The Huntress is a skilled and agile warrior, mastering the art of archery and crossbowmanship. With an inherent connection to the wilderness, the Huntress navigates the untamed lands with finesse, using her keen senses to track and eliminate her chosen foes. Whether in the dense forests, shadowy caverns, or expansive plains, the Huntress thrives where others might falter.
hit dice:
1d8
hit points at 1st level:
1d8
hit points at higher levels:
1d8
armor proficiencies:
Light Armor
weapon proficiencies:
Simple weapons, longbows, shortbows, hand crossbows
tools:
Thieves' tools, Herbalism kit
saving throws:
Dexterity, Wisdom
skills:
Choose three from Acrobatics, Athletics, Perception, Stealth, Survival
starting equipment:
Weapons:
Longbow and 20 arrows/
Shortbow and 20 arrows/
Crossbow, light and 20 bolts
Dagger (2)
Armor:
Leather armor or Studded leather armor
Pack:
Explorer's Pack or Dungeoneer's Pack
Accessories:
Quiver
Hunting trap
Clothing:
Traveler's clothes
Dark, lightweight clothing suitable for the Underdark
Tools:
Thieves' tools
Herbalism kit
Currency:
15 gold pieces
spellcasting:
None
class features:
Archery Expertise: At 1st level, you gain a +2 bonus to attack rolls you make with ranged weapons.
Hunter's Mark: At 2nd level, you can use a bonus action to mark a target you can see within 90 feet. Until the mark ends, you deal an extra 1d6 damage to the target whenever you hit it with a ranged attack. This damage increases as you gain levels in this class.
Fleet of Foot: Starting at 2nd level, your speed increases by 10 feet while you are not wearing heavy armor.
Uncanny Dodge: Beginning at 5th level, when an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Multiattack: At 6th level, you can make two ranged weapon attacks when you take the Attack action.
Evasion: Starting at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm 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 if you fail.
True Shot: At 13th level, your ranged attacks ignore half cover and three-quarters cover.
Flawless Aim: Beginning at 17th level, you can add your Wisdom modifier to your attack and damage rolls with ranged weapons.
subclass options:
Archetype: Shadow Stalker
At 3rd level, choose the Shadow Stalker archetype. This archetype enhances your stealth and shadow-related abilities.
Shadow Blend: You gain proficiency in the Stealth skill. Additionally, you can attempt to hide when only lightly obscured by dim light or darkness.
Cloak of Shadows: Starting at 7th level, you can use your action to magically become invisible, along with everything you are wearing and carrying. This invisibility lasts until the end of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this feature, you can't use it again until you finish a short or long rest.
Dark Ambusher: At 11th level, you gain advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
Shadowstep: Starting at 15th level, you can use your bonus action to teleport up to 60 feet to an unoccupied space you can see in dim light or darkness. Once you use this feature, you can't use it again until you finish a short or long rest.
Archetype: Arcane Archer
The Arcane Archer archetype blends archery with magical prowess, allowing the Huntress to infuse her arrows with arcane energy for added effects.
Level 3: Arcane Arrows
You gain the ability to infuse your arrows with arcane energy. Choose one of the following options for each arrow you fire:
- Frost Arrow: Deals an extra 1d6 cold damage and reduces the target's speed by 10 feet until the start of your next turn.
- Flame Arrow: Deals an extra 1d6 fire damage and ignites the target, causing it to take an additional 1d6 fire damage at the start of its turn until it uses an action to extinguish the flames.
- Seeker Arrow: Grants advantage on the attack roll and ignores half and three-quarters cover.
Level 7: Enchanted Quiver
Your quiver becomes enchanted, allowing it to produce an endless supply of magical arrows. You no longer need to retrieve spent arrows during a short or long rest.
Level 11: Arcane Precision
Your accuracy with arcane-infused arrows improves. When you make an attack roll with an arcane arrow and miss, you can use your reaction to reroll the attack with advantage.
Level 15: Arcane Barrage
Once per short rest, you can make a special attack called Arcane Barrage. You fire a barrage of five arcane arrows in quick succession, targeting up to five creatures you can see within range. Make a separate attack roll for each target.