Monk
Base Class: Monk

The Hunter Monk is an assassin and powerful fighter, taking their strength from the biology of those they fight and the advantages of the death from above. 

The Hunter is proficient in stealth and acrobatics, they also get a climbing speed of your walking speed + your level multiplied by 6 in extra feet in speed. They also can climb on ceilings, and hold onto walls without losing movement. If on a higher elevation of 3 feet of more they get a +3 to hit and damage. They also get thieves cant, usually using this when its needed to find hits and/or looking to kill people in the underground world. 

If in one to one combat you get a +1 to hit and attacks, and you are proficient in shortbows and expertise in shortswords, and shortbows are now considered a monk weapon just as shortswords are now also as well. You are proficient in "hunter weapons". These usually consist of weapons like Wrist Blades (two blades that attach to bracers, but can also be one blade. They usually can recede back into sheathes), Clawed Gauntlets, and Bladed Knuckles (blades that attach to there knuckles) and Bladed Whips. these weapons add extra damage and turn the damage into either slashing (and get to make two attacks in the same action space)  or piercing. You add your proficiency bonus, to both the hit and the damage, example ahead without proficiency bonus. 

Ex: Unarmed Strike Damage + 2d6+3 slashing damage, or Unarmed Strike Damage + 12d4+2 piercing damage

 

The spell casting of the hunter they have spell slots. 2 first level spell slots at third level, 4 at 5th level. At 5th level the hunter gains 2 second level spell slots. At 7th level the hunter now has 4 first level, 3 second level, 2 third level. At 9th level the hunter has 5 first level, 4 second level, 3 third level, 1 5th level spell slot. After that they gain one of every Spell slot every 2 levels. 

Hunter's Sense

You get advantage on all perception checks also your passive perception is increased to 19. Also expertise in nature and survival. You also get blindsight for 10 feet and that range increases by 5 ft level. 

Hunter's Instinct

You have the ability to half any damage with a reaction, and your AC is increased by 1d6 rolled at the beginning of each day. 

The Steps of a Hunter

The steps and jumps of the hunter. Become so lightweight you don't leave broken branches or footprints and your foot steps are now near silent. The hunters attacks of something as long as its 4 inches taller then it, can allow the hunter to give a deadly bonus. When in melee combat with a creature larger then you, you can add 1d6 to all attack rolls and a 1d4 to all damage. Running up the creature.

The Blood of the Hunter

Using a Ki point, if the creature has a strength modifier more then yours. You gain advantage on the attack and if it lands you can use another Ki point to add an extra 4d6 damage. 

The Hunters Honor

When you kill a creature you gain Ki points equal to the creature's level or CR rating. Also a bonus 1d4 Ki points if you land the last hit. 

Mastery of the Hunt

You now have advantage in all survival checks. You also can move twice as fast then normal when in battle, and you also get an extra action and reaction. Also if you have fought a creature of the same type (Aberration, Beast, Monstrosity, Humanoid, etc.) at least the same amount of a quarter of its CR rating (minimum of once) and have a trophy (skull, persevered eye, spine, tooth, preserved brain, etc.) you gain advantage in fighting them and they gain disadvantage in all attacks against you. Also if in melee range of one of the creatures you can use a Ki point and a reaction to cancel any critical hit from the creature your next to. 

Mastery of Dueling

If no other ally is in melee range of the target you can use a Ki point to double any of your damage, you also get an extra bonus action. 

Neck Snap

Using a key point, if behind a creature that has anatomy you can try to 'snap it's neck'. the target has to make a constitution saving throw, DC equal to your level -1 (with a minim of 10) On a failed save the target is brought to zero hit points and one death saving throw is immediately failed. On a successful save the target takes 5d4 (after level 6 its 5d6, after level 12 its 5d8, after level 14 its 5d10, after level 18 its 7d10) internal damage and its next attack is at disadvantage. 

The Spells of the Hunter

The teaching of the way of the hunter allow the hunter to gain spells that sharpen their arsenal. 

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