Fighter
Base Class: Fighter

After taking this martial archetype you now dedicate yourself to become a member of a group of hunters, a secret organization created long ago to protect the world from supernatural danger. Monster Hunter's have many responsibility's that range from collecting data on creatures of the night to slaying them, the stakes are high for members of the order though, as you either hunt or frequently become the hunted.

As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.

 

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: History, Insight, Investigation, Perception, Persuasion, Sleight Of Hand, and Stealth. You can gain proficiency with a tool of your choice in place of one skill choice.

 

Favored Enemy

Level 3 Monster Hunter feature

Hunters knowledge about the supernatural have been handed down for generations. Starting at 3rd level:

Choose a type of favored enemy: Aberrations, Beasts, Celestials, constructs, dragons, elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Werewolf's and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them.

When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy from the list, as well as an associated Language, at 10th level. Your choices are limited however, as any additional favored enemies must first be encountered and their carcass examined during a short rest for the knowledge to be attained.

 

Silver Expertise

Level  3 Monster Hunter feature

When taking this archetype at level 3, you have an understanding in wielding silver and it's strengths against monsters. When you use a weapon that has been silvered against undead, fiends, or were-creatures, you may add an additional 1d4 of the weapons damage type to your attack. If the creature is one of your favored enemies then you may add 1d8 to the 1d4 for additional damage.

Additionally, you may silver your own weapon at a reduced cost. The price of silvering one weapon or 10 pieces of ammunition is 50gp without smith's tools, and 25gp with smith's tools.

At higher levels, silvered weapons will come in handy when you gain knowledge of improved weapons depending on what 15th level Field Master Feat you take.

 

Monster Slayer

Level 7 Monster Hunter feature

Starting at Level 7 when dealing damage to monsters who are your Favored Enemies you may add 1d8 to your damage roll.

Additionally, when attacking your Favored Enemies, you now score a critical hit on a roll of 19.

 

Favored Enemy

Level 10 Monster Hunter feature

Your skills in monster hunting has improved during your travels. Starting at 10th level:

Choose an additional type of favored enemy: Aberrations, Beasts, Celestials, constructs, dragons, elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Werewolf's and orcs) as favored enemies. In order to add an additional favored enemy you must first have encountered this enemy sometime in your travels and examined their carcass during a short rest.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them.

When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all.

 

 

Field Master Feats

Once at level 15, you may choose between two different areas of expertise.

Will you become an expert hunter and Beast Master? Honing your skills in the mountains and jungles of the wild, taking the fight to the beasts and monstrosities at the edges of civilization. Mastering the art of guerilla war and using Silversteel to slay the most vicious of beasts.

Or, will you take the fight to the more sinister evils of the world and become a Curse Breaker? Battling against vampires, were-wolves and demons alike. Wielding divine symbols, holy water and Blessed Silver to keep the darkness at bay.

Choose wisely, as you can only dedicate your life to one field of mastery:

Beast Master

15th level Monster Hunter: Field Master feat

Starting at level 15, you have become a master at slaying and conquering the beasts of the wild. If they weren't already, beasts and monstrosities are now a part of your list of favored enemies.

Improved Fighting

You may choose another fighting style (you may not choose the same one as before)

Favored Terrain

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your travel.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Big Game Hunter

Your mastery of hunting the most dangerous of quarries does not stop at normal sized creatures. You now have advantage on attack rolls against monsters that are large or bigger. Additionally, you also have advantage on WIS saving throws against large or bigger creatures trying to frighten you.

Silver Steel

Additionally, being a master of wilderness creatures you have also discovered a peculiar weakness to a specific steel/silver alloy. With the help of a blacksmith or smith's tools, you may now craft Silversteel weapons. In order to create a Silversteel weapon, you must use an already pre-silvered weapon of your choice. You must then succeed a DC 18 smithing check (adding your INT modifier). On a critical fail, the weapon breaks in the forge and cannot be recovered. On a normal fail the weapon survives, but does not deal any extra damage, and if used will break on any attack roll of 5 or lower. If you have successfully created a Silversteel weapon, it will deal an extra 2d6 slashing damage to beasts and monstrosities.

The price of silvering one weapon or 10 pieces of ammunition is 50gp without smith's tools, and 25gp with smith's tools. The price of creating one Silversteel weapon or 10 pieces of Silversteel ammunition is 100gp without smith's tools, and 50gp with smith's tools.

 

Curse Breaker

15th level Monster Hunter: field master feat

Starting at level 15 your devotion to exterminating cursed creatures and undead beings has led to your mastery of their weaknesses. If they weren't already, Fiends, cursed creatures and Undead creatures such as vampires, are all now your favored enemies.

Improved Fighting

You may choose another fighting style (you may not choose the same one as before)

Hunters Mysticism

Your study of the supernatural also gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.

Divine Intimidation

When wearing or holding a holy symbol of your choice (visibly), cursed creatures, fiends and undead must roll a WIS saving throw or become frightened of you until the end of their next round.

Consecrated Weapons

Additionally, you may douse a weapon of your choice in holy water. If used against cursed creatures, fiends, or undead you may add 2d8 radiant damage on top of your weapons damage. (Using just a vial of holy water as an improvised weapon deals 2d6 damage to fiends and undead). Upon successfully hitting an enemy or not hitting an enemy for 5 consecutive rounds (30 seconds), the holy water rubs off or evaporates from the weapon and must be reapplied in order to deal additional radiant damage on a future attack. It takes 1 Action to douse a weapon in holy water.

You may also wish to quench your weapon with holy water at a forge to encapsulate its divine essence. However, when a weapon is quenched in holy water it only deals 2d4 extra points of radiant damage, however does not need to be repeatedly doused via a vial of holy water.

Blessed Silver

When quenching a silver weapon with holy water, it does 2d4 +8 damage. These weapons are called Blessed Silver weapons. Much like a holy symbol, Blessed Silver weapons will also require Fiends and Undead to make a WIS saving throw in order to not become frightened until the end of their next turn.

 

Legendary

Starting at level 18 monsters now fear your name. If one of your Favored Enemies are within 30 feet from you they must make a CHA saving throw with disadvantage at the start of their turn, If they fail they are frightened of you.

Legendary Resistance

If you fail a saving throw, you can choose to succeed instead. You can use this ability once per long rest.

 

Monster Hunter Image

Comments

Posts Quoted:
Reply
Clear All Quotes