Base Class: Monster Hunter
The clans of the Sightless Hunters were born from a simple truth: monsters do not fight fair, and eyes are too easy to deceive.
Long ago, the first hunters learned that illusions, darkness, smoke, fear, and shifting forms made ordinary warriors useless. Beasts vanished in fog, mimicked voices in the dark, or bent light around their bodies. Entire villages were slaughtered by creatures no one could clearly see.
One warrior refused to accept this. He bound his eyes in cloth soaked with ash and blood and walked into the dark willingly. He listened instead of looking. He felt the tremble of stone beneath claws, the ripple of air around wings, the weight of footsteps in mud. He survived where others died—and he came back with monster heads in his hands.
Others followed.
The clans formed not around banners or crowns, but around discipline. Every initiate is taught that sight is a crutch. They train barefoot on stone floors, learning to map rooms through vibration. They fight blindfolded against multiple opponents, learning to feel intent before motion. When a student finally removes their blindfold in battle, it is not to see—it is to steal.
Tremor Sense Discipline
- You gain tremorsense 60 ft while you are touching the ground.
- You cannot be surprised by creatures you can sense through tremorsense.
- You ignore the disadvantage of being blinded.
If you willingly cover your eyes, you gain advantage on Perception checks that rely on vibration, sound, or movement. You may also grant yourself advantage on one attack roll per short rest if you cover your eyes, as your senses hone into the one attack.
Crippling Strike
You learn to hit the body’s hidden fault lines.
When you hit a creature with a weapon attack while using tremorsense:
- You may force it to make a Constitution save (DC = 8 + Proficiency + Strength or Dexterity mod).
- On a failure, choose one effect:
Blind:
- Target is blinded for 1d6 rounds.
Deafen:
- Target is deafened for 1d6 rounds and has disadvantage on concentration checks.
Paralyze (High-Risk):
- Target is paralyzed until the end of its next turn.
You can use this feature a number of times equal to your Proficiency Bonus per long rest.
At higher levels:
- Level 10: Duration becomes 2d6 rounds (except paralysis).
- Level 15: You may apply two different effects at once (except paralysis).
Level 18: Paralyze lasts for 1d4 rounds.
Sensory Deprivation Field
You unbind your eyes and steal the senses of others.
As a bonus action, once per long rest, you create a 30-foot-radius bubble centered on you that lasts for 1 minute.
Creatures of your choice in the bubble must make a Wisdom save. On a failure, you steal one sense or physical faculty from each creature:
You choose one mode when you activate the field:
1) Stolen Motion
- Affected creatures have their speed halved and disadvantage on Athletics and Acrobatics.
- You gain:
- +20 ft movement speed
- Advantage on Athletics and Acrobatics
- You may Dash as a bonus action
2) Stolen Sight
- Affected creatures are blinded while in the bubble.
- You gain:
- Blindsight 60 ft
- Advantage on attack rolls against creatures in the bubble
3) Stolen Strength
- Affected creatures have disadvantage on Strength-based attacks and checks.
- You gain:
- Advantage on Strength-based attacks
- +Proficiency Bonus to damage rolls
Creatures may repeat the save at the end of their turns.
Master of Weak Points
You no longer strike randomly you dismantle.
- When you hit a creature that is blinded, deafened, restrained, or paralyzed:
- You deal an extra 2d8 damage.
- If you reduce a creature to 0 HP using Crippling Strike, you regain one expended use of it.
- You have advantage on attack rolls against creatures that cannot see you.
Perfect Sensory Predator
- You permanently gain blindsight 60 ft and tremorsense 60 ft.
- You cannot be blinded, deafened, or surprised.
- Once per long rest, when you activate Sensory Deprivation Field:
- You may choose two modes at once.
Creatures that fail the save are also restrained until the end of their next turn.
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