Fighter
Base Class: Fighter

As an archetypal "Monster Hunter", you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks. Including those of undead, lycanthropes, and other creatures of horror. 

Hunters Method - d6
1. You track your quarry to their lair and attack them where they feel safest.
2. You watch closely for long periods of time, making sure to memorize their every movement.
3. You wait to find them when they are weakest, alone or distracted before striking.
4. You use poisons or the environment to your advantage, reserving direct combat as a last resort.
5. You work with a team to trap the monster and place yourselves in a stronger position to hunt.
6.You collect as much information about the monster as you can, basing your approach on the
most successful hunting methods.


 

Hunter's Teachings

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice:
Arcana, History, Insight, Investigation, Nature, or Perception. You also gain proficiency with the Herbalism kit.
Whether through official teachings or personal experience, a hunter quickly learns the skills they will need to survive this line of work.

Hunter's Mysticisim

At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells.

In addition, you gain the ability to speak one exotic language, choosing from:
- Deep Speech
- Celestial
- Draconic
- Sylvan
- Infernal
- Giant
- Primordial
- Abyssal

Hunter's Quarry

Beginning at 3rd level, your training allows you to prepare to face a number of foes on better footing. At the end of a long rest, you can designate one of the following creature types as your quarry: aberrations, celestials, dragons, fey, fiends, giants, monstrosities, or undead. Designating your quarry requires at least 1 hour of study and mental exercises. Until you choose a different quarry, you have advantage on Dexterity (Stealth) checks to avoid detection from creatures of that type, advantage on Wisdom (Perception), and Intelligence (Investigation) checks made to detect their presence, and advantage on any saving throws you're subjected to as a result of them.

Additionally, the first time you make a weapon attack against a creature of your quarry on a turn, you may gain a bonus to the attack or damage roll equal to half your fighter level. You may use this feature a number of times equal to your proficiency modifier against that creature again until you complete a short or long rest.

Perceive Peril

At 7th level, you can spend 1 minute analyzing an environment to learn whether or not it serves as a creature's lair, and decipher one regional effect of the location. (Once per lair) Doing so will grant you advantage on saves caused by any lair effects or actions alongside resistances to any damage done through them. You can also determine if a creature is not in its true form, but not what it is. Additionally, your sixth sense tingles whenever a legendary or mythic creature is within 1 mile of you. If you spend a short or long rest while aware of their presence, you can decipher what they are through premonition. If the creature is within 240 feet of your position, you will recognize it once it enters your perception.

Stalker's Vision

At 10th level, you learn to focus your supernatural magic and gain better insight into your prey. As an action you can project your mind's eye outwards. The nearest creature of your choice with your quarry's chosen creature type within 1 mile of you must make a Wisdom saving throw (DC equal to 11 + your Proficiency bonus + your Wisdom modifier). If it fails, you can see and hear through its senses for 1 minute, until it takes damage from you, or until you end it as a bonus action. You are blinded and deafened to your own surroundings for the duration. If the creature succeeds on its saving throw, or once the effect ends, it is immune to this effect for the next 24 hours. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after you finish a short or long rest.

Slaying Strike

Starting at 15th level, you learn to target your quarry's weak point with great ferocity. When you use your Hunter's Quarry feature to gain a bonus to your attack roll and hit, the creature is also knocked prone. Alternatively, if you use your Hunter's Quarry feature to gain a bonus to your damage roll and hit, the creature is restrained until it uses its action to attempt to break free from the clutches of its own hesitation and fear. (DC = 11 + Proficiency Bonus + Wisdom Modifier)

Unending Hunt

Beginning at 18th level, when you attack a creature with a melee weapon on your turn, your movement speed increases by 10ft per hit. This effect lasts until the start of your next turn. Additionally, you may immediately move without provoking opportunity attacks after landing a weapon attack, and when slaying a creature of your designated Hunters Quarry type with a ranged or melee weapon, your current movement speed doubles until the start of your next turn, and difficult terrain imposes no disadvantage to you. 

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