Fighter
Base Class: Fighter

The Path represents the process of creating exceptional hunters through means that could be seen as inhumane, although some see them as a necessary evil.

Children, often orphans or those unfortunate that chose to risk themselves for a different life, are brought into the ranks of some of the greatest monster hunters.

These children are trained in many arts of combat and survival, including: swordsmanship, alchemy, wilderness survival, and a unique set of magical arts.

Specializing in their talents within these skills; they're not all equal, except in the art of hunting monsters, natural and unnatural alike.

Hunter's Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with Nature, allowing you to add proficiency bonus to skill checks made with Nature.

Knowledgeable Hunter

Starting at 3rd level, Trained in the art of hunting all manner of creatures, you have been taught how to learn from your prey. You learn how they walk, how they move, what kind of tracks or signs they leave when they travel, and other facts about the creature that allow you to more easily fight and find them in the future. 

Years of study and training allow you to accurately and skillfully fight creatures, allowing you to use your INT modifier when attacking with a weapon you have proficiency with.

At level 3: After studying the anatomy of a creature, alive or dead, for an hour; you can add your INT modifier to your perception, investigation, and survival checks when tracking the same creature.

At level 10: You learn resistances or weaknesses of creatures after you study the corpse of a creature, destroying the corpse in the process.

At level 15: Double your INT modifier added to your perception, investigation, and survival checks when tracking a creature you've studied.

At level 18: When you successfully attack a creature you have studied, you double your modifier when totaling your damage.

Sign Spell Casting

When you choose this archetype at 3rd level, you learn to perform spells using specific hand signs, requiring one hand to be empty to cast. You gain Sign Spell slots equal to your INT modifier; in which you regain half your total slots, rounded up, upon a short rest. If you do more than one attack, you can replace one of your attacks with the casting of a spell given to you by Sign Spell Casting.

At level 3: gain the spells Gust, Shield, Hold Person, and Burning Hands. all Sign Spells are casted at 2nd level

At level 7: Gain the spell Haste; all Sign Spells are casted at 3rd level.

At level 10: Gain the spell Stoneskin ;  all Sign Spells are casted at 4th level.

At level 15: Gain the spell Fire shield; as well as your advanced talent with signs, allowing you cast Sign Spells without needing an empty hand.

At level 18: Gain the spell Hold Monster; all Sign Spells are casted at 5th level

Survival instincts

Your experience in tracking and hunting has led you to understand how creatures live. You can spend an hour to find enough food and water to satisfy yourself and up to 3 other medium creatures for a day.

Practiced Tracker

Practice and experience allows you to study and learn about creatures more efficiently. It now takes you 10min to study a creature. 

Cautious Hunter

When rolling initiative, you can add your INT modifier to your total if you have studied a creature you are entering combat against.  

Talented Caster

When rolling initiative, if you have no Sign Spell slots left, add 1 Sign Spell slot.

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