Fighter
Base Class: Fighter

Martial archetype The following option is available to fighters upon reaching 3rd level.

Hexhunter You've seen these tracks before. You know that they do this on purpose to throw people off from finding them after they've dragged their prey back to their home. You know better than that. After all, you can smell their fear.

Hexhunters are trained combatants who have manipulated basic magic into vengeful curses. They're empowered by arcane crystals imbued into their very being, empowering their every step and swing to hunt and annihilate their enemies.

 

Vengeful curse

Starting at 3rd level, as a bonus action, you can curse a target that you can see within 60 ft. of you with a Vengeful Curse for 1 minute, or until they are killed. When you use Vengeful Curse on a target, choose one of the following damage types: acid, cold, fire, lightning, or poison. The creature takes an additional 1d4 of that damage type when they are hit with an attack. Furthermore, weapon attacks against this creature count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

This damage die increases when you reach the following levels in this class: 5th level (1d6), 11th level (1d8), and 17th level (1d10).

You can only have one Vengeful Curse active at once. You can use this ability twice per short or long rest.

Augmentations

3rd-Level Hexhunter feature In your training with the Hexhunters, you've augmented your physical and mental abilities with small, magical crystals that have been embedded under your skin in various parts of your body. At 3rd level, you gain one augmentation of your choice (available at the end of the subclass). As you gain levels in this class, you gain additional augmentations. You gain a new augmentation at 7th, 11th, 15th, and 18th level.

If an option requires a saving throw, your AUGMENTATIONS save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Deep Breathing

You can absorb and channel magic from your surroundings to bolster your health. You can use your bonus action to absorb energy from your surroundings, gaining a number of temporary hit points equal to your proficiency bonus. You can use Deep Breathing a number of times per long rest equal to your proficiency bonus.

Enhanced Mobility 10ft

You have superhuman reflexes and can move faster than the average person. You gain an additional 5 ft. of walking speed. Your walking speed increases by 5 ft. as you reach the following levels in this class: 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.). Furthermore, you can jump incredible distances and heights. Your jump distance is always doubled.

Enhanced Mobility 15ft

You have superhuman reflexes and can move faster than the average person. You gain an additional 5 ft. of walking speed. Your walking speed increases by 5 ft. as you reach the following levels in this class: 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.). Furthermore, you can jump incredible distances and heights. Your jump distance is always doubled.

Enhanced Mobility 20ft

You have superhuman reflexes and can move faster than the average person. You gain an additional 5 ft. of walking speed. Your walking speed increases by 5 ft. as you reach the following levels in this class: 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.). Furthermore, you can jump incredible distances and heights. Your jump distance is always doubled.

Enhanced Mobility 5ft

You have superhuman reflexes and can move faster than the average person. You gain an additional 5 ft. of walking speed. Your walking speed increases by 5 ft. as you reach the following levels in this class: 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.). Furthermore, you can jump incredible distances and heights. Your jump distance is always doubled.

Enhanced Strength

You have superhuman strength and can lift and carry incredible amounts of weight. You count as one size larger when determining the size of creatures that you can grapple, your carrying capacity, and the weight you can push, pull, drag, or lift. Furthermore, you can jump incredible distances and heights. Your jump distance is always doubled.

Flame Blast

When you take the attack action on your turn, you can replace one of your attacks with a torrent of flames that burst out of the palm of your hands in a 15 ft. cone. Each creature in that area must make a Dexterity Saving Throw against a DC equal to 8 + your Wisdom modifier + your proficiency bonus. On a failed save, a creature takes 1d10 fire damage. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach the following levels in this class: 5th level (2d10), 11th level (3d10), and 17th level (4d10) You can use flame blast a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.

Healing Factor

You have the ability to heal quickly from injuries and ailments. As a bonus action, you can expend one of your hit dice and add your constitution modifier. You regain hitpoints equal to the total. You can do this a number of times per long rest equal to your proficiency bonus. Furthermore, you can regenerate lost limbs and organs over time. You regain lost limbs or organs over a period of 1d4+1 days.

Kinetic Blast

As an action on your turn, you concentrate magic in the air around you into the palm of your hand, before thrusting it into the ground, sending out a wave of force in a 10 ft. radius around you. Each creature in that area must make a Strength Saving Throw against a DC equal to 8 + your Wisdom modifier + your proficiency bonus. On a failed save, a creature takes 1d6 force damage, and is knocked prone and pushed 10 ft. away from you. On a successful save, a creature takes half as much damage, and suffers no further effects. This damage increases by 1d6 when you reach the following levels in this class: 5th level (2d6), 11th level (3d6), and 17th level (4d6) You can use telekinetic blast a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.

Supernatural Sense

Your augmentation has enhanced your senses and instincts, allowing you to perceive things that others cannot. You gain proficiency in two of the following skills: Arcana, Nature, Perception, or Survival. If you are already proficient in the chosen skills, you add double your proficiency modifier to the checks made with that skill. Furthermore, as an action, you close your eyes and extend your focus to your surroundings. You become aware of and learn the location of all aberrations, celestials, fey, fiends, monstrosities, and undead in a 60 ft. radius. You can use this effect a number of times equal to your proficiency modifier per long rest.

Telepathy

You can read and communicate with the thoughts of others. You can communicate telepathically with a creature within 30 ft. of you. Upon reaching 11th level, the range of your Telepathy is increased to 120 ft.

Supernatural resistance

7th-level Hexhunter feature At 7th level, as a reaction when you are subjected to a saving throw from a spell or magical effect, you can add your Wisdom modifier to the roll. You can use this reaction a number of times equal to your Wisdom modifier, regaining all expended uses on a long rest.

Cease Manipulation

10th-level Hexhunter feature

Your prowess in the manipulation of magic grants you the ability to sense when magic is being used to influence a creature's actions. As an action, you focus your senses toward a creature and determine if they're under any conditions that cause them to act against their will (charmed, frightened, or any other similar effect). Once detected, you can then use another action within the next minute to touch the creature and end the effect.

You can use this ability a number of times equal to your Wisdom modifier and regain all expended uses on a long rest

Vindictive curse

15th-level Hexhunter feature

At 15th level, your vengeful curse's duration extends to 10 minutes. When a creature afflicted with this curse dies, you can transfer the curse as a bonus action to another creature within 60 ft. of you. Additionally, when you or an ally successfully hits a creature afflicted with vengeful curse, they gain resistance to the curse's damage type until the end of their next turn.

Supernatural's Bane

18th-level Hexhunter feature

At 18th level, you have mastered the art of hunting and annihilating supernatural creatures. You gain the following benefits:

  • Attack rolls against creatures inflicted with Vengeful Curse score a critical hit on 19 or 20.
  • You have advantage on all attacks against aberrations, celestials, fey, fiends, monstrosities, and undead.
  • You have advantage on saving throws against all spells and magical effects from aberrations, celestials, fey, fiends, monstrosities, and undead.

Previous Versions

Name Date Modified Views Adds Version Actions
5/1/2025 9:14:49 AM
0
0
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes