Fighter
Base Class: Fighter

The Nora are a matriarchal tribe, that lives in forests and plains, and rarely leave their land. They are mostly hunters and have a general aversion to magic and complicated machinery, although many outsiders suspect, that the high matriarchs, the three leaders of the tribe hide a secret of magical nature.

A Nora Hunter is skilled with the bow and glaive and trained in stealth tactics. While mostly relying on agility rather than heavy armor, they are masters of leather stitching.

When the need arises, a Hunter is chosen to be a Seeker, to set out in the world and fulfill an important quest.

Silent Strike

Starting at 3rd level, you learn to stalk your prey undetected to land an unexpected strike. When you are hidden, you can use half your movement to approach a creature silently and add 1d6 damage to a melee attack.

Dodge Prowess

Starting at 3rd level, you improve your camouflage and agility. You can use your bonus action to Hide or Dodge.

Lure Call

Starting at 3rd level, you learn to draw the attention of your prey without raising suspicion. When you are hidden, as a bonus action you can lure a creature, that is 60 feet from you, in your direction. The creature must make a Wisdom Saving Throw against 8 + your proficiency bonus + your wisdom modifier or move in the most direct way possible in your direction up to its movement speed. It does so immediately (not on its turn). If you try to lure a creature, it cannot be lured again for 24 hours, regardless of success or failure. Luring while hidden does not reveal your position.

Arrow Craft

Starting at 7th level, you learn to craft arrows. Whenever you take a long rest, you can craft 10 normal arrows.

Starting at 10th level, you can alternatively craft 3 rope arrows. If you hit a creature with a rope arrow, it must make a STR Save against DC 8 + your proficieny bonus + your strength modifier or fall prone.

Starting at 15th level, you can alternatively craft 3 elemental arrows (fire, cold, lightning). If you hit a creature with an elemental arrow, you add 1d8 dmg of the appropriate type.

Low Profile

Starting at 7th level, you perfect your stealth tactics. If you take the Hide action, you can add your proficiency bonus a second time.
If you already have double proficiency (e.g. from the rogue's expertise feature), Low Profile has no effect.

Enhanced Quiver

Starting at 7th level, you improve your packing skills. Your quiver can now store 40 arrows.

Override

Starting at 10th level, you learn to calm and influence your prey. Once per long rest you can try to charm a creature. It must make a Wisdom save against DC 8 + your proficiency bonus + your wisdom modifier. Against Constructs add 5. A charmed creature is friendly to you and your allies and hostile to one other creature you designate. If that creature dies, you can designate an new one. If the charmed creature takes damage dealt by you or your allies, the charm wears off.

Precision

Starting at 15th level, you are able to direct your weapon with great accuracy. Once per turn, before you make an attack roll, you can choose to add 5 to the result or cancel out the disadvantage for a prone target at a distance.

Critical Hit

Starting at 18th level, you deal devastating blows against downed enemies. Any melee attack against a prone or restrained creature is an automatic critical hit.

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