Huntsman/Huntress Legends. Stories scattered through time. Mankind has become quite fond of recounting the exploits of heroes and villains, forgetting so easily that we are remnants, byproducts of a forgotten past. Man, born from dust, was strong, wise, and resourceful. But he was born into an unforgiving world. An inevitable darkness, creatures of destruction, the creatures of Grimm set their sights on Man and all of his creations. These forces clashed and it seemed as if the darkness was intent on returning Man's brief existence to the void. However, even the smallest spark of hope is enough to ignite change and in time, man’s passion, resourcefulness and ingenuity led them to the tools that would help even the odds. This power was appropriately named “Dust." Nature’s wrath in hand, man lit their way through the darkness and in the shadow’s absence, came strength, civilization, and most importantly, life. But even the most brilliant lights eventually flicker and die. And when they are gone… darkness will return. So, you may prepare your guardians… build your monuments to a so-called free world, but take heed… there will be no victory in strength. But perhaps victory is in the simpler things you've long forgotten. Things that require a smaller, more honest soul... The Huntsman/Huntress Level Proficiency Bonus Features 1st +2 Aura, Semblance, Versatile Weaponry 2nd +2 3rd +2 Destiny 4th +2 Ability Score Improvement 5th +3 Semblance Evolution (1st) 6th +3 Destiny feature, Weapon Upgrade 7th +3 Hunter Step 8th +3 Ability Score Improvement 9th +4 Semblance Evolution (2nd) 10th +4 Weapon Upgrade 11th +4 Destiny feature 12th +4 Ability Score Improvement 13th +5 Semblance Evolution (3rd), Aura Augmentation 14th +5 Weapon Upgrade 15th +5 Destiny feature 16th +5 Ability Score Improvement 17th +6 Semblance Evolution (4th) 18th +6 Weapon Upgrade, Destiny feature 19th +6 Ability Score Improvement 20th +6 Beyond Man Defenders of Humanity Huntsmen and Huntresses are the greatest warriors in the world of Remnant. Trained at one of the four Huntsmen Academies of Remnant, these fighters are trained to battle the forces of Grimm, monsters who constantly threaten humanity. Determination and Strength Anyone with the determination to become a Huntsman or Huntress can, though relatively few are actually willing to do battle with the darkness and evils in the world. Those who do, however, are capable of feats that normal beings see as impossible. Anyone of any gender, race, species, or background can become a Huntsman or Huntress. All it takes to become one is a strong desire to fight against the darkness that threatens the world. Men are known as Huntsmen, while women are known as Huntresses. The difference in name is no more that that. 1

Class Features As a Huntsman/Huntress, you gain the following class features. Hit Points Hit Dice: 1d6 per Huntsman/Huntress level

1d6 per Huntsman/Huntress level Hit Points at 1st Level: 6 + your Constituion modifier

6 + your Constituion modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per Huntsman/Huntress level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: Simple weapons, two martial weapons of your choice

Simple weapons, two martial weapons of your choice Tools: One tool or musical instrument

One tool or musical instrument Saving Throws: Dexerity, Strength

Dexerity, Strength Skills: Choose two from Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) a tool or (b) a musical instrument

Padded armor Aura All Huntsmen and Huntresses are capable of utilizing their soul as a power known as Aura. Aura primarily manifests itself as a shield around a Huntress, allowing them to survive blows that would kill a normal being. You gain a pool of temporary hit points equal to half your total hit points + your Wisdom modifier whenever you finish a long rest. Whenver you finish a short rest, you can spend a hit die to restore lost Aura in the same manner you would to regain lost hit points. You cannot gain any temporary hit points except from this feature. Semblance Huntsmen and Huntresses also have the ability to manifest their Aura in a unique and special way, known as Semblance. Each person's Semblance is unique to them, and is reflective of themselves and their life. Most Semblances start as simple effects, but grow with their users into powerful abilities. At 1st level, you learn one cantrip from the Sorcerer spell list. Starting at 5th level, and again at 9th, 13th, and 17th level you learn one spell from the Sorcerer spell list as noted on the Semblance Evolution table. The spell you learn at each level must come from the same school as your 1st level cantrip. You ignore all Vocal, Somatic, and Material components of your Semblance spells. Semblance Evolution Level Spell Level 5th 1st 9th 2nd 13th 3rd 17th 4th Semblances cost Aura to use. Whenever you use your semblance, you subtract from your Aura pool according to the Semblance Cost table. Additionally, use of your highest level Semblance spell while your Aura is below half of its total causes you to suffer one level of exhaustion. Semblance Cost Spell Level Aura Cost Cantrip 1 1st 3 2nd 6 3rd 10 4th 15 Versatile Weaponry Huntsmen and Huntresses are masters of their crafts, including weapon creation and maintenance. Their weapons are often a combination of two or more weapons, either through brute force combination or complex transformative technology. 2

During a long rest, you can combine a number weapons or shields equal to or less than your Wisdom modifier you into a single weapon. Once combined, you may draw any of the combined weapons or shields as a free action. Only Huntsmen and Huntresses can use combined weapons effectively. Anyone who attempts to use a Huntsman's or Huntress' weapon will find it unwieldy and suffer disadvantage on any attack rolls made with it. Destiny At 3rd level, you resolve yourself to a future of your choice: Professional Huntsman/Huntress or Tale of Remnant, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. 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. Weapon Upgrade Much like how a Huntsman's Semblance changes as they grow, so too do their weapons and combat styles. Starting at 6th level and again at 10th, 14th, and 18th level, you gain proficiency in one martial weapon of your choice. You also gain additional damage on critical hits equal to your total number of martial weapon proficiencies minus your Wisdom modifier. Hunter Step Starting at 7th level, when you take the Attack action on your turn you can move up to half your movement speed as a bonus action. You can move through an enemy's space and do not provoke opportunity attacks during this movement. Aura Evolution Beginning at 13th level, you add twice your level to your Aura total. The new formula looks like this: Aura pool total = half your total hp + your Wisdom modifier + (your current level x 2) Beyond Man You have achieved the peak of skill and ability for a Huntsman/Huntress. Your Aura can now sustain you indefinitely, causing you to no longer require food or drink. In addition, whenever you use one of your Semblance spells, roll 1d4 and cast an additional spell of the rolled level and the same school from the Sorcerer spell list. Professional Huntsman/Huntress These intrepid fighter risk life and limb to take on missions for the kingdoms of Remnant. These missions include fighting off groups of Grimm, escorting persons of interest, and hunting a specific target, among others. Most Huntsmen and Huntresses follow this path, if they choose to continue their training, that is. Professional Huntsmen and Huntresses focus primarily on their weaponry and combat skills, augmenting them with Dust and upgrades whenever possible. Their arsenals are considerable and variable, able to quickly adapt to almost any situation they find themselves in. Combination Attack Starting when you choose this Destiny at 3rd level, when you make an Attack action on your turn, you can make an additional attack with any of your combined weapon portions as a bonus action. Additionally, you gain proficiency in one martial weapon of your choice. Semblance Augmentation You have discovered how to augment your Semblance with elemental Dust. Starting at 6th level, you can use a short rest to can change your Semblance spell damage type to any of the following for 24 hours: Cold

Fire

Force

Lightning

Thunder Dust Coating Starting at 11th level, combined weapons are considered magical and Semblance Augmentation affects combined weapons. 3

Weapon Synchronization Starting at 15th level, all attacks made with a combined weapon have advantage. Master Huntsman/Huntress At 18th level, you and your skills as a Huntsman/Huntress have nearly reached their peak. You can take an additional Attack action on your turn. The effects of Hunter Step and Combination Attack are now free actions. Tale of Remnant There are many stories, fairy tales, and legends in the world of Remnant. Most think them to be exactly that, but some are not mere tales. Even the most outlandish fables have some root in truth. You are one of these tales. You have begun to manifest abilities beyond that of a Huntsman or Huntress. Abilities that may make you a target of evil conspiracy and torture, possibly even death. You must not let these things bother you. Your powers should be enough to protect you; if they can't, you always have your training as a Huntsman/Huntress to rely on. Feature 3rd Feature Description Feature 6th Feature Description Feature 11th Feature Description Feature 15th Feature Description Feature 18th Feature Description 4