+2 | Strength |
+5 | Dexterity |
+1 | Constitution |
+0 | Intelligence |
+3 | Wisdom |
+0 | Charisma |
+4 | Acrobatics |
+3 | Animal Handling |
+0 | Arcana |
+2 | Athletics |
+0 | Deception |
+0 | History |
+3 | Insight |
+0 | Intimidation |
+2 | Investigation |
+3 | Medicine |
+0 | Nature |
+5 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+4 | Sleight of Hands |
+6 | Stealth |
+3 | Survival |
Longbow | 1d20 + 8 | 1d8 + 3 Piercing |
---|---|---|
Main-hand shortsword | 1d20 + 6 | 1d6 + 3 Piercing |
Off-hand shortsword | 1d20 + 6 | 1d6 Piercing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD SRD
Light Armor Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
The statblocks of your class features
(a) scale mail or (b) leather armour (a) two shortswords or (b) two simple melee weapons (a) a dungeoneers pack or (b) an explorers pack a longbow and a quiver of 20 arrows
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells much as a druid does.
As you create your hunter character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the hunter's ways? Did you leave your apprenticeship, or was your mater slain—perhaps by the same kind of monster that became your favored prey? Or perhaps you learned your skills as part of a band of hunters associated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the harsh wilderness. What's the source of your particular hatred of a certain kind of prey? Did a monster kill someone you loved or destroy your home village? Or did you see to much destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from the silent solitude that they offer?
The Hunter | Spell | Slots | By | Spell | Level | ||
---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
1st | +2 | Natural Explorer Swift Response | - | - | - | - | - |
2nd | +2 | Fighting Style Hunter's Mark Spellcasting | 2 | - | - | - | - |
3rd | +2 | Hunter's Prey Hunter's Technique 1/rest | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 3 | - | - | - | - |
5th | +3 | Extra Attack | 4 | 2 | - | - | - |
6th | +3 | Hunter's Guard | 4 | 2 | - | - | - |
7th | +3 | Hunter's Prey feature, Hunter's Technique 2/rest | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 3 | - | - | - |
9th | +4 | - | 4 | 3 | 2 | - | - |
10th | +4 | Cunning Action | 4 | 3 | 2 | - | - |
11th | +4 | Hunter's Prey feature | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - |
13th | +5 | - | 4 | 3 | 3 | 1 | - |
14th | +5 | Counterattack | 4 | 3 | 3 | 1 | - |
15th | +5 | Hunter's Prey feature, Hunter's Technique 3/rest | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 4 | 3 | 3 | 3 | 2 |
You start with the following items, in addition to the equipment granted by your background.
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Refer to the end of this heading for the Hunter's Spell List.
Hunter Level | Spells |
---|---|
3rd | bane, inflict wounds |
5th | blindness/deafness, crown of madness |
9th | bestow curse, vampiric touch |
13th | aura of purity, blight |
17th | contagion, dream |
Hunter Level | Spells |
---|---|
3rd | command, sleep |
5th | detect thoughts, hold person |
9th | hypnotic pattern, slow |
13th | compulsion, confusion |
17th | dominate person, scrying |
Hunter Level | Spells |
---|---|
3rd | longstrider, speak with animals |
5th | animal messenger, pass without a trace |
9th | conjure animals, speak with plants |
13th | guardians of nature, grasping vine |
17th | commune with nature, tree stride |
Class | Ability Score Minimum |
---|---|
Hunter | Dexterity 13 and Wisdom 13 |
Class | Proficiencies Gained |
---|---|
Hunter | Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class skill list |
Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed. You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faenûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar – any place that's large enough to have a steady supply of potential quarries. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives – but on the other hand, you can take down much more formidable targets with the help of your companions.
Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Use the tables for the Criminal/Spy background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity. For instance, your bond might involve other bounty hunters or the organisations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin’s mood: Autumn is the season of peace and goodwill, when summer’s harvest is shared with all. Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers. Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Summer is the season of boldness and aggression, a time of unfettered energy. Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer. The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as inspiration for characteristics of your own. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
d4 | Autumn Personality Trait |
---|---|
1 | If someone is in need, you never withold aid. |
2 | You share what you have, with little regard for your own needs. |
3 | There are no simple meals, only lavish feasts. |
4 | You stock up on fine food and drink. You hate going without such comforts. |
d4 | Autumn Flaw Trait |
1 | You trust others without a second thought. |
2 | You give to others, to the point that you leave yourself without necessary supplies. |
3 | Everyone is your friend, or a potential friend. |
4 | You spend excessively on creature comforts. |
d4 | Winter Personality Trait |
1 | The worst case is the most likely to occur. |
2 | You preserve what you have. Better to be hungry today and have food for tomorrow. |
3 | Life is full of dangers, but you are ready for them. |
4 | A penny spent is a penny lost forever. |
d4 | Winter Flaw |
1 | Everything dies eventually. Why bother building anything that is supposedly meant to last? |
2 | Nothing matters to you, and you allow others to guide your actions. |
3 | Your needs come first. In winter, all must watch out for themselves. |
4 | You speak only to point out the flaws in others’ plans. |
d4 | Spring Personality Test |
1 | Every day is the greatest day of your life. |
2 | You approach everything with enthusiasm, even the most mundane chores. |
3 | You love music and song. You supply a tune yourself if no one else can. |
4 | You can’t stay still. |
d4 | Spring Flaw |
1 | You overdrink. |
2 | Toil is for drudges. Yours should be a life of leisure. |
3 | A pretty face infatuates you in an instant, but your fancy passes with equal speed. |
4 | Anything worth doing is worth doing again and again. |
d4 | Summer Personality Trait |
1 | You believe that direct confrontation is the best way to solve problems. |
2 | Overwhelming force can accomplish almost anything. The tougher the problem, the more force you apply. |
3 | You stand tall and strong so that others can lean on you. |
4 | You maintain an intimidating front. It’s better to prevent fights with a show of force than to harm others. |
d4 | Summer Flaw |
1 | You are stubborn. Let others change. |
2 | The best option is one that is swift, unexpected, and overwhelming. |
3 | Punch first. Talk later. |
4 | Your fury can carry you through anything. |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SRD
0-level (Cantrip) Necromancy
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
Player's Handbook
1-level Conjuration
The next time you hit with a ranged weapon attack, in addition to the normal effects of the attack, the target and each creature within 5 feet of it must make a Dexterity save. A creature takes 1d10 piercing damage on a failed save, or half as much on a success.
At higher levels: The damage increases by 1d10 for each slot level above 1st, to a maximum of 6d10.
PHB, page 243 SRD
1-level Conjuration
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperse it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.