Base Class: Fighter
Hunters are warriors who have trained for years to track, study, and slay dangerous creatures. They focus on exploiting their prey’s weaknesses, adapting to different combat situations, and wielding powerful, specialized weapons to bring down even the most terrifying monsters. Hunters use precise tactics, masterful weaponry, and carefully timed strikes to overwhelm and defeat their quarry.
Hunter’s Knowledge
At 3rd level, your extensive training in tracking and understanding monsters allows you to learn more about your enemies before engaging them in battle.
- Hunter’s Sense: As a bonus action, you can study a creature you can see within 30 feet. You learn details about its weaknesses, resistances, and immunities to damage types, as well as any special abilities. Additionally, you gain a tactical advantage when attacking that creature: your first attack against the creature each turn deals an extra 1d6 damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses after a long rest.
Hunter’s Weapon Mastery
At 3rd level, you select your combat style and weapon focus. You are highly skilled with certain types of weapons, much like a Monster Hunter would be.
Choose one of the following weapon specializations:
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Greatsword Master: You gain proficiency with the Greatsword. When you score a critical hit with a Greatsword, you can roll an additional damage die for the attack (e.g., 2d6 instead of 1d6). Additionally, when you take the Attack action with a Greatsword, you can choose to make a sweeping strike that targets two adjacent creatures. Each creature must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or take half the damage.
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Hammer Master: You gain proficiency with the Warhammer or Maul. When you hit a creature with a hammer weapon, you can choose to knock it prone. Additionally, when you deal damage to a prone creature with a hammer, the damage is increased by 1d6.
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Longsword Master: You gain proficiency with the Longsword. When you hit a creature with a Longsword, you can choose to spend 1 superiority die (see Battle Master) to activate the "Spirit Blade" effect. For 1 minute, your attacks with the Longsword count as magical and deal an additional 1d6 radiant damage.
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Bow and Crossbow Master: You gain proficiency with bows and crossbows. You can use a bonus action to make an extra ranged attack against a creature you have studied with Hunter's Sense (or when you target the same creature you have marked). Additionally, when you hit with a ranged weapon attack, you can spend a superiority die to add the result to the damage dealt.
Hunter’s Stamina
At 7th level, your combat prowess and endurance allow you to fight for longer periods and make more calculated strikes. You learn to manage your energy and stamina in battle.
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Stamina Pool: You gain a stamina pool equal to your Fighter level. You can spend stamina points to activate the following abilities (unless stated otherwise):
- Precision Strike (2 stamina): Add your proficiency bonus to the damage of your next attack.
- Power Guard (1 stamina): Gain +2 AC until the start of your next turn.
- Quick Step (1 stamina): Dash or Disengage as a bonus action.
- Counterattack (3 stamina): When a creature misses you with a melee attack, you can use your reaction to make one melee weapon attack against that creature.
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You regain all expended stamina points after a long rest.
Advanced Hunting Tactics
At 10th level, your tactics for bringing down dangerous monsters improve. You can exploit enemy weaknesses with deadly precision and apply specialized attacks.
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Weakness Exploitation: When you hit a creature with an attack that you’ve studied with Hunter’s Sense, you can apply one of the following effects:
- Concussive Strike: You can cause the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be stunned until the start of your next turn.
- Bleeding Wounds: The target suffers an additional 1d6 damage at the start of its turn for the next minute, until it takes an action to staunch the bleeding (which requires a successful Medicine check).
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Hunting Tools: You gain proficiency with a set of Hunting Tools (e.g., trap-making kits, monster bait, and tracking tools). These tools allow you to use your action to lay traps, track creatures, or disable monstrous abilities, depending on the situation. You can spend 10 minutes using the tools to gain advantage on Survival or Perception checks related to tracking or identifying monsters.
Monster Slayer
At 15th level, you’ve honed your skills to the point where you are a true Monster Slayer. You know how to strike devastating blows and deal with dangerous creatures.
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Apex Hunter’s Strike: When you deal damage to a creature that has a unique or named status (e.g., a powerful boss monster or a creature with legendary actions), you can spend a superiority die to deal an additional 2d6 damage to that creature. Additionally, the creature must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be frightened until the start of your next turn.
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Monster Slayer’s Mark: As a bonus action, you can mark a creature as your quarry for 1 hour. When you attack a marked creature, you can add 1d6 damage to the attack. If the creature is reduced to 0 hit points, you regain one expended superiority die.
Legendary Hunter
By 18th level, your abilities as a Monster Hunter are near legendary. Your combat abilities and tactical knowledge allow you to take on even the most formidable foes with relative ease.
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Unyielding Hunter: When you drop to 0 hit points, you can use your reaction to immediately regain 1 hit point. Once you’ve used this feature, you cannot use it again until after a long rest.
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Hunter’s Fury: Once per long rest, you can enter a state of “Hunter’s Fury” for 1 minute. While in this state, you gain the following benefits:
- You have advantage on all attack rolls.
- You deal an additional 2d6 damage with all attacks.
- You regain 1 stamina point at the start of each of your turns.
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