ‘+ You possess a number of trick weapons equal to your proficiency bonus. Whenever you reach a new level in this class, you ean replace one trick weapon you own with a diferent trick weapon. ‘+ Trick weapons have two forms: a standard form and an alternate form. On your turn, you can swap between these forms using a bonus action. If you holster or drop a trick weapon while iis in its alternate form, it immediately reverts tots standard form. ‘+ Every trick weapon has an Active Ability while in its alternate form and ean be activated using an action, Once you activate a trick weapon's Active Ability you must complete a short or long rest before you can activate it ‘again, Melee weapon attacks made using an Active Ability do not restore hit points through The Hunt Begins. 18 Content Poly. Not approved/endorsed by Wizards, Portions of the materials used + Some trick weapons are capable of performing a ‘Transformation Attack which will change form as part of, the attack. Whenever you take the Attack action on your turn, you can perform a Transformation Attack in place of ‘one of your attacks. Transformation Attacks can only be ‘made on your turn and while a trick weapon isin its standard form. Ifa weapon's new form requires two hands 10 wield effectively, you can holster an item you are holding in your other hand as part of the attack. You can, only perform one transformation attack per round, ‘Saving Throws. Some of your trick weapons require your target to make a saving throw to resist the weapon's effects, ‘The saving throw DC is calculated as follows: Trick save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) ‘The full list of trick weapons can be found at the end of this class. CovENANT ‘At 3ed level you swear yourself toa covenant: the Covenant of Executioners, the Covenant of Aqua Regia, or the Covenant of The Eldritch Church, all detailed at the end of the class description. your covenant grants you features at 3rd level and again at 6th, 13th, and 18th level Apitity SCORE IMPROVEMENT ‘When you reach 4th level and again at Sth, 12th, 16th, and 19th level you can inerease one ability score of your choice by 2.oF you ean increase two ability scores of your choice by 1.As normal, you can't increase an ability scare above 20 ‘using this feature, Exrra ATTACK Beginning at Sth level, you can attack twice, instead of once, ‘whenever you take the Attack action on your turn. GUN PaRRY Starting at Sth level, when you are the target of a creature's melee weapon attack, you can use your reaction to gain a ‘bonus to your AC equal to your proficiency bonus for the duration of the attack. [As part ofthe reaction, you insert a Quicksilver Bullet into a firearm you are holding and make a ranged weapon attack ‘against the attacking creature. Ifthe attack made against you is a miss, the next time you hit that creature with a melee weapon attack before the end ‘of your next turn, you deal additional damage equal to your Hunter Die. Additionally this attack will critically hit on a roll ‘of 19 oF 20. You can use this feature ifyou have at least one Quicksilver Bullet. ‘This feature becomes more powerful at certain levels in this class: The additional damage becomes two Hunter Die and will critically hit on a rol of 18 to 20 at 10th level, three Hunter Die and will critically ht on a roll of 17 to 20 at 15th level and four Hunter Die and a successful hits a critical hit at 20th level z ‘This EvasION At Tth level your instinctive agility lets you dodge out ofthe ‘way of certain area effects, such as a blue dragon's lightning breath or a fireball 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 ifyou fail Hunter Toors IMPROVEMENT ‘Your prowess and familiarity with your (ools have grown. Beginning at 9th level you gain the fllowing benefits: ‘+ You can quaff' Blood Vial as a bonus action, instead of an ‘© Your Quicksilver Bullets are +1 Ammunition. ‘© Asa bonus action, you can spend a Hit Die to gain a Quicksilver Bullet. Additionally, you ean now use your Hunter Dice to craft the following items per di: Pebble. As an action, you can throw this pebble at a creature within range. The pebble has the finesse and thrown (20/60 f) properties and deals 1 bludgeoning damage on a hit If the target creature is currenty flying or climbing and is Large or smaller, it must make a Strength saving throw or be knocked prone. Molotov Cocktail. As an action, you can throw this bottle ata location you can see within 30 feet. Any creature within 10 feet of where it lands must make a Dexterity saving throw. ‘A arget takes your Hunter Die + Intelligence Modifier fre damage on a failed save, or half as much damage on a successful one. BLoop GEMs ‘You have learned the secrets of collecting Blood Gems and harnessing their sanguine potential Starting at 11th level you can collect Blood Gems from creatures you have slain whom are capable of bleeding, You can use these gems to enhance ‘your trick weapons. You can only collect one gem from @ creature. Ifyou are capable of collecting more than one type of gem from a creature, you choose which gem you collect. Blood Stone Shard. These shards can be collected from a slain creature with a Challenge Rating of at least 1. Applying three of these shards to one of your trick weapon transforms itinto a nonmagical +1 weapon, ‘Twin Blood Stone Shard These twin shards can be collected from a slain ereature with a Challenge Rating of at Teast 5, Applying three of these twin shards to one of your +1 ‘tick weapons transforms it into a nonmagical +2 weapon. Blood Stone Chunk. These chunks can be collected from slain creature with a Challenge Rating of atleast 9. Applying three of these chunks to one of your ~2 trick ‘weapons transforms it into a nomagical ~3 weapon. Blood Rocks. These rocks can be collected from a slain creature with a Challenge Rating of at least 13. Applying three of these rocks to one of your +3 trick weapons transforms it into a legendary magical weapon and gains a feature related to each creature from which you collected a ‘load rock. Only one trick weapon can be legendary at atime, and your legendary rick weapon requires attunement. Additionally, for every upgrade a trick weapon receives, it gains a ‘Rune Slot’. A +1 trick weapon has one slot, #2 tick ‘weapons have two slots, 13 trick weapons have three slots and a legendary trick weapon has four slots. ‘These slots can be filled with hunter runes that grant ‘benefits and modifications to your trick weapons, Hunter Runes are described at the end of this class. Hunter's DREAM Hunters serve an eternal cause, Their quarry often live for ‘millennia, and slaying them is sometimes not thei final death. Thus, seasoned hunters learn to ereate a safe haven {from their foes. At 14th level you can cast the Demiplane ‘spell once per day: In addition, this version ofthe spell has the following modifications: + The demiplane is not {sland on an endless, impassable plane, such as an ocean, ‘a sea of fog or a bottomless void + The demiplane may extend 100 feet in each dimension and can manifest structures, objects, decorations and ‘weather of your choice. Anything created by the demiplane dissipates into smoke ifit is removed. in enclosed space; rather, ‘While within your own demiplane and the spell duration has expired, vou gain the following benefits: + Ifyou complete a tong rest, you regain all of your hit dice and gain the benefits as if you were the target ofthe spell Greater Restoration. + You can cast the Plane Shift spell at will Hunter's INSIGHT ‘You have delved into the depths of inbuman knowledge. You ‘see what should never be seen and know that which should bbe forgotten. At 17th level you gain the following benefits: + You have truesight with a range of 60 feet * You can understand, read, and write Deep Speech, but you cannot speak it unless you do so telepathically. + Whenever you make a check related to beasts, ‘monstrosities, and aberrations using your The Hunt ‘Begins feature, you can add double your proficiency bonus to the check, regardless of whether the check uses a skill or ifyou lack proficiency inthe relevant skill ‘VENARI AETERNAM Upon reaching 20th level, you have become the apex of your kind. Your talents and power rival that ofthe First Hunters; however, the Hunt is not over, and perhaps it never shal be. ‘You gain the following benefits ‘+ When you complete a short rest, roll your Hunter Die, You ‘regain that many Hunter Dice and can use them for crafting when finishing this rest. + When you die, your body and equipment dissipate into ‘smoke, and you immediately wake up in your Hunter's Dream with all ofyour belongings and 1 hit point. This feature can only occur once between long rests. Certain items on your person may be left behind at the DM's discretion, ‘his is unofficial Fan Content permitted under the Fan Content Policy. Not ap are property of Wizards of the Coast th BLoop Rock FEATURES ‘A Legendary trick weapon is capable of grantin you 8 wide variety of festures, determined by which Creatures you collect blood rocks from. Work with your DM to determine which features you are able to gain from each blood rock. Examples include immunity to cold damage from an Adult White Dragon, Devil's Sight or Magic Resistance from an ice Devil, or a Storm Giant's Amphibious or Innate Spelicastng feature. While you are capable gaining any feature froma given creature, the DM has the final say on what you can choose, and might modify the feature to be more suitable fora player. —_— COVENANTS All Hunters swear themselves to The Hunt, however, eventually they will also commit themselves to one of the covenants. Holy orders that seck to perfect their hunting through different methods, strategies or tools COVENANT OF EXECUTIONERS ‘The Covenant of Executioners is perhaps the most straightforward and arguably the most effective, These Hunters focus on mastering additional trick weapons and earn to enhance their trick weapons further. Executioners, are often deft, almost dancer-like in their motions or devastating in their blows, utterly decimating their quarry ‘with malice and hatred ADDITIONAL TRICK WEAPON Beginning at 3rd level you gain an additional trick weapon, DeApty TECHNIQUES Starting when you choose this covenant st Sr level you can expend your Hunter Dice to add them to the atack and damage rolls mace with your tick weapons, You can add Hunter Dice to your atack rolls before or after you make the roll but before any effect of the attack are appied You can auld a maximum amount of Hunter Dice ta singe weapon attack equal to your pofiiency bonus For example, at 3rd level ifyou expend one of your Hunter Dice to add a d4 to your weapon attack roll and you hit, you can then expend one of your Hunter Dice and add a d4 to your weapon damage roll (Or at Sth level if you add no Hunter Dice to your attack roll you ean expend up to 3 Hunter Dice to add 146 per Hunter Dice to the damage roll ADDITIONAL TRICK WEAPON ‘Ac 6th level, you gain an additional trick weapon. Macicar Trick Weapons Starting at 6th level your trick weapons count as mag ‘the purpose of overcoming resistance and immunity nonmagical attacks and damage. Additionally, you ean turn a magie weapon you are proficient with into one of your trick weapons by undergoing a I-hour ritual. A magic weapon can become any trick ‘weapon that shares its weapon type with the trick weapon's standard or alternate form, and it magically assumes the form of the trick weapon. This still counts against the number of trick weapons you possess. for ADDITIONAL TRICK WEAPON ‘At 13th level.you gain an additional trick weapon. Boop RUNES ‘You have learned new runes unique to your covenant. Beginning at 13th level you can insert these runes into your trick weapons’ rune slots in addition to your hunter runes: Tier 1 RUNES ‘Rune of Righteousness. While this rune is inserted the trick weapon deals an additional weapon damage die ifthe (arget creature is an aberration or a humanoid with the evil alignment. [Rune of Serration, While this rune is inserted the trick weapon deals an additional weapon damage die ifthe target creature is a beast or monstrosity Tuer 2 RUNES Rune of Brutality. While this rune is inserted, you roll an additional weapon damage die when determining the extra damage for a critical hit with a melee attack with this trick ‘weapon, Additional Runes. For every rune inserted roll an additional weapon damage die when determining the extra damage for a critical hit with a melee attack with the trick ‘weapon. Tier 3 RUNES Rune of Slaughter. While this rune is inserted reducing a hostile creature to 0 hit points with the trick weapon allows, you to roll an additional damage die when making melee weapon attacks with the trick weapon, This effect lasts tuntl the end of your next tarn, Ifyou reduce another creature to 0 hit points, you roll an additional weapon damage die for every creature reduced to 0 this effect is extended until the end of your ne ADDITIONAL TRICK WEAPON At 18th level you gain an additional trick weapon. CONTEMPT You have gained the Hunter's Insight and learned dark, terrible truths. But despite these mind-shattering revelations, your conviction has only deepened. You now not only know that you must destroy these heretical abominations, but you also understand why. And you will not be satisfied until you are knee-deep in bload and gore. ‘AL 18th level, you gain the following benefits: ‘= You are no longer limited in how many hit points you can regain per round with your The Hunt Begins festure. ‘+ You become immune to the frightened and charmed conditions. COvENANT OF AQUA REGIA ‘The Covenant of Aqua Regia specialises in alchemical mixtures and reactions to target the weaknesses of their quarry. These hunters collect ingredients from both the world and the creatures in it, and through these ingredients, learn to enhance the potency oftheir ereations and develop new ‘weapons. POTENT ALCHEMY Beginning when you choose this covenant at 3rd level you can expend additional Hunter Dice when you eraft items with your Hunter Tools feature, You can spend a number of Hunter Dice up to your proficiency bonus to craft single For example, at 3rd level you can craft a Blood Vial using two Hunter Dice, making that Blood Vial restore an amount of health equal to 2d4+2, Or at Sth level, « Quicksilver Bullet crafted with three Hunter Dice would deal 3d6 additional damage on a successful hit Additionally, some of your items gain additional effects when crafted using multiple Hunter Dice. ‘RESOURCEFUL Beginning at 3rd level, you gain an additional number of Hunter Dice equal to your proficiency bonus. These extra dice are added to your pool of Hunter Dice. ADDITIONAL RECIPES {Ac 6th level you learn two recipes of your choice from the following hunter recipes: Blue Elixir As an action, you can drink this potion to become nearly transparent and become lightly obscured. Ifyou expend three Hunter Dice when crafting this item, drinking this potion grants the effects of the invisibility spell (n0 concentration required) Ifyou expend six Hunter Dice when crafting this item, drinking this potion grants the effects of the greater invisibility spell (no concentration required). This potion lasts 1 minute. Lead Elixir As an action, you can drink this potion to gain the effects of the stoneskia spell (n0 concentration required). Ifyou expend three Hunter Dice when erafting this item, drinking this potion also makes you immune to the incapacitated and stunned conditions, Ifyou expend six Hunter Dice when crafting this item, drinking this potion also grants resistance to all damage. This potion reduces your speed by 10 feet and lasts 1 minute. ‘Numbing Mist. As an action, you can throw this bottle ata location of your choice within 30 feet. A cloud of mist with ‘4 20-foot radius then forms centred where the bottle landed The area is lightly obscured, and creatures within this mist cannot regain hit points by any means. This mist lasts number of rounds equal to the amount of Hunter Dice used to eraf this bole, «Oil Urn, Nou can throw this urn at a eresture in place of one ‘of your attacks with the Attack action. The Urn has the finesse and thrown (20/60 ft) properties. On a hit, the creature is covered in oil Ifthe target takes any fire damage before the oil dries (1 minute) the target takes an additional two Hunter Die fire damage for every one of ‘your Hunter Dice expended to make this urn. Poison Dagger. You poison a dagger, which deals an additional Hunter Die poison damage when you hit a creature, That creature must make a Constitution saving throw or become poisoned for a number of rounds equal to the amount of Hunter Dice expended to make this dagger ‘The poison is expended after one use. ‘Shaman Bone Blade. As part of the Attack action you can attack a creature with this dagger. On a successful ht, the creature must make an Intelligence saving throw or be subjected to the effects of the enemies abound spell with the following modifications: ‘The creature does not make « new saving throw when it takes damage. The effects duration is a number of rounds equal tothe amount of Hunter Dice expended to make this dagger. ‘Once you successfully hit a creature or throw this dagger, itbreaks and becomes unusable. PAPERS [At 6th level you learn how to craft Papers that can apply temporary bonuses to your weapon attacks. As an action, you can apply & Paper to one of your trick weapons, causing i to deal an additional Hunter Die damage of one ofthe following types: acd, cold fire or lightning. This effect lasts for 1 minute. Once you tse this feature, you must finish a short or Jong rest before you can use it again. ADDITIONAL RECIPES {At 13th level you learn two more hunter recipes of your choice. ALCHEMICAL RUNES ‘You have learned new runes unique to your covenant, Beginning at 13th level you can slot these runes into your trick wespons’ rune slots in addition to your hunter runes: Tier 1 RUNES Rune of Discharge. While this rune is inserted, select one of the following damage types: acid cold fre or lightning, The trick weapon's Active Ability deals an additional Hunter Die damage of your chosen type. This additional damage only applies to one instance of damage. Additional Runes. For every rune inserted, the tick weapon's Active Ability deals an additional Hunter Die damage of the chosen damage type. ‘This is unofficial Fan Content permitted under the Fan Content Policy Not approvedjendorsed by Wizards, Portions of the msterals used ate property of ards ofthe Coast. ©Wieards ofthe Coast LLC. ‘Rune of Eruption. While this rune is inserted and you apply ‘a paper tothe trick weapon, the next successful weapon, attack you make with the trick weapon deals an additional Hunter Die damage of the paper's damage type. Additional Runes. For every rune inserted the initial ‘weapon attack deals an additional Hunter Die damage of the paper's damage type. Tuer 2 RUNES Rune of Esoterica, While this rune is inserted and you apply ‘paper tothe trick weapon, you can now choose from one ofthe following damage types for the paper: necrotic, psychic, radiant or thunder, Tier 3 RUNES ‘Rune of Infusion. While this rune is inserted, the trick ‘weapon's weapon attacks deal an additional Hunter Die damage of one ofthe following types: acid, cold fire, lightning, necrotic, psychic, radiant or thunder. ADDITIONAL RECIPES At 18th level you learn two more hunter recipes of your choice. PALEBLOOD ‘You have learned countless secrets, none so damning and accursed as your Hunter's Insight, Your intellect has expanded exponentially, and the recipe of nearimmortality is revealed to you. At 18th level. you gain the following benefits: + You have advantage on all Intelligence, Wiséom and Charisma saving throws. + You become immune to poison damage and the poisoned condition, + For every 10 years that pass, your body ages only 1 year COVENANT OF THE ELDRITCH CHURCH ‘The Covenant of The Eldriteh Church holds value in using ‘the enemy's weapons against them. Hunters belonging to this, covenant search for and covet accursed relics, items, and other artefacts created or kept by their quarry. They hope not only to understand them but also a means to destroy them, SPELLOASTING ‘When you reach 3rd level, you expand your hunter's repertoire with eldrtch artefacts, granting the ability to cast ‘spells. See chapter 10 for the general rules of spellcasting, and see below for the Hunter spell lst ‘Cantrips. You learn two cantrips of your choice from the Hunter spell list. You learn an additional cantrip of your choice at 10th evel Spell Points. The Eldritch Knowledge Spelleasting table ‘shows how many spell points you have to cast your hunter ‘spells of Ist level and higher. To cast one ofthese spells, you ‘must spend spell points equal to the spell cost, detailed in the Spell Cost table, You regain all expended spell points when ‘you finish a long rest For example, ifyou know the Istlevel spell Arms of Hadar, you can cast Arms of Hadar using 2 spell points ‘This is unofficial Fan Content permitted under the Fan Content Policy. Nota ast propery of ofthe Spells Known of Ist-level and Higher. You know three Ist- level hunter spells of your choice ‘The Spells Knowa columa of the Eldritch Knowledge Spellcasting table shows when you learn more hunter spells of Ist level or higher. Each of these spells must be of a level ‘equal to or lower than the Max Level column. For instance, ‘when you reach 7th level inthis class, you can learn one new spell of Ist or 2nd level Whenever you gain a level inthis class, you can replace one of the hunter spelis you know with another spell of your choice from the hunter spel list. The new spell must be of a level equal to or lower than the Max Level column, Spelleasting Ability. Intelligence is your spellcasting lity for your hunter spells, as you learn your spells through study and collection of artefacts. You use your Intelligence ‘whenever a spell refers to your spellcasting ability Additionally, you use your Intelligence modifier when setting the saving throw DC for a hunter spell you cast and when ‘making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence moifier Spell attack modifier ~ your proficiency bonus + your Intelligence modifier QuicKstiver TRANSMUTATION At 3rd level, you can expend your Quicksilver Bullets to cast. sell, turn spel points into Quiksilver Bullets and vice ‘+ Asa bonus action, you can spend 3 spel points to create @ (Quicksilver Bullet, or expend a Quicksilver Bullet to gain 2 spell points ‘+ You can cast one of your hunter spells by expending 2 umber of Quicksilver Bullets equal tothe level of the spell ‘Hunter Mimicry At 6th level you know the disguise self spell. It does not count ‘against your spells known and is considered a hunter spell for you. Additionally, this version ofthe spell has the following modification: ‘+ You can disguise yourself as a Medium or Small inanimate ‘object, instead of a humanoid. Hunter Macro [At 6th level, whenever you take the Attack action on your turn, ‘you can cast one of your cantrips in place of one of your attacks, SPELL Cost Spell Level Spell Point Cost Ast 2 and 3 3rd 5 4th 6 ns ofthe materials used Hunter Cantrips_ Spells. Spell Max Drvinrry THROUGH DAMNATION ae fone) eget ga ere oreo aero ice ne reel Eas unholy sites has inured you to curses and some oftheir worst ard 2 3 4 ast cffects, Whenever you sttune to a magi tem, you aes vet eed coed nl lenrn hs reporter a eg . 6 Tes the curse, and can choose to end your attunement. You have Sth a 4 6 ist atdvantage on any saving throw related to a cursed magle of - . Po ‘Aidiionaly, you can wippreas a ruogi en's cares whlla Th 2 5 14 and you remain ated t it You ean only auppress one ctred ee 5 a TR magic item at any time Sth 2 6 14 and ARCANE RUNES 7 a You have learned new runes unique to your covenant. oth 3 TT ae Beginning a 13th level you can slot these runes into your uth 3 8 7 2nd trick weapons rue slots in addon to your hunter runes: var ' 7 eee Tier 1 RUNES 13th 3 9 27rd Rune of Acceleration. Whit this rune is inserted and you Vath 3 TOR amaze cl take the Atack action on your turn, you can cast one of ‘your hunter spells in pace of one of your attacks 15th 3 wo ed Rune of Focus. While this rune is inserted the ck weapon nth 3 ti oaeesel is considered a spell focus for your hunter spel 2 7" : 17th 3 n 32. ied Tier 2 Runes 18th 3 n 32 3rd Rune of Brilliance. While this run is inserted attack and damage rolls made with the trick weapon can be made a Ei Sah with Intelligence instead of Strength or Dexterity, 20th 3 3 38 Ath Adiltionally, the trick weapon's Save DC is calulated using Intelligence instead of Strength or Dexterity Tier 3 RUNES Rune of Discombobulation. While this rune is inserted, creatures hit by the trick weapon's melee weapon attacks ‘of Active Ability have disadvantage on the next saving throw you force them to make using a hunter spell before the end of your next turn. Goptess INCANTATIONS ‘At 18th level, when you east a hunter spell, you can expend fone of your Hunter Dice to add a Hunter Die to your Saving ‘Throw DC for this casting of the spell You can only expend one of your Hunter Dice per use ofthis feature, STRANGE AEONS From the furthest void you have plundered artefacts and secrets. Voiceless beings, formless powers, and incomprehensible gods stared into you, and you stared back- and you did not blink. Now what they know is yours, At 18th Tevel you gain the following benefits: ‘+ When you complete a long rest, you can select any spell that is Sth level or lower from aay clas’ spell lst. You can cast this spell once and must finish a long rest before you can use this feature again. You can use Intelligence as the ‘spelleasting modifier for this spell; however, its not considered a hunter spell fr you. ‘You can ignore the verbal and somatic components of your hunter spells, as well as any material components that lack a cost and aren't consumed by a spell EGonient Policy Not approvedjendorsed by Wizards, Portions of the msterals used Js ofthe Coast. OWizards of the Coast LLC. HUNTER SPELLS Canrrips (OLevet) ND LeveL Booming Blade Blur Chill Touch Lesser Restoration Create Bonfire Locate Object Green-Flame Blade Magic Weapon Magic Stone Misty Step ‘Ist Lever 3RD LEVEL ‘Arms of Hadar Bestow Curse Chromatic Orb Call Lightning Gure Wounds Haste Magic Missile Lightning Bolt Tunderwave Remove Curse ‘TRICK WEAPONS ‘The Hunt isan endless, deadly gauntlet. ILis dangerous to go, alone, and suicidal to go unprepared. Over the years of ‘hunting and adapting to new, evolved quarry, hunters have crafted weapons of advanced design. These weapons eventually came to be known as trick weapons. [Atrick weapon's forms ate defined as weapon types. These ‘weapon types determine what the properties and damage rolls of the trick weapon are inits forms. Use the alternate {form for a trick weapon's weight. Some trick weapons have additional or difering properties to its weapon types. The following table shows what a trick weapon's weapon type isin its standard form and akernate form respectively: ‘Weapon Type Mace, Morningstar ‘rick Weapon Bloodletter Boom Hammer Warhammer Burial Blade Longsword, Glave Holy Moonlight Sword _Longsword, Greatsword Hunter Axe Battleaxe, Halberd Kirkhammer Longsword, Maul Rifle Spear Spear, Lever-Action Rifle Sawcleaver Scimitar, Longsword Sawspear Scimitar, Spear ‘Stake Driver Dagger, Shortsword ‘Threaded Cane Rapier, Whip Whirligig Saw Mace, Greatsword BLOODLETTER ‘An accursed weapon, the Bloodletter isa trick weapon devised by mad hunters who delved too deeply into blood ‘magic. This trick weapon is considered heretical by the Eldritch Church. tis a barbariclooking mace that beats victims bloody and can be thrust into one’s own chest, paying aa blood debt. The weapon re-emerges with the hunter's own blood forming cruel sharp spikes at the ends of the blasphemous tool that cling on with glistening bloody tendrils ‘This is unofficial Fan Content permitted under the Fan Content Policy. Nota ast ofthe propery of 4TH LEVEL Death Ward Dimension Door Dominate Beast Evard's Black Tentacles Locate Creature ‘Special Transformation. Whenever you use a bonus action to transform this weapon from its standard form into its alternate form, roll number of Hunter Dice of your choice Lup to your proficiency bonus (minimum of one Hunter Die) You take an amount of necrotic damage equal tothe total result, This damage cannot be reduced in any way. If this damage reduces you to 0 hit points, the weapon devours ‘your innards and drinks your blood, killing you instantly. Active Ability. The bloody spikes and tendrils that infect the ‘weapon quiver with anticipation, Make a melee weapon, attack against a creature of your choice within range. On a successful hit oll swice the number of Hunter Dice rolled ‘when you transformed the weapon, The target creature takes an additional amount of necrotic damage equal to the result. Whether you hit or miss, the blood then splatters, and is discarded from the weapon, reverting to its standard form. Boom HAMMER {A tremendous hammer outfitted with a miniature furnace, the Boom Hammer is one of the prized designs of the hunter: tinkerers. This trick weapon is a brutal warhammer capable of bruising flesh and shattering bone. Igniting the furnace causes the head to erupt with flame, scathing is foes. ‘Weapon Properties. While in its alternate form, the Boom Hammer's successful weapon attacks deal an additional Ld4 fre damage ‘Transformation Attack. You drag the head of the hammer across the floor, sending sparks flying into the furnace or otherwise triggering the ignition. Make a melee weapon attack against a cresture within range, On a successful hit, the creature takes an additional 2d4 fire damage from the erupting furnace. The weapon then transforms. Active Ability. Make a melee weapon attack against a creature of your choice within range. The hammer's furnace overheats, causing a sudden fiery expulsion at the ‘moment of impact. On a successful hit, the target creature takes an additional Hunter Die fire damage and must make 2 Strength saving throw. On a failed save, the creature is five times your proficiency bonus. Ifthe creature collides with an abject or surface, it takes 1d6 bludgeoning damage for every 10 feet travelled Ifthe creature collides with another creature, both creatures take the same bludgeoning damage. knocked a number of feet away equal -ovedjendorsed by Wizards. Portions of the meterals used ds ofthe Coast Ll BurrAt BLADE ‘A revered weapon, fashioned by one of the founding hunters. ‘This charnel blade was the frst trick weapon ever devised, inspiring the development of other trick weapons. The Burial Blade is a crooked blade that becomes an immense scythe capable of reaping whole collections of foes, like separating, the chaff from the wheat. ‘Weapon Properties. The Burial Blade has the finesse property in both its standard and alternate form. ‘Transformation Attack. You quickly backstep, moving 5 feet ‘away from a creature within range. Ifyou leave the creature's range, you do not provoke an attack of ‘opportunity, You then transform the weapon, and make a melee weapon attack against the creature you moved away from. Active Ability. You draw back the scythe before making a ‘massive horizontal swing, The arc of your swing isa 15- footsnide, 10-foot-ong lin originating from you. Each creature inthe line must make a Dexterity saving throw, On a failed save, a creature takes damage equal to your ‘weapon damage roll On a successful save, a creature takes hhalfas much damage. Hoty Moonuicut Sworp ‘The Holy Moonlight Sword isa blessed weapon of the Eldritch Church. Etched with areane runes, the blade comes alive in blue moonlight, manifesting a luminous phantom greatsword from the hilt. The eldritch magicks can then channel the abyssal cosmos, hurling a shadowy lightwave. ‘Weapon Properties. The Holy Moonlight Sword is magical “while in its alternate form. ‘Transformation Attack. You murmur the arcane incantation etched upon the blade, causing ito flare with cosmic radiance. The weapon transforms, and you make a melee ‘weapon attack against a ereature within range, On a successful hit, the damage becomes radiant for the duration of this melee weapon attack, Active Ability. A wave of cosmic energy pulses outward from the sword in a 10-footwide, 30-footlong line. Each creature inthe line must make a Constitution saving throw. On a failed save, a creature takes two Hunter Die radiant damage, On a successful save it takes half as much damage. ‘Hunter AxE Atool commonly used on The Hunt, the Hunter Axe is a ‘mighty warriors axe that ean transform into an extended ppolearm that is capable of striking every enemy who dares ‘surround the hunter, ‘Transformation Attack. You begin to attack a creature that is 10 feet away. Ifthe creature can see you, it believes the attack is out ofrange and does not defend against it. You then transform your trick weapon and make an attack roll ‘with advantage. This transformation attack can only grant advantage against the same creature once per combat ‘his is unofficial Fan Content permitted under the Fan. Active Ability. Creatures within 10 feet of you must make a Dexterity saving throw. A target takes damage equal to your ‘weapon damage roll ona failed save, or half as much damage on a suecessful one ‘KIRKHAMMER ‘The Kirkhammer isa divine relic of the Eldritch Church. This silvered sword is an ornamental piece for the church-hunters, Dut its symbolism is found in the burden ofthe obtuse stone block one must carry with it. Sword and stone ean be combined to form a humbling maul. Weapon Properties. The Kirkhammer i silvered in its standard form, ‘Transformation Attack. You grab the stone block and attempt to flatten a creature of your choice within range. Make a melee weapon attack. On a successful hit, a target creature takes 346 + your Strength modifier bludgeoning damage and must make a Strength saving throw or fll prone, You then slot the sword into the block as it rests ‘upon the target creature and transform the weapon. Ifyou miss of the target succeeds its saving throw, you do not transform the weapon. ‘Active Ability. You slam the maul into the ground, causing & shockwave in the shape ofa 30-foot cone. Each ereature in the cone must make a Strength saving throw: On a failed save, a creature takes 246 bludgeoning damage and falls prone. A creature that succeeds on its saving throw takes hhalfas much damage and isnt knocked prone. Rurte SPEAR ‘A simple yet clever invention ofthe huntertinkerers, the Rifle Spear combines a lever-action rifle wth a short blade affixed twits end. The blade can be withdrawn for firing or extended to strike foes who draw too close to the hunter. ‘Weapon Properties. The Rifle Spear has the heavy and two- handed properties in its standard form, and it does not hhave the light property. Active Ability. Choose one ereature within range. Make a ranged weapon attack with disadvantage, and then move 5 feet towards the creature. Repeat this 2 number of times equal to your proficiency bonus. Ifone of these attacks brings you within 5 fet ofthe chosen creature, yo transform the weapon and make a single melee weapon attack. On a successful hit, the creature takes additional damage equal tothe weapon's alternate form damage roll as you fire the rifle while the muzzle is buried inside the creature or placed against them. This ability ends if you are incapable of moving towards your chosen creature or the firearm must be reloaded before it ean fre again, are property of Wizard ofthe Coast. OWizards of the Coast SAWCLEAVER The Sawcleaver is a staple of hunters, typically wielded by those with strength of arm. This weapon is an casily wielded blade that can be transformed into a lengthened edge, capable of cleaving through whole groups of foes. Weapon Properties. The Sawcleaver does not have the light property in its standard form. Active Ability. Make a melee weapon attack against a creature of your choice within range. Regardless of whether you hit or miss this creature, you can attempt to damage a number of creatures of your choice equal to your proficiency bonus within 5 feet of that creature, but no ‘more than 10 feet away from you. Ifthe original attack roll would hit any of those creatures, it takes damage equal (© the damage roll of your original atack. SAWSPEAR An alternative option for beginner hunters. The Sawspear is capable of being wielded with more finesse. This weapon is an easily wielded blade that can transform into a serrated ‘spear, capable of rending foes lke a hacksaw through wood. ‘Weapon Properties. The Sswspear has the finesse property in its alternate form, and does not have the light property in its standard form, Active Ability. Make « melee weapon attack against a creature of your choice within range. On a successful hit, you thrust the weapon deep into the creature's side, rending them. At the start ofits next turn, it takes necrotic damage equal to a number of Hunter Dice equal to your proficiency bonus. Stake Driver {An invention ofthe huatertinkerers. The Stake Driver, with its queerly complex design, violently drives thick stakes into the flesh of foes. When the mechanism is activated, it delivers, powerful thrusting strikes and can be primed to deliver an absurdly powerful blow, albeit at the risk of exposing the hunter. ‘Weapon Properties. The Stake Driver deals slashing damage in its standard form. Active Ability. Make a melee weapon attack against one creature within range. On a successful bit the attack becomes a critical hit. However, on a miss, all ereatures hhave advantage on attack rolls against you until the start of your next turn, ‘THREADED CANE Often carried into civilised lands as a disereet weapon by Hunters, the Threaded Cane is a slender rapier disguised as ‘walking cane that can be thrust with grace, but also splits into a dreadful whip capable of lashing out at every foe who stands before you. ‘Weapon Properties. The Threaded Cane's alternate form damage roll scales with your Hunter Die. Active Ability. All creatures in a 20-foot cone originating from you must make a Dexterity saving throw. A target takes two Hunter Die + your Strength or Dexterity modifier (your choice) damage on a failed save, or half as much damage on a successful one Wurruicic Saw (One of the more mechanically complex trick weapons, the Whirligig Saw was developed by inventive hunterstinkerers. This trick weapon isa hefty mace with which to thrash foes, but it becomes « horrifying ensemble of screaming, spinning teeth that devours flesh and metal ‘Transformation Attack. You grab the axis ofthe serrated blades and make a melee weapon attack against a creature within range. On a successful hit, the creature takes 36 + ‘your Strength modifier slashing damage. After the attack, you attach the blades to the mace, transforming the ‘weapon. Ifyou miss, the attachment does not occur ‘Active Ability. You move in a straight line ina direction of ‘your choice for your remaining movement on your turn, pointing the saw in that direction. During this action, you ‘can move through a hostile cresture's space, ignore dificult terrain, and do not provoke opportunity attacks. Every creature you pass through must make a Dexterity saving throw. A creature takes damage equal to your weapon. damage rol on failed save, or half as much damage on a successful one. Ifyou collide with an object or surface you ‘cannot destroy, you come to a stop. a ae ot. HUNTER RUNES ‘Through the blood gems you have plundered from your foes, you have found a means of empowering your trick weapons. ‘These blood gems have unlocked new potential in your trick. ‘weapons, granting them ‘rune slots for every upgrade a trick. weapon receives, ‘You know how to insert hunter runes into these rune slots, and you can add or remove runes from your trick weapons daring a short or long rest. Each rune provides a unique benefit and falls under one of three ‘tiers! Each rune requires a number of rune slots equal to its ter. For example, the tier 1 Rune of Unrelenting requires one rune slot, and the tier 2 Rune of Agility requires two rune slots. Some runes can be slotted several times, Beginning at 11th level you know the following hunter runes: Tier 1 Rune of Unrelenting. While this rune is inserted. you can activate the trick weapon's Active Ability an additional time between rests, Additional Runes. For every rune inserted, you can active the trick weapon's Active Ability an additional time between rests Rune of Thirsting. While this rune is inserted, the trick. ‘weapon's Active Ability allows you to regain hit points using your The Hunt Begins feature. When an Active Ability deals damage to multiple creatures, you regain hit points for every creature who takes damage. Rune of Alacrity. While this rune is inserted, you can activate the trick weapon's Active Ability as a bonus action, Rune of Enchantment. While this rune is inserted, the trick ‘weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Tier 2 Rune of Harvesting, While this rune is inserted, reducing a hostile creature with a Challenge Rating of a least | to 0 hit points withthe trick weapon allows you to regain one of your Hunter Dice instead of acquiring a blood gem. This rune can only activate once per round Additional Runes. For every rune inserted, you can regain an additional Hunter Dice per round, ‘Rune of Agility. While this rune is inserted the trick weapon gains the Finesse property, Tier 3 Rune of Mastery. While this rune is inserted and you take the Attack action on your turn, you can attack three times instead of twice, This is unofficial Fan Content permitted under the Fan Conte are property of Wizards o FIREARM SUPPLEMENT A frecbooter locks blades with a sailor of the navy, he nonchalantly draws his pistol and shoots the sailor in the gut, sending him reeling, The pirate cackles, gleeful from his dirty victory ‘A desperado holds her rifle close, bullets from the rival gang's galling gun whizz past her head, poking holes in the ‘saloon's walls. She takes a deep breath, jolts upward and eyes the bandits down the barrel ofthe gun. The red mist ‘soon follows, ‘The following table is an optional addition that introduces firearms into your setting and enables the hunter class to incorporate them. If your world is set during the golden age ofpiracy or the colonial era, the flintlock firearms section will provide appropriate weapon options for those time periods. Alternatively, if your seting takes place during the gold rush with frontiersmen, desperados, and prospectors, the industrial firearms section offers suitable choices for that particular era, ‘WEAPON PROPERTIES -arms introduce new properties, as shown in the Firearms table Reload. This firearm must be reloaded after it has been fired a number of times equal to the number after this property A intlock firearm requires an action to reload. An ‘industrial firearm requires an action to reload, however, a single bullet can be inserted into the firearm using one of your remaining attacks with the Attack action, ‘Spread. This firearm sends shot or shrapnel everywhere in front ofthe gunner, making it likely you'll hit something. Even ifitiso' what you aimed for. FIREARMS Name Damage Weight Flintlock Firearms Blunderbuss 2d8 piercing 8b. 248 piercing 4b 2d10 piercing 351. 1412 piercing 101b. Alb. 3b. Dragon Hand Cannon Musket Pepperbox 148 piercing Pistol 148 piercing Industrial Firearms Break-Action Shotgun OE 2d8 piercing Break-Action Shotgun, Sawed-OfF Gatling Gun — 248 pierieng Ib 1000 gp Lever-Action Rifle 600 gp 350 gp 4d10 piercing 170 1b. lolb. 4b, 1412 piercing Revolver 148 piercing ‘This is unofficial Fan Content permitted under the Fan Content Pol are property of ofthe Ifyou mis with «firearm that has this property, make a ranged attack roll against a random ereature within 5 feet of ‘your missed target. On a successful hit, the ereature takes damage equal to the firearms damage roll Superheavg. This weapon is exceptionally heavy: Only Medium or larger creatures with a Strength score of 15 or higher can use this weapon, Misfire. All firearms have this property. When you roll a 1 fon a ranged attack roll with any firearm, the firearm misfires. ‘A misfired firearm cannot be used until the misfire is cleared. [A misfired flintlock firearm can be cleared using an action. A misfired industrial firearm requires an action to make an Intelligence (Firearms) check (DC 10) On a success, the misfire is cleared. On failure, the firearm remains misfired. ‘SPECIAL WEAPONS Firearms with special rules are described here. Break-Action Shotgun. When you make a ranged weapon attack with a brealcaction shotgun, you can fire both barrels at once to deal an additional 1d8 damage on a successful hit ‘This is considered two uses for the Reload property. Gatling Gun. A gatling gun cannot be carried and fired at the same time. It cannot be fired until a cresture uses an action to set it up. When you use an action, bonus action, or reaction to attack with a gatling gun, you can make only one attack per round regardless of the number of attacks you ean normally make. Additionally, as an action, you can fire the gatling gut 10-foot-wide, 50-fooLong line. Creatures in this line must succeed on a DC 11 Dexterity saving throw or take 4410 piercing damage. Pistol You can draw a pistol as part of the attack you make ‘with the pistol Properties ‘Ammunition (range 20/60), heavy, reload 1, spread, two-handed ‘Ammunition (range 15/45), reload 1, spread Ammunition (range 30/90), reload 1, superheavy, two-handed ‘Ammunition (range 80/320), heavy, reload 1, two-handed Ammunition (range 40/120), reload 4 ‘Ammunition (range 40/120), light, reload 1, special ‘Ammunition (range 30/90), heavy reload 2, special, two-handed Ammunition (range 20/60), reload 2, special, spread Ammunition (range 50/200), heavy, reload 1, special ‘Ammunition (range 160/640), heavy, reload 8, two-handed Arnmunition (range 60/180), reload 6 icy Not approvedjendorsed by Wizards. Portions ofthe materials used Coast, Wizards ofthe’ ‘Ammunition Type Cost Flintlock, Ball and Shot Sep Flintlock, Hand Cannon ep Industria, Bullet and Cartridge sp Industrial, Gatling Magazine 10 gp GUNNER ‘An alternative to the Gunner feat found in Tasha's Cauldron of Bverything, this version incorporates the new firearm ‘weapons and properties, Increase your Dexterity score by 1, toa maximum of 20, You gain proficiency with firearms. You can reload a fintlock firearm as a bonus action You can insert two bullets, instead of one bullet into an {industrial firearm whenever you use one of your ‘remaining attacks with the Attack action to reload it + Being within 5 feet ofa hostile creature doesn't impose disadvantage on your ranged attack rolls COMPROMISING ON FIREARMS Ifyour Dungeon Master has permitted you to play this ceastom class but is hesitant about firearms being integrated into their world here are some suggested compromises to ‘minimize their impact on the overall setting: + Firearms are unique to the covenants of hunters. Their designs are closely guarded secrets and to give one up willingly is considered sacrilege. Itis extremely unlikely to find a firearm outside the order of hunters, + Firearms are esoteric and magical in their functionality ‘They aren't ‘true’ firearms, and ammunition is a material ‘component to allow these weapons to function. Their inventors are wizards and artificers, and are made in a similar way to conventional magic items. EY FIREARMS IN YOUR SETTING Not all Dungeons and Dragons settings feature or allo firearms during play. As this clas references firearms several times, it would not be possible to play a hunter in one ofthese settings. The following is alist of modifications you can make to this class, soi can be played in settings that do not permit frears + The pistol in your starting equipment becomes ahand crossbow. *+ Quicksilver Bullets become Quicksilver Bolts + The Gun Parry feature is renamed to Crossbow Parry, and you load a Quicksilver Bolt into a crossbow you are holding as part of the attack instead ofa firearm, + The Rifle Spear's alternate form becomes a Heavy Crossbow, and during its Active Ability, you ignore the Loading property Furthermore, the more mechanically advanced ‘weapons, such as the Boom Hammer and Whirligig Saw can be interpreted as magical in thei functionality, ifthe setting does not permit technology of that complexity. —_—_—_—_—_—_—_————————/ ‘+ Firearms are limited to intlocks, the Rifle Spear's alternate form becomes a musket, and during its Active Ability you ignore the Reload property Ifit is impossible to come to a mutual decision regarding firearms between yourself and the Dungeon Master, respect their decision. Itis their world, and firearms simply might not fit the vision they have in mind for the campaign. However, ifyou are all interested in playing this class, consult the Firearms in your Setting note block above to see how you might modify the class to fit the setting. MULTICLASSING MULTICLASSING PREREQUISITES Ability Score Minimum. Dexterity 13, When multiclassing into « bunter, you gain only some of the class’ starting proficiencies. ‘Weapons. Simple weapons, martial weapons, firearms ‘Tools. Alchemists tools ARTWORK CREDIT & SOURCES The following is list of all artwork used in this document and their artists or owners in order of appearance. Any art that appears different than its source has been edited by myself to be more appropriate for this document. Front Cover PAGE FromSoftware Inc. Bloodborne Cover Art PAGE 2 FromSoftware Inc. Bloodborne & In-Game Art Adriin Prado, Bloodborne Hunter PAGES FromSoftware Inc. In-Game Art PAGE 4 “Anato Finnstark, Yharnam ( Bloodborne ) FromSoftware Inc. In-Game Art PAGES FromSoftware Inc. In-Game Art & Concept Art PAGE 6 FromSoftware Inc. In-Game Art Nattapol_Sritongcom. grunge halloween background with blood splash space on wall Pace 7 FromSoftware Inc. In-Game Art Jeff Stokely. Bloodborne #1 PAGE 8 FromSoftware Inc. Game Act Wizards of the Coast, Cyril Van Der Haegen. DaD Macic 1 PAGE 9 FromSoftware Inc. i Game Art PAGE 10 FromSoftware Inc. a-Game Art Zaifon, Ludwig, the Holy Blade PAGE 11 FromSoftware Inc. In-Game Art PAGE 12 FromSoftware Inc. In-Game Art PAGE 13 Lisha Du, Fanart: Bloodborne Hunter's Workshop PAGE 14 FromSoftware Inc. In-Game Art TacoSauce. Blood Frenzy PacE 16 Oyabin (Shikowann) Hunter with Pistol PAGE 17 FromSoftware Ine. Bloodborne Back Cover PAGE ‘Stu_dts. Yharnam ‘This is unofficial Fan Content permitted under the Fan Content Policy. Not epprovedjendorsed by Wizards. Portions ofthe materials used e property af Wir ards ofthe Coast, S Wizards ofthe Coast Anp So i aT hem ac Sie Rae Lue en Rut) Te oS eee Cem ceca Cae RC nor Rec acaicd embodied the hunter from Bloodborne. With his } TSU Rena dele eee oe this class is the culmination of that project. Although this class is heavily inspired by From Software's video game, the lore and contextual TC eS ee a BOSC Re eee) Drea ts ae \ This is the first large-scale project for Dungeons Pree ee a ae can PCO cu eee Coed oe ete cn aoc or stories of this class in use. So get out there cast =1uN BINDER WWW.GMBINDER.COM

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