Hunter-Nin

These shinobi, different as they might be are connected
by one common factor, they are masters of infiltrations,
stalking and assassination. Once they have their target,
they never let them escape without first finishing the
job.

You must have a Dexterity score of 14 or higher in order to multiclass in or out of this class.

Hunter-Nin
Level Proficiency Bonus Features Sneak Attack Hunter's Exploits Jutsu Known Highest Rank Jutsu Known
1st +3 Swift Response, Sneak Attack 1d8 - 6 D-Rank
2nd +3 Primary Target, Hunter's Exploits, Cunning Action 1d8 2 6 D-Rank
3rd +3 Hunter's Creed, Steady Aim 2d8 2 7 D-Rank
4th +4 Ability Score Improvement/Feat 2d6 2 7 D-Rank
5th +4 Uncanny Dodge, Hunter's Exploits (2) 3d8 3 8 C-Rank
6th +4 Hunter's Strike 3d8 3 8 C-Rank
7th +5 Hunter's Creed (2), Hunter's Exploits (3) 4d8 4 9 C-Rank
8th +5 Ability Score Improvement/Feat 4d8 4 9 C-Rank
9th +5 Defensive Tactics 5d8 4 10 B-Rank
10th +6 Hunter's Creed (3) 5d8 4 10 B-Rank
11th +6 Hunter's Exploits (4) 6d8 5 11 B-Rank
12th +6 Ability Score Improvement/Feat 6d8 5 11 B-Rank
13th +7 Defensive Tactics (2) 7d8 5 12 A-Rank
14th +7 Hunter's Strike (2) 7d8 5 12 A-Rank
15th +7 Hunter's Exploits (5) 8d8 6 13 A-Rank
16th +8 Ability Score Improvement/Feat 8d8 6 13 A-Rank
17th +8 Hunter's Creed (4) 9d8 6 14 S-Rank
18th +8 Elusive, Hunter's Exploits (6) 9d8 7 14 S-Rank
19th +9 Ability Score Improvement/Feat 10d8 7 15 S-Rank
20th +9 Assassinate 10d8 7 15 S-Rank

Class Features

As a Hunter-Nin, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Hunter-Nin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hunter-Nin level after 1st

Chakra Points

Chakra Dice: 1d8 per Hunter-Nin level
Chakra Points at 1st Level: 8 + your Constitution modifier
Chakra Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Hunter-Nin level after 1st

Proficiencies

Armor: Light Armor
Weapons: All Simple Weapons, Broadswords, Iron Claw, Katana, Knuckle Blades, Chakram
Ninja Tools: Tracking Kit, Forensics Kit
Saving Throws: Dexterity, Intelligence
Skills: Stealth, Choose three from other three skills of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Padded Armor
  • (a) 2 Simple Weapons or (b) 1 Martial Weapon
  • (a) One Kunai stack or (b) One Shuriken stack
  • (a) 1 Flash tag or (b) 1 Paper Bomb
  • (a) Tracking Kit or (b) Forensics Kit

Jutsu Casting

Ninjutsu

Ninjutsu save DC = 8 + your proficiency bonus + your Intelligence modifier
Ninjutsu attack modifier = your proficiency bonus + your Intelligence modifier

Genjutsu

Genjutsu save DC = 8 + your proficiency bonus + your Wisdom modifier
Genjutsu attack modifier = your proficiency bonus + your Wisdom modifier

Taijutsu

Taijutsu save DC = 8 + your proficiency bonus + your Strength modifier
Taijutsu attack modifier = your proficiency bonus + your Strength modifier

Swift Response

Beginning at 1st level, you learn to react with swift and decisive action in combat.

You ignore difficult terrain and you add your full Proficiency Bonus to initiative rolls instead of half.

Sneak Attack

Beginning at 1st level, you know how to exploit a foe's distraction, drop in guard, or moment of hesitation.

Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have advantage on the attack roll or if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of extra damage increases as you gain levels in this class, as show in the sneak attack column of the Hunter-Nin Table.

Primary Target

Beginning at 2nd level, you have experience researching, tracking, hunting. You collectively use that information to combat a certain enemy.

When you end a short or long rest, you may mark your Primary Target so long as you know their name and/or how they look. You may also as a Bonus Action mark a target creature you can see within 90 feet as your Primary Target using this feature. Until your next short or long rest, you gain the following benefits:

  • You have advantage on Intelligence (Investigation) and Wisdom (Survival) checks to gather information and to track your Primary Target.
  • When a creature marked by Primary Target is the target of a Taijutsu or Bukijutsu you cast, you may use your Dexterity Modifier instead of your Strength for your attack & damage rolls and Save DC.
  • You gain a +1 bonus to all of your attack's critical threat range against your Primary Target. This increases to +2 at 11th level.
  • While you are hidden from the target of your Primary Target feature, the first attack you make each round against that creature does not automatically reveal your presence to that creature. Make a Dexterity (Stealth) check contested by your target’s Wisdom (Perception) check. On a success, you remain hidden so long as you are obscured at the end of your turn.

Cunning Action

Beginning at 2nd level, your quick thinking and agility allow you to move and act quickly.

You can take a Bonus Action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Also, while sneaking you can move your full movement speed, and you can choose to use your Dexterity (Stealth) check result from your Hide attempt instead of making another check each time you would sneak.

Hunter's Exploits

Also, at 2nd level you learn to exploit your skills to the betterment of your hunt.

You learn two Exploits of your choice. You learn an additional Exploit at 5th, 7th, 11th, 15th, and 18th levels.

Steady Aim

Beginning at 3rd level, as a Bonus Action, you can give yourself advantage on your next attack roll on the current turn. You can use this Bonus Action only if you haven’t moved during this turn, and after you use the Bonus Action, your speed becomes 0 until the end of the current turn.

Hunter's Creed

When you reach 3rd level you follow a Creed of the Hunt, enabling you to shape your skillset further.

Your Creed grants you features at 3rd, 7th, 10th and 17th levels.

Creed Description
Arsenalist Some Hunters treat their hunt like a game, one which they come more than prepared to. They set traps, waiting for their prey to fall victim to them, capturing them and going in for the kill.
Blade Warden Some Hunter-Nin seek to master weapons to better remove their foe from the equation. Followers of this Creed learn specialized fighting techniques for use against the direst threats, from an onslaught of enemies to towering Brutes
Grave Stalker Some Hunter-Nin become consumed by the thrill of the hunt. Only heard and never seen they revel in the violence of battle. Followers of this Creed hone their abilities to track others utilizing a variety of techniques: camouflage, infiltration, surveillance, and target acquisition.
Necrotic Hand Some Hunters follow an offensive Medical teaching, using the art of necrosis to fight off enemies. These Hunters are trained in taking their twisted Medical arts and putting powerful enemies down with unmoving and cold eyes, fit for a surgeon.
Undertaker Some Hunter-Nin focus on the grim art of death. Those who adhere to this creed are born killers, spies and above all, Shinobi. Stealth, Poison and disguise help you eliminate your foes with deadly efficiency.
Vice Agent Some Hunters fall under a grey area in their dealings and morals than most shinobi, but some choose to go even further than that, learning to use some of man's Cardinal Sins and Vices as a weapon against them. These Hunters are known as Agents of Vice, or Vice Agents for short.
Void Hunter Some Hunters utilize Time & Space Ninjutsu to get in and out of combat as easily as blinking. These Shinobi specialize in hit and run tactics.
Wolves Legacy Some Hunters find that hesitation is defeat. So, they forget what hesitation means. They train their body to a point where it breaks down, so they can build it back better and stronger. These Hunters are known as Wolves. Violently efficient, aggressively driven, and unhindered by fear.

Ability Score Improvement / Feat

When you reach 4th and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score by +1 & a Feat of your choice that they qualify for. As normal you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see would deal damage to you, you can use your Reaction to halve the attack's damage against you.

Hunter's Strike

Starting at 6th level, you know when to strike and how to make it hurt.

When attacking a creature whom you have set as a Primary Target and they are Surprised, you gain a +2 bonus to the critical threat range of those attacks (This stacks with your Primary Target critical threat range bonus)

At 14th level If you roll a natural 20 against them, you deal the maximum possible damage.

Defensive Tactics

Also, at 9th level you learn how to fight defensively against your targets, leading them into a false sense of security in confrontations against you.

You gain one of the following features of your choice. You gain another of the following features at 13th level.

  • Escaping Danger: Danger: Attacks of opportunity and attacks made as a result of a creature's Reaction, against you are made at disadvantage.
  • Unbroken Will: You have advantage on Saving Throws to resist being Frightened, Dazed, or Charmed.
  • Hunter's Revenge: When you are hit by a creature's attack. The next time you deal damage to that creature, you can Sneak Attack regardless of circumstance.
  • Evasion: When you are subjected to an effect, that allows you to make a Dexterity Saving Throw to take only half damage, you instead take no damage if you succeed on the Saving Throw, and only half damage if you fail.

Elusive

Beginning at 18th Level, you are so evasive that attackers rarely gain the upper hand against you.

No attack roll can have advantage against you while you aren’t Incapacitated

Assassinate

At 20th level, you have mastered the art of Hunting, tracking, and assassinating targets.

When you hit a creature marked by Primary Target and they are Surprised, they take triple damage.

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