0% found this document useful (0 votes)
262 views5 pages

DC20 Beta 0 9 Pa 18

The document outlines the Hunter class, detailing their survival skills, combat abilities, and features such as Hunter's Mark and various terrains. It includes information on class features, starting equipment, and subclass options like Monster Slayer and Trapper. Additionally, it provides a Monk class overview, highlighting their martial arts mastery and inner energy utilization.

Uploaded by

myhnea1509
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
262 views5 pages

DC20 Beta 0 9 Pa 18

The document outlines the Hunter class, detailing their survival skills, combat abilities, and features such as Hunter's Mark and various terrains. It includes information on class features, starting equipment, and subclass options like Monster Slayer and Trapper. Additionally, it provides a Monk class overview, highlighting their martial arts mastery and inner energy utilization.

Uploaded by

myhnea1509
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

Hunter

Hunters are master survivalists and natural explorers. They


mark their targets to better track them and take them down, Hunter Class
Features
using their mastery over terrain, traps, and weapons to
their advantage.
Source of Power: Hunters use their experience and
knowledge of the dangers of nature and the creatures that Level 1 Class Features
live within it. They can adapt to all sorts of environments
and use what they learn to their advantage.
Hunter Stamina
You regain 1 SP when:
Starting Equipment
• You take the Search Action and successfully locate a
• 2 Weapons or Light Shields Hidden creature.
• 1 Ranged Weapon with 20 Ammo OR 3 Weapons with • You succeed on a Knowledge Check to recall information
the Toss or Thrown Property about a creature.
• 1 set of Novice Light Armor • Once per round, when you Hit the target of your Hunter’s
• X or Y “Packs” (Adventuring Packs Coming Soon) Mark with a Martial Attack.
• The target of your Hunter’s Mark is reduced to 0 HP or
Hunter Martial Mastery dies.

Combat Training: Weapons, Light Armor, Light Shields


Hunter’s Mark
Maneuvers: You learn all Attack Maneuvers. You learn You can spend 1 AP and 1 SP to focus on and mark a
additional Maneuvers as shown in the Maneuvers Known creature you can see within 15 Spaces as your quarry.
column of the Hunter Class Table. Alternatively, you can mark a creature by studying its
Techniques: The number of Techniques you know increases tracks for at least 1 minute. While a creature is marked, you
as shown in the Techniques Known column of the Hunter gain the following benefits:
Class Table. • You have ADV on Awareness and Survival Checks made
Stamina Points: Your maximum number of Stamina Points to find the target.
increases as shown in the Stamina Points column of the • The first Martial Attack against your target on your turn
Hunter Class Table. has ADV and ignores PDR.
• When you score a Heavy or Critical Hit against the target,
you automatically grant a d8 Help Die to the next Attack
made against the target before the start of your next turn.
The target is marked as long as it’s on the same Plane of
Existence as you, and vanishes early if you complete a Long
Rest, fall Unconscious, or use this Feature again to mark
another creature.

Hunter Class Table


Char Bonus Attribute Skill Stamina Maneuvers Techniques Features
Level HP Points Points Points Known Known
1 +1 +1 +4 Class Features
2 +1 +1 Class Feature, Talent
3 +1 +1 +1 Subclass Feature
4 +1 +1 Talent, 2 Ancestry Points
5 +1 +2 +1 +1 Class Feature
6 +1 +1 +1 Subclass Feature
7 +1 +1 Talent, 2 Ancestry Points
8 +1 +1 +1 Class Capstone Feature
9 +1 +1 +1 Subclass Capstone Feature
10 +1 +2 Epic Boon, Talent

THE DUNGEON COACH 131


Favored Terrain Level 2 Class Features
You are particularly familiar with two types of environments
and are adept at the skills unique to the region. Choose 2
types of Favored Terrain listed below. Hunter’s Strike
You have an assortment of unique oils, tools, and weapon
Coast: You gain a Swim Speed equal to your Ground Speed accessories that you can use to modify a Weapon (or piece
(your Weapon Attacks no longer have DisADV as a result of of ammunition) when making an Attack.
being underwater), you can hold your breath twice as long
as normal, and you have ADV on Awareness Checks while Hunter’s Strike: You can spend 1 SP as part of a Weapon
underwater. Attack to add 1 of the effects listed below. You can only use
1 of these effects per Attack. If an effect forces the target to
Desert: You gain Fire Resistance (Half) and you have ADV make a Save, it does so against your Save DC.
on Saves against Exhaustion from hot temperatures.
• Piercing: 2 Piercing damage and Physical Save against
Forest: You gain 1 Skill Point in 2 of the following Skills: Bleeding.
Animal, Awareness, Nature, Survival, and Stealth. • Snare: 2 Bludgeoning damage and Physical Save against
Grassland: Your Speed and Jump Distance increases by 1. Grappled.
• Acid: 2 Corrosion damage and Agility Save against
Jungle: You ignore Difficult Terrain and gain ADV on Saves Slowed until the end of your next turn.
against being Poisoned and contracting Diseases. • Toxin: 2 Poison damage and Might Save against Impaired
until the end of your next turn.
Mountain: You gain a Climb Speed equal to your Ground
• Flash Bang: 2 Sonic damage and Mental Save against
Speed. You have ADV on Saves against Exhaustion from
Dazed until the end of your next turn.
high altitudes. Additionally, you gain Resistance (Half) to
• Fire Oil: 2 Fire damage and Physical Save against
damage from Falling.
Burning.
Swamp: You gain Poison Resistance (Half) and have ADV
DC Tip: It’s assumed that the Hunter always has these
on Saves against being Poisoned and contracting Diseases.
supplies available to them and they’ve prepared them ahead
Tundra: You gain Cold Resistance (Half) and you have of time or quickly made them on the fly during Combat,
ADV on Saves against Exhaustion from cold temperatures. however the PC or GM wants to describe it.

Subterranean: You gain Darkvision 10 Spaces. If you


already have Darkvision, its range is increased by 5 Spaces. Talent
Additionally, you also gain a Tremorsense of 3 Spaces. If You gain 1 Talent of your choice. If the Talent has any
you already have a Tremorsense, it increases by 2 Spaces. prerequisites, you must meet those prerequisites to choose
that Talent.
Urban: You gain 1 Skill Point in 2 of the following Skills:
Influence, Insight, Investigation, History, and Trickery.

Additionally, while you’re in one of your Favored Terrains,


you have ADV on Stealth and Survival Checks and can’t
be Surprised.

Bestiary (Flavor Feature)


You have developed a trove of knowledge hunting creatures
which you’ve recorded in your Bestiary. Your Bestiary can
take the form of a book, a memory vault within your mind,
or some other representation of your choice. You have ADV
on Checks made to learn or recall information about any
creature recorded in your Bestiary.
Starting Entries: Choose a Creature Type: Aberration,
Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend,
Giant, Humanoid, Monstrosity, Ooze, Plant, or Undead.
Your Bestiary includes prerecorded notes about various
creatures of the chosen type.
Making New Entries: You can spend 10 minutes of Light
Activity recording information into your Bestiary about a
specific creature you have slain within the last 24 hours.

132 DC20 RPG BETA 0.9


Subclasses Ooze Gel
Hunter’s Mark: When you Heavy Hit your Marked Target,
you cover it in slime. It’s Hindered until it or a creature
Monster Slayer within 1 Space of it spends 1 AP to remove the slime.
Amorphous Body: You can climb difficult surfaces without
Monstrous Concoctions needing to make a Check (including upside down on
You hunt down your targets with the aid of Concoctions ceilings) and can squeeze through gaps as small as 2 inches
you have learned to create by hunting monsters. (5 cm).
Concoction Recipes: You learn 3 Concoction Recipes of
your choice from the list below. During a Long Rest, you Aberrant Tumor
can prepare ingredients for a number of Vials equal to Hunter’s Mark: While within 20 Spaces of your Marked
your Prime Modifier. The ingredients within the Vials are target, you have ADV when you use Analyze Creature on
unstable and become inert when you take a Long Rest, at them and you have ADV on Mental Saves your Marked
which point you can prepare new ones. target forces you to make.
Concoctions: You can use the Object Action to convert one Unreadable: You gain Psychic Resistance (1) and your
Vial into a Concoction of your choice and immediately drink thoughts can’t be read by others unless you allow it.
it or administer it to a creature within 1 Space, gaining the
Concoction’s benefits for 10 minutes. You can only benefit
Deathweed
from the effects of 1 Concoction at a time. If you consume a
Hunter’s Mark: When you score a Heavy Hit against a
new one, the effects of the previous Concoction ends.
Marked target it bypasses their Physical Resistances (except
Immune) and prevents them from regaining HP until the
Monster Concoction Recipes start of your next turn.
Death State: You enter a state between life and death,
Elemental Infusion
granting you Umbral Resistance (Half), immunity to being
Choose an Elemental damage type when you make
Doomed, and ADV on Death Saves.
this Concoction.
Hunter’s Mark: Attacks you make against your Marked
target deal +1 damage of the chosen Elemental Damage Plant Fibers
type. Hunter’s Mark: If your Marked Target fails a Save you
force it to make, they can’t move until the end of your next
Elemental Tolerance: You gain Resistance (1) to the chosen turn.
Elemental Damage.
Plant Stitching: You become immune to Bleeding and gain
1 Temp HP at the end of each of your turns.
Hydra’s Blood
Hunter’s Mark: When you Heavy Hit your Marked target,
you regain 1 HP. Divine Water
Hunter’s Mark: Once on each of your turns when you score
Poisonous Blood: You have ADV on Saves made to resist a Heavy Hit against your Marked target, it also becomes
the Poisoned Condition, and when a creature within 1 Exposed on the next Attack against it before the end of
Space of you deals damage to you with an Attack they take your next turn.
1 Poison damage.
Brilliant Essence: You gain Radiant Resistance (Half) and
radiate Bright Light in a 5 Space Radius.
Basilisk Eye
Hunter’s Mark: You can sense the vibrations made by your
Marked target, giving you Tremorsense 20 Spaces when Monster Hunter (Flavor
locating them.
Feature)
Stone Skin: You gain Physical Resistance (1). You are a master at hunting monsters. If you have 3 entries
of creatures with the same Creature Type in your Hunter’s
Bestiary, you can add the entire Creature Type as an entry.

Example: Zombies, Vampires, and Liches are all creatures


with the Undead Creature Type. Once you add each of
those 3 Undead creatures into your Hunter’s Bestiary, you
gain an Undead entry in your bestiary that grants you ADV
on Checks to learn or recall information about any kind of
Undead creature, not just Zombies, Vampires, and Liches.

THE DUNGEON COACH 133


Trapper Paragon Hunter
Dynamic Traps Pack Leader
You are able to use a variety of supplies to craft traps. Requirements: Hunter’s Mark, Level 3
Creating Traps: You can have a maximum number of Creatures of your choice can add a d4 to the first Attack
Hunter’s Traps equal to your Prime Modifier at any time. they make on each of their turns against your Marked target.
During a Long Rest, you can craft a number of Traps equal
to your Prime Modifier. You can make 1 additional Trap as
part of a Short Rest. These Traps use your Save DC when
Big Game Hunter
Requirements: Hunter’s Mark, Level 3
they force a creature to make a Save or when a Check is
made to interact with them. You gain additional benefits against Marked targets that are
Large or larger:
Setting a Trap: You can spend 1 AP to Set and Hide one of
your Traps in a Space within 5 Spaces that doesn’t already • Your Martial Attacks deal +1 damage against them.
contain a Trap. The Trap is Hidden to creatures, and the • You have ADV on Saves they force you to make.
DC to discover or disarm the Trap is equal to your Save DC. • You have ADV on Checks you make as part of the
When you do, you can spend 1 SP to add the damage and Analyze Creature Action.
effect of one of your Hunter’s Strike options to the Trap.
Once Set, your Traps are unstable and fall apart harmlessly
after 1 hour.

DC Tip: Attacks made while Hidden have ADV against


unaware creatures. Hidden Traps have ADV on Attacks.

Triggering a Trap: A Trap is Triggered when a creature


other than you enters or leaves a Space occupied by the
Trap. Alternatively, you can spend 1 AP to Trigger a Trap
within 5 Spaces. When Triggered, the Trap makes an Attack
for free against the PD of a creature in its Space using your
Attack Check. This Attack ignores your Multiple Check
Penalty and doesn’t progress that penalty.
Hit: The Trap deals Bludgeoning, Piercing, or Slashing
damage (your choice when you Set the Trap) equal to
your Prime Modifier, plus the damage and effects of your
Hunter’s Strike (if used when you Set the Trap).
Recovering a Trap: You can spend 1 AP while within 1
Space of one of your Set Traps to disarm and recover the
use of the Trap. When you do, it loses any damage and
effects of your Hunter’s Mark (if applicable).

Example: A Hunter lays down a Trap 5 Spaces away and


chooses the Piercing damage option. They choose to spend
1 SP to add the Fire option from Hunter’s Strike to the Trap.
When the Trap is triggered, it makes an Attack Check to deal
Prime Piercing damage and 2 Fire damage as well as forcing
a Save against the Burning Condition.

Discerning Eye (Flavor


Feature)
You have ADV on Awareness Checks to discover Hidden
Traps and on Investigation Checks to discern how to
disarm them.

134 DC20 RPG BETA 0.9


Monk
Monks are master martial artists that perfect their mind
and bodies utilizing the ebb and flow of their inner energy.
They use their body as a weapon and can enter into different
stances that drastically change their combat abilities.
Source of Power: Monks have become enlightened and in
touch with their inner Ki energy to hone their bodies and
minds. Their journey to become a Monk could be from
being trained in a monastery, mentored by a mysterious
figure, or their own deep meditation.

Starting Equipment
• 2 Weapons
• 3 Weapons with the Toss or Thrown Property
• 1 set of Novice Light Armor
• X or Y “Packs” (Adventuring Packs Coming Soon)

Monk Martial Mastery


Combat Training: Weapons, Light Armor
Maneuvers: You learn all Attack Maneuvers. You learn
additional Maneuvers as shown in the Maneuvers Known
column of the Monk Class Table.
Techniques: The number of Techniques you know increases
as shown in the Techniques Known column of the Monk
Class Table.
Stamina Points: Your maximum number of Stamina Points
increases as shown in the Stamina Points column of the
Monk Class Table.

Monk Class Table


Char Bonus Attribute Skill Stamina Maneuvers Techniques Features
Level HP Points Points Points Known Known
1 +1 +1 +4 Class Features
2 +1 +1 Class Feature, Talent
3 +1 +1 +1 Subclass Feature
4 +1 +1 Talent, 2 Ancestry Points
5 +1 +2 +1 +1 Class Feature
6 +1 +1 +1 Subclass Feature
7 +1 +1 Talent, 2 Ancestry Points
8 +1 +1 +1 Class Capstone Feature
9 +1 +1 +1 Subclass Capstone Feature
10 +1 +2 Epic Boon, Talent

THE DUNGEON COACH 135

You might also like