Fighter
Base Class: Fighter

You are quick witted and quick on your feet. The harsh conditions of the new world have made you resilient and hard to kill. there is nothing that you cant track or hunt down, you live for it.

Hunter's training

At 3rd level, you've trained in the ways of the Monster Hunter, to not only be proficient with the usual martial weapons, but also the unique weapons commonly seen among other hunters in the Research Commission, such as  Hunting Horn, Gunlance, Switch Axe, Charge Blade, Light Bowgun, and Heavy Bowgun, as well as the ability to wield a Lance or Gunlance with a shield, as well as a insect Glaive along side a Kinsect companion.

As a hunter you have small colony of Scout Flies living in a container on your belt. They emerge on command, but will hide out of sight during combat or if frightened. You have advantage when tracking foes. Thanks to the scout flies uncanny ability to track and lead. The more tracks or other forms evidence you can find on the target, the lower the DC is for the tracking it.

You gain proficiency in skills that help with survival in this new world. Survival you gain full proficiency, half proficiency with stealth, and have advantage on attempts to brew a potion using local materials (proprieties may vary up to DMs discretion) or any other minor feat of crafting such as improvised weapons and tools.

You have also been properly Trained with Proficiency in using Monster Carving Tools to
Gather various monster parts to forge and improve your New World Hunter Weapons. (see table below) included with these carving tools is a Slinger. The Slinger is part of the standard gear for Hunters of the Research Commission. They resemble small crossbows attached to the left arm.

There are three actions that can be done with a slinger,

Slinger Burst: as a bonus action A hunter can pick up various items off the ground (with a Investigation check). Using an action the Hunter can Fire these items dealing 1D4 damage.

Grappling hook: the Slinger is constructed with a built in grappling hook that allows the
Hunter to Grapple to Branches and Ledges within 30ft using an ACTION, (Does not provoke Opportunity attack)

Clutch Claw: can be used to Grab and clutch onto Creatures bigger than the Hunter, Each Creature must do A Contested Acrobatics Check (DEX) Vs Athletics (STR) successful Acrobatics allows the Hunter to Mount the Creature and must perform DEX SAVE at the end of each turn to stay mounted

 

 

Weapons*

 

Damage

AC

Gold

Properties

    Charge Hunter Blade

 

3d6 Slashing (BattleAxe),
1d10 Slashing (Sword and Shield)

 +2 (Sword and Shield)

30

heavy, two-handed, switch mode

    Dual Hunter Blades

 

1d8 slashing,
1d10 Slashing (demon mode)

— 

40

finesse, light, comes with a main & offhand weapon

    Great Hunter Sword

 

3d6 slashing

— 

75

heavy, two-handed.

    Hunter Gunlance

 

1d10 piercing (Melee,Range)

+2

30

reach, reload, comes with a shield

   Hunter's Hammer

 

3d6 bludgeoning

— 

20

heavy, two-handed

    Hunting Horn

 

3d6 bludgeoning

— 

30

heavy, two-handed, chord length: 2

    Insect Glaive

 

1d12 slashing

— 

30

two-handed

    Hunter's Lance

 

1d10 piercing

+2

30

reach, versatile (1d10), comes with a shield

   Hunter's Longsword

 

1d12 slashing

— 

25

two-handed

An armor set (light/medium/heavy at DM's discretion)

 

   

45/450/800 (Respectively)

 
 

 

 

— 

   

    Hunter's Switch Axe

 

3d6 Slashing (axe)
1d12 Slashing (LongSword)

— 

30

heavy, two-handed

    Sword & Shield

 

1d10 slashing

+2

35

finesse, light

 

 

       

    Bow

 

1d10 piercing

— 

40

ammunition (range 150/600), two-handed

    Heavy Bowgun

 

1d12 piercing,

— 

75

ammunition (range 100/400, heavy, two-handed

    Light Bowgun

 

1d6 piercing

— 

35

ammunition (range 80/320), two-handed, rapid fire

 

Hunters Stock

7th-level monster hunter feature

A hunter never leaves their camp unprepared for the challenges ahead. Whenever you finish a long rest, you can mechanically produce a number of bombs to your proficiency modifier. For the bomb's effect for each of the bombs, which is triggered upon impact. The effect of the bombs are described on the Bomb Table. As an action, a creature can throw a bomb, no matter who throws the bomb, if a save is required, it is against your spell DC.

You can create a bomb by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the bomb, and you choose the bomb's effect from the Bomb table.

Creating a bomb requires you to have alchemist’s supplies on your person, and any bomb you create with this feature lasts until it is thrown or until the end of your next long rest. Any bomb you create with this feature weighs 5 pounds.

 

Effect

 

Slinger Bomb. This Bomb has a 40-foot throwing distance. Can be loaded in the slinger to increase throwing distance to 50 feet. Every creature in a-10 feet radius of the Bomb must make a Dexterity saving throw taking 2d6 + your Intelligence modifier piercing damage on a failure and half damage on a success. When this device detonates, it creates an audible explosion that can be heard from up to 200 feet away.

This bomb's damage increases by 1d6 when you reach, 10th level (3d6), and 15th level (4d6).

 

Large Barrel Bomb. This bomb must be set and ignited either by an impact or a fuse. Centered at the point of detonation, a 10 x 10 foot square of fire is created. If a creature occupies these squares it take 1d4 fire damage per turn. When a creature is in the bomb's area of affect when ignited, it must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and will be knocked prone. On a successful save, it takes half as much damage. When this device detonates, it creates an audible explosion that can be heard from up to 300 feet away.

This bomb's damage increases by 1d8 when you reach, 10th level (3d10), and 15th level (4d10).

 

Flash Pod. The Flash Pod has a 40-foot throwing distance. Can be loaded in the slinger to increase throwing distance to 50 feet. Every creature in a 10-foot radius of the point of detonation must make a Constitution saving throw or be blinded and deafened until the end of their next turn. Creatures with sunlight sensitivity make this saving throw with disadvantage. If a creature is blinded and deafened by this, they may repeat the saving throw at the end of their turn to end the effect early. When this device detonates, it creates an audible explosion that can be heard from up to 200 feet away.

 

Lock Buster. Affix the Lock Buster to a lock. If the DC of that lock is equal to or lower than the combined value of your Intelligence Modifier + your fighter level, the lock is instantly destroyed.

 

 

 

 

Status Bomb. This Bomb has a 40-foot throwing distance. Can be loaded in the slinger to increase throwing distance to 50 feet. Centered on the point of detonation, a 10-foot spherical cloud of different toxic gases appear. The different types of gases are either paralyzing, poison, or sleep This cloud remains for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the bomb's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save one of the effects take place. Poison Effect: a creature takes 2d4 poison damage and is poisoned until the end of your next turn. On a successful save, it takes half as much damage and isn't poisoned by the bomb. Sleep Effect: Roll 4d6; the total must be greater than the creature’s current hit points in order for the creature to fall asleep. (the effect can stack if multiple bombs are used if the hunter has them stored up.) If affected, the creature immediately becomes unconscious with no saving throw. Paralyzing effect: on a failed save the creature is considered paralyzed and can not move or take an action for 2 turns. It may try to succeed on another constitution saving throw to end effect early.

This damage of the poison increases by 1d4 when you reach 10th level (3d4), and 15th level (4d4).

 

Smoke Bomb. The Smoke Bomb has a 40-foot throwing distance. Can be loaded in the slinger to increase throwing distance to 50 feet. Centered at the point of detonation, a 20-foot sphere of smoke. The sphere spreads around corners, and its area is heavily obscured vision. The smoke remains for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When this device detonates, it creates an audible explosion that can be heard from up to 50 feet away.

Palico Companion

At 10th level, as an official Hunter's Guild hunter, the tales of your deeds begin to spread throughout the land. A felyne seeks you out to aid you as an ever-present companion. A felyne in this role is known as a 'Palico'. Your Palico will serve a vital role in providing you and your companions first-aid, distracting enemies, and many other tasks you may ask of it.

Add your proficiency bonus to your Palico’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 the hit point number in its stat block or four times your fighter level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

Your Palico 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 your Palico where to move (no action required by you). You can use your 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 your Palico to take the Attack action.

If you are incapacitated or absent, your Palico acts on its own, scampering off to hide until your revival. Your Palico never requires your command to use its reaction, such as when making an opportunity attack.

Carting

At 15th level. when the Hunter knocked unconscious, as long as another PC is still active, and if your Palico is conscious, and unrestrained or otherwise disabled, it will immediately whisk you away on a cart, to a safe location away from combat. You are immediately revived with 1 HP.

Roll 1d4 + 1. This is the number of rounds in which you will be out of combat. On each of your turns until then, you may use your actions to consume potions or use items (such as to heal). Upon returning to combat, you may do so from any direction of your choosing, according to the situation at hand, and approval of the DM.

This feature cannot be used again until after a long rest.

At level 18, you may use this feature 2 times before a long rest.

Fainting

At 15th level. when knocked unconscious, as long as another PC is still active, and if your Palico is conscious, and unrestrained or otherwise disabled, it will immediately whisk you away on a hand made cart, to a safe location away from combat. You are immediately revived with 1 HP.

Roll 1d4 + 1. This is the number of rounds in which you will be out of combat. On each of your turns until then, you may use your actions to consume potions or use items (such as to heal), or spend 1 action to immediately swap weapons, or change to another armor set disregarding the normal done/doth rules. Upon returning to combat, you may do so from any direction of your choosing, according to the situation at hand, and approval of the DM.

This feature cannot be used again until after a long rest.

At level 18, you may use this feature 3 times before a long rest.

Sapphire star

By 18th level your renown has grown among the hunter community that they have dubbed you, "The Sapphire Star." Awe inspiring and a true sight to behold. All your Ability scores increase by 2.

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