Base Class: Fighter
In a world teeming with supernatural threats, the Monster Hunters stand as a bulwark against the darkness. Trained from a young age, these warriors undergo rigorous physical and mental conditioning, honing their bodies and minds to peak performance. They are subjected to alchemical trials, which grant them enhanced senses and the ability to brew powerful potions.
Monster Hunters are also taught to wield simple yet potent magic known as Signs, allowing them to manipulate the elements and influence minds. Armed with their signature silver swords, they specialize in hunting and slaying creatures that ordinary weapons cannot harm. Their relentless training and unique abilities make them formidable foes to any monster that dares to threaten the realm.
Enhanced Senses
You gain proficiency in Perception and Investigation.
Signs
You learn to cast simple magical signs. You can cast the following spells without material components: burning hands, shield, charm person, detect magic. You can cast each of these spells once per long rest.
Potion Brewer
Potion Brewer: You can create potions that enhance your abilities. During a long rest, you can create a number of potions equal to your proficiency bonus. These potions last until your next long rest. Drinking a potion is a bonus action. Choose from the following effects:
- Swallow: Gain temporary hit points equal to your Fighter level.
- Thunderbolt: Gain advantage on attack rolls until the end of your next turn.
- Cat: Gain darkvision up to 60 feet for 1 hour.
- Golden Oriole: Gain resistance to poison damage for 1 hour.
Hunter’s Mark
You can cast hunter’s mark without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus per long rest.
Silver Sword
Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can choose to deal an extra 1d6 radiant damage to fiends and undead.
Adrenaline Rush
When you roll initiative, you can choose to enter a battle trance. For 1 minute, you gain the following benefits:
- You have advantage on Dexterity saving throws.
- You can make one additional attack when you take the Attack action.
- You have resistance to bludgeoning, piercing, and slashing damage.
Superior Signs
Your signs become more powerful. You can cast each of the following spells once per long rest without material components: fireball, counterspell, dominate person, true seeing.
Grandmaster Alchemist
When you create potions, you can choose two effects for each potion.
Additionally, you can create a number of potions equal to twice your proficiency bonus during a long rest.
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