Base Class: Fighter
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.
Hunter's Sense
At 3rd level, you gain the ability to discern and perceive magic. You can cast the Identify spell as a ritual at will. You also gain the ability to cast the Detect Magic spell, a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Hunter's Mysticism
Hunter Adept
By the 7th level, you have mastered new ways to use your hunter abilities, detailed below.
Magic-User's Nemesis. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. You can expend one Hunter die, the creature then must succeed on a Wisdom saving throw, or its spell or teleport fails and is wasted. The Wisdom Saving throw for this feature equals 8 + your proficiency bonus + your Wisdom modifier.
Sharpened Attack. When you deal damage to a target with your Hunter's Strike, the damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and if the target has to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. On a failed concentration save, the targets speed is also reduced to 0 until the start of your next turn.
Supernatural Ward
At 10th level, while you are not incapacitated, you are protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Towards these creatures you have advantage on any saving throws against being charmed, frightened, or possessed. Moreover, if such a creature within 30 feet of you hits you with an attack, you can use your reaction to expend a Hunter Die and roll it. On a 5 or higher, the attack instead misses you, regardless of its roll.
Bulwark Against the Supernatural
At 15th level, you can shield others with your supernatural ward. As a bonus action, you can choose creatures that you can see within 30 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Those creatures gain the benefits of your Supernatural Ward class feature for 1 minute or until you're incapacitated.
Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Hunter die to take it again.
Hunter Master
By 18th level, your ability to deal with supernatural threats is unmatched, unlocking the epitome of hunter abilities, detailed below.
You can cast the Banishment spell, requiring no components, as a bonus action and your spellcasting ability for the spell is Wisdom. Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Hunter die to take it again.
Previous Versions
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12/15/2020 6:14:41 PM
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Posted Dec 15, 2020V1.2 Changes
Replaced
Supernatural Defense. You and your allies gain extra resilience against assaults upon your mind and body. Whenever you or an ally within 30 feet of you are forced to make a saving throw or are forced to make an ability check to escape a grapple, you can expend one Hunter die, rolling it, and adding it to the saving throw total or ability check total.
With
Precise Attack. You and your allies gain insight into your enemy's weaknesses. Whenever you or an ally within 30 feet of you make an attack or a contested ability check against a creature, you can expend one Hunter die, rolling it, and adding it to the attack roll total or ability check total. You can use this feature before or after the roll, but before any effects of the roll are applied.