Monster Hunter
Base Class: Monster Hunter

Lex Talonis. Law of Retribution. The belief that the only way to treat those who do you wrong, is to repay their injustice a thousand times over. No matter the cost. No matter the cost.

Members of the Retribution's guild are those who believe in the most substantial form of justice, and taking it to their own hands. Regardless of who, or what. No debt unpaid, no ire unmatched. Rather than pre-emptive, these calm, calculating warriors find their strikes in those moments of weakness after an opponent strikes, sometimes even going so far as taking hits to ensure their own strikes land true. Empowered by either rage of their own, or the rage of those wronged, their pursuit is relentless.

Level 3: Eye of the Scorned

You gain proficiency in the Survival skill. You can add your intelligence modifier to ability checks made for tracking/locating creatures, phenomenon, or similar for the cause of delivering retribution (DM Discretion).

Level 3: Delayed Response

Waiting until after the target's strike, you find openings left whilst they are at their most vulnerable; The moment of confidence after landing a blow. 

Your Studied Response feature gains a secondary variant, known as 'Delayed Response'. It triggers on an ability that would deal or apply a condition damage to you or an ally, and you must instead choose to wait until after the action resolves to make your own attack. If the target hits their attack, or used an ability that an ally failed the saving throw of, you have advantage on the attack, and they count as a if they were a creature type in your Monster Grimoire until the end of your next turn. If you were the target of the attack or ability, you cannot have disadvantage on this attack roll. If the target misses their attack, or your ally passed the saving throw, you make the attack at disadvantage. 

Level 7: Makes the Whole World Blind

Through experience, and firsthand witness, you know the kind of cruelties this world can commit. As such, you learn to treat those of the world in kind. An eye for an eye.

As an action, you can choose a creature (or group of allied creatures) which you have been told of, heard, or witnessed harming another. (DM Discretion, hitting another creature and dealing damage fulfills the requirements for this effect.) That creature is considered 'Chosen'. Until you complete a long rest, once per turn when you hit a Chosen creature it must make a Constitution Saving Throw or be blinded until the end of it's next turn. Once per turn when a chosen creature hits you, you must make a Constitution Saving Throw, or be blinded until the end of your next turn.

The DC of this ability is equal to the damage dealt by the attack. (Minimum of 10, Maximum of your Monster Hunter level + 10.)

Level 10: Kindness repaid Tenfold

Whilst you may have an undeniable hatred for those who have done you wrong, still you find compassion to those who provide you a kindness.

When a creature heals you, you enter a state called 'Repayment' for the next minute, or until you hit a creature that attacked them with Delayed Response or Studied Response. While under Repayment, you subtract your intelligence modifier from attack and damage rolls against the target of your Repayment, and creatures you hit with a weapon attack or unarmed strike that have dealt damage to them since your last turn take an additional amount of damage equal to your intelligence modifier.

You can forgo this additional damage to instead heal the target of your Repayment, once per turn.

Level 15: The Grandest Demise

Your belief that finality is the only ending that truly matters, twists the psyche of both yourself, and others around. A bolstering influence, that can take hold of those who hold to your ideals, and vow to follow them through. No matter the scale, no matter the odds, those who put themselves to an idea, to the truth that is your way, will find their path.

A creature whom listens to you speak for the course of more than a minute about a decisive goal, can choose to become 'Revolutionized' in their way of thought. A creature that is 'Revolutionized' adds half of your Intelligence modifier (rounded down) to D20 Tests it makes that push that goal forwards, and subtracts your Intelligence modifier from D20 Tests that hinder the goal. (DM Discretion). A creature is 'Revolutionized' until either the goal has been accomplished, the goal is unable to be completed, or it has been killed. Alternatively, it may choose to 'Disavow' itself from the goal, in which case all D20 Tests it makes have a penalty of half of your Intelligence modifier until it finishes a long rest.

Level 18: Universal Language

Time and time again, you have fought. Time and time again, you have seen the only thing that will enact true understanding in another who will not listen, to aptly used words. Violence is the language in which you chose to speak, and so forevermore, all will understand what it is you mean.

When you, or an ally within 60ft of you is Bloodied, you can enter a state known as 'Doomsday' for 1 minute. Based on the number of allied creatures within 60ft of you, and how many of them are Bloodied, you gain increasing benefits. You count as an allied creature, and an ally at 0 hitpoints counts as being Bloodied twice, for the for the purpose of calculating the benefits.  

1/8 - Is This Justice? - When you use your 'Delayed Response' feature, you can move up to your movement speed towards the triggering creature before making the attack. If you move more than half your speed in a straight line in this way, the attack deals an additional amount of damage equal to your Intelligence Modifier.

1/4 - This Is Justice. - Once per round when you hit a creature with a weapon attack or unarmed strike, you can force it to make a Wisdom Saving Throw. The DC equals the damage taken, up to a maximum DC of 10 + your Monster Hunter level. On a failed save, it is Frightened until the end of your next turn. A creature Frightened in this way has damage it deals reduced by your Intelligence Modifier. On a successful save, or if a creature is immune to the Frightened condition, it takes extra damage equal to your Intelligence Modifier of the type dealt by the attack.

1/2 - No Surrender. - At the end of your turn, heal for an amount equal to 1/2 your Intelligence Modifier (Rounded Down).

1/1 - Condemned. - At the start of your turn, take an amount of psychic damage equal to your Intelligence modifier that cannot be reduced. Hostile creatures within 60ft take this same amount of damage. Your Monster Hunter class features that utilize your intelligence modifier now apply it an additional time, and creatures that have damaged you within the last minute cannot benefit from immunity to conditions you apply.  

2/1 - An Anthem Of Death. - You gain immunity to the effects of Exhaustion, and the Incapacitated condition. When you hit a creature with a weapon attack or unarmed strike of a type in your Monster Grimoire, it deals additional damage equal to your Monster Hunter level of the same type as the attack.

4/1 - No One Is Coming. - The DC of your abilities with a maximum saving throw DC have their maximum raised by 10. Flat damage dealt by attacks you make is doubled when you score a Critical Hit on a creature. If a creature would be immune to the additional effects of a Critical Hit, instead halve the damage it would take, and consider it a Critical Hit regardless. When you reduce a creature to 0 hitpoints, you may enact 'Finality'. The creature is killed, you lose one level of Exhaustion, and are reduced to 0 hitpoints.

If an allied creature within 60ft of you dies, you regain three times your Monster Hunter level in hitpoints, gain three levels of Exhaustion, and gain access to all benefits of 'Doomsday' until the creature that dealt damage to the allied creature last is dead, or 1 hour has passed, ignoring the typical duration. If you were the allied creature that died, instead gain six levels of Exhaustion that cannot be reduced or ignored by features other than this until you complete a long rest. Summoned creatures do not count for this purpose.

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