Fighter
Base Class: Fighter

These warriors have a singular mission known as the Hunt: to destroy the malevolent powers that had corrupted the world and to ensure that those powers never rose again. Hunting Fiends, Undead, Aberrations, and other supernatural threats and were tireless foes of dark cults. Following strict codes and training regiments, the Venator's strike fear into those they hunt. While most members are good-natured souls who seek to make the world a better place, some are filled with anger and hatred for the evils of the world. These members have stricken fear into the general populace with their extreme tactics and disregarded for collateral damage. This has led some kingdoms to have a negative outlook on Venators as a whole, making the hunt more difficult due to suspicion and fear.

Each Venator is equipped to function independently, outside of training it is rare to have more than one Venator in a single area. This is both to cover as much ground as possible as well as limit the damage if a local ruler decides to take action against them.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the spells listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Venator Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher

You know three 1st-level ranger spells of your choice.

The Spells Known column of the Venator Spellcasting table shows when you learn more wizard spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your wizard spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

 

Venator Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Blink Step

After it hits or misses with an attack, the inquisitor can teleport up to 10 feet to an unoccupied space it can see as a bonus action.

Metabolic Control.

When the Venator uses the second wind feature, it can end one condition from this list. Poison, Blinded, Deafened, Paralyzed.

At 9th level this feature can clear more conditions.  Charmed, Frightened, Stunned.

 

Inspire Fear.

Starting at 7th level when a single target is hit by a spell you cast it must make a wisdom saving through or be Frightened of you. The target may repeat the saving throw at the end of their next turn and will last for up to a minute.


Your target must be able to see you in order for you to apply this effect.

You may use this ability once per short rest, but if you kill a hostile creature in combat your use of this ability refreshes

Informed Strike

Staring at 10th level as a bonus action, you can make an Insight check against a creature you can see that isn’t incapacitated, contested by the target’s Deception check. If you succeed, you score a critical against this target and any target that shares a subtype with it on a 19 or 20 for one minute.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but you may only have one Informed subtype at a time.

Venator Awarness

At 15th level, you can no longer be surprised and have advantage on initiative rolls.

To the last man

Beginning at the 18th level when you take damage that reduces your health below 0, having 0 hit points doesn’t knock you unconscious. You still must make death-saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until the start of your next turn, and you die then only if you still have 0 hit points.

Previous Versions

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Venator Image

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