Seasoned Hunter (5e Subclass)

Seasoned Hunter

Ranger Subclass

A Seasoned Hunter is connected to their wolf by their soul. How they came into this situation vary, but in many cases an act, be it in the past or present have granted them the blessing of the wolf, either by the mother of the wolf, or the gods. The manner in which the power manifests gives both advantages and risks for both humanoid and wolf. How some Seasoned Hunter's work with their pact differs from ranger to ranger and wolf to wolf, as their power can grow to suit each other's strength and weaknesses.

Creating a Seasoned Hunter

When making a Seasoned Hunter, think of the following questions to decide why you would want to make this character. Do you want to play a character that has a companion by its side? Do you want to ride a mighty mount to battle? Cast, few but useful spells, while your wolf keeps the enemies at bay with its fangs and claws? or Fight side by side with a your wolf in combat ?

Receiving your wolf

At 3rd level, a Seasoned Hunter is connected to their wolf at the wolf's birth. This bond can happen in many forms, a powerful enough caster can connect the two beings. A wolf can offer one of its pups and connect it to a chosen person. Or it can happen from destiny, maybe a deity. Whatever caused this, it creates a bond that cannot be severed. Together they are fearsome. Two creatures connected, sharing everything. The wolf might have lost some of its independence, but it gained something just as great.

Soulbound

At 3rd level, your soul is bonded to that of a new born wolf. This wolf is your companion. It will fight for you with all of its might. If your partner is ever slain, you can use the bond to restore it to life. With a 8 hour ritual and an offering of 25gp per ranger level, you call forth your companion's spirit and bring it back to life, even if you don't have a single part of its original body. Should your wolf ever die, the strain on your bond hinders your body and focus, You are stunned for 1 round (unable to take any action), and you take psychic damage equal to 2 times your character level when it dies and have a -5 penalty on attack rolls, and -2 on skill checks and saving throws until you return it to life.

Wolf endurance

At 3rd level, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class. This also makes you immune to disease. The range of the telepathic communication with your wolf is 50ft. And you gain +5feet of movement speed.

Mounted Synergy

At 7th level, the bond with your wolf grows and you begin to fight as one. You may mount and dismount your wolf using only 5ft of movement, and you have advantage on the saving throw to be dismounted. You can also mount your wolf if you are the same size, but it cannot attack. The range at which you can communicate telepathically with your wolf extends to 500ft.

Wolf Affinity

At 11th level, your power begins to manifest and as a result your body and mind becomes more attuned to that of a wolf. Additionally, whenever you make a Wisdom (Perception) checks that involve smell or hearing, you add your proficiency bonus, or double if your are already proficient in the roll. The range at which you can communicate telepathically with your wolf extends to 1 mile.

Pack tactics

At 15th level, You have advantage on an attack roll against a creature if your wolf is within 5 ft of the creature and the wolf isn't incapacitated. The range of your telepathic communication with your wolf extends to 50 miles.

Wolf Mind

You can now telepathically communicate with your wolf as long as you are on the same plane of existence.


Creating your wolf

Your wolf's level scales based on your ranger level. The new hit die your wolf gains as it levels up does not affect previous health gained. The wolf's natural armor (AC) + its Dexterity bonus, is the total AC of your wolf. As it levels up, the base AC increase. The wolf can use its breathe attack a number of times equal to your proficiency modifier. recharge for (5-6). The DC for the breath weapon is 10 + Proficiency Bonus + Constitution bonus and the area of impact changes as the wolf grows in size. The ability scores of your wolf start with the following values; Standard Array (or rolled) and assigned at your choice.

Wolf

Your wolf listens to your commands as best as it can. It takes its turn on your initiative. On your turn, the wolf moves separately with no action required by you (unless you are riding it). You can use your bonus action to verbally/telepathically command it to take the Attack, Dash, Disengage, Dodge, Help or any action. Also, once you have the Extra Attack feature and you are riding your wolf, you and your wolf can attack in any combination up to the maximum number of attacks you have. Like any creature, the wolf can spend hit dice during a short rest. If you are incapacitated, absent, or unable to give orders, the wolf acts on its own. It never requires your command to use its reactions, such as when making an opportunity attack. The style of play shows the bond between the wolf and its ranger.

Wolf typeWolf Affinitysaving ThrowArea
Winter wolfColdconstitutioncone
Spring wolfNecroticconstitutionline
Summer wolfFiredexteritycone
Autumn wolfFogdexteritycone
Desert wolfSandconstitutioncone
Forrest wolfPoisonconstitutioncone
Celestial wolfRadiantdexterityline
Scaled wolfAcidconstitutionline
Blink wolfShadowdexterityline
Storm wolfLightningdexterityline
AreaSmallMediumLargeHuge
Line5ft by 20ft5ft by 30ft5ft by 40ft5ft by 50ft
Cone10ft15ft20ft25ft


LevelProficiency BonusHit dieSizeWalking SpeedAttacksAC baseFeatureBreath Weapon
3+2d8Small30Bite 1d6 +str12Echoing Voice, Language2d6
4+2d8Small30Bite 1d6 +str12+2 Ability Score Increase2d6
5+3d8Small30Bite 1d6 +str12Sight 12d6
6+3d8Small30Bite 1d6 +str12+1 Ability Score Increase2d6
7+3d10Medium40Bite 2d6 +str - claw 1d8 +dex13Evolution 1, Save Throw, Terrain Adept3d6
8+3d10Medium40Bite 2d6 +str - claw 1d8 +dex13Quick3d6
9+4d10Medium40Bite 2d6 +str - claw 1d8 +dex13+1 Ability Score Increase4d6
10+4d10Medium40Bite 2d6 +str - claw 1d8 +dex13Sight 24d6
11+4d10Medium40Bite 2d6 +str - claw 1d8 +dex13+1 Ability Score Increase4d6
12+4d10Medium50Bite 2d10 +str - claw 2d6 +dex14Proficient6d6
13+5d10Large50Bite 2d10 +str - claw 2d6 +dex14Evolution 2, Swim6d6
14+5d10Large50Bite 2d10 +str - claw 2d6 +dex14+1 Ability Score Increase, Immunity6d6
15+5d10Large50Bite 2d10 +str - claw 2d6 +dex14Multi-attack, Quick8d6
16+5d10Large50Bite 2d10 +str - claw 2d6 +dex14+2 Ability Score Increase8d6
17+6d10Large50Bite 2d10 +str - claw 2d6 +dex14Overcome Resistance8d6
18+6d12Huge60Bite 2d10 +str - claw 2d8 +dex15Immunity10d6
19+6d12Huge60Bite 2d10 +str - claw 2d8 +dex15+2 Ability Score Increase10d6
20+6d12Huge60Bite 2d10 +str - claw 2d8 +dex15Greater Capacity10d6


Echoing Voice The wolf's voice bellows out and can be heard up to a mile away

Proficient Your wolf may choose 1 skill of your choice to gain proficiency.

Language Your wolf learns a new language

Sight The first time your wolf gains dark-vision out to 60 feet, the second time they gain blindsight out to 15 feet.

Terrain Adept The wolf can move across one type of difficult terrain, such as to walk and climb icy surfaces, without needing to make an ability check.

Quick Your wolf's walking speed increases by 10 feet.

Immunity Choose charmed, exhaustion, frightened, or paralyzed, your wolf gains immunity to your chosen condition.

Greater Capacity Your wolf gains one more use of its breath attack before needing to recharge.

Swim Your wolf's swim speed equal to its walking speed.

Multi-attack Your wolf gains the ability to make one additional attack with its claws in a turn.

Save Throw Your wolf gains proficiency in a save that it does not already have.

Overcome Resistance Your wolf attacks ignore resistances to 1 type of damage

Evolve Evolve your Wolf one step closer it’s specified type

WolfEvolution 1Evolution 2
Winterice claws 2d6 3/3call the pack*
Springlife tap*defy death*
Summerfire shield* (spell)phoenix*
Autumnpass without trace (spell)autumn leaf's*
Desertsandstorm*durable feat
Forrestregeneration*heal (spell)
Celestialprotectionradiant claws 2d6 3/3
Scaled+2 ACtaunt*
Blinkmisty Step (spell)sneak attack claw 2d6 3/3
Storminvisibility (spell)electric claw 2d6 3/3
  • 3/3 - 3 uses of this ability per long rest, need to complete a long rest to regain charges.

can only be used on claw attacks and max 1 per attack.

  • Taunt

In order to protect others, you draw the enemies' attention yourself. Once per short or long rest, as an action, all enemy creatures within 30ft of you must make a Wisdom saving throw. On the failed save, that creature must use its next turn moving towards you in the shortest path possible and for the next minute, it has disadvantage on attack rolls against creatures other than you within 30ft. (once per short rest)

  • Regeneration

Regen 1d6 each round

  • Sandstrom

heavily obscured area, for the next minute, creatures has disadvantage on attack rolls, 30ft radius, lasts 1min (once per long rest)

  • Autumn leaf's

heavily obscured area, for the next minute, creatures has disadvantage on attack rolls, 30ft radius, lasts 1min (once per long rest)

  • Fire Shield spell from Sorcerer, the shield is reduced to 2d6.
  • Phoenix

You burst into flames on death, dealing 3d6 dmg, or half on a successful DC15 Dex save, save to all within 5ft, and respawn with 25hp after 1d4 turns (once per long rest)

  • Defy death

When reduced to 0 hit-points, turns into a frenzy and can attack with 2 attacks and stays at 1hp

  • Life tap

can use 2 per short rest, with a hit with bite attack you can suck out 2d6 hp from an enemy

  • Call the pack

You summon 3 dire wolfs to your side for 1 minute, (once per long rest)

Wolf specific: All wolfs have - Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in their type of terrain.

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