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Norden
{
"_meta": {
"sources": [
{
"json": "Norden",
"abbreviation": "norden",
"full": "Norden",
"authors": [
"JR-K"
],
"version": "1.2.6",
"url": "https://www.google.com",
"targetSchema": "1.2.6"
}
],
"dateAdded": 1565857116,
"dateLastModified": 1585713702
},
"class": [
{
"name": "Norden",
"source": "Norden",
"hd": {
"number": 1,
"faces": 10
},
"proficiency": [
"str",
"con"
],
"startingProficiencies": {
"armor": [
"light",
"medium",
"shields"
],
"weapons": [
"simple",
"martial"
],
"tools": [
"leatherworker's tools"
],
"skills": [
{
"choose": {
"from": [
"athletics",
"acrobatics",
"nature",
"perception",
"survival",
"history",
"religion"
],
"count": 3
}
}
]
},
"startingEquipment": {
"additionalFromBackground": true,
"default": [
"(a) {@item greataxe|phb} or (b) {@item greatsword|phb} or (c) {@item glaive|phb}",
"(a) {@item shortbow and 20 arrows|phb} or (b) {@item two handaxes|phb}",
"(a) {@item leather armor|phb} or (b) {@item hide armor|phb}",
"(a) two {@filter martial melee weapons|items|source=phb|category=basic|type=martial weapon;melee weapon=&} or (b) a {@filter martial melee weapon|items|source=phb|category=basic|type=martial weapon;melee weapon=&} and a {@item shield|phb}",
"(a) an {@item explorer's pack|phb}",
"A {@filter simple or martial ranged weapon|items|source=phb|category=basic|type=ranged weapon} and 20 {@filter pieces of ammunition|items|source=phb|category=basic|type=ammunition}"
],
"goldAlternative": "{@dice 4d4×10|5d4 × 10|Starting Gold}"
},
"multiclassing": {
"requirements": {
"dex": 13,
"wis": 13
},
"proficienciesGained": {
"armor": [
"light",
"medium",
"shields"
],
"skills": [
{
"choose": {
"from": [
"animal handling",
"athletics",
"insight",
"investigation",
"nature",
"perception",
"stealth",
"survival"
],
"count": 1
}
}
],
"weapons": [
"simple",
"martial"
]
}
},
"classFeatures": [
[
{
"name": "Natural Explorer",
"entries": [
"Starting at 1st level, your experience in the wild grants you the following features:",
{
"type": "list",
"items": [
"Over the course of a long rest, you can befriend a wild beast from the terrain around you. The DM chooses the beast, which regards you as a friendly acquaintance for the next 24 hours, and may help you forage or scout, but will not fight for you.",
"You can forage the terrain around you to craft a healing salve when you finish a long rest. Preparing a salve requires 1 hour spent gathering and mixing components. As an action, you can apply the salve to a creature within 5 feet of you. The creature can immediately spend one hit die to heal itself. The creature rolls the die, adds its Constitution modifier, and regains a number of hit points equal to the total (minimum of 1). The salve loses its potency after 24 hours.",
"Other creatures have disadvantage on checks made to track your group.",
"When you take a long rest, you can spend 1 hour to prepare a camp. Each creature that rests in your camp regains one additional hit die when it finishes a long rest. Hit dice gained in this way can't exceed a creature's maximum number of hit dice."
]
}
]
},
{
"name": "Swift Response",
"entries": [
"At 1st level, you learn to react with swift and decisive action when attacked. This grants you the following benefits:",
{
"type": "list",
"items": [
"You can add your proficiency bonus to initiative rolls.",
"On your first turn during combat, you have advantage on the first attack roll you make against a creature that has not yet acted."
]
}
]
}
],
[
{
"name": "Fighting Style",
"entries": [
"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.",
{
"type": "options",
"entries": [
{
"type": "entries",
"name": "Archery",
"entries": [
"You gain a +2 bonus to attack rolls you make with ranged weapons."
]
},
{
"type": "entries",
"name": "Defense",
"entries": [
"While you are wearing armor, you gain a +1 bonus to AC."
]
},
{
"type": "entries",
"name": "Dueling",
"entries": [
"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."
]
},
{
"type": "entries",
"name": "Thrown-Weapon Fighting",
"entries": [
"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 +1 bonus to the damage roll."
]
},
{
"type": "entries",
"name": "Two-Weapon Fighting",
"entries": [
"When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack."
]
},
{
"type": "entries",
"name": "Unarmed Fighting",
"entries": [
"Your unarmed strikes can deal bludgeoning damage equal to {@damage 1d6} + your Strength modifier. If you strike with two free hands, the {@damage d6} becomes a {@damage d8}.",
"When you successfully grapple a creature, you can deal {@damage 1d4} bludgeoning damage to it. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack."
]
}
]
}
]
},
{
"name": "Hunter's Mark",
"entries": [
"At 2nd level, you learn to read your prey, allowing you to strike deeper and truer. As a bonus action on your turn, you can choose a creature you can see within 90 feet of you and mark it as your quarry. You can maintain this mark for a number of hours equal to your hunter level. You deal an extra {@damage 1d6} damage of the weapon's type to the marked target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.",
"This effect ends if you fall {@condition unconscious}, use it on another creature, or dismiss it as a bonus action.",
"You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest."
]
},
{
"name": "Spellcasting",
"entries": [
"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 {@book chapter 10|PHB|10} for the general rules of spellcasting and the table at the end of this document for the {@filter hunter spell list|spells|class=hunter}.",
{
"type": "entries",
"name": "Spell Slots",
"entries": [
"The Hunter table shows how many spell slots you have to cast your {@filter hunter spells|spells|class=hunter} 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 {@spell animal friendship} and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell animal friendship} using either slot."
]
},
{
"type": "entries",
"name": "Preparing and Casting Spells",
"entries": [
"The Hunter table shows how many spell slots you have to cast your spells. To cast one of your hunter 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.",
"You prepare the list of hunter spells that are available for you to cast, choosing from the hunter spell list. When you do so, choose a number of hunter spells equal to your Wisdom modifier + half your hunter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.",
"For example, if you are a 5th-level hunter, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.",
"You can change your list of prepared spells when you finish a long rest. Preparing a new list of hunter spells requires time spent in research and preparation: at least 1 minute per spell level for each spell on your list."
]
},
{
"type": "entries",
"name": "Spellcasting Ability",
"entries": [
"Wisdom is your spellcasting ability for your hunter spells. 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.",
{
"type": "abilityDc",
"name": "Spell",
"attributes": [
"wis"
]
},
{
"type": "abilityAttackMod",
"name": "Spell",
"attributes": [
"wis"
]
}
]
},
{
"type": "entries",
"name": "Ritual Casting",
"entries": [
"You can cast a hunter spell as a ritual if that spell has the ritual tag and you have the spell prepared."
]
}
]
}
],
[
{
"name": "Hunter's Prey",
"entries": [
"At 3rd level, you choose a prey that you focus your hunt on from the list of available archetypes. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.",
{
"name": "Prey Spells",
"entries": [
"Each prey has a list of associated spells. You gain access to those spells at the levels specified in the prey description. Once you gain access to a prey spell, you always have it prepared. Prey spells don't count against the number of spells you can prepare each day.",
"If you gain a prey spell that doesn't appear on the hunter spell list, the spell is nonetheless a hunter spell for you."
]
}
],
"gainSubclassFeature": true
},
{
"name": "Hunter's Technique (1/rest)",
"entries": [
"Your choice of prey allows you to perform certain maneuvers. Each Hunter's Technique option provided by your prey explains how to use it.",
"When you use your Hunter's Technique, you choose which option to use. You must then finish a short or long rest to use your Hunter's Technique again.",
"Some of your Hunter's Technique effects require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:",
{
"type": "abilityDc",
"name": "Technique",
"attributes": [
"str",
"dex"
]
},
"Beginning at 7th level, you can use your Hunter's Technique twice between rests, and beginning at 15th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses."
]
}
],
[
{
"name": "Ability Score Improvement",
"entries": [
"When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
}
],
[
{
"name": "Extra Attack",
"entries": [
"Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn."
]
}
],
[
{
"name": "Hunter's Guard",
"entries": [
"At 6th level, your ability to read your prey's movements allows you to better protect you and your allies. As a reaction when the target of your Hunter's Mark hits you or a creature within 5 feet of you with an attack, you can impose a {@dice 1d6} penalty on the attack roll, potentially causing it to miss.",
"Additionally, whenever the target of your Hunter's Mark forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, you can use your reaction to add {@dice 1d6} to your roll."
]
}
],
[
{
"name": "Hunter's Prey feature",
"entries": [
"At 7th level, you gain a feature granted to you by your Hunter's Prey."
],
"gainSubclassFeature": true
},
{
"name": "Hunter's Technique (2/rest)",
"entries": [
"Beginning at 7th level, you can use your Hunter's Technique twice between rests."
]
}
],
[
{
"name": "Ability Score Improvement",
"entries": [
"When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
}
],
[],
[
{
"name": "Quick Reflexes",
"entries": [
"Starting at 10th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the {@action Dash}, {@action Disengage}, or {@action Hide} action. Additionally, when you roll initiative and are not surprised, you can use your reaction to take the {@action Hide} action, move up to your speed, or make one weapon attack."
]
}
],
[
{
"name": "Hunter's Prey feature",
"entries": [
"At 11th level, you gain a feature granted to you by your Hunter's Prey."
],
"gainSubclassFeature": true
}
],
[
{
"name": "Ability Score Improvement",
"entries": [
"When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
}
],
[],
[
{
"name": "Counterattack",
"entries": [
"At 14th level, you learn to strike back as you defend. If the target of your Hunter's Mark misses an attack due to your Hunter's Guard, you can make one weapon attack at the creature as part of the same reaction."
]
}
],
[
{
"name": "Hunter's Prey feature",
"entries": [
"At 15th level, you gain a feature granted to you by your Hunter's Prey."
],
"gainSubclassFeature": true
},
{
"name": "Hunter's Technique (3/rest)",
"entries": [
"Beginning at 15th level, you can use your Hunter's Technique twice between rests."
]
}
],
[
{
"name": "Ability Score Improvement",
"entries": [
"When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
}
],
[],
[
{
"name": "Feral Senses",
"entries": [
"At 18th level, you gain preternatural senses that help you fight creatures you can't see. As long as you are not both {@condition blinded} and {@condition deafened}, you can see {@condition invisible} creatures and objects within 30 feet of you as if they were visible."
]
}
],
[
{
"name": "Ability Score Improvement",
"entries": [
"When you reach 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. As normal, you can't increase an ability score above 20 using this feature.",
"If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}."
]
}
],
[
{
"name": "Foe Slayer",
"entries": [
"At 20th level, you strike with supernatural accuracy. You gain a {@dice 1d6} bonus on attack rolls made against the target of your Hunter's Mark.",
"Additionally, once per turn when you make an attack at the target of your Hunter's Mark, you can choose to roll a {@dice d6}. On a 6, if the attack hits the creature, it is a critical hit."
]
}
]
],
"subclassTitle": "Hunter's Prey",
"subclasses": [
{
"name": "Ranger",
"subclassFeatures": [
[
{
"name": "Ranger",
"entries": [
"Hunters that deal primarily with beasts and plants, Rangers are experts at navigating treacherous terrain and moving without a trace. They cultivate a codependency with the flora and fauna, serving as wardens of nature.",
{
"type": "entries",
"name": "Prey Spells",
"entries": [
"You gain prey spells at the hunter levels listed.",
{
"type": "table",
"caption": "Ranger Spells",
"colLabels": [
"Hunter Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"3rd",
"{@spell longstrider}, {@spell speak with animals}"
],
[
"5th",
"{@spell animal messenger}, {@spell pass without trace}"
],
[
"9th",
"{@spell conjure animals}, {@spell speak with plants}"
],
[
"13th",
"{@spell guardian of nature|XGE}, {@spell grasping vine}"
],
[
"17th",
"{@spell commune with nature}, {@spell tree stride}"
]
]
},
{
"name": "Variant: Alternative Spells",
"type": "inset",
"entries": [
"For players who do not have access to Xanathar's Guide to Everything, the following spell in the Ranger Spells can be replaced:",
"13th - {@spell guardian of nature|XGE} with {@spell polymorph}"
]
}
]
},
{
"type": "entries",
"name": "Hunter's Technique: Fleet Footed",
"entries": [
"When you move on your turn, you can expend a use of your Hunter's Technique to increase your walking speed by 20 feet until the end of your turn. Additionally, opportunity attacks made against you are at disadvantage until the end of your turn."
]
},
{
"type": "entries",
"name": "Hunter's Technique: Flurry",
"entries": [
"When you miss with a weapon attack, you can expend a use of your Hunter's Technique to make two additional weapon attacks at the same target as part of the same action."
]
},
{
"type": "entries",
"name": "Breath of the Wild",
"entries": [
"At 3rd level, your knowledge of the wild allows you to establish a powerful link to beasts the land around you.",
"You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.",
"You cannot use this ability against a creature that you have attacked within the past 10 minutes."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Land's Stride",
"entries": [
"Starting at 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.",
"In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the {@spell entangle} spell."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Expert Skirmisher",
"entries": [
"Starting at 11th level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when a hostile creature moves within 5 feet of you. This movement doesn't provoke opportunity attacks."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "One With the Wild",
"entries": [
"At 15th level, your connection with the wild allows you to take on the shape of a creature of the wild. As an action, you can transform into a beast or plant with a challenge rating of 3 or lower.",
"You can stay in this form for 1 hour. You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall {@condition unconscious}, drop to 0 hit points, or die.",
"While you are transformed, the following rules apply:",
{
"type": "list",
"items": [
"Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You assumes the hit points of your new form, and when you reverts to your normal form, you return to the number of hit points you had before transforming. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce the your normal form to 0 hit points, you aren't knocked {@condition unconscious}.",
"Your ability to speak or take any action that requires hands is limited to the capabilities of your new form, and you can't cast spells. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.",
"Your gear melds into the new form. You can't activate, wield, or otherwise benefit from any of its equipment."
]
},
"Once you use this feature, you must finish a long rest before you can use it again."
]
}
]
}
]
],
"source": "Hunter",
"shortName": "Ranger"
},
{
"name": "Bounty Hunter",
"subclassFeatures": [
[
{
"name": "Bounty Hunter",
"entries": [
"Hunters that excel in fighting humanoids, Bounty Hunters develop techniques specialized for subduing humanoid enemies. These techniques cover the spectrum in lethality, allowing the hunters to catch their prey, dead or alive. Vicious and terrifying to behold, few dare stand in their way.",
{
"type": "entries",
"name": "Prey Spells",
"entries": [
"You gain prey spells at the hunter levels listed.",
{
"type": "table",
"caption": "Bounty Hunter Spells",
"colLabels": [
"Hunter Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"3rd",
"{@spell command}, {@spell sleep}"
],
[
"5th",
"{@spell detect thoughts}, {@spell hold person}"
],
[
"9th",
"{@spell hypnotic pattern}, {@spell slow}"
],
[
"13th",
"{@spell compulsion}, {@spell confusion}"
],
[
"17th",
"{@spell dominate person}, {@spell scrying}"
]
]
}
]
},
{
"type": "entries",
"name": "Hunter's Technique: Disarm",
"entries": [
"When you hit a creature with a weapon attack, or when a creature misses you with a melee weapon attack, you can expend a use of your Hunter's Technique to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must succeed on a Strength saving throw or drop the object you choose, which lands at its feet."
]
},
{
"type": "entries",
"name": "Hunter's Technique: Pin Down",
"entries": [
"When you attack a creature within 5 feet of you that is no more than one size larger than you, you can expend a use of your Hunter's Technique to force the creature to make a Strength saving throw. On a failed save, it is knocked {@condition prone} and {@condition grappled}. You must have a free hand to use this Hunter's Technique."
]
},
{
"type": "entries",
"name": "Investigative",
"entries": [
"When you choose this prey at 3rd level, you develop techniques to obtain information on your quarry. If you spend at least ten minutes interrogating, questioning, or conversing with a person, your proficiency bonus is doubled on checks made against that person pertaining to information regarding a specific creature."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Multiattack Defense",
"entries": [
"Starting at 7th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Menacing Warrior",
"entries": [
"At 11th level, you have learned to intimidate those would stand in your way. When you score a critical hit or reduce a creature to 0 hit points, you can use your bonus action to force one creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your hunter spell save DC. On a failed save, a creature becomes {@condition frightened} of you for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Misdirection",
"entries": [
"At 15th level, you learn to evade pursuit by leading your foes astray. While you are hidden, you can use your action to stir up a disturbance in a space you can see within 30 feet of you. Each creature attempting to locate you must make a Wisdom (Perception) check against your hunter spell save DC. A creature automatically succeeds this check if it can see the space and knows it is unoccupied. On a failed check, a creature thinks you are hidden in that location. In addition, the next hit you score against a creature that failed the check before the end of your next turn is a critical hit if you attack while hidden."
]
}
]
}
]
],
"source": "Hunter",
"shortName": "Bounty Hunter"
},
{
"name": "Dragon Slayer",
"subclassFeatures": [
[
{
"name": "Dragon Slayer",
"entries": [
"Seeking dragons is truly the height of insanity. Yet regardless, hunters who seek dragons learn techniques specifically honed to pierce their armor scales and clip their wings.",
{
"type": "entries",
"name": "Prey Spells",
"entries": [
"You gain prey spells at the hunter levels listed.",
{
"type": "table",
"caption": "Dragon Slayer Spells",
"colLabels": [
"Hunter Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"3rd",
"{@spell absorb elements|XGE}, {@spell heroism}"
],
[
"5th",
"{@spell dragon's breath|XGE}, {@spell earthbind|XGE}"
],
[
"9th",
"{@spell fly}, {@spell protection from energy}"
],
[
"13th",
"{@spell charm monster|XGE}, {@spell elemental bane|XGE}"
],
[
"17th",
"{@spell control winds|XGE}, {@spell hold monster}"
]
]
},
{
"name": "Variant: Alternative Spells",
"type": "inset",
"entries": [
"For players who do not have access to Xanathar's Guide to Everything, the following spell in the Dragon Slayer Spells can be replaced:",
{
"type": "list",
"items": [
"3rd - {@spell absorb elements|XGE} with {@spell chromatic orb}",
"5th - {@spell dragon's breath|XGE} and {@spell earthbind|XGE} with {@spell misty step} and {@spell web}",
"13th - {@spell charm monster|XGE} and {@spell elemental bane|XGE} with {@spell confusion} and {@spell dimension door}",
"17th - {@spell control winds|XGE} with {@spell conjure volley}"
]
}
]
}
]
},
{
"type": "entries",
"name": "Hunter's Technique: Clip Wings",
"entries": [
"When you hit a creature that is flying and has wings with a weapon attack, you can expend a use of your Hunter's Technique to attempt to knock it from the sky. The creature must succeed on a Strength saving throw or plummet, landing {@condition prone} if it hits the ground."
]
},
{
"type": "entries",
"name": "Hunter's Technique: Sunder Scales",
"entries": [
"When you hit a creature with a weapon attack, you can expend a use of your Hunter's Technique to reduce the creature's AC by {@dice 1d6} if it has natural armor or armor consisting of plate or scales. A creature's AC cannot be reduced to lower than 10 + its Dexterity modifier. A creature's natural armor heals over 1d6 days."
]
},
{
"type": "entries",
"name": "Dragon Anatomist",
"entries": [
"When you choose this prey at 3rd level, your proficiency bonus is doubled on checks pertaining to extracting resources or materials from dragons."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Evasion",
"entries": [
"Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a {@creature adult red dragon|MM|red dragon's} fiery breath or an {@spell 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."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Elemental Resistance",
"entries": [
"At 11th level, you can prepare yourself for the elemental hazards you may face. Choose one damage type from acid, cold, fire, lightning, or poison when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Frightening Presence",
"entries": [
"At 15th level, you develop the same terrifying aura that dragons exude. As an action, you can force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw against your hunter spell save DC. On a failed save, a creature becomes {@condition frightened} of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.",
"Once you use this feature, you must finish a short or long rest before you can use it again."
]
}
]
}
]
],
"source": "Hunter",
"shortName": "Dragon Slayer"
},
{
"name": "Colossus Slayer",
"subclassFeatures": [
[
{
"name": "Colossus Slayer",
"entries": [
"The adage \"the bigger they are, the harder they fall\" is one that hunters of giants and other large quarry live by every day. With techniques designed to take down massive foes, these hunters utilize their quick thinking and even quicker reflexes to bring down the largest of prey. These hunters utilize hit-and-run tactics, siege weaponry, and barricades to wear down their prey. Should the situation call for it, the most powerful of these hunters can become towering giants themselves.",
{
"type": "entries",
"name": "Prey Spells",
"entries": [
"You gain prey spells at the hunter levels listed.",
{
"type": "table",
"caption": "Colossus Slayer Spells",
"colLabels": [
"Hunter Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"3rd",
"{@spell entangle}, {@spell grease}"
],
[
"5th",
"{@spell enlarge/reduce}, {@spell ray of enfeeblement}"
],
[
"9th",
"{@spell plant growth}, {@spell sleet storm}"
],
[
"13th",
"{@spell Evard's black tentacles}, {@spell polymorph}"
],
[
"17th",
"{@spell Bigby's hand}, {@spell hold monster}"
]
]
}
]
},
{
"type": "entries",
"name": "Hunter's Technique: Bring Down",
"entries": [
"When you hit a creature with a weapon attack, you can expend a use of your Hunter's Technique to attempt to knock the target down. It must succeed on a Dexterity saving throw or be knocked {@condition prone} and take bludgeoning damage as it hits the ground. A Medium or smaller creature takes {@damage 1d6} damage, a Large creature takes {@damage 2d6} damage, a Huge creature takes {@damage 3d6} damage, and a Gargantuan creature takes {@damage 4d6} damage."
]
},
{
"type": "entries",
"name": "Hunter's Technique: Persistence",
"entries": [
"When a creature within 30 feet of succeeds a saving throw against one of your hunter spells, you can expend a use of your Hunter's Technique to force it to reroll the save."
]
},
{
"type": "entries",
"name": "Climber",
"entries": [
"When you choose this prey at 3rd level, you gain a climbing speed equal to your walking speed and have advantage on any ability checks or saving throws made to maintain your grip while climbing."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Uncanny Dodge",
"entries": [
"Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Coordinated Strike",
"entries": [
"At 11th level, you learn to coordinate your attacks with your allies on your quarry. When you use your Hunter's Mark, you can choose a friendly creature within 60 feet of you. That creature's weapon attacks also deal an extra {@damage 1d6} damage of the weapon's type to the marked target.",
"This effect ends if you fall {@condition unconscious}, use your Hunter's Mark on another creature, or dismiss it as a bonus action."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Become Immense",
"entries": [
"At 15th level, you gain the power to bolster your size in order to face large foes. When you cast {@spell enlarge/reduce} on yourself to increase your size, you can increase your size by two categories\u2014from Medium to Huge, for example, instead of just one category, for the spell's duration. This growth quadruple your size all dimensions, multiplying your weight by 64. If there isn't enough room for you to quadruple your size, you attain the maximum possible size in the space available. You gain all the effects of the enlarge option, and your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal {@damage 2d8} extra damage (instead of the spell's 1d4 extra damage) and your reach with these weapons is doubled.",
"Once you use this feature, you must finish a long rest before you can use it again."
]
}
]
}
]
],
"source": "Hunter",
"shortName": "Colossus Slayer"
},
{
"name": "Mage Hunter",
"subclassFeatures": [
[
{
"name": "Mage Hunter",
"entries": [
"Trained in the arcane, Mage Hunters are hunters that specialize in subduing spellcasters. From the subtle flick of a wrist, to the whispers of an incantation in the wind, these hunters are well versed in the signs of magic, being practitioners of magic themselves.",
{
"type": "entries",
"name": "Prey Spells",
"entries": [
"You gain prey spells at the hunter levels listed.",
{
"type": "table",
"caption": "Mage Hunter Spells",
"colLabels": [
"Hunter Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"3rd",
"{@spell detect magic}, {@spell shield}"
],
[
"5th",
"{@spell magic weapon}, {@spell silence}"
],
[
"9th",
"{@spell counterspell}, {@spell dispel magic}"
],
[
"13th",
"{@spell hallucinatory terrain}, {@spell locate creature}"
],
[
"17th",
"{@spell circle of power}, {@spell synaptic static|XGE}"
]
]
},
{
"name": "Variant: Alternative Spells",
"type": "inset",
"entries": [
"For players who do not have access to Xanathar's Guide to Everything, the following spell in the Mage Hunter Spells can be replaced:",
"17th - {@spell synaptic static|XGE} with {@spell dream}"
]
}
]
},
{
"type": "entries",
"name": "Hunter's Technique: Copy Cast",
"entries": [
"As a reaction when you see a creature cast a cantrip or spell within 60 feet of you, you can expend a use of your Hunter's Technique to make an ability check using your spellcasting ability to attempt to copy the cantrip or spell. The DC equals 10 + the spell's level (DC 10 for cantrips). On a success, you know the cantrip or spell and can cast it as if it were a hunter spell for 1 minute."
]
},
{
"type": "entries",
"name": "Hunter's Technique: Enchant Weapon",
"entries": [
"As a bonus action, you can expend a use of your Hunter's Technique to imbue one weapon that you are holding with arcane energy. For 1 minute, you add your Wisdom modifier to damage rolls made with that weapon (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration.",
"You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall {@condition unconscious}, this effect ends."
]
},
{
"type": "entries",
"name": "Arcanist Training",
"entries": [
"When you choose this prey at 3rd level, you gain proficiency in the Arcana skill and learn one cantrip of your choice from the wizard spell list. Wisdom is your spellcasting ability for the cantrip."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Iron Mind",
"entries": [
"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)."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Mage's Bane",
"entries": [
"At 11th level, you hone your skills to quickly analyze and shut down spellcasters. When you see the target of your Hunter's Mark casting a spell, you can use your reaction to make one weapon attack at the target. On a hit, the creature must succeed on a Wisdom saving throw against your spell save DC or its spell fails and is wasted."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Battle Magic",
"entries": [
"At 15th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a hunter spell, you can make one weapon attack as a bonus action."
]
}
]
}
]
],
"source": "Hunter",
"shortName": "Mage Hunter"
},
{
"name": "Demon Slayer",
"subclassFeatures": [
[
{
"name": "Demon Slayer",
"entries": [
"Specialized to face the most profane of creatures, these hunters fight undead, fiends, and other creatures of the night. Experts in wounding, tracking, and crushing their quarry, these hunters are fearless in the face of death.",
{
"type": "entries",
"name": "Prey Spells",
"entries": [
"You gain prey spells at the hunter levels listed.",
{
"type": "table",
"caption": "Demon Slayer Spells",
"colLabels": [
"Hunter Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"3rd",
"{@spell divine favor}, {@spell shield of faith}"
],
[
"5th",
"{@spell gentle repose}, {@spell Nystul's magic aura}"
],
[
"9th",
"{@spell remove curse}, {@spell speak with dead}"
],
[
"13th",
"{@spell aura of life}, {@spell death ward}"
],
[
"17th",
"{@spell dawn|XGE}, {@spell hallow}"
]
]
},
{
"name": "Variant: Alternative Spells",
"type": "inset",
"entries": [
"For players who do not have access to Xanathar's Guide to Everything, the following spell in the Demon Slayer Spells can be replaced:",
"17th - {@spell dawn|XGE} with {@spell geas}"
]
}
]
},
{
"type": "entries",
"name": "Hunter's Technique: Fortify",
"entries": [
"As a bonus action, you can expend a use of your Hunter's Technique to bolster your resilience. Choose one ability score. For 1 minute, you have advantage on saving throws made using that ability score."
]
},
{
"type": "entries",
"name": "Hunter's Technique: Vicious Wound",
"entries": [
"When you hit a creature with a weapon attack, you can expend a use of your Hunter's Technique to inflict a festering wound, preventing the target from regaining hit points for 1 minute. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check against your technique save DC."
]
},
{
"type": "entries",
"name": "Locate Origin",
"entries": [
"When you choose this prey at 3rd level, you gain the ability to track the source of your slain prey. When the target of your Hunter's Mark is reduced to 0 hit points, you can choose to move your Hunter's Mark to the creature's place of origin.",
"If the creature was created or summoned into this plane, the creator or summoner becomes the target of your Hunter's Mark. If the creature entered the plane by a portal or teleportation magic, the location they first entered this plane becomes the target of your Hunter's Mark. If the creature is native to this plane and was not created by magic, the creature's den, lair, or place of residence becomes the target of your Hunter's Mark."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Unshakable",
"entries": [
"At 7th level, your dealings with the dark has left your spirit unshakable. You can't be charmed, frightened, or possessed."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Undercut Resistances",
"entries": [
"At 11th level, you learn how to make your weapon strikes undercut a creature's resistance. When you hit a creature with a weapon attack, it loses any resistances it has until the end of your next turn."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Regeneration",
"entries": [
"At 15th level, your dealings with the unholy has imparted supernatural healing upon yourself. At the start of each of your turns, you gain temporary hit points equal to 1d6 plus your Wisdom modifier if you are not standing in sunlight."
]
}
]
}
]
],
"source": "Hunter",
"shortName": "Demon Slayer"
},
{
"name": "Horde Breaker",
"subclassFeatures": [
[
{
"name": "Horde Breaker",
"entries": [
"Hunters who specialize in fighting large numbers of foes, Horde Breakers favor agility over raw might, quickly dispatching foe after foe in order to survive. They employ tactics that are capable of effectively disrupting and eliminating large numbers of enemies at once.",
{
"type": "entries",
"name": "Prey Spells",
"entries": [
"You gain prey spells at the hunter levels listed.",
{
"type": "table",
"caption": "Horde Breaker Spells",
"colLabels": [
"Hunter Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"3rd",
"{@spell burning hands}, {@spell thunderwave}"
],
[
"5th",
"{@spell mirror image}, {@spell shatter}"
],
[
"9th",
"{@spell conjure barrage}, {@spell enemies abound|XGE}"
],
[
"13th",
"{@spell confusion}, {@spell wall of fire}"
],
[
"17th",
"{@spell antilife shell}, {@spell cloudkill}"
]
]
},
{
"name": "Variant: Alternative Spells",
"type": "inset",
"entries": [
"For players who do not have access to Xanathar's Guide to Everything, the following spell in the Demon Slayer Spells can be replaced:",
"9th - {@spell enemies abound|XGE} with {@spell slow}"
]
}
]
},
{
"type": "entries",
"name": "Hunter's Technique: Nimble Evasion",
"entries": [
"As a reaction to being targeted by an attack or being forced to make a Dexterity saving throw, you can expend a use of your Hunter's Technique to take the Dodge action. Additionally, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage before the start of your next turn, you instead take no damage if you succeed on the saving throw, and only half damage if you fail."
]
},
{
"type": "entries",
"name": "Hunter's Technique: Shift Focus",
"entries": [
"When you reduce the target of your Hunter's Mark to 0 hp, you can expend a use of your Hunter's Technique to shift the mark to another creature you can see within 90 feet of you. Doing so does not consume a use of your Hunter's Mark."
]
},
{
"type": "entries",
"name": "Follow Footprints",
"entries": [
"When you choose this prey at 3rd level, whenever you make any Wisdom (Perception) or Wisdom (Survival) check to track or find a group of 4 or more creatures, your proficiency bonus is doubled if it applies to the check."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Escape the Horde",
"entries": [
"At 7th level, you learn to evade blows when you maneuver yourself out of the fray. Opportunity attacks against you are made with disadvantage."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Multiattack",
"entries": [
"At 11th level, you learn to strike fast and hard against the oncoming hoard. You gain both of the following features:",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Volley",
"entries": [
"You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target."
]
}
]
},
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Whirlwind Attack",
"entries": [
"You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target."
]
}
]
}
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Horde Tactics",
"entries": [
"At 15th level, you learn to press the attack with your allies to overwhelm your foes. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}. Additionally, when you hit a creature with an attack while within 5 feet of it, it has disadvantage on all attack rolls against targets other than you until the end of your next turn."
]
}
]
}
]
],
"source": "Hunter",
"shortName": "Horde Breaker"
},
{
"name": "Blood Hunter",
"subclassFeatures": [
[
{
"name": "Blood Hunter",
"entries": [
"The blood carries many curses that if left unchecked spread rampant across the lands. It is the duty of Blood Hunters to scour the lands for signs of infection and wipe them out, no matter the cost.",
{
"type": "entries",
"name": "Prey Spells",
"entries": [
"You gain prey spells at the hunter levels listed.",
{
"type": "table",
"caption": "Blood Hunter Spells",
"colLabels": [
"Hunter Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"3rd",
"{@spell bane}, {@spell inflict wounds}"
],
[
"5th",
"{@spell blindness/deafness}, {@spell crown of madness}"
],
[
"9th",
"{@spell bestow curse}, {@spell vampiric touch}"
],
[
"13th",
"{@spell aura of purity}, {@spell blight}"
],
[
"17th",
"{@spell contagion}, {@spell dream}"
]
]
}
]
},
{
"type": "entries",
"name": "Hunter's Technique: Crimson Rite",
"entries": [
"As a bonus action, you can expend a use of your Hunter's Technique to empower your weapons with blood. You take {@damage 1d6} necrotic damage, which ignores resistance and immunity, and sheathe your weapons and ammunition in blood for 1 minute. Your weapons and ammunition become silvered, and when you hit a creature that has less than half of its maximum hit points, it takes an additional {@damage 1d6} necrotic damage."
]
},
{
"type": "entries",
"name": "Hunter's Technique: Infusion",
"entries": [
"As a bonus action, you can expend a use of your Hunter's Technique to resupply your body with blood. You regain hit points equal to {@dice 1d6} + your hunter level."
]
},
{
"type": "entries",
"name": "Bloodhound",
"entries": [
"When you choose this prey at 3rd level, you learn to track your prey through the scent of their blood. Whenever you make any Intelligence (Investigation) or Wisdom (Survival) check to track or find a a creature whose blood you have a sample of, your proficiency bonus is doubled if it applies to the check."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Profaned Blood",
"entries": [
"At 7th level, your mastery of the blood flowing through you makes you immune to disease and poison."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Spilled Blood",
"entries": [
"At 11th level, you can channel the blood from your wounds into your crimson rite. When a creature lands a critical hit on you, or when you land a critical hit on a creature, you can use your reaction to activate your Hunter's Technique: Crimson Rite without taking necrotic damage or expending a use of your Hunter's Technique."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Blood Curse",
"entries": [
"At 15th level, you learn to emulate to the effects of the blood curse you seek to eliminate, granting you supernatural fortitude. As a bonus action, you can draw upon the power of the curse and gain the following benefits:",
{
"type": "list",
"items": [
"You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.",
"A creature that hits you with a melee attack while within 5 feet of you takes {@damage 1d6} necrotic damage.",
"When you hit a creature with a weapon attack, you regain hit points equal to your Constitution modifier (minimum of 1 hit point) if you have taken any damage since the end of your last turn."
]
},
"This curse lasts for 1 minute. It ends early if you are knocked {@condition unconscious}. You can also end this curse on your turn as a bonus action.",
"Once you use this feature, you must finish a short or long rest before you can use it again."
]
}
]
}
]
],
"source": "Hunter",
"shortName": "Blood Hunter"
},
{
"name": "Plane Keeper",
"subclassFeatures": [
[
{
"name": "Plane Keeper",
"entries": [
"Plane Keepers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These hunters are also friends to any forces in the multiverse\u2013especially benevolent dragons, fey, and elementals\u2013that work to preserve life and the order of the planes.",
{
"type": "entries",
"name": "Prey Spells",
"entries": [
"You gain prey spells at the hunter levels listed.",
{
"type": "table",
"caption": "Plane Keeper Spells",
"colLabels": [
"Hunter Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"3rd",
"{@spell protection from evil and good}, {@spell sanctuary}"
],
[
"5th",
"{@spell misty step}, {@spell rope trick}"
],
[
"9th",
"{@spell blink}, {@spell haste}"
],
[
"13th",
"{@spell banishment}, {@spell dimension door}"
],
[
"17th",
"{@spell contact other plane}, {@spell dispel evil and good}"
]
]
}
]
},
{
"type": "entries",
"name": "Hunter's Technique: Ethereal Step",
"entries": [
"You can expend a use of your Hunter's Technique as a bonus action on your turn to infuse yourself with astral energies and become ethereal. Until the end of your turn, you can move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object or creature, you are ejected into the nearest unoccupied space and take 5 force damage."
]
},
{
"type": "entries",
"name": "Hunter's Technique: Force Chains",
"entries": [
"When you hit a creature with a weapon attack, you can expend a use of your Hunter's Technique to attempt to bind it with planar energies. The target must succeed on a Strength saving throw or be {@condition grappled} for 1 minute. If the target is a creature that is not native to the plane you are in, it takes additional force damage equal to your hunter level and is {@condition restrained} while it is {@condition grappled}. A creature {@condition grappled} by this ability can use an action to make a Strength check against your technique save DC, ending the effect on a success."
]
},
{
"type": "entries",
"name": "Planar Warrior",
"entries": [
"At 3rd level you can spend 1 hour magically bond to a weapon that you are holding, granting it a pocket plane from which you summon it. While bonded to a weapon, you can summon it as a bonus action on your turn, opening a tear in space leading to the weapon's pocket plane.",
"You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Spectral Defense",
"entries": [
"By 7th level, your ability to move between planes allows you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage, you can use your reaction to give yourself resistance to all damage until the end of the turn."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Stutter Strike",
"entries": [
"At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before or after each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Astral Rift",
"entries": [
"At 15th level, your extraplanar experiences have granted you the ability to walk the rift between worlds. When you are in the Astral Plane, you can use your normal movement speed. Additionally, you can create a rift to the Astral Plane as an action, filling a 100-foot cube originating from you. For 1 minute, the area becomes filled with the essence of the Astral Plane. Each creatures aside from you inside the area can't use its normal movement speed, and instead has a movement speed (in feet) equal to 3 × its Intelligence score.",
"When a creature starts its turn within the area or enters the area for the first time on its turn, you can force it to make an Intelligence saving throw against your hunter spell save DC. The target takes {@damage 2d10} psychic damage on a failed save. If it fails this saving throw by 5 or more, it is {@condition stunned} until the end of its turn.",
"Once you create a rift, you can't do so again until you finish a long rest."
]
}
]
}
]
],
"source": "Hunter",
"shortName": "Plane Keeper"
},
{
"name": "Night Stalker",
"subclassFeatures": [
[
{
"name": "Night Stalker",
"entries": [
"Night Stalkers are at home in the darkest places: deep under the surface, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Night Stalker ventures boldly into the darkness, seeking to ambush the threats of the deep such as umberhulks, goblins, kobolds and illithids. Such hunters are often found in the Underdark, but they will go any place where monsters lurk in the shadows.",
{
"type": "entries",
"name": "Prey Spells",
"entries": [
"You gain prey spells at the hunter levels listed.",
{
"type": "table",
"caption": "Night Hunter Spells",
"colLabels": [
"Hunter Level",
"Spells"
],
"colStyles": [
"col-3 text-center",
"col-9"
],
"rows": [
[
"3rd",
"{@spell alarm}, {@spell detect poison and disease}"
],
[
"5th",
"{@spell darkvision}, {@spell invisibility}"
],
[
"9th",
"{@spell clairvoyance}, {@spell nondetection}"
],
[
"13th",
"{@spell greater invisibility}, {@spell locate creature}"
],
[
"17th",
"{@spell mislead}, {@spell passwall}"
]
]
}
]
},
{
"type": "entries",
"name": "Hunter's Technique: Deceive Senses",
"entries": [
"As an action, you can expend a use of your Hunter's Technique to trick the senses of a creature. Choose a creature within 30 feet of you. The target must succeed on a Wisdom saving throw or be unable to perceive you with sight, smell, hearing, blindsight, or tremorsense for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success."
]
},
{
"type": "entries",
"name": "Hunter's Technique: Dread Ambush",
"entries": [
"When you roll initiative and are not surprised, or as a bonus action on your turn, you can expend a use of your Hunter's Technique to cloak yourself with umbral magic for 1 minute. Until you cast a spell, force a creature to make a saving throw, or make a weapon attack, you are {@condition invisible} and your speed increases by 10 feet.",
"If this effect ends due to making a weapon attack against a creature, the attack deals additional psychic damage equal to your hunter level."
]
},
{
"type": "entries",
"name": "Umbral Senses",
"entries": [
"At 3rd level, your experience with dimly lit environments has allowed you to detect things even in low light. Dim light doesn't impose disadvantage on checks that rely on sight.",
"Additionally, being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Cloak of Darkness",
"entries": [
"Beginning at 7th level, you can empty your mind to hide your presence. While in dim light or darkness, you are immune to any effect that would sense your emotions or read your thoughts and have resistances to psychic damage.",
"Additionally, while you are in darkness, you are {@condition invisible} to any creature that relies on darkvision to see you in that darkness."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Symphony of the Night",
"entries": [
"Starting at 11th level, you can sing to the shadows around you, twisting them to encircle you. As a bonus action on your turn, you can exude an aura of darkness in a 30-foot radius around you until the start of your next turn. Any bright light within the aura becomes dim light, and any dim light becomes darkness.",
"Additionally, whenever you hit a creature that is in dim light or darkness with a weapon attack, the creature takes an extra {@damage 1d8} psychic damage."
]
}
]
}
],
[
{
"entries": [
{
"type": "entries",
"name": "Shadow Clone",
"entries": [
"At 15th level, you have learned methods to deceive your prey, striking both their body and mind. As an action while you are standing in dim light or darkness, you can create a shadowy replica of yourself, which appears in your space and lasts until you dismiss it as a bonus action or use this feature again. The replica is instantly destroyed if it is exposed to bright light, if it is subject to fire or radiant damage, or is targeted by any effect that dispels magic.",
"The replica's appearance, weight, size, and smell are identical to yours, and produces sounds as you do. It has no thoughts, and creatures with truesight can perceive it as a shadowy mass and are immune to the replica's attacks. The replica is immune to all damage and effects, but reacts realistically to being struck. It can occupy the spaces of other creatures. On your turn, you can mentally command the replica to move up to 30 feet in any direction (no action required), to a space you can see.",
"While the replica is in your space, creatures that don't have truesight or see the replica for what it is have disadvantage on attacks made against you. When you take the Attack action on your turn, you can attack as if you were in the replica's space, but you must use your own senses. If you do so, the attack deals psychic damage instead of its normal type.",
"If a creature within 30 feet of the replica uses its action to examine it, the creature can make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can perceive the replica as a mass of shadowy darkness, becomes unaffected by this particular replica's attacks, and has advantage on Intelligence (Investigation) checks made to examine all replicas created by you for the next 24 hours.",
"Once you use this feature, you must finish a short or long rest before you can use it again."
]
}
]
}
]
],
"source": "Hunter",
"shortName": "Night Stalker"
}
],
"classSpells": [
{
"name": "Absorb Elements",
"source": "XGE"
},
"Alarm",
"Animal Friendship",
{
"name": "Beast Bond",
"source": "XGE"
},
"Cure Wounds",
"Detect Magic",
"Detect Poison and Disease",
"Ensnaring Strike",
"Entangle",
"Find Familiar",
"Fog Cloud",
"Goodberry",
"Hail of Thorns",
"Jump",
"Longstrider",
"Purify Food and Water",
{
"name": "Snare",
"source": "XGE"
},
"Speak with Animals",
{
"name": "Zephyr Strike",
"source": "XGE"
},
"Animal Messenger",
"Barkskin",
"Beast Sense",
"Cordon of Arrows",
"Darkvision",
{
"name": "Earthbind",
"source": "XGE"
},
{
"name": "Find Greater Familiar",
"source": "Hunter"
},
{
"name": "Healing Spirit",
"source": "XGE"
},
{
"name": "Howling Wind",
"source": "Hunter"
},
"Lesser Restoration",
"Locate Animals or Plants",
"Locate Object",
{
"name": "Mark of the Leech",
"source": "Hunter"
},
{
"name": "Mark of the Prey",
"source": "Hunter"
},
{
"name": "Mark of the Storm",
"source": "Hunter"
},
{
"name": "Mark of the Wild",
"source": "Hunter"
},
"Melf's Acid Arrow",
"Moonbeam",
"Pass without Trace",
"Protection from Poison",
{
"name": "Skywrite",
"source": "XGE"
},
"Silence",
"Spider Climb",
"Spike Growth",
"Conjure Animals",
"Conjure Barrage",
"Daylight",
"Elemental Weapon",
"Feign Death",
{
"name": "Flame Arrows",
"source": "XGE"
},
{
"name": "Junglerazer",
"source": "Hunter"
},
"Lightning Arrow",
"Nondetection",
"Plant Growth",
"Protection from Energy",
"Speak with Plants",
"Water Breathing",
"Water Walk",
"Wind Wall",
"Charm Monster",
"Conjure Woodland Beings",
"Dominate Beast",
"Freedom of Movement",
"Giant Insect",
"Grasping Vine",
{
"name": "Guardian of Nature",
"source": "XGE"
},
"Locate Creature",
"Stoneskin",
"Awaken",
"Commune with Nature",
"Conjure Volley",
"Hold Monster",
{
"name": "Steel Wind Strike",
"source": "XGE"
},
"Steel Wind StrikeXGE",
"Swift Quiver",
"Tree Stride",
{
"name": "Wrath of Nature",
"source": "XGE"
}
],
"fluff": [
{
"entries": [
"Rough and wild looking, a human stalks alone through the shadows of the trees, hunting a horde of goblins he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.",
"After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another, sundering the dragon's thick scales.",
"Leaping back, a half-elf narrowly evades a grave blow from a towering stone giant, as its club leaves a large crater in the ground. With deft steps, he darts up the titan's arm, longsword drawn as he rushes for the giant's throat.",
"Stepping past a cowering guard, a dwarf strides boldly onward through the dingy back alley. Behind him lies half a dozen battered men, bandits that would dare stand between him and his quarry.",
"Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, hunters keep their watch.",
{
"type": "entries",
"name": "Deadly Predators",
"entries": [
"Warriors of the wilderness, hunters specialize in bringging down the monsters that threated the edges of civilization\u2014\u2014humanoid raiders, rampaging beats and monstrosities, terrible giants, ghosts and demons, and deadly dragons. Each hunter's techniques are efficiently designed to combat the prey they hunt, employing various tactics to disable and destroy their quarry. Often, hunters' study of their prey leads to adoption of tactics from the very prey they hunt.",
"Their experience with their prey and the wild lands they inhabit allows hunters to harness nature's power to cast spells, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A hunter's talents and abilities are flexible, able to be tailored to suit any situation that may stand between them and their prey."
]
},
{
"type": "entries",
"name": "Independent Adventurers",
"entries": [
"Though a hunter may make a living as a guide or a tracker, a hunter's true calling lies with hunting down its prey in the wild. Many hunters are independent almost to a fault, knowing that, when a dragon or horde of goblins attacks, a hunter may the the first\u2014and possibly the last\u2014line of defense.",
"This fierce independence makes hunters well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, hunters respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization's foes are worthy any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways."
]
},
{
"type": "entries",
"name": "Creating a Hunter",
"entries": [
"As you create your hunter character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the hunter's ways? Did you leave your apprenticeship, or was your mater slain\u2014perhaps by the same kind of monster that became your favored prey? Or perhaps you learned your skills as part of a band of hunters associated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the harsh wilderness.",
"What's the source of your particular hatred of a certain kind of prey? Did a monster kill someone you loved or destroy your home village? Or did you see to much destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from the silent solitude that they offer?",
{
"type": "entries",
"name": "Quick Build",
"entries": [
"You can make a hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). If you plan to adopt the Bounty Hunter prey, make Strength your highest ability score. Your next-highest score should be Wisdom or Constitution, depending on whether you want to focus on ranged combat or melee combat respectively. Second, choose the outlander background."
]
}
]
}
],
"source": "Hunter",
"page": 1,
"name": "Hunter",
"type": "section"
}
],
"page": 1
}
],
"spell": [
{
"name": "Find Greater Familiar",
"source": "Hunter",
"page": 16,
"level": 2,
"school": "C",
"time": [
{
"number": 10,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier",
"cost": 5000,
"consume": true
}
},
"duration": [
{
"type": "instant"
}
],
"meta": {
"ritual": false
},
"entries": [
"You gain the service of a familiar, a spirit that takes an animal form you choose, of a beast with a challenge rating of 1/2 or lower. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.",
"Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. Your familiar can use your spell attack modifier in place of its own modifier for weapon attacks, and its natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When it hits a creature with a weapon attack, it is considered as one of your own weapon attacks for the purposes of spells and effects such as Hunter's Mark.",
"When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.",
"While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.",
"As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.",
"You can't have more than one familiar at a time. If you cast this spell (or the {@spell find familiar} spell) while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms allowed by the spell. Your familiar transforms into the chosen creature.",
"Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using certain higher-level spell slots, the challenge rating of the beast that you can choose increases: to a challenge rating of 1 or lower with a 3rd-level slot, a challenge rating of 2 or lower with a 4th-level slot, or a challenge rating of 3 or lower with a slot of 5th-level or higher."
]
}
],
"miscTags": [
"PRM",
"SMN",
"SGT"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
}
]
}
},
{
"name": "Howling Wind",
"source": "Hunter",
"page": 17,
"level": 2,
"school": "C",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 30
}
},
"components": {
"v": true,
"s": true
},
"duration": [
{
"type": "timed",
"duration": {
"type": "minute",
"amount": 1
},
"concentration": true
}
],
"meta": {
"ritual": false
},
"entries": [
"You summon an elemental spirit of wind that takes on the form of a {@creature wolf} and appears in unoccupied space you can see within range. The elemental uses a {@creature wolf}'s statistics, except that it is an elemental instead of a beast, has resistance to bludgeoning, piercing, and slashing damage, has a fly speed of 60 feet, and its movement doesn't provoke opportunity attacks. Additionally, creatures within 10 feet of the elemental are {@condition deafened}.",
"The elemental is friendly to you and your companions, and acts on your initiative. When you cast the spell, you can command the elemental to move up to its speed and make an attack, using your spell attack modifier and spell save DC instead of its own attack bonus and save DC. Until the spell ends, you can use a bonus action to command the elemental again. If you don't issue any commands to it, the elemental takes the Dodge action.",
"A summoned creature disappears when it drops to 0 hit points or when the spell ends.",
"The DM has the creature's statistics."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a slot of 4th level or higher, you conjure another elemental for every two slot levels above 2nd. Each additional elemental appears in an unoccupied space you can see within range, and you can command all elementals conjured by this spell as part of the same bonus action."
]
}
],
"miscTags": [
"SMN",
"SGT"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Junglerazer",
"source": "Hunter",
"page": 17,
"level": 3,
"school": "N",
"time": [
{
"number": 1,
"unit": "action"
}
],
"range": {
"type": "line",
"distance": {
"type": "feet",
"amount": 100
}
},
"components": {
"v": true,
"s": true,
"m": "a pinch of ash from a burnt plant"
},
"duration": [
{
"type": "instant"
}
],
"meta": {
"ritual": false
},
"entries": [
"You send forth a blast of withering magic, forming a line 100 feet long and 10 feet wide from you in a direction you choose. Each beast, fey, or plant creature in the line must make a Constitution saving throw. A creature takes {@damage 4d10} necrotic damage on a failed save, or half as much damage on a successful one.",
"The spell destroys nonmagical plants and vegetation in the area, clearing away any such difficult terrain caused by them and reducing them to ash. Plants created by the {@spell entangle} or {@spell plant growth} spells in the area are also destroyed."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@scaledamage 4d10|3-9|1d10} and the length of the line increases by 20 feet for each slot level above 3rd."
]
}
],
"damageInflict": [
"necrotic"
],
"savingThrow": [
"constitution"
],
"areaTags": [
"L"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Mark of the Leech",
"source": "Hunter",
"page": 17,
"level": 2,
"school": "N",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 90
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "a leech"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
},
"concentration": true
}
],
"meta": {
"ritual": false
},
"entries": [
"You choose a creature you can see within range and mark it with draining energy. Until the spell ends, each time the target regains hit points, it takes necrotic damage equal to half the hit points it regained, and you gain temporary hit points equal to the necrotic damage taken and become aware of its location.",
"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range."
],
"miscTags": [
"SGT"
],
"areaTags": [
"ST"
],
"damageInflict": [
"necrotic"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Mark of the Prey",
"source": "Hunter",
"page": 17,
"level": 2,
"school": "E",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 90
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "a drop of rabbit's blood"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
},
"concentration": true
}
],
"meta": {
"ritual": false
},
"entries": [
"You choose a creature you can see within range and mark it as prey for beasts of the wild. Until the spell ends, each beast that starts its turn within 120 feet of the target becomes aware of its location and is hostile to the target, regarding it as prey to be hunted.",
"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range."
],
"miscTags": [
"SGT"
],
"areaTags": [
"ST"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Mark of the Storm",
"source": "Hunter",
"page": 17,
"level": 2,
"school": "V",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 90
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "a piece of iron"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
},
"concentration": true
}
],
"meta": {
"ritual": false
},
"entries": [
"You choose a creature you can see within range and mark it as a lightning rod for the wrath of the storm. Until the spell ends, dark storm clouds form in the shape of a cylinder that is 10 feet tall with a 30-foot radius, centered on a point at least 300 feet above the target. When you cast the spell and every hour that passes before the spell ends, the target must succeed on a Dexterity saving throw, taking {@damage 1d12} lightning damage on a failed save, or half as much damage on a success. Until the spell ends, you can use a bonus action on your turn to call down lightning in this way again if you can see the target.",
"If the target goes indoors or has cover from above, the lightning will instead strike the structure directly above the target.",
"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range."
],
"miscTags": [
"SGT"
],
"areaTags": [
"ST"
],
"damageInflict": [
"lightning"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Mark of the Wild",
"source": "Hunter",
"page": 18,
"level": 2,
"school": "T",
"time": [
{
"number": 1,
"unit": "bonus"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 90
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "a grape"
}
},
"duration": [
{
"type": "timed",
"duration": {
"type": "hour",
"amount": 8
},
"concentration": true
}
],
"meta": {
"ritual": false
},
"entries": [
"You choose a creature you can see within range and mark it with verdant energy. Until the spell ends, any fertile soil near the target grows with vines and plants, becoming difficult terrain for it. These plants recede back into the ground after the target moves away. Additionally, if the target spends at least 1 minute in the same space of fertile soil, it becomes {@condition restrained} by sprouting vines. A creature {@condition restrained} by the vines can use its action to make a Strength check against your spell save DC. On a success, it frees itself. The vines can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).",
"If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature that you can see within the spell's range."
],
"miscTags": [
"SGT"
],
"areaTags": [
"ST"
],
"opposedCheck": [
"strength"
],
"conditionInflict": [
"restrained"
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
},
{
"name": "Survey Terrain",
"source": "Hunter",
"page": 18,
"level": 2,
"school": "D",
"time": [
{
"number": 1,
"unit": "minute"
}
],
"range": {
"type": "point",
"distance": {
"type": "feet",
"amount": 60
}
},
"components": {
"v": true,
"s": true,
"m": {
"text": "a crystal"
}
},
"duration": [
{
"type": "instant"
}
],
"meta": {
"ritual": false
},
"entries": [
"You create a mental image of the terrain in a location you choose within range. The area of this spell consists of up to three 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. You become aware of any creatures, objects that bear magic, and the layout and any mechanical intricacies within the area."
],
"entriesHigherLevel": [
{
"type": "entries",
"name": "At Higher Levels",
"entries": [
"When you cast this spell using a spell slot of 3rd level or higher, you create an additional 10-foot cube for each slot level above 2nd."
]
}
],
"classes": {
"fromClassList": [
{
"name": "Hunter",
"source": "Hunter"
},
{
"name": "Druid",
"source": "PHB"
}
]
}
}
]
}
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