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Realm Hunters - 5e Subclass

Following the severence, the barriers between Nysera and the 12 Realms of Magic blurred far more than in past eras. Realmlings, once rare and mostly unheard of by typical Gashyn, soon roamed the land causing all forms of mayhem.   Evallia, now in her full might as lord of the Vaimara Union, was quick to establish a group of elite warriors dedicated to the tracking and elimination of all hostile Realmlings. These Realm Hunters, as they were called, were given the most advanced mechanical weaponry and equipment available, and set out to eradicate any creatures that would threaten the denizens of Nysera. They were given extreme authority to carry out their missions, often bearing ranks well above lesser vassals and lords of the land.   Although the position of Realm Hunter is available to any with the mettle and cunning able to perform the challenges set before them, the highest ranking hunters are almost exclusively Aymahn Tirakel. These rare Tirakel usually dedicate themselves wholly to the Church of Vaim, and carry out their tasks with ruthless fanaticism. It is unsurprising then, that they are often referred to as "Blessed Hunters" or "Divine Warriors" by the Vaimic Clergy.   Although Realm Hunters technically track and hunt any Realmling causing havok, they are best trained to deal with Aleshki (demons), Vyntari and rogue Ahnvala. This leads to them also being frequently called "Demon Killers", "Pale Hunters" or "Ni-Anhval" (lit. Ahnvala Killer). For this reason, they also train in magic which allows them to best deal with the cunning and elusive threats that these creatures present. Oftentimes this may lead them into binding a lesser realming into their service, or using the power of one realm to deal with a realmling of an opposing element.  

Ranger Sub Class

  The following are rules for anyone seeking to become a Realm Hunter in their own DnD 5e game. Realm hunters fit best as a Ranger Subclass (an enclave), as their traits align very similarly to the RPG archetype. There is also an alternative version that can be used for the Blood Hunter, which you can find Blood Hunter Variant.  

Realm Hunter Magic

  Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Realm Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Realm Hunter Spells
Ranger Level Spells
3rd Arcane Weapon
5th See Invisibility
9th Protection from Energy
13th Conjure Minor Elementals
17th Planar Binding
 

Realm Expert

  At 3rd level you have already taken the path to track, hunt and eliminate Realmlings and other non-material creatures. You may choose another favored enemy among the following: abberations, celestials, elementals or fiends. You also learn one language associated with the chosen enemy type.
At 6th level when you choose a Greater Favored Enemy this chosen creature type also becomes a Greater Favored Enemy. You cannot choose the same enemy type twice.


Tools of the Trade

At 3rd level you gain access to some of the advanced weaponry used by Realm Hunters. These items represent the Hunter passing their initiation into the enclave, and oftentimes they receive these items in mysterious packages or caches left for them in a way that only they can find (represented by short and long rests). You gain access to one Hunter Tool of your choice, and always have access to the Hunter's Bow. All Hunter tools can be found in the Hunter Tools section. After each level you may exchange access of one hunter tool for another, except for the Hunter's Bow tool. You also gain proficiency in Tinker's Tools.
At 6th, 9th, 13th and 17th level you gain access to an additional Hunter's Tool of your choice.


Extra Attack

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


Unwavering Focus

  At 7th level your mental training and experience has steeled your mind against the mental assault of Realmlings. You gain resistance to psychic damage and have advantage on constitution saving throws to maintain concentration with your spells.


Elemental Armory

At 11th level your mastery of your Hunter's Tools has allowed you to enhance their capabilities with Realm Magic. When you cast the Arcane Weapon spell you may also apply the effect to any of your Hunter's Tools.

Additionally, you damage options for Arcane Weapon now includes force, necrotic, psychic and radiant.


Always Prepared

At 15th level your expertise with your Hunter's Tools has allowed you to use them at their maximum efficiency. You gain an additional use of each tool per long rest. Additionally, if a Hunter tool requires an action or a weapon attack to use you may instead use it with a bonus action.


Hunter's Tools

The following are all the available Hunter's Tools that can be chosen. Realm hunters are rarely given a surplus of these tools, and often must request for more to be given to them by their enclave if they lose them. You cannot choose the same tool twice unless specified.


Companion Cloak

  This magical cloak can beckon forth minor creatures from the elemental realms to aid you. Once per long rest you may use this cloak to cast Find Familiar. Casting the spell in this way does not require components.

At 15th level you may choose to have your familiar act on your own initiative instead of it's own.


Demon's Feet

A more viscous variant of the common caltrop that arrives as a container of black marble like objects. When thrown they activate and change shape into items resembling twisting claws with tiny barbs attached to each spike. The container this tool comes in contains enough demon's feet to cover up to 15 square feet, which can be spread using an action. Any creature that enters the area must succeed on a Dexterity saving throw or stop moving and take 1d6 + your Wisdom modifier (minimum 1) of piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by half and it takes 1 point of piercing damage for every 5 feet it moves. If no creature entered the space you can spend 1 minute to gather the demons feet and return them to their specialized container. Once used, the demon's feet crumble into a fine black dust and return to you after 24 hours.

At 15th level the damage dice of this tool increases to 1d10 and the damage caused by moving increases by an amount equal to your wisdom modifier.


Hunter's Bow

This tool consists of all the required parts to outfit a crossbow with a rapid fire mechanism. This attachment removes the Loading trait of the weapon along with one feature according to the type of crossbow:     Snap Repeater (Hand Crossbow): You may make a single ranged attack with this each turn using a bonus action.   Sighted Frame (Light Crossbow): You no longer have disadvantage when firing this weapon at short or long range.   Cabled String (Heavy Crossbow): Your favored enemy damage is doubled while using this weapon.    


Hunter Grenades

This tool consists of the equipment and materials required to mix explosive materials into small, hand-held bombs. Each long rest you may craft a number of Powder Bombs equal to 2 + your Wisdom modifier (minimum 1 total). As a weapon attack, you may throw one of these bombs up to 30 ft at a location where it immediately explodes. Each creature within 5 ft of the explosion must make a dexterity saving throw or take 2d6 thunder damage damage and become deafened and blinded until the start of their next turn. On a success, they take half the damage and are neither blinded nor deafened. After 24 hours any hunter grenade you have made become inert and unusable.   At 15th level the damage of your hunter grenades increases by 1d6.  


Impaling blade

This tool can come in many different varieties, but it is almost always some kind of sharp throwing object that can be lodged into a creature or object. Oftentimes it comes as a long throwing knife emblazoned with the Enclave the Realm Hunter associates with. An impaling blade is a unique weapon with following traits: 1d6 piercing damage, thrown (range 30/80), light, finesse.
Once per long rest when you hit a creature with an impaling blade you can embed the blade into the target. While impaled in this way, the target gains the effect of the Hunter's Mark spell and is treated as a favored enemy for the purposes of dealing damage and tracking. If the target uses it's action to remove the blade it immediately takes 1d6 necrotic damage and the effect ends.


Sanctified Chain

This tool comes as chain made of unique metals designed to combat your favored enemies. Such materials often include exotic metals, such as cold iron, mithril, silver or other elementally active substances. The weapon functions much like a whip, but is designed more as a lightweight flail, often bearing blades along it's length or a bludgeon at the end. The tool is a unique weapon with the following traits: 1d6 Bludgeoning/Slashing Damage, finesse, light, reach.   Additionally, while attacking your favored enemies with this weapon you deal critical damage on a roll of 19 or 20 and your attacks are treated as magical for the purposes of dealing damage.  


Vaulting Grapnel

A complex mechanism of gears, gunpowder and high tensile wire that launches a spike-like grappling mechanism that can attach to most surfaces. Using an action the wire can be fired up to 60ft and attaches to the first solid object it comes into contact with. As part of the same action the user can be pulled up to 60 ft to the location of the attached grapnel. If the grapnel attaches to an object that is not held down and weighs less than the user it is instead pulled up to 60 ft to them. A smaller creature affected by the tool in this way may contest this effect with a strength (athletics) check against the user.   You may use this tool up to three times per long rest. After each use the tool must be reloaded with a new grapnel charge using a bonus action.

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