Base Class: Fighter
After a lifetime of devotion to the art, you have become the Apex predator. Both mentally and physically.
Hunters Endurance
With the proper training your hit die is changed to 1d12+2 per level.
Level 3: Combat Superiority
Maneuvers. You learn three maneuvers of your choice from the "Maneuvers Options" section later in this subclass's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.
You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
At level 1o your superiority die becomes a d10, and a d12 at level 18
Level 3: Student of War
You gain proficiency with one type of Artisan's Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at level 2.
Level 7: Know Your Enemy
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required)
Level 10: Beast Magic
Watching and learning from your targets you have learn their wild magic, but at what cost.
As an action you roll on the wild magic table twice and your DM picks which effect takes place. You have 5 charges, resets after a long rest.
Level 15: Hunter
Focusing on your tracking abilities has heightened your natural senses. Anytime you fail an insight, nature, investigation, or perception check you can choose to pass instead, 1d8+10 times a day, resets at midnight or after a short rest.
Level 15: Killer
Gaining a vast knowledge of all living things takes time, but gives a great advantage. Your knowledge of all creatures, including their weak points, gives you advantage on attack rolls against 5 favored enemies.
Level 18: Mark
By focusing on any creature you can see, you can mark it as your target. Once marked you will know the exact direction and approximate distance to the marked, if the marked is moving you know the direction and speed of movement. You can only mark one creature at a time.
A creature can not be un-marked by force or by accident unless by a 10th lvl spell. If a marked is killed you know the location of its death while you are still able to track its movements.
At level 19 you can now mark up to two creatures, and at level 20 you can mark up to 4.
Level 18: Endless Power
With nothing else to learn you master the killing blow. If your attack does more than half damage the creature automatically dies unless it has a legendary resistance to magic.
Your attacks and spells are no longer hindered by resistances, and immunities now count as resistances.
Previous Versions
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