Fighter
Base Class: Fighter

A Deadeye Predator is a warrior with a solemn goal of getting on top of the situation. They fight relentlessly like savages, not resorting to honorable combat to make sure of their survival. A Deadeye Predator emphasises elements of survival, enhancements and utility of the senses and killing your foe before they have the chance to kill you.

Deadeye Predator's find their origin to the oldest forms of druidic magic involving magical herbs, mushrooms, flowers and the careful study of predatory animal's essence. With all this research combined gave way to the birth of the Deadeye Predators. These were born to an age when magic took primitive form, martial arts were unrefined and yet to be developed. This archetype was the result of an age before bronze and iron. While old, this archetype has not lost its foundation in the halls of heroes. 

Natural Explorer

When you choose this archetype at 3rd level, you gain proficiency in the perception and survival skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either proficiency. Your overall speed increases by 10 feet. You gain these additional benefits to help with traversal:

  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while travelling (such as foraging, navigating, or tracking), you remain alert to danger.
  • When you forage, you find twice as much food as you normally would.
  • You have advantage on Wisdom (Perception) to notice any volatile changes in the environment such as future bad weather, natural disasters, or large non-magical disturbances
  • Difficult terrain doesn’t slow your group’s travel.
  • While travelling, 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.

Enhanced Senses

Your sense of smell, sight, hearing, and taste are all incredibly enhanced. You are granted the following abilities:

  • Your sharp hearing is unrivaled, letting you focus your hearing to up to 300 ft around you, and you can't be surprised by enemies as long as you are not deafened.
  • Your superior sight gives you 60 ft of darkvision and being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks. Because of this you have advantage on survival and perception checks made to find tracks, remains, blood or other general signs of creatures.
  • Your sense of smell allows you to determine a creature's type by smelling their blood as an action. Alternatively, you can detect poison and harmful substances using this ability.
  • Your enhanced taste allows for you to extract additional benefits from the food you eat, allowing your body and brain to metabolize the food quickly and heal for 1d10 + your character level once per long rest.

Tenacious Grit

As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain damage reduction against non-magical physical damage until the start of your next turn. At 10th level, you gain damage reduction against magical physical damage and three chosen damage types. The damage reduced is equal to your constitution modifier + 5 at level 3.  The number of damage reduced increases when you reach certain levels in this class, increasing to 10 at 10th level, 15 at 15th level and 20 at level 20. 

You can use this feature up to five times per short rest.

Desperate Fury

At 7th level you are aware of your surroundings at all times, and are quick to act when exposed to sudden change or danger. You gain a +5 bonus to your initiative modifier. You can use a point of your Tenacious Grit to get advantage on your initiative roll. Additionally, if you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Murderous Lunge

7th level ability: Murderous Lunge
Once per turn you can attempt to make a visceral strike against the enemy by leaping onto them. Roll a melee attack roll when using this ability. If you hit you can apply additional Murderous Lunge damage to your damage roll, but only once per turn
If you miss, you drop prone next to the enemy. If you hit and the creature isn't more than one size larger than you and isn't killed outright they are dropped prone with you. You do not drop prone if the creature is killed by this ability.
The creature can use its reaction to make an immediate attack against you if you miss. Any additional melee attacks you attempt to make against this creature is rolled with disadvantage, until the end of the current turn.
If the enemy is surprised and has not taken a turn in combat yet, or have not noticed your presence yet this attack is considered a critical hit if it hits the creature.

Predator's Eyes

Your eyes are washed over with a translucent bioluminescent yellow, green or red glow, reminiscent of a predator. Using your bonus action, you can see in complete darkness as if clearly up to 120 feet and blindsight out to 15 feet. You can additionally discern colors in vibrant colors while in the dark. If you already have darkvision, your darkvision range is doubled. You can see the nerves, veins and heartbeat of a creature up to the range of your darkvision. You see any creatures that are heavily obscured or invisible as if clearly. You can dismiss this effect using your bonus action or action.

Wild Technique

At 7th level you can gain two abilities that is intended to provide you options in combat: Blood Whirl and Deadman's Rain

Blood Whirl. Engage in a surge of sundering blows as you use your weapon, spinning and twirling as if engaged in a wild and unrelenting dance. When using this action you can pass through any number of enemies squares making an attack roll against each target for each square you pass through, but you can only make one attack per creature. Opportunity attacks against you are made with disadvantage. If you are hit while using this ability you are knocked out of form and your speed is reduced to 0 until the end of your current turn.

Deadman's Mark. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Deadeye Duel

Your keen senses slow the world around you allowing you to respond with lightning speed to an enemy's action. As a reaction, you can make a weapon attack at an attacking enemy that you can see. If your attack hits, the enemy’s attack misses. If the enemy is casting a spell, the spell is interrupted and fizzles out without taking effect. You draw your most immediate sidearm upon taking this reaction if you weren't already holding a weapon.

Unwavering Tenacity

Your tenacity knows no bounds, fueling you with determination to press against your quarry. When you roll initiative you regain two uses of your Tenacious Grit. Additionally, you have advantage on making saves to avoid dropping levels in exhaustion, resisting poison or disease. 

When you are dropped to 0 hit points, you can instead drop to 1 once per short rest.

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