Remove these ads. Join the Worldbuilders Guild

Dark Hunter


Hit Points

Hit Dice: d6 per Dark Hunter level
Hit Points at first Level: 6 + your constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your constitution modifier per Dark Hunter level after first

Proficiences

Armor: Light armor
Weapons: Short swords, Long swords, Whips
Tools: Choose one from Leather-Workers tools or Poisoner's kit, and a Gaming set
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Stealth, Investigation, Insight, Perception, Intimidation, Persuasion

Class Features

Bondage At 1st level you are experienced with binding and restraining your foes, locking them up to toy with as you please and keeping them in their place under your boots. Once per short rest as an action you can chose a single creature within Melee attack range. You can then apply a binding to one of three areas, your target’s head, arms, or legs. The target must then make a dexterity saving throw (DC 10 + ½ your Dark Hunter lv) to avoid the bindings. On a failed save the target gets a different penalty depending on which bind was used. After a binding is applied the creature must make a Strength saving throw to break free from the bindings or a Dexterity saving throw to slip free from the bindings (DC 10 + ½ your Dark Hunter lv).   Gag and Blindfold: Any creature with this binding has their AC reduced by ½ your Dark Hunter level, has the blinded condition, and can not use spells that require verbal components.   Cuffs: Any creature with this binding is unable to climb, grab, or pull objects, they also can not hold weapons or items or make attack actions, they also can not cast any spell that requires Somatic components.   Shackles: Any creature with this binding has their movement reduced to five feet and does not benefit from any bonus it has to speed, the creature also can not rub or take the dash action. All attack rolls made against the bound creature have advantage.   Punishment At 1st level you know how to thoroughly bring the pain to those who would go against you, letting you deal out delicious punishment to your foes. Whenever you attack a creature under the effect of one of your bindings you can deal extra damage equal to your Punishment hit die. At first level your Punishment hit die is 1d4 and upgrades to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th level.   Whip Novice At 2nd level your skill with the whip, while not superb, is better than that of the average person, and even the average adventurer. When using a whip as your weapon you may add your proficiency to the damage.   Viper At 2nd level you have a way to create a special toxin just for your enemies and can apply it to your weapon for a limited use. Once per long rest as an action you can add your toxin to your weapon, this toxin will linger on your weapon for one minute and all attacks made with the laced weapon that are successful have a 30% Chance of inflicting their effects onto the targeted enemy. You can choose a new toxin for your weapon during long rests.   Pain Toxin: Creatures affected by this Toxin takes 1d4 poison damage every six seconds for one minute.   Pleasure Toxin: Creatures affected by this Toxin have the “Charmed” condition for one minute or until they are incapacitated.   {More to be added later, probably}   Preferred Position (Subclass) At 3rd level you can choose your preferred methods for taking on your opponents, liking to go in full force and taking your enemy's head on to devastate those against you, or preferring to take a more subtle but just as effective method to cripple and debilitate your targets. Both detailed at the end of the class description. Your choice grants you features at level 3 and again at 6th, 9th, and 14th level.   ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score by 1. As normal, you can’t increase an ability score above 20 using this feature.   Whip Adept At 7th level your skill with the whip has greatly improved, allowing you to not only fight with it more effectively but to pull off a few simple tricks with it as well. When using a whip weapon, you can increase the weapons base damage by one damage die type. You may also now grab and pull small objects towards you that are within 10 feet and weigh less than ten pounds. You can also use your whip to attempt to trip a single creature within 10 feet as a bonus action.   Ecstasy At 10th level you know how to bring about the perfect mix of pleasure and pain with your crippling attacks. Once per long rest, when you make a successful attack roll against a creature that is under the effects of one of your binds, you can chose to do maximum damage with your strike. At 15th level this ability improves, allowing you to deal double damage as well.   Whip Expert At 13th level your talent with the whip is nearly unmatched and you are able to use it very effectively in combat and have learned a few more tricks with it as well. When fighting with a whip you can now add double your proficiency to both your attack and damage rolls. You can also now use your whip to grab creatures that are medium or smaller in size within 10 feet and pull them up closer to you. A creature can make a DC 10 + your Str score Constitution saving throw to resist being pulled.   Whip Master At 18th level your skill with the whip is unbeatable and your finess completely incomparable. Whenever you make a melee attack roll with a whip any roll of 9 or lower is treated as a 10 and the whips base damage increased by two damage die types. When wielding a whip you gain a +2 bonus to your AC. Finally, as an action, you can now use your whip to attempt to steal a weapon right from your opponent's hand or from mid air. When trying to take a weapon from a creature you must first make a Dexterity check against their passive Dexterity (10 + their Dex mod) On a successful check they must then make a Strength saving throw (DC 10 + your Dex) and on a failed save you are able to rip their weapons from their hands and toss it 10 + 5 per Strength mod feet in any direction, or bring it to yourself.   Climax At 20th level your an undisputed master of pain and pleasure as one in combat, bringing both to your enemies and now you know just how to bring a battle to its utmost peak with your most devastating ability. As an action once every 24 hours, when an enemy you have in one of your bindings is below 30% health, you can perform an instant kill attack on them, draining the remainder of their life and adding it to your own, healing you by ½ their remaining health up to your current health maximum.
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: Short sword, Whip, Rope (Hemp 50ft), Manicals (Easy lock), 3d4 x 10 gold


Subclass Options

POSITION OF PREFERENCE   Position of the Dominator   Bite Starting at 3rd level when you first take the Position of the Dominator you know just where you belong and will do anything it takes to stay there, even if it will get a little messy you will remain on top. Once per short rest as an action you can make a melee attack against a single creature and strike it with a biting lash. On a successful hit the target may take addition effects depending on what kind of Bite was made, you must choose what kind of Bite is made before the attack roll is made.   Hypno Bite: Once struck with this bite the targeted creature must pass a Wisdom saving throw (DC 8 + ½ Dark Hunter level) or become Incapacitated for one minute or until they take damage.   Nerve Bite: Once struck with this bite the targeted creature must pass a Constitution saving throw (DC 8 + ½ Dark Hunter level) or become Paralyzed for one minute   Mirage Bite: Once struck with this bite the targeted creature must pass a Intelligence saving throw (DC 8 + ½ Dark Hunter level) or become Frightened for one minute   Draining Bite: Once struck with this bite the targeted creature must pass a Constitution saving throw (DC 8 + ½ Dark Hunter level) or gain a level of exhaustion   Dark Curse At 6th Level you know how to take even greater command, and are able to punish those who would dare strike you without lifting a finger. Once per long rest you can chose a single creature within 30 feet of yourself and make a melee attack against them, on a successful hit you may inflict the creature with the Dark Curse. As long as this Curse remains in effect, whenever the afflicted creature deal damage to anything, it will take ½ of much damage to themselves as Psychic damage. This effect lasts for 24 hours or until the creature is dead.   Catastrophe At 9th level you have your own special way of keeping yourself on top, and striking fear into the hearts and minds of those who might even consider taking you on. Once per long rest, as an action, you can make a melee attack roll against a single creature and on a successful hit they must make a Constitution saving throw (DC 12 + ½ Dark Hunter level) on a failed save the creature starts turning to stone, starting from where they were first struck and slowly creeping along their body over the course of one minute until they are solid stone. This effect can most easily be undone by pouring water over the stone body or by submerging the body in flowing water.   Soul Liberator At 14th level your position at the top is undisputed and you intend to keep it that way, combing your own pleasure with your enemies pain you can make the absolute most out of your enemies situations and truly raise the bar in combat. Once per long rest, when making an attack roll against an enemy under the effect of a condition that you inflicted, you can treat the attack roll as an automatic 20 and apply your Punishment die to the damage as well. Doing this will remove any condition or binding the enemy was under.   Position of the Power-Bottom   Wrath Starting when you chose the Position of the Power Bottom at 3rd level you know and how to get it, Even if it might require a little pain to get there, it's completely worth it. Whenever you are below 50% of your maximum HP you may add your Punishment die to all attacks made with your whip, even if your target is not affected by a bind. Whenever you are below 30% of your maximum HP you gain advantage on all attack rolls. And whenever you are below 10% of your maximum HP you may forgo a roll from your punishment die and instead deal maximum Punishment damage on all attacks.   Bait At 6th level you have learned how to trap your opponents into false senses of security and then strike with retaliation. As an action you can bait an attack from enemies around you, jeering them to strike at you. For the next six seconds all melee attacks made against you have advantage but if any enemy takes your bait, and attempts to hit you with a melee attack, you can counter attack, getting in a free hit for maximum base damage plus maximum damage from your Punishment die.   Shadow Veil At 9th level you know how to hide from your enemies just as easily as you can provoke them, waiting for the opportune moment to strike when they are at their most vulnerable. As an action you can slip free from combat and hide yourself in the shadows or your surroundings, if any creature is currently targeting you, they must pass a Wisdom (Perception) check (DC 10 + dex + ¼ Dark Hunter level) to spot you or they will completely lose sight of you. Allowing you to slip away and enter stealth.   Heart Bindings At 14th level you have perfected another form of binding, one that strikes your enemies where it really hurts. As an action, once per long rest, you can make a melee attack against a creature and on a successful hit the targeted creature must make a Wisdom saving throw (DC 12 + ½ Dark Hunter Level) or become enraptured with you. Once enraptured the creature will follow any direct orders given by you for one hour to the best of their ability, this effect is not negated if you deal damage to the enraptured creature, however if they take damage from outside sources they may reroll their Wisdom saving throw with advantage, it will also end if the creature is given an order that would directly threaten it’s life or if they fall below 25% of their maximum HP by your hand.
 


LevelProficiency BonusFeaturesPunishment die
1st+2Bondage, Punishment1d4
2nd+2Whip Novice, Viper1d4
3rd+2Subclass (Dominator / Power Bottom), Subclass feature1d4
4th+2Ability score improvement1d4
5th+3--Nothing--1d6
6th+3Subclass feature1d6
7th+3Whip Adapt1d6
8th+3Ability score improvement1d6
9th+4Subclass feature1d6
10th+4Ecstasy1d8
11th+4--Nothing--1d8
12th+4Ability score improvement1d8
13th+5Whip Expert1d8
14th+5Subclass feature1d8
15th+5--Nothing--1d10
16th+5Ability score improvement1d10
17th+6--Nothing--1d10
18th+6Whip Master1d10
19th+6Ability score improvement1d10
20th+6Climax1d12

Created by

DarksonNico.

Statblock Type

Class Features

Link/Embed