Fighter
Base Class: Fighter

With such light weapons, it's easier for you to dish out attacks while being evasive and agile. As well as Sword and Shield Techniques, The Monster Hunter has vast knowledge on crafting traps and medicine with materials that mostly come from nature, and an expert when it comes to tracking down monsters.

Attack Chains

At the 3rd level, you learn the attack chains used by the Hunter's of another world. When you decide to attack, you must do so in one of two chains. Chains last through
consecutive turns and are broken if you don't attack next turn or are displaced in anyway. Attack chains and techniques are only usable when you have
a weapon in one hand, and a shield in the other.

You are also able to move and perform bonus actions which conserve your chain.

Weapon Chain Starter -
When you choose this chain to attack as an action, you make a regular attack roll. If this attack hits, Weapon Chain Middle is
granted an extra 1d4 to it's attack and damage roll.
Weapon Chain Middle -
Only available after Weapon Chain Starter. If you choose to attack again after WCS, you make another attack roll.
If this attack hits, Weapon Chain Finisher is granted an extra 1d4 to it's attack roll.
Weapon Chain Finisher -
Only available after Weapon Chain Middle. If you choose to attack again after a WCM, you get to
double your damage modifier on your damage roll.

Shield Chain Starter  -
When you choose this chain to attack as an action, you use your shield to damage a creature.
(Regular shields deal 1d4 + Str Mod, proficiency with improvised weapons improve this damage)
Shield Chain Middle -
Only available after Shield Chain Starter. If you choose to attack again after SCS,
your damage dice improves to the next tier.
(d4 to d6, d6 to d8, etc...)
Shield Chain Finisher -
Only available after Shield Chain Middle. If you choose to attack again after SCM,
your damage dice improves to the next tier.

If you have hit the same creature three times at any point with your shield, they are
stunned until your next turn.
The target must make a Constitution Saving Throw at the beginning of it's turn
or suffer the stun for the rest of the duration. A successful save ends the stun.

Backstep

At 7th level, you start to incorporate more agile and evasive maneuvers into your fighting style.

At any point in an attack chain, you may use the Backstep Action.
This action makes your character step back 5 feet, ignoring opportunity attacks,
and puts your character into the Dodge state.
This state is interrupted if any creature deals damage to you, or if
you are displaced by another creature.

On your next turn, you may only move in a 5ft radius
in the direction you Backstep from, and MUST use the attack to any creature in your range if possible.

Perfect Rush

At the 10th level, your mastery of the Sword and Shield technique is near pinnacle. You combine precision, power, and form into a devastating combo attack. After
you take the Backstep action, you may initiate Perfect Rush. If at any point in the combo you are displaced, the combo ends.

Perfect Rush Starter -
A regular attack that grants advantage on Str and Dex Saving Throws until the end of your next turn.

Perfect Flurry -
An attack that strikes three times. The first strike is with your Weapon, then with your Shield, then with your Weapon again.
If you used the Shield Chain prior to using Backstep, your Shield's damage dice carries over and
is a tier higher than when you performed the Shield Chain.

For example, Shield Chain Starter (1d4) --> Shield Chain Middle (1d6) --> Backstep --> Perfect Rush Starter --> Perfect Flurry (Weapon dice, Shield Attack (1d8), Weapon Dice)

Perfect Uppercut -
You strike the creature with a savage uppercut with your shield that also carries over and enhances your
shield's damage dice to the next tier. Creatures hit must make a Dex Saving Throw or be knocked Prone.

Perfect Finisher -
You lunge forward at a creature, dealing a devastating attack to them with your weapon. After your jab, you viciously
rip your weapon out of them.
If the first attack of Perfect Finisher does not hit, then the second attack will not hit.
If the creature is prone, the second attack of Perfect Finisher deals an extra damage dice.


Critical Eye

At the 15th level, you will critically attack on a 19 or a 20.

Safety Dive

At the 18th level, you've learned a maneuver who's sole focus is on evasion. You can use your reaction to dodge any missiles, or magic that
affects an area. Only usable once every long rest.

Previous Versions

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