Fighter
Base Class: Fighter

Monster Hunters are few and far between. While the craft may have been perfected by the now deceased Griffin Family, these brave hunters have always existed - warriors have always found ways to fend off the creatures of the night. Using knowledge and magic, Monster Hunters have become the most serious threat for creatures and monsters who threaten the material plane. 

Hunter's Knowledge

Starting at 3rd Level, a fighter with the Monster Hunter subclass may use their bonus action to make a History (Intelligence) or Arcana (Intelligence) check to remember weaknesses or resistances of any creature. If successful, the Monster Hunter learns one thing about the creature from the list below...

  • One stat modifier of their choice
  • One saving throw modifier of their choice
  • A weakness of the creature
  • A resistance of the creature

Alternatively, if a Monster Hunter elects to spend a minimum of 1 hour actively studying or researching a creature in an appropriate location they may elect to skip the roll and automatically learn the weaknesses and resistances of the creature. If the information is deemed unavailable this alternative option will not function.

Focus

Beginning at 3rd level, Monster Hunter's will generate Focus that can be expended to aid in combat. The list below details which actions generate focus and how much focus they generate. A Monster Hunter may have 6 stacks of Focus at a time and all actions may only generate 1 Focus per turn unless otherwise stated. Any focus generated while at 6 stacks is immediately lost. The GM may award additional Focus for Monster Hunter related actions or activities.

  • Succeeding on a Hunter's Knowledge check while in combat generates 1 Focus
  • Successful Weapon Attacks generates 1 Focus (maximum of 1 per turn)
  • Scoring a Critical Hit on a Weapon Attack generates 1 Focus (maximum of 1 per turn)

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Cat and Mouse

At 10th level you have learned to retaliate quickly against monsters and creatures which you have studied. when hit by an attack you, as a reaction you may reduce the incoming damage by 2d10 + DEX and immediately make a weapon attack in retaliation if the target is within range. If you are currently benefiting from the benefits of Hunter's Knowledge this attack gains the following benefits.

  • The attack is made with advantage
  • The critical strike range for this attack is 18-20

You may use this ability a number of times equal to 1 + your intelligence modifier and regain all expended uses on a long rest.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

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

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