Fighter
Base Class: Fighter

The inhospitable north is teeming with alpha predators, huge creatures that don’t need vegetation to survive: their prey are the smaller creatures that prowl the tundra. Specialized hunters make these dangerous creatures their prey, training themselves in surviving in harsh conditions, dealing with hostile terrain, and tracking the large beasts to strike at the most opportune moments. These hunters might make copious amounts of coin from selling the beasts to an interested merchant, or they might lead less experienced hunters into the territory as a guide. Regardless, when a tremendous monster is bearing down on you, having a big game hunter can be the difference between life and death.

Cautious Attacker

When you choose this archetype at 3rd level, you are specially trained to fight massive foes. Gain the following benefits against creatures of Large size or larger:
• Once during your turn, you can deal an additional 1d6 damage when you hit with a weapon attack. This increases to 1d8 at 10th level and 1d12 at 15th level.
• You have advantage on ability checks made to escape from a grapple or avoid being trampled.
• You have advantage on Strength or Dexterity saving throws triggered by nonmagical attacks of Huge or larger creatures.
• Gain advantage on Intelligence (Nature) and Wisdom (Survival) checks when investigating their habitats.

Careful Defense

Starting at 7th level, you know the risks of a predator’s devastating attacks, and you master the art of avoiding the most dangerous blows of your opponents. When you would suffer a critical hit by a foe’s melee weapon attack, you can use a reaction to make the attack a normal hit instead. In addition, if the creature is Huge or larger, you can make a weapon attack against that creature as part of the reaction.

Coordinated Effort

At 10th level, you gain the ability to maximize the coordination of attacks with your allies. When you use Action Surge, all allies within 30 feet that can hear you may make a weapon attack as a reaction.

Beast Slayer

Starting at 15th level, you can use the extra damage dice from Cautious Attacker on each successful weapon attack rather than once per turn.

All or Nothing

Starting at 18th level, you learn how to make one last-ditch effort to bring down a foe. As a bonus action, you can expend up to 10 of your Hit Dice to bolster your next attack. If that attack hits, add the Hit Dice to the attack’s damage. The Hit Dice are expended whether the attack hits or misses. These dice are not doubled on a critical hit. Immediately after the attack is resolved, you must make a Constitution saving throw with a DC of 10 + the number of Hit Dice expended. On a failed save, you fall unconscious with the effort for 1 minute. This ability cannot be used again until you complete a short or long rest.

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4/15/2024 10:28:02 PM
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