Additional Hunter Options: The Eidon Tribe

Eidon Tribe

As a 1st level hunter, you may choose the Eidon tribe as an alternative to other options. As an Eidon you gain the following benefits:

Ability Increase Suggestions. The Eidon have lived among Metal World ruins for generations, and have unshakeable faith in the machine-god for which they are named. You might choose to spend your +1 ability increase on either Acumen or Spirit.

Ship Shape. Eidon learn to crew and maintain boats and ships from a young age. You're proficient with water vehicles, carpenter's tools, and navigator's tools.

Staying Power. Your culture rewards those who work hardest. You add half your proficiency bonus to whichever of your Acumen or Spirit saving throws you aren't already proficient in.

Eidon-Clan. Other Eidon will always do their best to provide you shelter, sustenance, and reasonable aid, unless you have shown yourself to be a danger to them. Eidon warriors may risk their lives for you. You are expected to return such kindnesses to other members of the clan. Failure to do so may result in a loss of reputation and continued failure to do so may result in you being exiled from the clan.

Eidon Techniques

At 6th level and any other time you gain a tribal technique, you may select a technique from the list below if you belong to the Eidon tribe.

Marine (you must be proficient in Acrobatics to select this technique). You are used to the rocking boards and windswept rigging of sailing vessels. Whenever you make a Finesse (Acrobatics) check and roll less than 8 before adding your modifiers, treat the roll as though it were an 8.

Additionally, you have a +1 bonus to attack rolls while you or your target are on a water vehicle.

Raider's Rush. Any time you hit a creature with a melee attack, you may expend 5 feet of your movement to push the target 5 feet away from you or pull them 5 feet to another space within your reach.

Read Weather. As an Action you can read the wind, air moisture, and other atmospheric conditions to predict what the weather will be at your location for the next 24 hours.

In addition, your ability to understand the weather helps you use your ranged weapons with greater accuracy. After you make a ranged attack roll you may roll another 1d20 and use the better of the two results. You may use this feature a number of times equal to half your proficiency, and recover any unspent uses after a long rest.

Sea Legs. You can add whichever of your Might or Finesse bonuses is most beneficial when making ability checks to keep your balance or footing. You may also use whichever of your Might or Finesse saving throws is most beneficial when saving against effects that would cause the prone condition.

Spirited (you must be 6th level to select this technique). The Eidon have no choice but to be fearless, since they live alongside snapmaws and risk leviathan attack every time they put out to sea. You have advantage on saving throws against being frightened.

Storm's Fury. You have a special affinity for freeze and shock damage. Whenever you deal freeze or shock damage you roll an additional 1d6 and add it to the damage total. At 10th level, your bonus damage from this feature increases to 1d8, at 14th it increases again to 1d10, and finally at 18th level it increases to 1d12.

Additionally, whenever you craft ammunition that deals either of these damage types, you make the items in the crafting recipe go further, resulting in one more ammunition than normal. You make +1 ammo of any type normally crafted in packs of 5, +2 ammo of any type normally crafted in packs of 10, and +5 ammo of any type normally crafted in packs of 25.

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