BR:Hunter

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This class is currently being previewed for the next update of the Basic Rules.

Hircine watches over his chosen Hunter

Hunter

The life of a Hunter is spent tracking prey and training to become the best predator of all. Emulating the Hunter archetype means that they have reached the upper echelon of their pursuits, thus gaining the ability to work in partnership with a daedric beast as its companion and friend. Using this bond, the Hunter tries to earn Hircine's favor and achieve a place in the Great Hunt.

Hunter Features
Level Feature
3rd Companion of Hircine, Companion's Bond
7th Predator's Senses
11th Hunter's Mastery
15th Hircine's Gift

Companion of Hircine

3rd-level Hunter feature

You learn to use magic to conjure a powerful beast from the Hunting Grounds, Hircine's plane of Oblivion.

With 8 hours of work and the expenditure of 200 Septims worth of magical components, you call forth a daedric beast from the Hunting Grounds to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a panther, a wolf, or any other Beast that has a challenge rating of 1/2 or lower. Your GM can help you pick a creature appropriate for the campaign setting (Such as a coral crab in Summerset, or a hackwing in Murkmire.) The creature looks identical to the beast it takes the form of, but it's creature type is considered to be a Fiend (Daedra).

At the end of the 8 hours, your daedric beast companion appears and gains all the benefits of your Companion’s Bond feature. You can have only one daedric beast companion at a time.

If your daedric beast companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 100 Septims worth of rare components, you call forth your companion’s spirit from the depths of Oblivion and use your magic to conjure a new body for it.

If you use this ability to return a former daedric beast companion to life while you have a current companion, your current companion leaves you and is replaced by the restored companion.

Companion's Bond

3rd-level Hunter feature

Your daedric beast companion gains a variety of benefits while it is linked to you:

  • The daedric beast companion loses its Multiattack action, if it has one.
  • In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated or absent, the beast can take any action of its choice, not just Dodge.
  • When you gain the Extra Attack feature, you can sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action, instead of using a bonus action.
  • When using your Natural Explorer feature, you and your daedric beast companion can both move stealthily at a normal pace.
  • Your daedric beast companion gains the benefits of your Favored Enemy feature. It uses the favored enemies you selected for that feature.


Your daedric beast companion has abilities and game statistics determined in part by your level:

  • Your companion uses your proficiency bonus rather than its own.
  • In addition to the areas where it normally uses its proficiency bonus, a daedric beast companion also adds your proficiency bonus to its AC and to its damage rolls. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.
  • Your daedric beast companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
  • For each level you gain after 3rd, your daedric beast companion gains an additional hit die and increases its hit points accordingly.
  • Whenever you gain the Attribute Score Improvement class feature, your companion’s attributes also improve. Your companion can increase one attribute score of your choice by 2, or it can increase two attribute scores of your choice by 1. As normal, your companion can’t increase an attribute score above 20 using this feature unless its description specifies otherwise.


Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”

d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.

Predator's Senses

7th-level Hunter feature

Your bond with your daedric companion heightens. Whenever you and your daedric companion are within 30 feet of each other, you gain the following benefits:

  • You have darkvision out to a range of 60 feet.
  • You have advantage on Willpower (Perception) checks that rely on sight, hearing or smell.
  • You have advantage on Willpower (Survival) checks to track creatures.

Hunter's Mastery

11th-level Hunter feature

You have learned how to protect yourself against your worst enemies. When a creature that is one of your favored enemies makes an attack roll against you or your daedric companion and doesn’t have advantage on the roll, you can use your reaction to impose disadvantage on it.

Hircine's Gift

15th-level Hunter feature

Hircine recognizes your aptitude for the hunt and blesses you with his gift. Once per long rest, you are able to transform into a were-creature of your choice for 1 hour. You normally choose your form from the following lycanthropes: a werebat, a werebear, a wereboar, a werecrocodile, a werelion, a wererat, a wereraven, a wereshark, a weretiger, a werevulture, or a werewolf. However, your GM might pick one of these animals for you, or an animal based on a creature appropriate for the campaign setting. You can find the statistics for these creatures in the Blessings and Curses and the Shadows Over Skyrim supplements, or in the 5e Core Rules.

You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the shapechanger, but you retain your alignment, proficiency bonus, Personality, Intelligence, and Willpower scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the shapechanger’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in shapechanger form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your shapechanger form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.