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 like Dean Winchester, they've learned not just how to fight but how to survive foes that defy nature.

Path of the Hunter fighters are marked by their ability to navigate the shadows where monsters lurk, drawing on a mix of practical expertise and sheer force of will. Their training hones not only their physical prowess but also their mental fortitude, allowing them to stand strong in the face of arcane horrors that would shatter lesser souls.

Armed with a keen eye for the supernatural, a vast arsenal of weapons, and a steadfast dedication to protecting the innocent, these fighters embody the essence of a hunter. Their courage is matched only by their tactical brilliance, making them a force to be reckoned with in a world where danger wears many faces. Unyielding and unrelenting, the Path of the Hunter beckons those bold enough to face the unknown, ready to confront the darkness that others fear.

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 and allows you to analyze 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.

Spellcasting

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

The Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action

Mark of Protection

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

Specialized Weapons

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Mark of Vengeance

At 10th level as a bonus action, you can mark a creature you can see within 30 feet of you, focusing your hunt on the target. The mark lasts foe 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 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 uses when you finish a long rest.

Hunters 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), Intelligence (History), Intelligence (Investigation) or Wisdom (survival) check 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

-A spell scroll containing 1 3rd level or higher spell that you know of have access to from your spell list.

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

You must finish a long rest before you can use this feature again.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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 paralyzed of frightened

Once you use this ability you cannot use it again until you finish a long rest

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