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Hunter bond; beastheart

You and your companion share a love of the hunt The pair of you are silent stalkers working together to take down prey of all sizes, whether to feed your friends or to destroy your enemies Many beasthearts with this bond use ranged weapons to attack prey from afar while their companion closes in for the kill
 
Chosen Quarry
Starting when you choose this bond at 3rd level, you and your companion can single out a creature as your prey. Whenever your companion gains ferocity at the start of your turn and doesn’t enter a rampage, you can spend 4 ferocity to mark a creature within 90 feet of you (no action required) That creature becomes your quarry for1 minute, or until you use this feature to mark another target as your quarry Whenever you or your companion hit your quarry with a weapon attack or deal damage to them with a ferocity action, the quarry takes an extra 1d6 damage
 
Hunter’s Instincts
At 3rd level, your instincts improve, making you a formidable tracker and granting you better intuition You gain proficiency in the Survival skill if you do not already have it. Your proficiency bonus is doubled for any ability check you make using that skill, and you can use Survival instead of Insight when you make a Wisdom check to read a creature’s intentions or discern if a creature is lying.
 
Primal Warding
At 7th level, you learn to use primal magic to set traps made of nearly invisible force As an action, you trap a 10-foot-square area of ground centered on a point you can see within 30 feet of you, with the trap lasting for 8 hours or until it is triggered When you set the trap, you can designate any number of specific creatures that are unaffected by it Finding the trap requires a successful Intelligence (Investigation) check against your exploit save DC. A creature that walks into the trap’s area triggers the trap and must make a Constitution saving throw against your exploit save DC On a failure, the creature takes 4d8 force damage and is blinded for 1 minute On a success, the creature takes half as much damage and isn’t blinded A creature blinded by the trap can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the trap when it is triggered This ping awakens you if you are sleeping If you set more than one trap, you know which one was triggered You can use this feature to set a number of traps equal to your Wisdom modifier (minimum one) You regain all expended uses when you finish a long rest
 
Synchronized Stealth
At 11th level, you and your companion learn to become unseen at the same time in the blink of an eye When either you or your companion takes the Hide action, the other can take the Hide action as a reaction if they are able to hide Additionally, when you take the Hide action within 5 feet of your companion, you have advantage on the Dexterity (Stealth) check made as part of the action
 
Unseen Hunters
At 15th level, you can use an action to make you and your companion invisible for 10 minutes While invisible, neither of you can be tracked by nonmagical means unless you or your companion chooses to leave a trail. Either of you can end the invisibility spell on yourself for free as a bonus action. Once you use this feature, you cant use it again untill you finish a long rest

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Slothkrillin.

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