Hunter Class Features
Hunter Class Art
Hunter
A deadly tracker and toxin expert, masters of hunting foes with precision and debilitating poisons.
1 - Death Mark
You learn the Hunter's Mark spell and can cast it at will without expending a spell slot. While a creature is marked, weapon and poison damage attack rolls made by you and your allies deal the spell's damage as poison damage. This extra damage increases by 1d6 per tier of play.
6 - Heightened Awareness
Your heightened awareness allows you to notice details others miss. You gain proficiency in the Investigation skill. Additionally, when you make an Wisdom (Investigation) check, you can treat a roll of 7 or lower as an 8.
11 - Silent Negotiator
You can add your Dexterity modifier (minimum of 1) to Charisma (Persuasion) and Charisma (Intimidation) checks without speaking, allowing you to negotiate quietly.
16 - Healing Fumes
When you or an ally makes a melee attack against a creature affected by a poison that deals damage, you can use your reaction to regain hit points equal to the poison's damage die plus your Wisdom modifier.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Hunter Subclasses

Black Lotus Hunter Features
Black Lotus Hunter
Black Lotus Hunter
Irresistible Toxins (1st Level Feature)

You gain proficiency in the Deception skill.

Coat a weapon with poison as a bonus action and have advantage on Charisma skill checks against poisoned creatures.

Venom in Bloom (3rd Level Feature)

At the start of a poisoned creature's turn, it takes poison damage equal to your proficiency bonus unless it receives magical healing or an antitoxin.

Lotus Mirage (6th Level Feature)

As an action, you Hide, becoming invisible until the start of your next turn and leaving an illusory afterimage with 0 AC.

The afterimage lasts until the start of your next turn. When attacked, it dies and poisons nearby creatures (Con save DC = 8 + proficiency + Wisdom modifier).

Quick Strike (10th Level Feature)

You can attack or use a cantrip that targets one creature against poisoned creatures as a bonus action.

Pheromone Fragrance (14th Level Feature)

When you make a Charisma check, you can treat a d20 roll of 14 or lower as a 15.

Silent Nectar (19th Level Feature)

While a creature is poisoned by your effects, it is also silenced and cannot speak or cast spells with verbal components.

Haunted Hunter Features
Haunted Hunter
Haunted Hunter
Spirit Guidance (1st Level Feature)

You gain proficiency in the Religion skill. You can speak with spirits and understand the speech of undead.

You learn the Guidance spell. When you cast Guidance, its range becomes 60 feet and it does not count against your spells known.

You can cast it a number of times equal to your Wisdom modifier (minimum once) per long rest without expending a spell slot.

Ethereal Walker (3rd Level Feature)

As a bonus action, you can shift into the Ethereal Plane. Until the start of your next turn, you can move through creatures and objects as if they were difficult terrain.

While in the Ethereal Plane, you gain resistance to all damage except force, radiant, and psychic. You can make attacks and cast spells as if on the material plane.

Relentless Endurance (6th Level Feature)

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Immediately after, you can make a ranged spell attack against the creature that reduced you. On a hit, it takes 3d12 + your Wisdom modifier necrotic damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum once) per long rest.

Unfinished Business (10th Level Feature)

When a creature marked by your Death Mark dies or is reduced to 0 hit points, you can use your reaction to regain hit points equal to your Wisdom modifier and teleport to the space it occupied on death.

This reaction does not provoke opportunity attacks.

Mark of the Damned (14th Level Feature)

You are aware of the presence, direction, and number of undead within 60 feet, even if invisible or behind total cover.

While within 60 feet of undead, you cannot be surprised and add your Wisdom modifier to initiative rolls.

Your weapon attacks deal an additional 1d6 necrotic damage to marked creatures. If a marked creature is reduced to 0 hit points by your attack, you regain 1d8 + your Wisdom modifier hit points.

Phase Shift (19th Level Feature)

As a reaction when you take damage, you can attempt to shift out of phase.

Make a Wisdom saving throw. Reduce the damage taken by the roll result. If damage reduces to 0, you ignore the triggering damage and associated effects.

You can use this a number of times equal to your Wisdom modifier per long rest.

Plague Doctor Hunter Features
Plague Doctor Hunter
Plague Doctor Hunter
Anatomical Insight (1st Level Feature)

You gain proficiency in the Medicine skill.

You learn the Spare the Dying cantrip. For you, its range is 30 feet and you can cast it as a bonus action. It does not count against your number of cantrips known.

Black Vial (3rd Level Feature)

You prepare a number of black vials equal to your Wisdom modifier (minimum 1) during a long rest. As an action, you can administer or throw a vial at a creature within 30 feet.

Ally: The target regains 3d4 + your Wisdom modifier hit points, ends one condition affecting it, and gains advantage on Constitution saving throws for 1 minute.

Enemy: The target must make a Constitution saving throw (DC = 8 + proficiency bonus + Wisdom modifier). On a failed save, it has disadvantage on Constitution saving throws for 1 minute.

You regain all expended vials at the end of a long rest.

Plague Warden (6th Level Feature)

At the end of a long rest, choose a number of creatures equal to your Wisdom modifier (minimum one). Each gains resistance to poison damage and advantage on saving throws against the poisoned condition until your next long rest.

Field Resuscitator (10th Level Feature)

When you stabilize a creature, it regains 1 hit point.

You can use a bonus action to administer a healing potion to a creature within 5 feet. The creature regains the maximum possible healing from that potion instead of rolling.

You can identify whether a creature is poisoned, diseased, or cursed without an ability check.

Life Sense (14th Level Feature)

Creatures of your choice within 15 feet have advantage on death saving throws while you are conscious. You can cast Spare the Dying as a reaction to a creature within range reduced to 0 hit points.

Epidemic Immunologist (19th Level Feature)

You are always under the effects of the detect poison and disease spell. You automatically succeed on saving throws against diseases or poisons and can identify their source or method of transmission after 1 minute of observation.

Rogue Hunter Features
Rogue Hunter
Rogue Hunter
Shadow Affinity (1st Level Feature)

You gain proficiency in the Stealth skill. If already proficient, double your proficiency bonus for Stealth checks.

You learn Thieves' Cant.

On each of your turns, you can use a bonus action to Dash, Disengage, or Hide.

Shadow Step (3rd Level Feature)

When you take the Hide action, you can teleport up to 15 feet to an unoccupied space in dim light or darkness that you can see. You can teleport through walls and barriers if you see the destination.

Your next weapon attack after teleporting has advantage.

Evasion (6th Level Feature)

You can dodge out of the way of area effects. When subjected to a Dexterity saving throw for half damage, you take no damage on a success and half damage on failure.

You can use Dexterity instead of Strength to determine jump distance.

Reliable Talent (10th Level Feature)

You treat any ability check roll of 9 or lower as a 10 when adding your proficiency bonus.

Elusive (14th Level Feature)

No attack roll has advantage against you while you aren't incapacitated.

As a bonus action, gain 15 ft speed for 1 minute. Usable a number of times equal to your Dexterity modifier per long rest.

Sap (19th Level Feature)

As an action, choose a creature within 5 ft. It must succeed on a Constitution save (DC = 8 + proficiency bonus + Wisdom modifier) or be incapacitated for 1 minute.

The condition ends early if it takes damage or another creature uses an action to shake it awake.

Usable a number of times equal to your Wisdom modifier per long rest.