Fighter
Base Class: Fighter

Only the finest of the town guard are chosen to be a King's Huntsmen. Not all Huntsmen serve a king or ruler of any kind, but the skills taught therein are what make the huntsman what they are. Huntsmen are masters of subterfuge and stealth, attacking from range and taking down targets with practiced precision. Those Huntsmen whom do pledge service to a king are normally given a plot of land to maintain for the king and other dignitaries to hunt in, and in the maintaining of these lands, they gain an attunement to nature which is inherent to being a Huntsmen. Some are mistaken for being simple foresters, but this is far from the truth. Huntsmen are deadly killers and many times are used as assassins or leaders of a ranged unit in warfare. 

Level 3: Training of Leaf and Bush

When you reach 3rd level, your training in the arts of subterfuge, stealth, and forestry begin. As such, you gain proficiency in two from Perception, Stealth, Survival, and Nature that you are not already proficient in. Alternatively, you may focus your skills into one ability and gain expertise in a single ability from the list above, for which you are not already proficient.

Level 3: Chosen Quarry

Starting at 3rd level, you gain a further proficiency with ranged weapons. At the beginning of combat, or as a bonus action on your turn, you may choose a creature that you can see and make it your Chosen Quarry. That creature is your Chosen Quarry for an hour, until the creature dies, or you use this ability again. You can use this ability a number of times equal to twice your proficiency bonus and regain all expended uses when you finish a long rest.

When you make a ranged weapon attack, you may add your wisdom modifier to the attack and damage rolls. Bonus action attacks do not benefit from this feature.

Level 7: Dexterous Movements

At 7th level, you gain a further connection to nature and learn how to remain unseen. On your turn, if you are not wearing heavy armor or holding a shield, you may take the Hide, Disengage, and Dash actions as bonus actions.

In addition, you learn one spell from Invisibility, Locate Animals or Plants, Pass Without Trace, and Meld into Stone. Wisdom is your spellcasting ability for the spell. You can cast the spell without expending a spell slot or using material components a number of times equal to your Wisdom modifier. You can enter a meditative state for ten minutes and change the spell you have chosen with this ability. You regain all expended uses when you finish a long rest.

Level 10: On The Hunt

Starting at 10th level, you have gained a further skill in pursuing your Chosen Quarry. You have advantage on attacks against your Chosen Quarry and you deal an extra 2d6 damage (of the weapon's type) to the creature. You also have advantage on ability checks made to track your Chosen Quarry. 

Level 15: Increased Resilience

Beginning at 15th level, your Huntsman training has heightened your endurance and ability to take a beating and keep moving. Your movement speed increases by 30 ft and you gain a climbing and swimming speed equal to your movement speed. In addition, you suffer no movement penalty from moving through difficult or harsh terrain. 

Your heightened endurance grants you further benefits. You can expend one use of your Chosen Quarry ability to instead remove a level of exhaustion from yourself.

In addition, landing a hit on your chosen quarry gives you a fortifying strength. Whenever you deal damage to your Chosen Quarry with a weapon attack, you can gain a number of temporary hit points equal to 1d12 + your wisdom modifier.

Level 18: Conduit of Death

Your mastery of ranged fighting is unparalleled, even amongst the gods. You gain the following benefits;

  • Whenever you make a ranged weapon attack, if you have advantage on the attack, you can reroll one of the dice once. (To hit die, not damage. This gives you super advantage.)
  • Your ranged weapons crit on a 17, 18, or 19 of the die roll. (In addition to a 20.)
  • When your Chosen Quarry falls unconscious, you may choose another creature you can see and make that creature your Chosen Quarry. (No action required).

Your skill at camouflage and stealth is unparalleled, even amongst the gods. At the end of a short or long rest, you may choose to become invisible. Anything you are wearing or carrying becomes invisible. This ability lasts until you end its effect (no action required).

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