Zombie Hunter

A Lone Zombie walks through a seemingly deserted forest. There is no man in sight. It just keeps walking, hungry for its next meal. Before long, it comes across some bones hanging from rope tied to tree branches. Though it takes no notice and walks straight into it, creating a small rattling noise as the bones bump into each other. This small noise alerts a nearby Zombie Hunter to the Undead presence. He skulks through the woods until his target is in sight, then takes aim with his Crossbow and fires.

Faint slashing sounds and blood splatter can be heard far off in the distance. When you get closer, you can see that a man has a Zombie pinned to the ground and is stabbing it again and again in the face with his machete. The expression on his face is of pure anger and hatred. Only when the Zombies face is damaged beyond recognition does he stop and take a deep breath before moving onto the next one.

Zombies Hunters spend their days hunting down the Undead that Plague the world. And killing them. Their hatred of the Undead is greater than any force imaginable. You will end this Undead Threat no matter the cost. That's what you tell yourself every night before you go to bed. But their numbers are many and continue to grow increasingly large with each passing day.

### **Scarred**

Most Zombie Hunter have one thing in common: Trauma. Zombie Hunter have typically lost quite a deal in the early days of the Apocalypse, causing them to start Hunting down the Undead that rose from their graves and took everything away from them. Zombie Hunters hide their scars under a gruff and gritty exterior. They pretend to be all tough just to hide how hurt and scared they really are.

### **Undying Will**

You have a goal in this world: to eliminate any undead you can. And you are not leaving this mortal plane until you complete your goal. Never tell you the odds. No matter what stares you in the face, you will find a way to persevere. Maybe you owe it to somebody who killed by the Undead to survive long enough to properly avenge them. No matter the reasons, your will to survive is greater than anyone else's.

## **Creating a Zombie Hunter**

When creating a Zombie Hunter, consider why your character began hunting down the Undead. Was a close friend or family member eaten alive by these monsters while your character was forced to watch, helpless, by the sidelines? Perhaps your life was just starting to turn around when the world went to shit and you blame the Undead for ruining everything? No matter the reason, you now Hunt down Zombies. Perhaps tales have spread across the country about your deeds and people will pay you valuable resources to hunt down a large group of Undead

#### **Quick Build**

You can make a Zombie Hunter Quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity. Second, choose the Hunter Background. Third, choose the Endurance and Survival class skills. And Finally, choose a Crossbow and 20 Bolts and a Machete as your Equipment.

## **Class Features**

As a Zombie Hunter, you gain the following class features:

### **Hit Points**

* **Hit Dice:** 1d10 per Zombie Hunter level
* **Hit Points at 1st level:** 10 + Constitution Modifier
* **Hit Points at Higher levels:** 1d10 (or 6) + Constitution Modifier per Zombie Hunter level after 1st

### **Proficiencies**

* **Armor:** None
* **Weapons:** Handguns, Shotguns, Crossbows, Blunt Melee Weapons
* **Tools:** None
* **Saving Throws:** Dexterity and Constitution
* **Skills:** Choose three from Firearms, Animal Handling, Crafting, Athletics, Endurance, Insight, Investigation, First Aid, Nature, Perception, Stealth, and Survival.

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your background:

* (a) A Crossbow and 20 bolts or (b) A Shotgun and 10 Shells
* (a) A Machete or (b) Two knives or your choice
* (a) A Baseball Bat or (b) a Handgun with 10 Bullets
* An Explorer's Pack and a picture of a your family

### **Hunter's Companion**

At 1st level you gain a dog that follows you around and helps you out in a variety of ways. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals 12 and it increases by 2 every time you gain a level. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

* **Exceptional Training.** Beginning at 6th level, on any of your turns when your beast companion doesn't attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.
* **Bestial Fury.** Starting at 14th level, your beast companion can make two attacks when you command it to use the Attack action.

### **Hunter's Hatred**

At 2nd level Choose a type of hated enemy: Zombies, Crawlers, Runners, Stalkers, Clickers, Bloaters, Shamblers, Smokers, Spitters, Jockey's, Hunters, Witch's, Chargers, Tanks, Feral Zombies, Radioactive Zombies, Pukers, or Screamers. You have advantage on Attack Rolls you make against your chosen enemy and any Wisdom (Survival) checks to track them.

At 8th, 13th, and 18th levels, you get to choose another type of Hated Enemy. Not all types of Zombies may be present to the Campaign so check with your GM to see which types of Zombies you can choose.

### **Expertise**

You gain Expertise in two of your Skill Proficiencies of your choice. Firearms, Athletics, Endurance, Stealth, and Survival are all iconic choices for a Zombie Hunter if you have Proficiency in them. When you reach 9th level, you can choose two more of your skill proficiencies to gain expertise in.

### **Improvised Weapons**

Sometimes, when you're in a dangerous situation, you don't have any weapons and must use whatever you have at hand. Starting at 3rd level, all Improvised Weapons do 1d6 + your Strength Modifier damage. This increases to 1d8 at 8th level and 1d10 at 11th level.

At the GMs discretion, he/she might allow you to throw the Improvised weapon at the target. If you do, use your Dexterity Modifier instead of your Strength Modifier.

### **Zombie Hunter Archetype**

When you reach 3rd level you pick one of four archetypes. Strider, Stalker, Tracker, or Trapper. You gain improved abilities based on this choice at 3rd level and again at 6th, 10th and 14th levels.

### **Ability Score Increase**

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.

### **Superiority Dice**

Starting at 5th level, you have a pool of Superiority Dice equal to your Charisma Modifier + your proficiency bonus. These Dice are d6's. On your turn you can spend one of your Superiority Dice on an Ability Check, Saving Throw, or Attack Roll. When you do this, you roll the die and the roll to the total of whatever Ability Check, Saving Throw, or Attack Roll you make.

Your Superiority Dice become d8's at 11th level, d10's at 15th level, and d12's at 18th level. Once you spend a Superiority Die, it's lost and regain all expended Superiority Dice when you complete a short or long rest.

### **Brutal Critical**

When you reach 7th level, 19s and 20s count as Critical Hits so long as you are attacking your Hated Enemy.

### **Roving**

Your Speed increases by 10 ft. while you aren’t wearing Heavy Armor. You also have a Climb Speed and a Swim Speed equal to your Walking Speed.

### **Acclimated View**

Starting at 9th level, your weeks, months, or even years of trauma following the Zombie Apocalypse has made you numb to the pain of losing something you care about. You automatically succeed Sanity Saving Throws.

### **Relentless**

When you reach 11th level, your drive to take down your Hated enemy is overwhelming and staggering. On your turn, so long as you can see or hear your Hated Enemy, your gain temporary Hit Points equal to your 5 + Constitution Modifier + your Proficiency Bonus.

On your turn, your temporary Hit Points disappear if your Hated Enemy is either dead or you can no longer see or hear it. Once you use this feature, you cannot use it again until you complete a short or long rest.

### **Evasion**

Starting at level 13, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Your companion also gains the benefits from this feature.

### **Hunter's Sense**

At 20th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. If the creature is hit by your attack, the creature takes additional damage equal to your weapon's damage.

## **Multiclassing**

* **Prerequisites.** In order to Multiclass into the Zombie Hunter Class, you must meat the following Prerequisites: Constitution 13 or higher
* **Proficiencies.** When you Multiclass into the Zombie Hunter Class, you gain the following Proficiencies: Shotguns, Endurance, and Survival