Fighter
Base Class: Fighter

Bonus Proficiencies

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.

Hunter's Metaphysics

As one who hunts the supernatural, you gain a set of abilities that are fueled by special dice called hunter dice.

Hunter Dice. You have 4 hunter dice, which are d6s. A hunter die is expended when you use it. You regain all of your expended hunter dice when you finish a short or long rest.

At 5th level your hunter dice become d8s, at 11th level they become d10s, and at 17th level they are d12s. Additionally, you gain another hunter die at 7th level and one more at 15th level. 

Using Hunter Dice. You can expend hunter dice to gain a number of different benefits:

  • Exacting Target. When you make a weapon attack against a creature, you can expend 1 hunter die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
  • Monster's Bane. When you damage a creature with a weapon attack, you can expend 1 hunter die to add the amount rolled plus your Wisdom modifier to the damage roll. You can use this ability after rolling for initial damage. 
  • Acute Awareness. When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend 1 hunter die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
  • Fearless Resolve. When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend 1 hunter die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.

Hunter's Mysticism

At 3rd level, you gain the ability to perceive magic and the supernatural. You can cast the Detect Magic and the Detect Evil and Good spells as a ritual at will. You also gain the ability to cast the Protection from Evil and Good spell once plus a number of times equal to your Wisdom modifier. You regain all expended uses of it when you finish a long rest. Wisdom is your spellcasting ability for these spells.

As well, through your studies, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.

Spellcasting Ability

Your magic abilities come from an experiential understanding of otherworldly things. You use Wisdom whenever a spell refers to your spellcasting ability. You can cast a spell only once per long rest, unless it has been specified otherwise.

Spell Save DC 8 + Wisdom Modifier + Proficiency

Spell Attack Bonus Wisdom Modifier + Proficiency

FIGHTER LEVEL SPELLS
3rd Detect Magicᴿ, Detect Evil and Goodᴿ, Protection from Evil and Good*
5th Vital Aid⁺, See Invisibility
8th Mystic Ward*, Remove Curse
12th Freedom of Movement, Locate Creature*
17th Dispel Evil and Good, Hold Monster

ᴿ Must be cast as a Ritual
⁺ Spell levels up from initial level at specific character levels
* Uses are 1 plus the number equal to your Wisdom modifier

Monster Slayer

By 7th level, you have honed in on your abilities as a hunter of supernatural and otherwordly creatures.

New Hunter Dice abilities:

  • Mystic Weapon. Whenever you use Monster's Bane, damage now counts as magical damage for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also expend up to 2 hunter dice instead of just 1, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them. 

  • Magic Disruptor. When you see a creature casting a spell that targets only one creature or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. You can expend 2 hunter dice, the creature then must succeed on a Wisdom saving throw, or its spell or teleport fails and is wasted. The Wisdom saving throw for this feature equals 8 + your proficiency bonus + your Wisdom modifier.

Transcendent Paling

At 10th level, you've gained permanent defenses against all things supernatural. You can no longer be frightened or charmed, and while you are not incapacitated you are protected against aberrations, celestials, elementals, fey, fiends, and undead. Towards these creatures you have advantage on saving throws against spells and other magical effects.

Mystic Bulwark

At 15th level, you can shield others with your Transcendent Paling as a bonus action. You can choose creatures that you can see within 30 feet of you, up to a number of creatures equal to your Wisdom modifier. Those creatures gain the benefits of your Transcendent Paling class feature for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest.

Transcendent Control

By 18th level, your ability to deal with supernatural threats is unmatched, unlocking the epitome of hunter abilities.

You can cast the Banishment spell, requiring no components, as a bonus action. Once you use this action, you cannot use it again until you make a long rest or unless you expend a hunter die to cast it once more. Your spellcasting ability for the spell is Wisdom.

Bonus Proficiencies

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.

Arcana

Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

History

Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Insight

Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

Investigation

When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

Nature

Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

Perception

Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

Hunter's Metaphysics

Hunter Dice. You have 4 hunter dice, which are d6s. A hunter die is expended when you use it. You regain all of your expended hunter dice when you finish a short or long rest.

At 5th level your hunter dice become d8s, at 11th level they become d10s, and at 17th level they are d12s. Additionally, you gain another hunter die at 7th level and one more at 15th level. 

Using Hunter Dice. You can expend hunter dice to gain a number of different benefits:

  • Exacting Target. When you make a weapon attack against a creature, you can expend 1 hunter die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.

  • Monster's Bane. When you damage a creature with a weapon attack, you can expend 1 hunter die plus your Wisdom modifier to the damage roll. You can use this ability after rolling for initial damage. 

  • Acute Awareness. When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend 1 hunter die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.

  • Fearless Resolve. When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend 1 hunter die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.

Hunter's Mysticism

You've gained the ability to perceive magic and the supernatural. You can cast the Detect Magic and the Detect Evil and Good spells as a ritual at will. You also gain the ability to cast the Protection from Evil and Good spell once plus a number of times equal to your Wisdom modifier. You regain all expended uses of it when you finish a long rest. Wisdom is your spellcasting ability for these spells. Beyond 3rd level, you will learn a small variety of spells to aid you against supernatural enemies. These spells you can use only once per long rest.

Through your studies, you also gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.

Spellcasting Ability

Your magic abilities come from an experiential understanding of otherworldly things. You use Wisdom whenever a spell refers to your spellcasting ability. You can cast a spell only once per long rest, unless it has been specified otherwise.

Spell Save DC 8 + Wisdom Modifier + Proficiency

Spell Attack Bonus Wisdom Modifier + Proficiency

FIGHTER LEVEL SPELLS
3rd Detect Magicᴿ, Detect Evil and Goodᴿ, Protection from Evil and Good*
5th Vital Aid⁺, See Invisibility
8th Mystic Ward*, Remove Curse
12th Freedom of Movement, Locate Creature*
17th Dispel Evil and Good, Hold Monster

ᴿ Must be cast as a Ritual
⁺ Spell levels up from initial level at specific character levels
* Uses are 1 plus the number equal to your Wisdom modifier

Abyssal

Abyssal is a primordial language that is written based on the Infernal language script. The language has been modified and twisted by the evil of the abyss and is spoken by demons and chaotic evil outsiders. It is a bastardized version of primordial and is a chaotic language that may be unpredictable and is often harsh and chaotic, often described as like the barking of dogs or the sound of glass being crushed underfoot.

Celestial

Celestial was the language of celestials. It was brought to Toril through contact with good folk from other planes. It was described as beautiful, yet alien in nature, since it developed among beings with thought patterns very unlike those of humanity.

Infernal

Infernal was the language of the baatezu, a subtype of devils, and of the Nine Hells. Infernal was brought to Toril through contact with evil beings from other planes. It was described as harsh and alien in nature, since it developed among beings with thought patterns very unlike those of humanity.

Hunter's Percipience

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Monster Slayer

You have honed in on your abilities as a hunter of supernatural and otherwordly creatures.

New Hunter Dice abilities:

  • Mystic Weapon. Whenever you use Monster's Bane, damage now counts as magical damage for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also expend up to 2 hunter dice instead of just 1, adding both to the roll. Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them. 

  • Magic Disruptor. When you see a creature casting a spell that targets only one creature or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. You can expend 2 hunter dice, the creature then must succeed on a Wisdom saving throw, or its spell or teleport fails and is wasted. The Wisdom saving throw for this feature equals 8 + your proficiency bonus + your Wisdom modifier.

Transcendent Paling

You've gained permanent defenses against all things supernatural. You can no longer be frightened or charmed, and while you are not incapacitated, you are protected against aberrations, celestials, elementals, fey, fiends, and undead. Towards these creatures you have advantage on saving throws against spells and other magical effects.

Mystic Bulwark

You can shield others with your Transcendent Paling as a bonus action. You can choose creatures that you can see within 30 feet of you, up to a number of creatures equal to your Wisdom modifier. Those creatures gain the benefits of your Transcendent Paling class feature for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't use it again until you finish a long rest.

Transcendent Control

You can cast the Banishment spell, requiring no components, as a bonus action. Once you use this action, you cannot use it again until you make a long rest or unless you expend a hunter die to cast it once more. Your spellcasting ability for the spell is Wisdom.

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