Homebrew
A Knight of the Hunt is one of the few chosen mortals to ascend to the ranks of the upper echelons of the Wild Hunt, to call upon their powers, and to direct the Hunt itself. They wield powerful magic and primeval abilities to run their foes to the ground, and bring them to heel.
hit dice:
1d10
hit points at 1st level:
10+CON Mod
hit points at higher levels:
1d10(6)+Con Mod
armor proficiencies:
Light, Medium, Shields
weapon proficiencies:
Simple Melee, Simple Ranged, Martial Melee, Martial Ranged
tools:
None
saving throws:
Constitution, Wisdom
skills:
Choose three from
Acrobatics
Animal Handling
Athletics
Insight
Nature
Perception
Stealth
Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) an Explorer's pack or (b) an Dungeoneers pack
Chain mail and a hunting horn
spellcasting:
Knights of the Hunt are half casters, and gain spell slots at the same rate as a Paladin would.
class features:
1st Level:
Hunters Prey- You may select a type of enemy to be your selected quarry for the Hunt. Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level.
Fighting Style- You may select one of the following fighting styles to emphasize your approach to the hunt
Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.
Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection (PHB). When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
2nd Level:
Spellcasting
By 2nd level, you have learned to draw on primal magic through focus and hunger to cast your magic.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your Knight of the Hunt spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability
Charisma is your spellcasting ability for your Knight spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Knight spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Baying of the Hounds:
Beginning at second level, when you begin your hunt of a favored quarry, you may mark that foe with a sounding of your hunting horn. While marked by you, you innately know the direction and distance to your chosen quarry.
3rd Level:
Knight of the Hunt Subclass selection:
You may choose from one of the following subclasses that denote your specialized role within the Hunt; Houndmaster, Huntmaster or Foestalker. These subclasses give you additional benefits at determined levels.
Primal Infusion:
At this level, the primal magics of the hunt suffuse your form. Choose a basic type of energy, you gain resistance to that element and all attacks deal an additional d6 of that type of damage (Increasing to a d8 at 7th level, d10 at 12th level, and d12 at 16th level). In addition to this, when pursuing your chosen quarry, you gain advantage on saves vs Exhaustion and do not suffer their effects until your hunt has ended.
4th Level:
You may select an Ability Score Increase or Feat
5th Level:
Extra attack x1
6th Level:
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
ASI or Feat Selection
7th Level: Subclass Feature
8th Level: ASI or Feat Selection
9th Level:
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
10th Level:
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
11th Level:
Extra Attack x2
Enhanced Primal Infusion: Beginning at 11th level, the primal magic that infuses your form has deepened its connection with you, dealing an additional die of damage on all your strikes.
12th Level: ASI or Feat Selection
13th Level:
Indomitable x2
Summon the Hunt: Beginning at 13th level, you may blow your horn at the start of the Hunt. As an Action, summon forth a number of spectral hunters equal to your proficiency modifier. These phantasmal allies take their turn on your initiative and may act at your direction.
14th Level:
subclass options:
Houndmaster:
Primal Companion
You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.
In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If
you are incapacitated, the beast can take any action of its choice, not just Dodge.
If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
Beast of the Land
Medium beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 40 ft., climb 40ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
Beast of the Sea
Medium beast
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed: 5 ft., swim 60ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (−1) 14 (+2) 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Amphibious: The beast can breathe both air and water.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.
Beast of the Sky
Small beast
Armor Class: 13 + PB (natural armor)
Hit Points: 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
Speed: 10 ft., fly 60ft.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (−1) 14 (+2) 11 (+0)
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage.
Exceptional Training
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
Huntmaster:
Coordinated Hunt: Beginning at 3rd level when you select this subclass, you excel in directing your companions against a chosen quarry. Allies within 15ft of you gain Advantage on their attacks against your chosen foe, and any 1s rolled on their damage die are treated as a 2.
Sound the Horns: Beginning at 7th level, you emit an aura with a radius of 15ft to bolster your allies. You may extend your Primal Infusion into them and your speeds increase by 10ft. This aura increases to 30ft at 18th level.
Corner the Prey: Beginning at 11th level, you have become a practiced hand at running your quarry to ground. You and allies within your aura gain Advantage on Athletics and Acrobatics and are no longer impeded by difficult terrain when chasing your foe.
Brought to Ground: Beginning at 15th level, you've mastered the art of bringing your foe down. You and allies within your aura bypass the immunities and resistances of your targeted foes.
Foestalker:
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowy Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.