Base Class: Fighter
Monster Hunters are the result of young boys sold into human experimentation projects, or straight-up kidnapped. As of now, only one is known to have escaped from the facility where they are created and kept, but there have been many more created. The escapee immediately took up a job of hunting lethal monsters, using his enhanced senses to do feats that normal humans would not be able to do.
Combat Superiority
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:
- Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
- Sharpened Attack. When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
- Sharpened Senses. When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
- Superior Willpower. When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
Monster Slayer
At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.
Alternate Sign Forms
From 10th Level, you gain access to alternate forms for your signs:
Aard: all creatures within 5 feet of you take 2d4 cold damage and are stunned until end of their next turn, on a successful con save they take no damage and are not stunned
Quen: Whilst still acting as a shield, Quen will now deal 1d4 fire damage upon being hit. However, it will not outright block the attack, rather raise the armour class by the proficiency bonus of the user.
Axii: on a failed save the target can take the attack action on one creature of your choice on its turn, if it would take more than one attack, subtract 1d6 from the second attack roll.
Yrden: Yrden now does 1d6 damage for every turn an enemy remains inside. However, enemies can now move inside. A dc10 wisdom save must be made to escape the snare on subsequent turns.
Fast Reactions
At 15th level, whenever an ally of yours is hit with an attack, you can move up to 30 feet towards the attacker and take 1 attack as a reaction. You can use this feature twice per long rest
Monster Hunter Bonuses
Gerald was genetically modified at a young age, likely as part of a human experimentation program. Thus, he is immune to disease and poisons, and he cannot be surprised due to his enhanced senses. Furthermore, he wears a medallion that vibrates if a magical creature or object is within thirty feet. When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Investigation, Medicine, Nature, Persuasion, or Intimidation. Alternatively, you learn one language of your choice
Skilled Monster Hunter
At 7th level, you can choose to roll with advantage against any nonhuman on an attack and damage roll a number of times equal to 1+half your fighter level. You regain all expended uses on a short rest.