Monster Hunter
Base Class: Monster Hunter

A monster hunter who has specialized in tracking, hunting, and killing the many avatars of the Fear 'god's of the world of The Magnus Archives.

Fear Hunter

When you choose this guild at 3rd level, your choices of monsters in your grimoire get replaced, and instead you choose from this list:  
Hunt, Slaughter, Flesh, End, Dark, Lonely, Vast, Buried, Corruption, Desolation, Eye, Web, Spiral, or Stranger. 
Any choices you have already made get replaced. 

If you don’t already have it, you gain access to Fear checks and gain proficiency. 

The Buried

The fear of The Buried

The Corruption

The fear of The Corruption

The Dark

The fear of The Dark

The Desolation

The fear of The Desolation

The End

The fear of The End

The Eye

The fear of The Eye

The Flesh

The fear of the Flesh

The Hunt

The fear of The Hunt

The Lonely

The fear of The Lonely

The Slaughter

The fear of The Slaughter

The Spiral

The fear of The Spiral

The Stranger

The fear of The Stranger

The Vast

The fear of The Vast

The Web

The fear of The Web

The Hunt

Hunting avatars brings you closer to The Hunt. The longer you have this class and the higher level it becomes, the more you will be drawn towards it, and it to you. 

Artifact Creation

When you reach 7th level, you have learned every technique integral to turning Fear Avatars into tools for your hunting. When harvesting salvage from Fear Avatar remains, you can make a Fear check (with advantage if the Fear is in your grimoire): 

Roll 

Result 

1-5 

Nothing with fear energy 

6-10 

A component with fear energy 

11-15 

Multiple components with fear energy 

16 -> 

Full Fear Artefact (strength based on roll) 

 

During a long rest, by making a DC 16 Fear check (with advantage if the Fear is in your grimoire) you can craft 3 or more fear components into a Fear Artefact with other material components. You can try to make any item, but you have no control over the way the fears manifest. The strength is based on the number of components and the Fear check’s result. 

Fear Killer

When you reach 10th level, you have learned to be quick on your toes to adapt to your enemies. Upon killing (or defeating) a Fear Avatar, you act as though this Fear is in your grimoire if it isn’t already, until it is replaced by this ability happening again.  
If it is already in your grimoire, then you get advantage on your next attack roll, ability check, or ability save (where you don’t already have advantage) against an Avatar of that Fear. This does not remove your Fear Killer if you have one. 

 

Additionally, at 13th and 17th levels, you can add a Fear which you have had before with the use of Fear Killer permanently to your grimoire. 
If you have never used it, then the next Fear you kill an avatar of, which is not in your grimoire, gets added to it.  

Known Weaknesses

When you reach 15th level, your knowledge of the Fears in your grimoire allows you to find and exploit the weaknesses of their avatars, making your attacks against them and your reactions to them ever more deadly.  

When fighting enemies written about in your grimoire, and you take the Studied Response reaction, you can make two attacks with a weapon or unarmed strike, instead of one. 

In addition, when you use Expert Strike against an enemy written about in your grimoire. You can add your intelligence modifier +2 to the attack and damage rolls of your weapons and Unarmed Strikes. 

Artefact Wielding

When you reach 18th level, your creation and use of artifacts have made their use second nature to you. Once per turn, when you use a bonus action to use a fear artefact, which is related to one of the fears from your grimoire, you do not expend the bonus action. 

You can do this a number of times equal to your intelligence modifier. Charges rest on a long rest. 

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