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Hunter

Class • WC5E

Hunter Class Features

As a Hunter, you gain the following class features when you reach the specified Hunter levels. These features are listed in the Hunter Features table.

Spell Slots per Spell Level
LevelProficiency BonusFeaturesFavored EnemyPrepared Spells12345
1+2Favored Enemy, Weapon Mastery222----
2+2Fighting Style (Hunter)232----
3+2Primal Companion, Subclass243----
4+2Ability Score Improvement (Level 4)253----
5+3Extra Attack (Hunter)3642---
6+3Roving3642---
7+3-3743---
8+3Ability Score Improvement (Level 8)3743---
9+4-49432--
10+4Tireless49432--
11+4-410433--
12+4Ability Score Improvement (Level 12)410433--
13+5Relentless Hunter5114331-
14+5-5114331-
15+5-5124332-
16+5Ability Score Improvement (Level 16)5124332-
17+6Precise Hunter61443331
18+6Feral Senses61443331
19+6Epic Boon61543332
20+6Foe Slayer61543332

Level 1: Favored Enemy

You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.

The number of times you can cast the spell without a spell slot increases when you reach certain Hunter levels, as shown in the Favored Enemy column of the Hunter Features table.

Level 1: Spellcasting (Hunter)

You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Hunter spells, which appear in the Hunter spell list.

Spell Slots. The Hunter Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Hunter spells. Cure Wounds and Ensnaring Strike are recommended.

The number of spells on your list increases as you gain Hunter levels, as shown in the Prepared Spells column of the Hunter Features table. Whenever that number increases, choose additional Hunter spells until the number of spells on your list matches the number in the Hunter Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Hunter, your list of prepared spells can include six Hunter spells of level 1 or 2 in any combination.

If another Hunter feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Hunter spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Hunter spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Hunter spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Hunter spells.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Level 2: Fighting Style (Hunter)

You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you can choose the option below.

Druidic Warrior. You learn two Druid cantrips of your choice (see the Druid class’s section for a list of Druid spells). Guidance and Starry Wisp are recommended. The chosen cantrips count as Ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a Hunter level, you can replace one of these cantrips with another Druid cantrip.

Level 3: Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea, or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.

The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.

The Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast’s Strike action. If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dodge action.

Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.

Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.

Beast of the Land

Beast of the Sea

Beast of the Sky

Level 3: Subclass

You gain a subclass of your choice. A subclass is a specialization that grants you features at certain levels of this class. For the rest of your career, you gain each of your subclass’s features that are of your level or lower.

Level 4: Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at levels 8, 12, and 16.

Level 5: Extra Attack (Hunter)

While you do not have any active companion, you can attack twice instead of once whenever you take the Attack action on your turn.

Level 6: Roving

Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Level 8: Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at levels 12 and 16.

Level 10: Tireless

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Level 12: Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at level 16.

Level 13: Relentless Hunter

Taking damage can’t break your Concentration on Hunter’s Mark.

Level 16: Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify.

Level 17: Precise Hunter

You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.

Level 18: Feral Senses

Your connection to the forces of nature grants you Blindsight with a range of 30 feet.

Level 19: Epic Boon

You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify.

Level 20: Foe Slayer

The damage die of your Hunter’s Mark is a d10 rather than a d6.