Harold's Jar of Everything
hit dice:
1d10
hit points at 1st level:
10 + your Constitution Modifier
hit points at higher levels:
1d10 (or 6) + your Constitution Modifier
armor proficiencies:
Light Armor, Medium Armor, Shields
weapon proficiencies:
Simple Weapons and Martial Weapons
tools:
Herbalism Kit or Cartographer's Tools
saving throws:
Strength, Dexterity
skills:
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
spellcasting:
class features:
Hunter’s Mark
1st Level Hunter Feature
As a bonus action, you choose a creature you can see within 60 feet of you and mark it as your quarry for the next 10 minutes.
Whenever you hit a Creature marked with your Hunter’s Mark with a weapon attack, you deal an additional 1d4 damage. This damage increases as you gain Hunter levels.
You may use this feature a number of times equal to 1 + Your Wisdom Modifier (minimum of 1) before needing to finish a Long Rest.
Reapplying your Hunter's Mark. Should a creature marked by your Hunter's Mark be reduced to 0 Hit Points, you may as a Bonus Action on your turn reapply your Hunter's Mark to another creature. This does not expend an additional use of the ability.
Hunter Talents
1st Level Hunter Feature
Focused Expertise (1st Level). Choose one of your skill proficiencies, your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
Rested and Prepared (3rd Level). Whenever you expend Hit Dice during a Short Rest (to heal), you gain Temporary Hit Points equal to your Proficiency Bonus per Hit Dice spent up to a maximum of three times your Hunter Level.
Unhindered Mobility (5th Level). Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.
Unhindered (9th Level). You ignore Difficult Terrain.
Fighting Style
2nd Level Hunter Feature
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Peerless Hunter
2nd Level Hunter Feature
At the end of a long rest, you make preparations both mentally and physically to face the wild and dangerous creatures of the world. Choose two of the following creature types to be a favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead.
Until you finish another long rest you receive the following benefits when facing a favored enemy type chosen with your Peerless Hunter feature:
- You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
- Whenever you roll for Initiative in combat against one of your favored enemies, you may add your Wisdom Modifier to the result.
- The first attack you make against a favored enemy in combat is made with Advantage.
- You cannot be surprised by your favored enemies.
At 7th Hunter Level, you may choose a third Favored Enemy.
At 11th Hunter Level, you may replace one of your Favored Enemies chosen with this feature with another on a Short Rest. You may do this once before finishing a Long Rest.
At 15th Hunter Level, you may choose a fourth Favored Enemy.
Spellcasting
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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Hunter spell list.
Spell Slots
The Hunter table shows how many spell slots you have to cast your Hunter spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Hunter spell list.
The Spells Known column of the Hunter table shows when you learn more Hunter spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Hunter spells you know and replace it with another spell from the Hunter spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Hunter spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Thin Their Numbers
3rd Level Hunter Feature
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. This additional attack does not gain any bonuses from the dependant Ability Modifier or your Hunter's Mark feature. This does not count against your Martial Action.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You cannot increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Martial Action
5th Level Hunter Feature
Whenever you take the Attack Action on your turn you may then also do one of the following as part of the same Action.
- Attack Again
- Reapply Hunter's Mark
- Dash
- Grapple
- Jump
- Shove
- Use a Tool
- Make a Wisdom (Survival) Check
- Recall Information about a Favored Enemy (Must be in combat with a Favored Enemy)
Hunter's Sense
6th Level Hunter Feature
As a bonus action whenever you hit a creature marked by your Hunter’s Mark feature with a weapon attack you may learn its weaknesses and strengths. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
subclass options:
Favored Terrain
3rd Level Survivalist Feature
You have spent time in a unique environment and have become one with it.
Desert.
- You have advantage on checks to avoid or endure the Natural Hazards found in this region.
- Weather does not impose Disadvantage on Wisdom (Perception) Checks or Passive Perception
- Choose Beast or Undead, you always have this creature type prepared as a Favored Enemy with your Peerless Enemy. It does not count towards the number of Favored Enemies you can have.
- You gain Resistance to Fire Damage.
- You may add your Wisdom modifier to your Dexterity (Stealth) Checks and your Strength (Athletics) checks made in this terrain.
Homemade Traps
3rd Level Survivalist Feature
At the end of a Long Rest, choose a number of the following Traps to craft equal to your Proficiency Bonus. For instance you may craft one Flash Trap and one Snare Trap or two Snare Traps if your Proficiency Bonus is two.
Flash Trap
- You throw a Trap up to 15ft from you into a 10ft square.
- The Trap has an AC of 10 and a number of Hit Points equal to your Hunter Level.
- When the Trap loses all of its Hit Points, it is destroyed.
- If a creature is within 5ft of the Trap when it is destroyed they must make a Constitution Saving Throw against your Spell Save DC, on a failed save the creature is Blinded for one minute. They may repeat the save at the end of each of their turns.
- A creature sets off the Trap when it enters the 10ft square it covers. That creature then must make a Constitution Saving Throw against your Spell Save DC, on a failed save the creature is Blinded for one minute. They may repeat the save at the end of each of their turns.
- After the Trap goes off it deactivates.
Snare Trap
- You throw a Trap up to 15ft from you into a 10ft square.
- The Trap has an AC of 10 and a number of Hit Points equal to your Hunter Level.
- When the Trap loses all of its Hit Points, it is destroyed.
- A creature sets off the Trap when it enters the 10ft square it covers or moves within it. That creature then must make a Strength Saving Throw against your Spell Save DC, on a failed save the creature is Restrained. They may repeat the save at the end of each of their turns.
Boom Trap
- You throw a Trap up to 15ft from you into a 10ft square.
- The Trap has an AC of 10 and a number of Hit Points equal to your Hunter Level.
- When the Trap loses all of its Hit Points, it is destroyed.
- A creature sets off the Trap when it enters the 10ft square it covers. That creature then must make a Dexterity Saving Throw against your Spell Save DC, on a failed save the creature takes fire damage equal to three rolls of your Hunter’s Mark die and half on a success.
- After the Trap goes off it deactivates.
You regain the use of one of your prepared traps when you finish a Short Rest. You may retrieve an unactivated trap using an Action.
Level | Proficiency Bonus | Features | Hunter's Mark Damage | Spells Known |
---|
1 | +2 | Hunter's Mark, Hunter Talents | 1d4 | -- |
2 | +2 | Fighting Style, Spellcasting, Peerless Hunter | 1d6 | 2 |
3 | +2 | Hunter Discipline, Thin the Herd, Hunter Talent Improvement | 1d6 | 3 |
4 | +2 | Ability Score Improvement | 1d6 | 3 |
5 | +3 | Martial Action, Hunter Talent Improvement | 1d6 | 4 |
6 | +3 | Hunter's Sense | 1d8 | 4 |
7 | +3 | Hunter Discipline Feature, Peerless Hunter Improvement | 1d8 | 5 |