Fighter
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

At 3rd level, you harbor a wellspring of mystical energy within yourself. This energy is represented by your Hunter dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various hunter powers you have, which are detailed below.
 
Some of your powers expend the Hunter die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Hunter dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Hunter die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Hunter dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Hunter dice.
 
Hunter's Strike. You can focus your ire on one foe, increasing the harm you inflict on it. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Hunter die, rolling it and dealing bonus weapon damage to the target equal to the number rolled plus your Wisdom modifier.
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.
Sharpened Senses. When you make an Intelligence (Investigation), a Wisdom (Insight), or a Wisdom (Perception) check, you can treat a d20 roll of 9 or lower as a 10. When you use this feature, you can't do so again until you finish a short or long rest, unless you expend a Hunter die to use it again.
 
 
 

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.

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