Fighter
Base Class: Fighter

Fighters who choose the path of the hunter have faced the darkest corners of the world and lived to tell the tale. These warriors have battled against the supernatural from the cunning vampires and relentless zombies to the deceitful demons and the ancient leviathans. Inspired by legendary hunters, they've learned not just how to fight but how to survive against foes that defy nature. This path is for fighters who rely on their wits, weapons expertise and an indomitable will to protect those who cannot protect themselves against the supernatural.

Hunter's Arsenal

Starting at 3rd level you gain proficiency with two of the following of your choice: Arcana, Investigation, Nature or Religion. Your experience with hunting supernatural beings allows you to analyse and identify them with ease.

Additionally, you gain a special weapon bond with a non-magical weapon. Over the course of 1 hour, which can be done during a short rest, you can create a bond with one weapon.
You can have up to two weapons bonded at a time. As a bonus action you can summon a bonded weapon to your hand.

Arcana and Investigation

proficiency 

Investigation proficiency

Investigation proficiency

Hunter's Defence

At 7th level your constant battle against the supernatural has hardened your resolve and body. You gain resistance to poison and necrotic damage, and you have advantage on saving throws against being frightened.

Mark of Vengeance

At 10th level as a bonus action, you can mark a creature you can see within 30ft of you, focusing your hunt on the target. The mark lasts for 1 minute or until the target dies or you are incapacitated.

When you mark a creature, you can add your Wisdom modifier to the damage of your first weapon attack that hits the marked creature each turn.

If the marked creature dies before the mark ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

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

Hunter's Network

At 15th level, you have cultivated contacts and allies who can provide you with information and aid. As an action, you can send a message to your network to request help regarding a specific creature, location or item. After 1d4 hours, you receive a detailed report from your network that grants you advantage on any Intelligence (Arcana, History or Investigation) checks, or Wisdom (Survival) checks you make related to the subject of the request, for the next 24 hours.

Alternatively, you can use this feature to request material assistance for your adventures. Once per long rest, you can receive one of the following:

-A Potion of Greater Healing

-Special ammunition or a weapon coating that gives you a +1 bonus to attack and damage rolls for the next 24 hours.

You must complete a long rest before using this feature again.

Final Stand

At 18th level, when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Additionally, for the next minute, you gain the following benefits:

Once on each of your turns, you can add a bonus to one weapon attack roll equal to your Wisdom modifier (Minimum of +1). If the attack hits, the target takes extra damage equal to half your Fighter level.

You have resistance to all damage

You cannot be frightened or Paralyzed.

Once you use this feature, you cannot use it again until you finish a long rest.

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