Hunter's Trance (3.5e Alternate Class Feature)

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Author: DaTedinator
Date Created: February 24th, 2010
Status: Transferred
Editing: Clarity edits only please
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Hunter's Trance

While some of your tribesmen learn to channel their inner fury to enhance their strength, you have learned to concentrate and focus yourself, greatly enhancing your senses and allowing for great feats of agility.

Class: Barbarian

Level: 1st, 4th, 8th, 11th, 12th, 14th, 16th, 17th, 20th

Replaces: If you select this alternative class feature, you do not gain the Rage class ability, or any later improvements.

Benefit: As an immediate action usable once per day, you may enter a hunter's trance. You temporarily gain a +4 bonus to Dexterity and Wisdom, and all of your attacks deal +1d6 damage as long as you move at least 10 feet in a round under your own power.

A hunter's trance requires giving in to your instincts, so you cannot use any Charisma- or Intelligence-based skills, the Concentration skill, or any other ability that requires patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger, or a spell completion to function.

The trance lasts for a number of rounds equal to 5 + your newly improved Wisdom modifier (if positive). You may choose to prematurely end your hunter's trance as a free action performable even not on your turn. At the end of your trance, you must make a Will save (DC 5 + twice the number of rounds the trance lasted) or be dazed for one round; the save is made after the trance has ended, so you do not make the save while your Wisdom is increased by the trance.

You may only invoke your hunter's trance once per encounter. At 1st level you may use this ability once per day. At 4th level and every four levels thereafter, you can use it one additional time per day.

Greater Trance: At 11th level, your bonuses to Dexterity and Wisdom during a hunter's trance each increase to +6. In addition, you deal +3d6 damage as long as you move at least 10 feet under your own power. You also gain the Scent ability while in a trance.

Mastery of Senses: At 17th level, you no longer must save to avoid being Dazed at the end of a trance, and you gain the Scent ability even when not in a trance.

Perfect Trance: At 20th level, your bonuses to Dexterity and Wisdom during a hunter's trance each improve to +8, and you deal +5d6 damage as long as you move at least 10 feet under your own power.



Back to Main Page3.5e HomebrewCharacter OptionsAlternate Class Features

ClassBarbarian +
Identifier3.5e Alternate Class Feature +
RatingUndiscussed +
SummaryWhile some of your tribesmen learn to channel their inner fury to enhance their strength, you have learned to concentrate and focus yourself, greatly enhancing your senses and allowing for great feats of agility. +
TitleHunter's Trance +