Headhunter A lean half-orc treads the dappled shadow of the jungle undergrowth, leaving every leaf and branch in her wake undisturbed. Up ahead, her quarry awaits - none the wiser to her approach. A tattooed elf steps out of the shadows of the overgrown stone, a slender spear in his hand. The excavation's base camp is laid out before him. With a fluid movement of his arm, he skewers the sole sentry with his spear, and deftly skips down the uneven stone blocks to finish the job. A human, dressed in furs, silently follows the trail of blood on the snow. Hatchet in hand, he approaches the cave, where he knows the wounded bear will give him the fight of his life. These are headhunters - watchers at the ends of the world, using nothing but their wits and their skills with the spear to ensure the continued survival of themselves and their tribes. Survival of the Fittest Headhunters exist in some of the harshest and most unforgiving environments on the planet, and perform the most dangerous roles within their tribes. A single slip-up - a missed step, an overly loud breath, or a glancing blow - can often spell death for the prospective headhunter. It is no surprise, then, that those who reach the title of headhunter are all extraordinarily skilled and deadly without exception. Headhunters excel at mid-ranged combat, hurling spears and axes with unerring accuracy at their targets, or harassing them with poisoned blowgun needles. They also thrive off of bloodshed, and will gain a mental and physical boost at the sight of a defeated foe, driving them to greater and greater showings of combat prowess. Tribal Focus All headhunters belong to tribes, though their specific duties within them may vary. While one might be a great warrior, another might be a spiritual leader, a prophet, a hunter, or an animal handler. The tribe is the heart of the life of a headhunter, and they will often devote themselves to it in ways that seem strange to an outsider. Leaving the tribe temporarily is also quite common amongst headhunters. As capable warriors in their own right, they are often the most suited to travel between tribes, retrieve something, or to simply gather news and information about the outside world. Creating a Headhunter When creating a headhunter, there are two main questions to consider. Firstly, which tribe does your character hail from? Are they a hunter from an arctic land, swathed in sealskin and decorated with teeth and bones from their kills? Or perhaps they are the medicine man from a jungle tribe, largely unknown to the rest of the world? Maybe they hail from the desert, scraping by a an existence by hunting the sparse wildlife and raiding caravans. Secondly, what is their motivation for leaving their tribe and adventuring out in the world? Perhaps their tribe has lost an important artifact, and it is your quest to find it and bring it back to them? Or maybe they have been exiled for some past indiscretion, and must now make their own way in the world. Whatever their motivation, your headhunter's history will shape how they view and interact with the world.

The Headhunter Level Proficiency Bonus Features Scalp Bonus Scalp Duration 1st +2 Scalp, Fighting Style +1 1 turn 2nd +2 Expert Skinner, Deadeye +1 1 turn 3rd +2 Tribal Calling +1 1 turn 4th +2 Ability Score Improvement +1 1 turn 5th +3 Extra Attack +2 2 turns 6th +3 Sentry +2 2 turns 7th +3 Tribal Calling feature +2 2 turns 8th +3 Ability Score Improvement +2 2 turns 9th +4 Snakeblood +2 2 turns 10th +4 Tribal Calling feature +2 2 turns 11th +4 Improved Scalp +3 2 turns 12th +4 Ability Score Improvement +3 2 turns 13th +5 Survivor +3 2 turns 14th +5 Without a Trace +3 2 turns 15th +5 Tribal Calling feature +3 2 turns 16th +5 Ability Score Improvement +3 3 turns 17th +6 Eye for an Eye +4 3 turns 18th +6 Tribal Calling feature +4 3 turns 19th +6 Ability Score Improvement +4 3 turns 20th +6 Apex Predator +4 3 turns Quick Build You can make a headhunter quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Constitution, or Wisdom if you plan on taking the venomancer or witch doctor tribal calling. Second, choose the outlander background. Class Features As a headhunter, you gain the following class features. Hit Points Hit Dice: 1d10 per headhunter level

1d10 per headhunter level Hit Points at 1st level: 1d10 + your Constitution modifier

1d10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per headhunter level after 1st Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Simple weapons, blowguns

Simple weapons, blowguns Tools: Your choice of healer's kit, herbalism kit, or poisoner's kit

Your choice of healer's kit, herbalism kit, or poisoner's kit Saving Throws: Strength, Dexterity

Strength, Dexterity Skills: Choose three from Acrobatics, Animal Handling, Athletics, Insight, Nature, Perception, Religion, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) five javelins or (b) five handaxes

(a) a blowgun, 20 needles, and three vials of basic poison

(a) scale mail, or (b) leather armor

(a) an explorer’s pack and one set of tools with which you are proficient Scalp Beginning at 1st level, you gain the ability to boost your own prowess by slaying enemies. The first creature you damage on each of your turns is marked until the end of your next turn, or you mark a new target. When a marked creature drops to 0 hit points, you gain a +1 bonus to all weapon attack and damage rolls you make until the end of your next turn.

The attack and damage bonus as well as the duration of your scalp feature increases as you gain levels in this class, as shown in the Headhunter table. If another creature you have marked is reduced to 0 hit points while you are still under the effect of your scalp feature, the scalp duration is refreshed. Scalp attack and damage bonuses do not stack with each other - you can only ever have a scalp bonus equal to the number shown for your level in the Headhunter table. Fighting Style At 1st level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same fighting style option more than once, even if you get to choose again. Blowgun Expert: The damage of your blowgun attacks increase to 1d12 piercing damage. In addition, creatures you hit with a blowgun have disadvantage on the save against any poison you have applied to the needle. Thrown Weapon Fighting: Whenever you make a ranged weapon attack with a melee weapon with the thrown property, you can immediately draw another melee weapon with the thrown property as part of the attack. You can also treat all weapons with the thrown property as if they also had the light property. In addition, you can treat all 1s and 2s rolled for damage by a ranged attack with a melee weapon with the thrown property as 3s. Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Expert Skinner Starting at 2nd level, you have become supremely efficient at harvesting skins, organs, and other useful items from your prey. You gain advantage on all Nature checks made to harvest components from dead creatures. Deadeye Beginning at 2nd level, you have increased the power of your ranged attacks. You can double the normal and long range of all blowguns and melee weapons with the thrown property. Tribal Calling At 3rd level, you decide which tribal calling you follow in your journey as a headhunter. The tribal calling you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Sentry By 6th level, your survival instincts are constantly pumping adrenalin through your blood. You no longer need to rest like others do, and you can gain the benefits of a long rest by performing 4 hours of minimal physical activity, like keeping watch or crafting blowgun needles. Camouflage At 9th level, you have mastered the art of hiding in plain sight. You gain advantage on all Stealth (Dexterity) checks to remain hidden, as long as you do not move, attack or cast spells. Marked for Blood Beginning at 11th level, you have can sniff out weakness in your enemies. You have advantage on the first attack you make against a marked target on your turn. Survivor Beginning at 13th level, your survival instincts have become second to none. As long as you are at maximum hit points, you have resistance to all damage. Without a Trace Beginning at 14th level, your trail becomes more difficult to follow. Survival, Perception, and Investigation checks made to track your movements are made at disadvantage.

Eye for an Eye Beginning at 17th level, you have a taste for vengeance that your honed reflexes allow you to utilise to devastating effect. Whenever you are the victim of a critical hit, you can immediately use your reaction to make a weapon attack against the creature that hit you. You can apply your scalp bonus to this attack, even if you aren't currently under its effects. Apex Predator At 20th level, your predatory instincts have become second to none. When you roll for initiative, you can immediately gain the benefits of your scalp bonus. Once you have gained your scalp bonus in this way, you can't do so again until you have finished a long rest. Primal Callings A primal calling is the unique path that a headhunter takes in order to fulfill the particular needs of their tribe. While all headhunters have displayed physical prowess in their journey to their primal calling, some continue to develop their capabilities in order to defend their tribes, or to hunt greater prey, while others seek hidden knowledge from the spirits and become mystical leaders of their people. Firebreather Firebreathers are headhunters who complement their weapon skills with the mystic arts of breathing flame. Within their tribe, they will often lead spiritual dances and tend the sacred flames in addition to their duties as hunter and warrior. Fire Breath When you choose this primal calling at 3rd level, you gain the ability to use an action to expel a gout of flame in a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against a save DC equal to 8 + your proficiency modifier + your Constitution modifier. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. Once you have used this feature, you can roll a d6 at the start of each of your turns. On a die roll of 6, your fire breath recharges and you can use this feature again. At 10th level, the damage of this feature increases to 4d6, and it recharges on a die roll of 5 or 6. At 18th level, the damage of this feature increases to 5d6, and it recharges on a die roll of 4, 5, or 6. Fire Dancer Also at 3rd level, you have mastered the hypnotic art of the fire dance. You gain proficiency in the Performance skill, and can add double your proficiency modifier to any Performance check you make. Overheat Beginning at 7th level, while under the effects of your scalp bonus, you can add the bonus to the damage of your Fire Breath feature. Fireproof Starting from 15th level, you gain resistance to fire damage. Stalker Stalkers are headhunters who have veered the least from their original path during the course of their primal calling. They have continued to develop their martial ability, and mastered the art of tracking their prey and delivering deadly strikes from afar. Piercing Shot When you choose this primal calling at 3rd level, you can aim your shots to produce maximum damage to your target. You gain the following benefits: Before you make a ranged weapon attack with a weapon with the thrown property, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Once per turn when you hit a target with a ranged weapon attack with a weapon with the thrown property, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If the target fails, you can knock them prone or shove them 10 feet. Expert Tracking Also at 3rd level, you gain proficiency in the Survival skill. If you are already proficient in Survival, you can double your proficiency bonus when making Survival skill checks. Prowler From 7th level, while under the effects of your scalp bonus, your walking speed increases by 10 feet, and opportunity attacks against you are made at disadvantage.

Beginning at 10th level, you can ignore the effects of non-magical difficult terrain. Hunter's Prey Starting at 15th level, when you make a successful Survival check to track a creature, you gain advantage on all subsequent Survival checks made to track it for the next 24 hours. If you find the creature, you can add your proficiency bonus to the damage of one attack you make against the creature per round. Scent of Blood Beginning at 18th level, you become reinvigorated at the sight of injuries you cause. When you deal damage to a creature while under the effects of your scalp bonus, you can immediately use your reaction to regain hit points equal to your level. Once you have used this feature, you can't use it again until you have finished a long rest. Venomancer The call of the venomancer is heard most strongly by those with a deep connection to poison and shadow. Venomancers often keep venomous animals as pets, maintaining a veritable menagerie of snakes, spiders, scorpions and centipedes. Their knowledge of poison is encylopaedic, and they use their knowledge to provide both agonising torture and anaesthetic relief for their tribe. Simple Poisons When you choose this primal calling at 3rd level, you gain the ability to brew deadly poisons from local reagents and animal venoms. Over the course of a long rest, you can create a number of vials of simple poisons equal to your Wisdom modifier. Each vial of simple poison can coat three blowgun needles or one melee weapon. On a successful hit with a poisoned weapon, the target suffers the effects detailed in the poison's description. The save DC of your poisons is 10. You can choose from the following list of poisons: Truth serum. A creature subjected to this poison must make a Constitution saving throw. On a failed save, it can’t knowingly speak a lie, as if under the effect of a zone of truth spell. Toadskin extract. A creature subjected to this poison must make a Constitution saving throw. On a failed save, it becomes poisoned for one minute. Scorpion sting.. A creature subjected to this poison must make a Constitution saving throw. On a failed save, it takes 1d12 poison damage. On a successful save, it takes half damage. Concentrated Venom Starting at 7th level, you have learned how to concentrate your poisons to bypass normal resistances. You ignore resistance to all poison damage you cause, and treat immunity to poison damage as resistance instead.























































Potent Poisons Beginning at 10th level, you have expanded your deadly reportoire of poisons. When you are crafting poison, you can make up to one vial of the following poisons, in addition to any basic poisons you brew: Blinding poison. A creature subjected to this poison must make a Constitution saving throw. On a failed save, it becomes blinded for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Sleeping serum. A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Serpent sting. A creature subjected to this poison must make a Constitution saving throw. On a failed save, it takes 2d12 poison damage. On a successful save, it takes half damage. In addition, the save DC of your poisons increases to 12. Snakeblood Beginning at 15th level, your constant exposure to the poisons with which you coat your weapons has given you an increased tolerance to effeects. You gain immunity to poison damage and the poisoned condition. In addition, if you are subjected to a spell or effect by a hostile creature that would deal poison damage or inflict the poisoned condition, you gain temporary hit points equal to your Wisdom modifier.

Virulent Poisons Starting at 18th level, you have perfected the art of brewing poisons. When you are crafting poison, you can make up to two vials of the poison offered by your Potent Poisons feature. You can also make up to one vial of the following poisons, in addition to any basic poisons and potent poisons you brew: Lingering poison. A creature subjected to this poison must succeed on a Constitution saving throw or take 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d6 poison damage. After three successful saves, the poison ends. Paralysing poison. A creature subjected to this poison must succeed on a 3 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Wyvern sting. A creature subjected to this poison must make a Constitution saving throw. On a failed save, it takes 3d12 poison damage. On a successful save, it takes half damage. In addition, the save DC of your poisons increases to 15. Witch Doctor Headhunters who listen to the call of the witch doctor undertake extensive training in the ways of the spirits, learning secret spells and rituals that provide hidden knowledge and power, both destructive and healing, to their tribes. They are also often advisors in matters both spiritual and material, revered as much for their wisdom in the mundane as their knowledge of the profane. Spellcasting When you reach 3rd level, your connection to the spirits allows you to cast spells. Cantrips. You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level. Spell Slots. The Witch Doctor Spellcasting table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration and evocation spells on the druid spell list. The Spells Known column of the Witch Doctor Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an conjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through communication with the spirits. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency modifier + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Black Magic Jinx Beginning at 3rd level, you gain the ability to hex your enemies with powerful curses. As an action, you can choose an enemy you can see within 30 feet of you. The target must make a Wisdom save against your spell save DC. On a fail, you can apply one of the following effects: Fumble: For one minute, the target has disadvantage on all Dexterity checks, and must pass a DC 10 Dexterity check whenever it begins moving or else fall prone.

For one minute, the target has disadvantage on all Dexterity checks, and must pass a DC 10 Dexterity check whenever it begins moving or else fall prone. Mumble: For one minute, the target cannot speak coherently or cast spells with verbal components.

For one minute, the target cannot speak coherently or cast spells with verbal components. Ready to Rumble: For one minute, the target takes psychic damage equal to your headhunter level whenever the target makes a successful melee weapon attack. Once you have successfully used this feature, you can't use it again until you finish a short or long rest.