Venator 5e

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Venator

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

Level Proficiency Bonus Lethal Focus Max. Damage Features

1st +2 1d6 Relentless Predator

2nd +2 1d6 Fighting Style

3rd +2 2d6 Venator’s Paragon, Vicious Contract


(Optional),

4th +2 2d6 Ability Score Improvement, Martial


Versatility (Optional)

5th +3 3d6 Extra Attack

6th +3 3d6

7th +3 4d6 Venator’s Paragon feature

8th +3 4d6 Ability Score Improvement, Martial


Versatility (Optional), Improved Critical

9th +4 5d6

10th +4 5d6 Keen Predator

11th +4 6d6 Venator’s Paragon feature

12th +4 6d6 Ability Score Improvement, Martial


Versatility (Optional)

13th +5 7d6

14th +5 7d6 Stalker’s Resilience

15th +5 8d6 Venator’s Paragon feature

16th +5 8d6 Ability Score Improvement, Martial


Versatility (Optional)

17th +6 9d6

18th +6 9d6 Deadly Precision

19th +6 10d6 Ability Score Improvement, Martial


Versatility (Optional)

20th +6 10d6 Master Hunter


Class Features
Hit Points
Hit Dice: 1d8 per venator level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per ranger level after 1st

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.

Lethal Focus (1st Level)


As a bonus action, you can mark a target you can see within 120 feet range. While the mark persists, your
attacks deal extra damage to that target. The mark lasts until the target drops to 0 hit points or until you draw it
back. You can’t mark another target until your marked target drops to 0 hits or you remove the mark from your
target.
Your attacks deal extra scaling 1d6 damage to the target for each hit. The first attack against your marked target
deals an extra 1d6 damage. Each attack after the first will scale the damage up to a number as shown in the
venator table according to your venator level.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses
when you finish a long rest.

Focused Assault (3th Level)


Gain the ability to focus your attacks on a single target, granting you advantage on attack rolls against a marked
target. You can focus for 3 rounds or until you lose your concentration (as if you were concentrating on a spell).
You can’t focus again until you finish a short or a long rest.

Predator’s Instinct (5th Level)


You gain advantage on Wisdom (Perception) checks to locate your marked target.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
You can't take a Fighting Style option more than once, even if you later get to choose again.

 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

Paragon of the Poltergeist(WIP) Xiqaruss Homebrew

Paragon of the Herald Xiqaruss Homebrew

Paragon of the Exorcist Xiqaruss Homebrew

Paragon of the Tormentor Xiqaruss Homebrew

Vicious Contract (Optional)


Starting from 3rd level as you gain your sign you become the ultimate bounty hunter. You can find contracts
specialized for venators to track down and hunt their targets.
You can make a bond with a magical contract carrying a sign taken from a creature. If you do so, you will
remain bonded with it until you complete or fail the contract.
The creature will be considered as a marked target for you until the contract ends. This doesn’t count
against the number of targets you can mark.
The bond will grant you spells which you can use without spell slots depending on your venator level.
Starting from 3rd level; you can use spells from your contract once per long rest, then twice after 9th level
and thrice after 15th level.

Vicious Contract Spells

Venator Level Spell

3rd Cure Wounds

5th Misty Step

9th Lightning Arrow

13th Locate Creature

17th Steel Wind Strike


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 scores of your choice by 1. As normal, you can't increase
an ability score above 20 using this feature.

Martial Versatility (Optional)


Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace
a fighting style you know with another fighting style available to rangers. This replacement represents a
shift of focus in your martial practice.

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.

Master of the Hunt


At 20th level, you gain the ability to mark multiple targets with lethal focus simultaneously, splitting your
focus between them. You can maintain your marks on up to three targets at once, each with its own
separate damage progression.
Paragon of the Herald Paragon of the
Tormentor
Herald’s Mark
At 3rd level; while you have focused assault active and
hit a target you marked with your lethal focus feature,
Tormentor’s Mark
you can amplify the extra damage dealt by turning the At 3rd level; while you have focused assault active and
it into psychic damage. hit a target you marked with your lethal focus feature,
you can amplify the extra damage dealt by turning the
it into force damage.
Herald’s Retribution
At 3rd level, you gain the ability to grant your allies
temporary benefits when you mark a target. When you
Misery’s Crown
mark a target with your lethal focus, you can choose At 3rd level, when a creature damages you, you can
one ally within 10 feet of you to receive temporary hit use your reaction to utter a curse upon the creature.
points equal to your Venator level. The creature has disadvantage on Wisdom saving
throws until the end of its next turn.
Mind Suppression
By 7th level, you have honed your ability to enact the
Torturing Presence
mind-altering powers upon your prey. If you stack the By 7th level, your true purpose radiates after your
extra damage from your mark to maximum on your presence. Whenever you get 60 feet close to creature
target, you cause the target to make a Wisdom saving marked by your lethal focus, you cause them to make
throw against a saving DC equal to your Venator level a Wisdom saving throw against a saving DC of 10 +
+ your proficiency bonus. On a failed save, the target your proficiency modifier. On a failed saving throw, the
is stunned until the end of its next turn. Nothing target is frightened by you and repeats the saving
happens on a successful save. throw until a successful save in each of its turns.
Nothing happens on a successful save.
Illusory Feints While frightened, the creature’s speed is reduced to 0.
At 11th level, you gain the ability to manipulate your
enemies' perceptions. Whenever you get within 60 feet Wrath of the Tormentor
of a target marked by your lethal focus, you can
choose to create up to 5 illusory duplicates of yourself At 11th level, you become the torturer everyone is
within 30 feet of yourself. The duplicates mimic your afraid of. You can cast Bestow Curse spell against
movements and actions, causing the target to make a your marked target without expending a spell slot once
Wisdom saving throw against your spell save DC. On per long rest.
a failed save, the target has disadvantage on attack
rolls against you until the end of its next turn.
Duplicates have 1 + your Wisdom modifier hp each Bleeding Sanity
and remain for 5 minutes or until destroyed. You can Starting at 15th level, your presence haunts your
use this feature once per long rest. enemies’ will. Once per long rest; when you hit a
creature marked by your lethal focus, you cause the
Illusion of Despair creature to make an Intelligence saving throw against
a saving DC of 10 + your proficiency modifier. On a
Starting at 15th level, you gain the ability to disorient failed save; the creature goes total frenzy, attacking
your enemies’ minds. While you are near 60 feet of another creature nearest to them for 2 turns. On a
your marked target, you can choose your target to successful save, the creature takes 2d10 psychic
make a Charisma saving throw against a saving DC of damage.
10 + your proficiency bonus. On a failed save, your
target is blinded and can only see and feel you and
themselves and nobody else. On a successful saving
throw, the target takes 4d12 psychic damage and is
blinded. The illusion is a spherical area with 90 feet
radius and is centered on the marked target. The
illusion lasts for 5 rounds and no creature can see or
feel neither you nor your target. Illusion of Despair can
be dispelled by Counterspell with a throw of 17 or
higher. You can use this feature once per long rest.
Paragon of the
Exorcist
Exorcist’s Mark
At 3rd level; while you have focused assault active and
hit a target you marked with your lethal focus feature,
you can amplify the extra damage dealt by turning the
it into necrotic damage.

The Mourning
At 3rd level, you have advantage on your attacks
against fiends and undead.

Half Black Heart


Starting from 7th level, you begin to heal for a portion
of damage you dealt to your marked target. When you
damage a creature marked by your lethal focus and if
the extra damage is at its maximum, hitting the attack
heals you for 1d10 hit points.

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.

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