Fighter
Base Class: Fighter

The world is a dangerous place. Appointed by the Hunters Guild, it is your duty to ensure balance among the forces of nature by tracking, and subduing, the mighty monsters that come too close to humanities borders, or otherwise act out in troublesome ways. Wielding a variety of weapons and armor, you're able to expertly carve materials from your fallen foes, nothing wasted, to craft new weapons and gear better suited for the fights ahead.

Tools of the Hunter

At 3rd level, you've trained enough in the ways of the Monster Hunter, to not only be proficient with the usual martial weapons, but also the unique weapons commonly seen among hunters, such as the Hunting Horn, Gunlance, Switch Axe, Charge Blade, Light Bowgun, and Heavy Bowgun, as well as the ability to wield a Lance/Gunlance with a shield, and the ability to wield a Glaive along side a Kinsect companion. However, you are only able to carry 2 of these weapons on you at a time.

Lastly, you gain the benefit of the Dual Wielder feat.

 

Hunter's Carve

At 3rd level, after killing a monster, you may spend one minute carving parts from that monster. Then, over the period of a long rest, you may spend the appropriate amount of gold and expertly craft those parts into one of the following options:

Crafted Item Additional Cost In Gold
An armor set (light/medium/heavy at DM's discretion) 45/450/800 (Respectively)
Great Sword 75
Long Sword 25
A one-handed weapon and a shield 35
2 one-handed weapons 40
Maul 15
Hunting Horn 30
Lance and a shield 30
Gunlance and a shield 30
Switch Axe 30
Charge Blade 30
Glaive 30
Light Bowgun 35
Heavy Bowgun 75
Bow 40


Each of these options is magical and has traits mimicking those of the defeated foe (traits selected at the DMs discretion, weapons typically have 1-2 traits, and armor 4-5)

For example: You defeat a Red Dragon and carve 'Red Dragon Parts' from it, then over your next long rest craft a set of armor in the image of a Red Dragon, the DM decides this would be full plate armor, thus costing you 800 gold as well as the red dragon parts. In addition the DM informs you this armor provides resistance to fire damage, adds 1d6 fire damage to your fire attacks, critical hits on a 19-20, and gives 5 ft. to your jump distance.

At level 15, you may craft 2 options from the above list for 1 set of parts, and the total cost of gold for both.

Hunter's Focus

You can focus on a single creature and mark it for death. As a bonus action, you can target a creature you can see with your focus. The focused creature takes an additional 1d8 damage whenever it take damage from you.

  • You also have advantage on skill checks to track the target
  • The mark lasts for 24 hours and cannot be transferred to other creatures
  • If one mark exists, and the feature is used again, the oldest mark disappears

You can use this feature a number of time equal to your proficiency modifier, rounded down, per long rest

Vital sense

Your hunter's senses have sharpened.

  • You now land a critical strike on attack roll 19-20 
  • When you land a critical strike, deal an additional die of damage.
  • When attacking a creature at least 2 size categories larger than you, they can take 1d10 additional damage, once per turn, when they are damaged by you

 

Melding

At 15th level, you can pool carved monster parts in order to transform them into other monster parts.

Over the period of a short rest, add up the total challenge rating (CR) of the monster parts you are melding, and select a monster with a CR equal or less then the consumed parts.

For example, 10 'Brown Bear Parts' would equal a CR of 10 (as a brown bear has a CR of 1), so you could meld these parts to create 1 'Young Red Dragon Parts', as it has a CR of 10.

Peak Performance

Your body has reached its physical prime. You may increase 2 stats of your choice by 2 points. These stats may go beyond 20, but cannot be the same stat.

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