The beast hunter is known for their remarkable aim, technique and most importantly their ability to form bullets without the need to buy them creating them from pure Leos at the blink of an eye a feat the beast hunter had since they were young, though it didn't mean as much back then. The beast hunter craves a challenge and the thrill of the hunt moving to hunting bandits for a more intelligent foe, he still has yet to find one.
Hit dice: 1d8 per Beast Hunter level
Hit points at first level: 8 + Vitality modifier
Hit points at levels after first: 1d8 (or 5) + Vitality modifier
Complexity: Advanced
Multiclassing Requirement: Agility Awareness
Extra Expansion Points (Choose Two):
Firearms
One Handed Weapons
Ranged weapons
Skills (Choose Two):
Dexterity
Maneuver
Judgement
Intuition
Deception
Basic Weapon from your Weapon Proficiency (x1)
Either Steel Plate Armour or Hide Armour (x1)
Lesser Health Potion (x2)
Either Textiles Toolkit or Carpenters Toolkit (x1)
Level: Abilities Unlocked:
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1st - Dual Wielding
2nd - Lucky Number, Ole' Reliable
3rd - Locked n' loaded
4th - Ability Score Improvement
5th - Extra attack
6th - Cattleman's Luck
7th - Imbue Firearm
8th - Ability Score Improvement, UC
9th - Overwatch
10th - Beast Trap
11th - Tools of the Trade
12th - Hound Shot
13th -
14th -
15th -
16th - Ability Score Improvement
17th -
18th -
19th -
20th -
At 1st Level, (Flavor)
All creatures within a 40ft radius of you are considered to be within your Hunting Grounds.
Lucky Number -
Additionally at 1st level, (Flavor)
At the End of a Long Rest you must roll 1d20, whichever number is rolled becomes your new Lucky Number, this number will stay the same until your next long rest. Your Lucky Number may only be rolled when you are attempting to attack a target creature or until you have reached 3rd level. On an Attack roll when this number is rolled you will gain your Ole'Reliable described below, even if the result of the attack is a miss.
(When rolling to attain your lucky number you must roll the Exact number without adding modifiers. for example if your lucky number is 15 and you have rolled a 13 +Proficiency to make 15 it will not count as rolling your lucky number.)
Ole' Reliable -
On an Attack roll when you roll your Lucky Number and are wielding a One Handed firearm you may cover your firearm in plates and components of Leos till it resembles a long barreled rifle.
Whether the Attack Roll surpasses the AC of the creature you are attempting to attack or the result of the Gun Roll was a Perfect or Imperfect Shot, the attack will Hit the Creature nonetheless additionally the damage of this attack will be made using your upgraded One Handed firearm aptly named the Ole'Reliable. The damage of your upgraded One Handed firearm increases by 50% additionally it will inflict Bleed (described below) if shot target creature is within your Hunting Grounds. For example if your One Handed firearm deals 4 +King it will deal 21 Points of piercing damage instead of 14. Additionally after using your Ole'Reliable your gun returns to its normal state Fully Reloaded.
Bleed -
A creature inflicted with the Bleed effect will take Damage equal to the Base Damage of the Attack for a number of Combat Cards equal to your Proficiency bonus. Bleed will activate at the start of every combat card played until the duration ends (Proficiency bonus)
At 2nd level, (Flavor)
As a reaction you may move anywhere within your Hunting Grounds after taking damage. This movement does Not trigger attack of opportunity.
Chamber Control -
Additionally at 2nd level, (Flavor)
You may Unjam your Firearm as a Free Action. You may use this ability a number of times equal to Half your Proficiency Bonus.
At 3rd level, You've learnt to never approach a bull from the front, a horse from the rear, or a fool from any direction. When making a roll out of combat and rolling your Lucky Number you may choose an effect from the following options below.
All Round Virtuoso - When rolling your lucky number out of combat you may gain Proficiency in whichever roll you are attempting.
Rascals Silver Tongue - When rolling your lucky number out of combat you may gain Advantage on whichever roll you are attempting.
When you reach 4th level, and again at 8th and 16th level, you may 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.
At 5th level, As time flows your trigger finger grows hungrier and hungrier allowing tremendous speed when unloading rounds. You can Attack Twice, instead of once, whenever you take the Attack action on your Turn.
At 6th level, (Flavor)
You may use a Reaction to make an attack roll on a target creature that is moving within your hunting grounds. This attack has all applicable modifiers.
At 7th level, (Stopped here)
As an Action you may summon your rifle, After landing an attack, the creature suffers normal damage and you may make an attack roll with Disadvantage on an additional creature, you may keep doing this until you either miss or no creatures are within your Hunting Grounds. You may use this ability a number of times equal to Half your proficiency bonus.
When you reach 8th level, and again and 16th level, you may 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.
Additionally At 9th level, You may shoot a silent runic pellet from your gun onto a target object or creature. You are able to sense this pellet for as long as you can maintain concentration ends when you either take damage, or incur an effect that would cause you to lose concentration such as being blinded or deafened. You may use this ability a number of times equal to half your proficiency bonus.
Additionally At 9th level, When you land a critical attack on a creature within Your Hunting Grounds.. The Creature is inflicted with bleed.
At 10th Level, When you go to roll your lucky number. you may choose either higher or lower. that chosen number now counts as a part of your lucky number.
When you land an Attack on a creature within your Hunting Grounds. You may add your Agility Modifier to the Damage roll. If your Agility Modifier has already been added to the Damage roll it will not be applied again.
Additionally At 10th Level, When you use your Chamber Control ability at Level 2. Your firearm is reloaded.
At 11th Level, As a Bonus action you may drop a Leos made pocket fog anywhere within your hunting grounds. The pocket fog has a radius of 15ft and obscures the vision of everyone inside you may use this ability a number of times equal to half your proficency bonus
At 12th Level, As an action. you may make a number of attacks equal to of your shots left in the weapon. The damage of these attacks only deal the base damage of the gun. If any of these attacks land on a lucky number. You may forfeit the rest of your attacks and use Ole Reliable instead. your firearm is reloaded at the end of these attacks. Exhaust.
At 13th Level, When you inflict a creature with Bleed. They now suffer damage equal to the Weapons base damage plus your agility modifier.
At 14th Level, When you land an attack with your firearm. you may choose to establish a runic connection as a free action. This connection allows you to recreate an attack or action from the creature you shot. Exhaust.
Additionally At 15th level, You shoot a blood thirsty bullet of Leos that deals 2 cards of damage
When you reach 16th level, you may 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.
At 17th Level,
You may choose to One of the Abilities below to use a number of times equal to your proficiency bonus.
Chamber Control ability granted at 2nd Level
Hound Shot ability granted at 7th Level
Eyes on the Prize ability granted at 9th Level
Fan The Hammer ability granted at 11th Level
OR you may chose to use One of the abilities below to use an additional time.
Fan the Hammer ability granted at 12th Level
Leos Bond ability granted at 14th level
This decision can be changed during a short or long rest.
At 18th Level, When you shoot Ole Reliable. as a free action you may choose to shatter your bullet causing it to ricochet. All enemy creatures within your hunting grounds roll an agility save. The creatures are inflicted with bleed and take damage equal to your normal Ole Reliable attack on a failed save and only half the damage on a successful one. Exhaust.
At 19th Level, You may go prone to gain advantage on your next attack. If you use your Dodge roll ability granted at level 2 while prone. You can dodge roll into a standing position.
At 20th level,
Your Agility score increase by 4. Your maximum for that score is now 24.
When you land on your lucky number the following effects occur
In combat
Ole Reliable now does 100% more damage
Out of Combat
The roll is now an instant success.