Base Class: Fighter
As a Monster Hunter, you take on the great beasts and monstrosities of the multiverse. You are skilled in standing your ground and delivering mighty blows to creatures of mighty stature.
Heavy Blows
Beginning when you choose this archetype at 3rd level, whenever you hit a creature of a size larger than you with a weapon that lacks the light property, you can add your proficiency bonus as extra damage.
Invincible
Starting at 7th level, you gain advantage on saving throws to avoid being frightened, being grappled, and being knocked prone.
Powerful Strike
At 10th level, you can expend multiple uses of extra attack to deal more damage. For every extra attack you use, you multiply the damage by and extra amount. You can choose to expend extra attacks after the attack roll is made.
Behemoth Grapple
Starting at 15th level, you gain the ability to grab onto great monsters. As an action you grapple onto any creature more than one size greater than you, and are realistically on top of it. While grappled this way, you remain on top of the creature, and go wherever it goes. Every turn you must succeed on a Constitution saving throw who's DC equals 8+STR MOD+PROF MOD of the monster or be knocked off, as in being knocked of a mount. While on a creature during its turn, you can use your reaction to control half of its movement or give it disadvantage on an attack. In addition, the only action you can do is make a one-handed attack or jump off the creature, and you can not move.
Enduring
At 18th level, you are relentless in your capabilities. While at one level of exhaustion, you suffer no debuffs, and for every level after the effect is one level less, meaning you die at 7 levels of exhaustion. In addition, magic can't put you to sleep.
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