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LVL Pro F Heart Points Heart/ Round Features

This document describes the class features of a Night Hunter character class, including: 1) Increased hit points, proficiencies in weapons, armor, skills and saving throws as the Night Hunter levels up. 2) A pool of "Heart points" that can be spent to fuel various class abilities, such as summoning a magical "Heart weapon" that deals extra damage. 3) Selection of a Fighting Style that confers bonuses in combat, such as Archery or Great Weapon Fighting. 4) Ability to summon a "Side weapon" that can be used with a bonus action to perform various magical attacks, such as firing holy bolts or slowing enemies with time magic. 5

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chris hoffman
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0% found this document useful (0 votes)
80 views11 pages

LVL Pro F Heart Points Heart/ Round Features

This document describes the class features of a Night Hunter character class, including: 1) Increased hit points, proficiencies in weapons, armor, skills and saving throws as the Night Hunter levels up. 2) A pool of "Heart points" that can be spent to fuel various class abilities, such as summoning a magical "Heart weapon" that deals extra damage. 3) Selection of a Fighting Style that confers bonuses in combat, such as Archery or Great Weapon Fighting. 4) Ability to summon a "Side weapon" that can be used with a bonus action to perform various magical attacks, such as firing holy bolts or slowing enemies with time magic. 5

Uploaded by

chris hoffman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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LVL Pro Heart Heart/ Features

f points round
1 +2 2 1 Heart, heart weapon 1
2 +2 3 1 Fighting style, Side weapon 1
3 +2 4 1 Hunter’s path, supernatural sense
4 +2 5 2 Ability up or feat
5 +3 6 2 Extra attack
6 +3 7 2 Sub class feature
7 +3 8 2 Heart weapon 2 , Action surge 1
8 +3 9 3 Ability up or feat
9 +4 10 3 Side weapon 2, Hunter’s Brew
10 +4 12 3 Hunter’s soul
11 +4 14 3 Extra attack x2
12 +4 16 4 Ability up or feat
13 +5 18 4 Heart weapon 3
14 +5 20 4 Subclass feature
15 +5 22 4 Side weapon 3
16 +5 24 5 Ability up or feat
17 +6 26 5 Hunter’s Body, action surge 2
18 +6 28 5 Ability up or feat
19 +6 30 5 Subclass feature
20 +6 32 6 Soul weapon
Class Features

As a Night Hunter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Night hunter level


Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Armor: light armor, medium armor


Weapons: Simple weapons, martial weapons
Tools: choose 1
Saving Throws: Dex, Cha
Skills: Choose three skills from, Acrobatics, Atheletics, Arcana, Intimidation, Investigation, Perception,
Persuasion, Religion, Survival

Heart: The night hunter gains a pool of spiritual energy that may be used to fuel their various abilities.
Consult the above table to determine how many heart points a character has and how many may be
spent per turn. The ability for any heart feature is Cha and saves are determined in the usual fashion.
Heart is regained on a short or long rest. Whenever a foe is slain within 15’ of a Night hunter they may
use their reaction to make a cha save difficulty 12 to regain 1 heart.

Heart weapon 1:

 You may summon your Heart weapon as an action.


 You can transform one magic weapon into your Heart weapon by performing a special
ritual while you hold the weapon. You perform the ritual over the course of 1 hour,
which can be done during a short rest.
 You can then dismiss the weapon, shunting it into an extradimensional space, and it
appears whenever you summon your Heart weapon thereafter. You can't affect an
artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if
you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour
ritual to break your bond to it. The weapon appears at your feet if it is in the
extradimensional space when the bond breaks
 Reduce the weapon’s damage die by 1 (unless its already a d4) then add a second die.
(i.e. 1d8 becomes 2d6.)
 Counts as a magical weapon for purposes of overcoming resistance.
 Radiant Smite – when you successfully make an attack you may spend x heart to deal
xd8R damage

Fighting Style: 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.

 Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively
see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you
can see an invisible creature within that range, unless the creature successfully hides from you.

 Defense. 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.

 Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a
melee weapon that you are wielding with two hands, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile
property for you to gain this benefit.

 Interception. When a creature you can see hits a target, other than you, within 5 feet of you
with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your
proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or
martial weapon to use this reaction.

 Protection. When a creature you can see attacks a target other than you that is within 5 feet of
you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding
a shield.
 Superior Technique. You learn one maneuver of your choice from among those available to
the Battle Master archetype. If a maneuver you use requires your target to make a saving throw
to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice.)

o You gain one superiority die, which is a d6 (this die is added to any superiority dice you
have from another source). This die is used to fuel your maneuvers. A superiority die is
expended when you use it. You regain your expended superiority dice when you finish a
short or long rest.

 Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the
attack you make with the weapon.

o In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2
bonus to the damage roll.

 Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability
modifier to the damage of the second attack.

 Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your
Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the
attack roll, the d6 becomes a d8.

o At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature
grappled by you.

 Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a
hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore
half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to
attack rolls on ranged attacks.

Side weapon 1: Choose One of the side weapon options. As a bonus action you may use one of
the abilities of the side weapon(s) you have at your disposal. Choose another side weapon for
your arsenal at levels 9 and 15.

Holy Blade

Heart Spent Effect


1 Ranged attack 60’ 1d4P+1d4R+stat mod to 1 target.
2 Ranged attack 60’ 1d4P+1d4R+stat mod to 2 targets, or both at 1.
3 Ranged attack 60’ 2d4P+2d4R+stat mod to 2 targets or both at 1.
4 May may 1 attack against all targets withing 30’ dealing 2d4P and 2d4R =stat
mod.
Cross

Heart Spent Effect


1 30’ line all make a dex save or 3D6R damage or ½ on save
2 50’ line all make a dex save or 3D8R damage or ½ on save
3 25’ radius cylinder centered on you. All inside make dex save or 3d10 damage
½ on save.
4 50’ radius cylinder centered on you. All inside make dex save or 3d10 damage
½ on save.

Holy water

Heart Spent Effect


1 Ranged attack 15’ 3d6R damage. Only works on evil.
2 Ranged attack 15’ 3d8R damage. Only works on evil.
3 Ranged attack 15’ 3d8R damage. All within 5’ make a dex save or take 3d6 R
damage.Only works on evil.
4 All Evil in sight take make dex save @ disadvantage or take 3d10R damage ½
on save.

Holy Word

Heart Spent Effect


1 +2 to saves for 10 minutes.
2 +2 AC for 10 minutes
3 As a reaction cast shield
4 +4 AC +2 saves for 10 minutes

Timepiece

Heart Spent Effect


1 Shift your order in initiative 1 position
2 Shift an allies’ position in initiative 1 position
3 Cast haste(self only)
4 Cast slow on 1 target

Crystal

Heart Spent Effect


1 Moves 120’. Will ricochet. anyone caught in the line makes a wisdom save or
takes 1d10P damage ½ on a save.
2 Moves 120’. Will ricochet. anyone caught in the line makes a wisdom save or
takes 2d10P damage ½ on a save.
3 Moves 240’. Will ricochet. anyone caught in the line makes a wisdom save or
takes 2d10P damage ½ on a save.
4 Moves 360’. Will ricochet. anyone caught in the line makes a wisdom save or
takes 3d10P damage ½ on a save.

Supernatural Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like
heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the
end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that
is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence
you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same
radius, you also detect the presence of any place or object that has been consecrated or desecrated, as
with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long
rest, you regain all expended uses.

Hunter’s Path

Choose one of the 3 Hunter’s paths. They will grant you features at levels 3, 6, 14, and 19.

Saint – pure soul who gains limited cleric abilities .

Diabolist – Uses the tools of the enemy for their own ends. Gains limited warlock abilities.

Heart warrior – the purest form of the class. Specializes in the use of side weapons and heart.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 18th 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. Or you may take a feat.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you
can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at
17th level, you can use it twice before a rest, but only once on the same turn.
Heart Weapon 2

You gain new ways to enhance your heart weapon.

 Enhance weapon: as a bonus action spend 1- 3 heart to give your weapon +1-+3 bonus for 10
minutes
 Defensive flourish: as a reaction spend 2 heart to reduce damage from an attack by you
weapon’s damage roll.
 Radiant charge: as a bonus action spend x heart to charge your weapon with radiant energy. The
next time the weapon kills a target the target explodes. Dealing xd8R damage to all within 10’.

Hunter’s Brew

As an action you may spend 2 heart to create a potion from the following list. The effects of these
potions last 1 minute. It retains its potency for up to 8 hours if not consumed.

 Animal Friendship
 Climbing
 Hill giant Strength
 Growth
 Greater Healing
 Water breathing
 Resistance

Hunter’s Soul

Having survived many horrors, the night hunter has developed the ability to stand strong in the face of
fear and coercion.

 As a reaction spend 1 heart to gain advantage on a Wis Int or Cha save.


 Spend 2 heart to remove Frightened, Stunned, Fogged, or charmed status. You may take
this action even if the status prevents you from doing so. This counts as your full action
for the turn it is done.

Heart Weapon 3

 Crit range is increased to 19 -20


 As a bonus action spend 2 heart and make an attack.
 When you are missed by a melee attack by some who is also in your range, as a reaction you
may spend 3 heart and make an attack against that target.
Hunter’s Body

Your physical endurance is unsurpassed.

 As a reaction you may spend 1 heart to gain advantage on a Str, Dex, or Con roll.
 Spend 2 heart to remove Poisoned, paralyze, blinded or deafened status. You may take this
action even if the status prevents you from doing so. This counts as your full action for the turn
it is done. You may also spend 2 heart to ignore the effects of exhaustion for 8 hours.

Soul Weapon

 As a bonus action spend 5 heart, weapon gains the properties of a Holy Avenger.
 Deals an extra 2d6 radiant damage per hit
 When successfully make an attack, you may spend 3 heart to deal max damage on that
strike.

Hunter’s Path

Saint

Spellcasting

Starting at 3rd level , you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric
cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots

The Saint table shows how many spell slots you have to cast your spells of lst 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.

You prepare the list of Saint spells that are available for you to cast, choosing from the cleric spell list.
When you do so, choose a number of Saint spells equal to your Charisma modifier + your Saint level
(minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric
spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on
your list.

Spellcasting Ability

Charisma is your spellcasting ability for your Saint spells. You use your Charisma whenever a Saint spell
refers to your spellcasting ability. In addition, you use your Saint modifier when setting the saving throw
DC for a Saint spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Level Cantrips Known 1st 2nd 3rd 4th


3 2 2 - - -
4 2 3 - - -
5 2 3 - - -
6 2 3 - - -
7 2 4 2 - -
8 2 4 2 - -
9 2 4 2 - -
10 3 4 3 - -
11 3 4 3 - -
12 3 4 3 - -
13 3 4 3 2 -
14 3 4 3 2 -
15 3 4 3 2 -
16 3 4 3 3 -
17 3 4 3 3 -
18 3 4 3 3 -
19 3 4 3 3 1
20 3 4 3 3 1

Divine Domain

At 3rd level choose a divine domain and gain access to the spells from that domain.

Channel Divinity

At 6th level you gain the use of the channel divinity features of the divine domain you chose at 3 rd level.
You may use the channel divinity once before a long rest.

Strength of Heart

At 14th level you may add 1d8 radiant damage to one weapon or spell attack per turn.

Pure Spirit

At 19th level you may choose to have all damage dealt by allies within 30’ of you become radiant.

You gain resistance to radiant and necrotic damage

Diabolist

Pact Magic

Your research into the arts of the enemy have yield some faculty with their arts. At 3 rd level you learn to
tap into that dark power to use pact magic.
Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of
your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Diabolist table shows how many spell slots you have. The table also shows what the level of those
slots is; all of your spell slots are the same level. To cast one of your DIabolist spells of 1st level or higher,
you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch
Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Diabolist table shows when you learn more warlock spells of your
choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the
table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock
spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Diabolist spells you know and
replace it with another spell from the Diabolist spell list, which also must be of a level for which you
have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Diabolist spells, so you use your Charisma whenever a spell
refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving
throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Diabolist

Level Cantrips known Spells known Spell slots Slot Level


3 2 2 1 1st
4 2 2 1 1st
5 2 2 1 1st
6 2 3 2 2nd
7 2 3 2 2nd
8 2 4 2 2nd
9 2 4 2 2nd
10 3 5 2 3rd
11 3 5 2 3rd
12 3 6 2 3rd
13 3 6 2 3rd
14 3 6 2 3rd
15 3 7 2 3rd
16 3 7 2 3rd
17 3 8 3 4th
18 3 8 3 4th
19 3 9 3 4th
20 3 9 3 4th

Eldritch Invocation

At 3rd level choose an eldritch invocation for which you meet the requirements. You learn additional
invocations at Levels 6 and 14. Any time you would learn a new invocation you may also replace an
invocation you previously learned with another.

Pact Boon

At 6th level you select one of the warlock class’s pact boons.

Eldritch Versatility

At 14th level choose 2 spells from a spell lists other than cleric, you learn them they count as Diabolist
spells for you

Eldritch Insight

As a bonus action you may choose one of the two following effects, this lasts for 1 minute and can be
used once per long rest.

 You gain advantage to saves, foes gain disadvantage on attacks against you.
 You gain advantage on attacks, foes gain disadvantage on savings throws against your effects.

Heart Master

Depth of heart

At 3rd level gain the following benefits

 Gain +1 heart per level


 Max heart expenditure per turn increases by 1.
 Side weapons may be used as a bonus action or an attack action.
The right tool

At 6th level you Gain the following abilities

 May replace side weapons during rests.


 Gain proficiency with 1 skill and 1 tool

Replenish Heart

Starting at 14th level you gain the following benefits.

 As a bonus action you may drain a charge from a magical item and regain 3 heart.
 When regaining hearts from slain foes you receive 2 instead of 1

Weapon Rush
Starting at 19th level as a full round action you may overcharge one of your side weapons.
Double the activation cost (ignore maximum heart per turn) and double all numeric effects of
the side weapon. Saves against any effect from this feature are at disadvantage.

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