Base Class: Rogue
The Night Huntsman Rogue is a skilled tracker, investigator, and deadly predator, specializing in hunting down and eliminating creatures that lurk in the shadows. A Night Huntsman's most potent weapons are his wits and his cunning. With a keen eye for detail and a mastery of lore, they excel in locating their quarry and exploiting their weaknesses. Whether it's a terrifying fiend, a cunning aberration, or a monstrous beast, or an undead lich, the Night Huntsmen are relentless in their pursuit, using a combination of cunning traps, specialized weapons, and lethal precision to bring down even the most formidable foes. Through their relentless training and expertise, they become feared adversaries to the creatures that haunt the darkest corners of the world.
Expert Discernment
At 3rd level, you have trained and studied rigorously to be able to discern weaknesses and vulnerabilities on all kinds of creatures. As an action, choose one creature you can see within 60 feet of you. You can then make an Intelligence (Investigation) check versus the creature's Charisma (Intimidation). On a successful role you learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are.
Heightened Defenses
Beginning at 3rd level, you're training makes you elusive in combat. You can move up to half your speed as a reaction when an enemy finishes its turn within 5 feet of you, without triggering opportunity attacks.
An Eye for Prey
Starting at 3rd level, you gain the ability to analyze and counter your foes' actions. As a bonus action, you can make an Intelligence (Investigation) check against a visible creature that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If successful, you can apply your Sneak Attack against that target, even without advantage, though not if you have disadvantage. This effect lasts for 1 minute or until successfully used against another target.
Supernatural Awareness
At 9th level your ability to observe, perceive, and decipher are sharpened to near superhuman levels.
You have advantage on all Investigation and Perception checks as well as a +5 to your Passive Investigation and Perception.
Mage's Bane
At 13th Level you have trained in techniques in melee to thwart spellcasters, gaining the following benefits.
- When you see a creature casting a spell, you can use your reaction to make a melee or ranged weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on intelligence, charisma and wisdom saving throws against spells cast on you within site.
Huntsman's Wrath
At 17th level your mastery of the hunt is absolute.
Whenever you use An Eye for Prey to trigger your sneak attack, you add an additional 3d6 of damage. In the event of a critical hit the additional damage is doubled as well.
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