Base Class: Fighter
Hunters have wide knowledge and a higher exercise capacity compared to a normal person, so this is a field of work not too many people can take part in. Most people become hunters so they can gain wealth, fame, a better living, or other reasons. Some even become hunters to sneak out of crimes they've done. Some hunters are even criminals or ex-criminals-- this exception causes some places to disagree with the ways of the Hunter's Guild. Though the Hunter's Guild is nearly all over the world, it is actually illegal in the places that disagree with their ways. This is partially due to not taking blame for hunters of the organization.
Spot Weakness:
- Beginning at 3 level when you take this Sub-class, your keen sense for slaying beasts allows you to detect the weak spot of a creature. As a bonus action, choose a creature within 60ft of you, all attacks you make to the creature deal an additional 1d4 of your weapons damage type for a minute. You may do this a number of times equal to your proficiency bonus. You gain all uses back on a short or long rest.
- If the chosen creature is a Beast, Monstrosity, Giant or Dragon you roll this dice twice and choose the better option.
- This damage increases to 1d6 at 5 level, 1d8 at 9 level, 1d10 at 13 level and 1d12 at 17
Harvesting and crafting:
- Additionally at 3 level, you learn how to harvest monster’s body parts to craft equipment. Each type of creature grants you benefits depending on its type and traits. When harvesting a creature use its hit dice to determine how much may be harvested. Only creatures that are a Beast, Monstrosity, Giant or Dragon provide you with harvestable material.
- Harvested parts may be used to create weapons, armor and shields. The weapons you make use a damage type of your choice that the creature deals in place of the usual weapons damage and the armor and shields gain one of the creature’s resistance. (if it has any)
- At level 6 the weapons made this way count as magical for the purposes of overcoming resistance
- You can create these items during a long rest
- Talk to your DM about making special items that give different effects such as a dragon blade that breaths fire. Additionally, discus weather on not the item would require attunement as if it were a magic item.
- (Discuss with you're DM if it would be appropriate once you have enough parts and gold to create weapons from the Monster Hunter games, I recommend lexgamer's homebrew magic items for this)
Advanced prey:
- Starting at 7 level, you can learn to hunt one additional prey to hunt more effectively. You choose one of the following creature types: Oozes, fiends, undead or aberration. You gain the benefits of both “Spot weakness” and “harvesting and crafting” from the chosen creature type.
Clutch claw:
- Additionally at 7 level, you learn an ancient tradition of the Monster hunters that of the clutch claw. You gain the ability to craft a claw like device that allows you to drag yourself towards an enemy larger than you. As an action you can shoot the claw at a creature larger than you and within 30ft of you pulling yourself towards it, this movement doesn’t provoke opportunity attacks. When you use the claw, you can make a bonus action attack with your equipped weapon. If this bonus action attack is performed on a Beast, Monstrosity, Giant, Dragon or your chosen “Advanced prey” it knocks it prone.
Cook to prepare:
- Starting at 10 level, you learn how to prepare special meals, that not only prepare your body for a hunt but can also give you some properties from the monster you have slain.
- You gain proficient with cook’s supplies.
- During a short rest, you can prepare a meal using parts of your pray. The Meal heals any who eat it, they heal a number of dice equal to your proficiency bonus. The dice are determined by the monsters hit dice.
- In addition, the meal also provides for those who participate in the feast. They gain the benefit of one of the preys’ traits for 1 hour after consumption (once the rest ends). The benefit may vary between the monsters’ parts used. For example, sturdiness of a larger creature giving temporary hit points, an agile creature giving a speed bonus, a creature of the nights giving night vision and so on. (discuss what would best fit the monster with your DM)
- A creature may only benefit from one meals effects, you can make a meal once per long rest.
Veteran hunter:
- Starting at 15 level, your skills as a monster hunter precede you and even the beasts you hunt know that. Whenever you make an attack roll against a Beast, Monstrosity, Giant, Dragon or your chosen “Advanced prey” you may double your proficiency bonus.
- Additionally, when one of these creatures attack you, you can use your reaction to add your proficiency to your AC.
- You can only use either of the “Veteran hunter” abilities 3 times per short rest.
Mortal strike:
- Starting at 18 level, your keen eye in battle with great beasts not many have even heard of makes you even more prolific at slaying those beasts. whenever you fight a Beast, Monstrosity, Giant, Dragon or your chosen “Advanced prey” the first attack you make against these creatures on each of your turns has advantage.
- Additionally, you roll an extra “Spot weaknesses” die for damage on hit, this effects all creature types.
Previous Versions
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