Artificer
Base Class: Artificer

In the foreboding realm of Myrkuri, where darkness reigns and the echoes of terror linger in every shadow, the common folk cower beneath the looming threat of malevolent creatures that prowl the night. Many among them, driven by primal instinct, take up arms with sheer martial prowess to confront these horrors, seeking to defend their existence against the encroaching darkness.

However, amidst the trembling populace, a distinct breed of protector emerges—the Arcane Hunter. Eschewing the brute force of conventional warriors, these intrepid individuals rely upon a unique blend of keen intellect, inventive resourcefulness, and arcane mastery to combat the lurking terrors that haunt the land after dusk.

While others charge headlong into battle, the Arcane Hunter harnesses the power of their mind and the tools of their craft, fashioning specialized implements tailored explicitly for the annihilation of these nocturnal abominations. Through intricate knowledge of both the arcane arts and the weaknesses inherent in the monstrous entities, they carve a niche for themselves as cunning adversaries, weaving calculated strategies and precise strikes into their methodical approach.

With an arsenal designed to exploit vulnerabilities and augment their strikes with eldritch might, the Arcane Hunter traverses the perilous veil between light and darkness, navigating the treacherous terrain with astute caution. Theirs is a path paved not by sheer bravery alone, but by a deep understanding of their adversaries' weaknesses and a relentless pursuit of knowledge to tip the scales in their favor.

Hunter's Arsenal

You gain proficiency with martial weapons and one of the following skills: Survival or Investigation. Additionally, you create a specialized Hunter's Tool, a unique weapon designed to combat monstrous adversaries. Choose one type of Hunter's Tool:

  • Crossbow: You create a modified crossbow that deals additional damage equal to your Intelligence modifier on a hit against a creature of the aberration, fiend, or undead type.

  • Arcane Blade: You forge a weapon that can channel your arcane energy. When you hit a creature with this weapon, you can expend a spell slot to deal an extra 1d6 force damage per level of the spell slot expended to the target.

  • Firearm: Crafting a specialized firearm grants you the ability to ignore half cover and three-quarters cover when firing at creatures. Additionally, your shots ignore resistance to non-magical damage possessed by aberrations, fiends, or undead.

Arcane Blade

You forge a weapon that can channel your arcane energy. When you hit a creature with this weapon, you can expend a spell slot to deal an extra 1d6 force damage per level of the spell slot expended to the target.

Crossbow

You create a modified crossbow that deals additional damage equal to your Intelligence modifier on a hit against a creature of the aberration, fiend, undead, or fey.

Firearm

Crafting a specialized firearm allows you to ignore half-cover and three-quarters cover when firing. Additionally, your shots ignore resistance to non-magical damage.

Supernatural Hunter

You gain the ability to imbue your attacks with supernatural energy and to strike with enhanced fury. When you take the Attack action on your turn, you can make an additional attack as part of that action.

Additionally, as a bonus action, you can infuse your Hunter's Tool with one of the following enhancements:

  • Banishing Strike: Your strikes channel energy that disrupts otherworldly creatures. On a hit against an aberration, fiend, or undead, the target must make a Constitution saving throw or be banished to its home plane if it has one. The DC equals 8 + your proficiency bonus + your Intelligence modifier. The creature returns after 1 minute or if you are incapacitated.

  • Hexing Strike: Your attacks are imbued with hexing energy. On a hit, the target suffers an additional 1d6 necrotic damage until the end of your next turn.

Banishing Strike

Your strikes channel energy that disrupts otherworldly creatures. On a hit against an aberration, fiend, or undead, the target must make a Constitution saving throw or be banished to its home plane if it has one. The DC equals 8 + your proficiency bonus + your Intelligence modifier. The creature returns after 1 minute or if you are incapacitated

Hexing Strike

Your attacks are imbued with hexing energy. On a hit, the target suffers an additional 1d6 necrotic damage until the end of your next turn

Arcane Warding

Your mastery over the arcane grants you additional protection against the dark forces you face. When you finish a short rest, you can create a magical ward around yourself or a willing creature you touch. This ward provides temporary hit points equal to your Artificer level + your Intelligence modifier. The ward lasts until it is depleted or until you finish a long rest.

Master Hunter

Your prowess as a Monster Hunter reaches its peak. You gain the following benefits:

  • Hunter's Precision: When you make an attack roll with your Hunter's Tool against an aberration, fiend, or undead, you score a critical hit on a roll of 19 or 20.

  • Relentless Pursuit: Twice per short rest, as a reaction when a hostile creature you can see moves within 30 feet of you, you can teleport to an unoccupied space within 10 feet of that creature, gaining advantage on your next attack against it.

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