Base Class: Fighter
Fighters who follow this archetype operate on the fringes of civilization. They don’t fight for glory or gold; they hunt the things that go bump in the night. Relying entirely on themselves, they use dirty, relentless tactics to slaughter monsters and survive the psychological toll of fighting cosmic and supernatural horrors.
Level 3: Hardened Mind
Exposure to aberrations, fiends, and undead has calloused your mind. You gain proficiency in Survival. Additionally, you have advantage on saving throws against being frightened or charmed.
Relentless Quarry
You mark a target for death. As a bonus action, you can designate a creature you can see within 60 feet as your quarry. For the next hour, you gain the following benefits against it:You deal an extra 1d6 damage the first time you hit it with a weapon attack on each of your turns.You have advantage on Wisdom (Survival) and Wisdom (Insight) checks made to track or read it.If the quarry moves away from you, your movement speed increases by 10 feet when moving toward it.
Grim Resilience
You are a master of solitary survival. You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom saving throws.
Vicious Retaliation
When your quarry forces you to make a saving throw, or hits you with an attack, you can use your reaction to close the distance. You can move up to half your speed toward the creature and make one melee weapon attack against it.
Anatomical Exploitation
You know exactly where to strike a horror to put it down. Weapon attacks you make against your marked quarry score a critical hit on a roll of 19 or 20. Furthermore, your weapon attacks ignore any damage resistances possessed by aberrations, fiends, monstrosities, and undead.
Unstoppable Slayer
Your relentless pursuit cannot be halted. You become immune to the paralyzed and restrained conditions. Additionally, when you use your Action Surge, you gain a climb speed and a swim speed equal to your walking speed until the end of your turn, and your attacks during that turn deal an extra 2d6 damage on a hit.
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