Venator 5e
Venator 5e
Venator 5e
Masters of single-target devastation, Venators are elite hunters who specialize in tracking down and
eliminating their prey with ruthless efficiency. Born from a diverse range of backgrounds, Venators
share a common bond: the pursuit of their chosen quarry. Whether sworn to protect the innocent, exact
vengeance upon their enemies, or simply driven by the thrill of the hunt, these skilled individuals excel
in delivering punishing blows to their chosen targets.
You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
The Venator
6th +3 3d6
9th +4 5d6
13th +5 7d6
17th +6 9d6
Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: Disguise kit
Saving Throws: Wisdom, Dexterity
Skills: Choose three from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Stealth, and
Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
A Leather armor
(a) a martial melee weapon and a simple weapon or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
A longbow and a quiver of 20 arrows
Relentless Predator
Equipped with keen instincts and unparalleled focus, Venators stalk their prey with unmatched precision. They
mark their targets with a relentless determination, gaining strength with each strike against the same foe. As
they hone their skills, Venators become living nightmares for their adversaries, striking fear into the hearts of
those who dare to cross their path.
You gain the lethal focus benefit below, and you gain an additional benefits when you reach 3th level and 5th
level in this class.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively
see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can
see an invisible creature within that range, unless the creature successfully hides from you.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the
attack you make with the weapon.
o In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus
to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier
to the damage of the second attack.
Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a
hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half
cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack
rolls on ranged attacks.
Interception (UA). When a creature you can see hits a target that is within 5 feet of you with an
attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency
bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to
use this reaction..
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start
of your next turn. While in your defensive stance, you can make opportunity attacks without using
your reaction, and you can use your reaction to make a melee attack against a creature that moves
more than 5 feet while within your reach.
Venator’s Origin
At 3rd level, you choose to carry the sign of a cult or a being and work for their ideals and goals. Your
choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Paragon Source
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn.
Improved Critical
Beginning at 8th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Keen Predator
Starting from 10th level, when you hit a marked target with a weapon attack you can choose to reroll the
weapon’s damage dice and use the new result. You can use this feature twice per long rest.
Stalker’s Resilience
Starting at 14th level, you become adept at evading attacks from your marked target. You gain bonus AC
equal to half your proficiency bonus rounded down against non-magical attacks made by the marked target.
Deadly Precision
At 18th level, you can unleash a torrent of power against a marked target once per long rest. For a round,
all of your attacks against the marked target automatically hit, and they deal maximum damage. This
maximum damage includes the damage from lethal focus.
The Mourning
At 3rd level, you have advantage on your attacks
against fiends and undead.
Angel Maker
At 11th level; when you are around 60 feet of you
marked target, you can choose to transform your
weapon into its prismatic shape. The transformed
weapon will have +3 on damage rolls and the original
damage type turned into radiant damage for 3 rounds
or until you lose concentration as if you were
concentrating for a spell.
For example; when you transform a shortbow to its
prismatic form, it will deal 1d6+3 radiant damage
instead of 1d6 piercing damage or 1d6+4 radiant
damage instead of 1d6+1 piercing damage etc.
You can use this feature only once per long rest.
Soul Distinguisher
Starting at 15th level; when you drop a creature to 0
hp, you can extract their souls to heal yourself for 3d10
hit points instantly. Creatures who’s souls are
extracted are immune to any kind of necromancy such
as revival.
When you extract a soul, you can add it to your
collection as a trophy after a successful hunt.
Each time you hit a creature, you will heal for 1 hp for
each soul you ahold.
Others can try to free the souls while you’re paralyzed,
incapacitated or unconscious. Souls return to their
owners when they are freed and if a creature receives
its soul back, its corpse will lose its immunity against
necromancy. Thus, they’ll be able to be revived.