Fighter
Base Class: Fighter

The beasts that plague men are your prey. Lycans, shapeshifters, eldricth monstrosities and other vile entities all feel the bite of your blade, and feel fear in your presence. The moon is high, and morning does not seem to be coming soon. Let their viscera rain upon you, and may the good blood guide your way. 

Tools of the trade

When you take this Martial Archetype at level 3, you gain proficiency with Hunter Trick weapons and any weapon that uses Quicksilver Bullets. 

You also gain 'Quicksilver Bullets' equal to 2 + your level when you take this Archetype, then you gain 1 after every level, up to a max of 20. These bullets can be fired from any weapon that is designed to utilize them, or used to activate Arcane Tools. As a bonus action, you can regain up to 5 Quicksilver Bullets by taking 2d4 necrotic damage; otherwise you regain all of your Quicksilver Bullets after a long rest. You may also possibly craft them if your DM permits.

Invigorating Blood

Starting at level 7, If you've taken damage this round, you can heal 1d4 on any successful melee attacks this turn. This feature does not work against creatures that don't have blood.

This goes up to 1d6 at level 10, 1d8 at level 15, and 1d10 at level 18.

Forbidden knowledge

Starting at level 10, you gain access to the Arcane tools of the hunt(DC is 8+proficency+WIS for all abilities) your 'to hit' modifier is proficency+WIS. All tools can be used as a bonus action on your turn:

Accursed Brew- This concoction combines various poisons and the ill intent of those wronged. Range is 30ft. 2d4 poison damage and target must make a CON saving throw or be 'poisoned'. Uses 2 Quicksilver(QS) bullets.

Beast Roar- Reach down deep inside, to the bestial part of men, and violently push foes back with a roar. 5 ft. radius. Any creature caught in the radius takes 1d4 force damage and must make a STR saving throw or be pushed back 10 ft. Uses 2 QS bullets.

Blacksky Eye- Some say the secrets of the cosmos are held within man, and this may just be evidence of that. range is 60 ft. Target takes 1d8 force damage on successful hit. Uses 1 QS bullet.

Empty Phantasm Shell- Utilizing this long abandoned shell of a strange creature, you can imbue your weapon with phantasmal force. Add 1d8 necrotic damage to any damage rolls with effected weapon. This last for 1 min. Uses 3 QS bullets

Executioner's Glove- This glove holds wrathful spirits, which unleash their fury when quenched with blood. Range is 80ft. Target creature must succeed three DEX saving throws (DC:11) or take 2d4 necrotic damage for every failure. You can choose to take 1d6 necrotic damage to make them fail one of the saving throws automatically up to three times. Uses 3 QS bullets.

Old Hunter's Bone- Hunters of old utilized a technique called 'quickening'; this allows you to borrow of that power. You gain advantage on DEX saves and have +2 to AC for 1 min. Uses 4 QS bullets. 

Tiny Tonitrus- The strange blue energy of the darkbeasts is still a mystery to this day, but it's effectiveness is no mystery. Range is 60 ft. long, 5 ft. wide line. Any creature caught in the line takes 4d8 lightning damage, or half on a successful DEX saving throw. Uses 5 QS bullets.

Choir Bell- The bells of the dungeons have many uses, but this one is a favorite of high ranking hunters. Radius of 10 ft. heal yourself and any companions within range for 4d4+4. Uses 6 QS bullets.

Augur of Ebrietas- Sometimes, The Great Ones gave knowledge freely; other times it was taken from them. On a successful hit, the target takes 1d4 bludgeoning damage and is pushed back 15 ft. Uses 1 QS bullet. 

Madara's Whistle- The bonds of family are hard to break, human or not. Range is 10 ft., 5ft. radius. Summon a giant snake temporarily from under an enemy within range (you must make the save as well if you are within the area of effect). They must succeed a DEX saving throw or take 2d12 piercing damage. Uses 4 QS bullets. 

Messenger's Gift- The messengers revere the hunters; why not let them be happy, and revel as babes? Turn yourself into an inconspicuous illusion while standing still. Moving or attacking will cause the illusion to vanish entirely. Uses 1 QS bullet.

A Call Beyond- The cosmos grant many gifts, or at least some consider them gifts. Range is 60 ft. Target creature in range must make a DEX saving throw or take 12d8 force damage. Uses 10 QS bullets. 

Honed Reflexes

Starting at level 15, when a creature makes an attack against you, you may use your reaction to make a Dexterity(acrobatics) check to attempt to impose disadvantage on their attack. The DC for this is 10+1/2 the level of the attacking creature, or 1/2 it's CR if it has no levels. A natural 20 on the Dexterity(acrobatics) check makes the attacking creature miss automatically. 

Beast Form

Starting at level 18, you gain the ability to shift your form to become more beast like as an action. Your strength becomes 23 if it isn't already higher, and your charisma becomes 5 while in this form. Your speed is increased by 20 ft. and you gain resistance to all bludgeoning, piercing, and slashing attacks from non-magical weapons, but you have vulnerability to silvered weapons. It lasts for 10 minutes or until you end it early as a bonus action. Also, while in this form, you have claws that count as natural weapons. They do 2d6 + 6 slashing damage, and use  STR. 

If you reduce a creature to 0 hit points and kill it, then you may use your reaction to consume a piece of that creature. If you do this, then you regain 2d10 + CON hit points. Whenever you regain hit points this way, you must make a DC 10 WIS saving throw. On a failed save you enter a frenzied state,. In a frenzied state, you must use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are frenzied until you start your turn with no creatures within 60 feet of you that you can see or hear, or you succeed a DC 21 WIS saving throw. Both DCs increase by five each time you regain hit points this way. 

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