The Predator Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Devour ─ ─ ─ ─ ─ ─ ─ 2nd +2 Mimicry ─ ─ ─ ─ ─ ─ ─ 3rd +2 Spell Consumption, Spellcasting 3 2 3 ─ ─ ─ ─ 4th +2 Ability Score Improvement 3 2 4 2 ─ ─ ─ 5th +3 Predator Archetype Feature 3 3 4 2 ─ ─ ─ 6th +3 Ability Score Improvement 4 3 4 3 ─ ─ ─ 7th +3 ─ 4 3 4 3 2 ─ ─ 8th +3 Ability Score Improvement 4 3 4 3 3 ─ ─ 9th +4 Archetype feature 4 4 4 3 3 1 ─ 10th +4 ─ 4 4 4 3 3 2 ─ 11th +4 ─ 5 4 4 3 3 3 1 12th +4 Ability Score Improvement 5 4 4 3 3 3 2 13th +5 Archetype Feature 5 5 4 5 3 3 2 14th +5 ─ 5 5 4 3 3 3 2 15th +5 ─ 5 5 4 3 3 3 2 16th +5 Ability Score Improvement 5 5 4 3 3 3 2 17th +6 ─ 5 6 4 3 3 3 2 18th +6 ─ 5 6 4 3 3 3 2 19th +6 ─ 6 6 4 3 3 3 2 20th +6 Inner Awakening 6 6 4 3 3 3 3 1 Predator Falling to his knees, animalistic features starts appearing before he starts getting up again. Now standing in an animalistic stand on all four, red glowing eyes and a snarl. With claws from an Ice Devil, tail of an Ankylosaurus and breath from a Behir he charges into battle. Hovering in the air with a mighty pose, the predator’s eyes start glowing blue, you can see the blue arcana energy flow within her veins, as she is preparing to rain fireballs and death upon those who oppose her. With her majestic red wings, she flies into the fray ready to become a legend. Quick and nimble a figure ducks and rolls across the battlefield thinking he has outwitted his opponents, but it is at this moment he realises he is standing toe to toe with a cyclops. With a shimmer in his eyes, a smirk on his face and all the weapons imaginable from his fallen comrades scattered on the ground. He grabs as many weapons as he can, flings them into the air and goes forth to challenge the giant. Quick Build First, Constitution should be your highest ability score. Make Charisma/Dexterity or Strength your next-highest. Second, choose the sage background Class Features As a Predator you gain the following class features. Hit Points Hit Dice: 1d8 per Predator level Hit Points at 1st Level: 8 + Constitution modifier 8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Predator level after 1st Proficiencies 1d8 (or 5) + your Constitution modifier per Predator level after 1st Armor: None Weapons: Daggers, quarterstaffs, light crossbows Daggers, quarterstaffs, light crossbows Tools: None None Saving Throws: Constitution, Charisma Constitution, Charisma Skills: None Equipment None You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a dungeoneer’s pack or (b) an explorer’s pack Credit Made with The Homebrewery

2 Devour At 1st level, you can spend your action try to devour a live creature with a CR equal to or lower than your Predator level and is weakened (1 – 100 HP = Bloodied, 101 – 999 = 50 or less). The opposing creature have to succeed a DEX Saving Throw against your Devour DC. After devouring a creature, you become proficient in all skills and saving throws the creature was proficient in, and if the creature was wearing equipment you become proficient in the equipment that the creature used. At 11th level, you can devour creatures with a 10ft reach. Predator have a cap on how many traits/actions can be known at the same time. After consuming a creature, you can acquire one trait/action taking up a spot of your Max cap. You can devour several of the same creature to learn different traits/actions. When you devour a new creature, you can add a trait/action to an unused slot or switch out another that you already know. Devour DC = 8 + Prof + Constitution modifier = 8 + Prof + Constitution modifier Max. slots traits/actions = your Constitution modifier = your Constitution modifier There’s two ways of deciding abilities, you can give all power to the player or, you can let your DM decide what traits will not be game breaking for the level you guys are currently in. After you devour a creature, you can obtain one of the following traits/actions: Armor Class (If the creature had natural armor)

One Speed (Speed acquired this way is halved)

One Damage Resistance/Immunity

One Sense

One Language

One Trait

One Action that doesn’t use an equipment (This does not count as an Attack action and recharge works the same as on creatures.) You cannot acquire spells from creatures you devour. You cannot devour construct or undead. Mimicry At 2nd level, you gain the ability to take on the form of creatures you have devoured. At 2nd level you are only able to mimic the same size as your race. If a creature was of a bigger size it will be shrunken down to your race size. You can also slightly alter your appearance. You can use this feature a number of times equal to your Constitution modifier every long rest. At 7th level you can mimic up to size Large, 12th level up to size Huge and 17th level up to size Gargantuan. Spell Consumption At 3rd level, you gain the ability to cast and consume spells. To consume a spell, you have to spend your reaction to consume the spell. To consume the spell, the spell needs to be a damaging spell attack, and you have to succeed a CON check. The DC equals 10 + the spell’s level. On a success, you consume the spell and gain the chance to learn the spell. To learn the spell, you need to have a Spell Slot of the same level or higher than the spell you consumed. If the spell is of a higher level then your highest Spell Slot you instead gain an extra temporary Spell Slot of your highest level. These temporary Spell Slots disappear after a long rest. The number of spells you can know at the same time is specified in the class table. If you don’t have more room for spells as you consume a new spell, you can switch out one of the already known spells with the new one. You can use this feature a number of times equal to you Constitution modifier every long rest. Spellcasting When you reach 3rd level, you gain the ability to cast spells. Cantrips You can consume cantrips under the same conditions as higher level spells. The number of cantrips you can know is shown in the Cantrips Known column. Spell Slots The Predator table shows how many spell slots you have to cast your predator spells of 1st level and higher. To cast one of these predator spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spellcasting Ability Charisma is your spellcasting ability for your Predator spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Predator spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Charisma Modifier = 8 + your proficiency bonus + your Charisma Modifier Spell Attack Modifier = your proficiency bonus + your Charisma Modifier = your proficiency bonus + your Charisma Modifier Spellcasting Focus You can use an arcane focus as your spellcasting focus for your Predator spells. Ability Score Increase When you reach 4th level, and again at 6th, 8th, 12th and 16th 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. Predator Archetype At 5th level, you choose an archetype that you feel reflect your approach to battle: Savage Devourer, Bright Consumer or Balanced Diet, all detailed at the end of the class description. Your choice grants you features at 5th level and again at 9th and 13th level. Inner Awakening At 20th level, you can spend a turn to tap into an inner strength, this feature changes accordingly to your archetype.

3 Predator Archetypes With all the possibilities that comes by using monsters’ abilities against them, comes choices of how you wish to refine your skills to triumph in this world. Savage Devourer You have made the choice to chase the primal side of your ability hunting adventurer. Spells are more a nuisance then helpful and you believe in the old ways of fighting. The Savage Devourer have weaker spells but makes up for this with natural adaption. The way of Nature By moving away from the way of arcana you are losing touch with it, at the same time as you are becoming more adapt with creatures’ traits. Beginning at 5th level, your Spells Known and Max. slots traits/actions changes. If you have fewer Spells Known slots, then spells you know then you must remove spells until you are within the limit. (When doing these calculations always round up to the nearest full number.) Your hit die turns from 1d8 to 1d12 from 5th level and up. Max. slots traits/actions = your Constitution modifier x 2 Spells Known = your proficiency bonus / 2 = your Constitution modifier x 2= your proficiency bonus / 2 Limited spell list Level Cantrips Known 1st 2nd 3rd 5th 3 4 2 - 6th 3 4 2 - 7th 3 4 2 - 8th 3 4 3 - 9th 3 4 3 - 10th 4 4 3 2 11th 4 4 3 2 12th 4 4 3 2 13th 4 4 3 3 14th 4 4 3 3 15th 4 4 3 3 16th 4 4 3 3 17th 4 4 3 3 18th 5 4 3 3 19th 5 4 3 3 20th 5 4 3 3 Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Adaptive Devourer Beginning at 9th level, you can acquire two abilities from a creature, instead of one, whenever you use the Devourer feature. Each of the abilities take up one slot. Stronger Devourer Beginning at 13th level, you can now acquire one Ability Score from creatures with Devourer. You can only have one Ability Scores at the time. The score cap is also increased to 24, but only for Ability Scores acquired from Devourer. Inner Devourer At 20th level, you can spend a turn to tap into the strength of the creatures you have devoured. While being in this awakened state you are no longer limited by the Ability Score cap. You gain the highest Ability Score in each ability amongst creatures you have devoured. For the duration, Extra Attack also works with Actions acquired form creatures. This effect last for 1 minute. After the effect end you get 4 levels of exhaustion and can’t use this feature again for a week. Bright Consumer You have made the choice to chase the mystical side of your ability hunting adventurer. Spells can alter the fabric of reality and you have seen its power, and you want to obtain this power for your own use. The Bright Consumer have weaker natural adaptation but makes up for this with stronger spells. The way of Arcana By moving away from the way of nature you are losing touch with it, at the same time as you are become more adapt with spells. Beginning at 5th level, your Spells Known and Max. slots traits/actions changes. If you have fewer Traits/Actions slots, then traits/actions you know then you must remove traits/actions until you are within the limit. (When doing these calculations always round up to the nearest full number.) Your hit die turns from 1d8 to 1d4 from 5th level and up. Max. slots traits/actions = your Constitution modifier / 2 Spells Known = your proficiency bonus x 2 = your Constitution modifier / 2= your proficiency bonus x 2 Knowledge Consumer At 5th level, gain the ability to consume writing with magic inscriptions. You are now able to learn spells from books and scrolls. To learn these, you need to spend 10 minutes reading and learning the spell. To not forget the spell, you also consume the book or scroll you learned the spell from. These count towards your Spells Known. Adaptive Consumer Beginning at 9th level, your use of the feature Spell Consumption resets after a short rest. You can now also learn spells when devouring a creature who was a spellcaster. You can only learn one spell, and the spell must be of the same level or lower then your highest spell slot.