Fighter
Base Class: Fighter

The Dark Hunters are a group of fighter trained exclusively in hunting the paranormal of Gaslight Barovia. Whether in the alleys of the city or the wilds of the forests, they seek out the foul creatures of the night. Having undergone the trial of dreamless sleep by ingesting cursed and befouled reagents from dark creatures. The result is an arcane affinity and resistance to the otherworldly. Fighters trained in the arcane and combat to fight dark creatures.

Bane of Barkness

Through an arduous trial known as the dreamless sleep, Dark Hunters alter their physiology alchemically. By ingesting a concoction of reagents philtered from accursed creatures they enter a comatose state, if they survive they awaken changed into living weapons against the dark. Upon reaching 3rd level the Dark Hunter gains resistances to cold. They are immune to disease and are resistant to mind affecting spells. Also at 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Dark Hunter Spells

Dark Hunters are able to cast spells drawn from the power dwelling within their body after undergoing the Trial of Dreamless Sleep. When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Alchemical Alteration

The alteration of your form has left you with a gift normally beyond a normal mortals grasp. At 3rd level you may choose 1 alteration from the list and another at 7th level.

Bear's Gift

You can cast speak with animals at will, without expending a spell slot.

Black Cat's Eyes

you have dark vision out to 90ft.

Black Cat's Shadow

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Call to the Fallen

You can cast speak with dead at will, without expending a spell slot.

Eyes of the Arcane

You may cast Detect magic at will.

Manticore's Sting

When you hit a creature with your bonded weapon, the creature takes extra poison damage equal to your Constitution modifier (minimum 1).

Manticore's Will

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Wolf's Cunning

You gain proficiency in the Deception and Persuasion skills.

Wolf's Prey

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Hunter's Bladework

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Your weapon attacks with your bonded weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Alchemical Blades

You learn to imbue your blood into an oil that is anathema to dark creatures. This alchemical oil may be used during an hour long ritual during a short or long reset and may be used to coat a bonded weapon or 20 pieces of ammunition for a bonded weapon. At 10th level, once on each of your attack rounds whenever you hit a creature with a bonded weapon, you roll an additional 1d8 damage die of fire, ice , or acid damage. A creature damaged by this attack may not become incorporeal and must make a CON saving throw DC (8+Prof+CON mod) or revert back to it's natural form.

Manticore's Hide

Beginning at 15th level you gain resistance to Psychic and Necrotic damage.

Sign and Sword

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.