Base Class: Monster Hunter
Monster Hunters of the Tacticians guild understand that not only one must study the monsters, their types and weaknesses, one must also study the layout of the battlefield to use the world around them to their advantage. Monster Hunters that excel at battlefield control are called Master Tacticians, with their trained eye able to exploit every opening to prevail over their foes and help their allies.
Level 3: Tacticus
At level 3, when you choose this subclass, you gain the ability to dispart the entire battlefield into three distinct separate zones: Frontlines, Second Line, Rearward. At the start of your first turn in initiative you can place the three zones, which have the size of 20x20 squares (no action required) in locations within 60ft of you that you can see. These zones cannot interlap and have different effects:
Frontlines: All your allies in the zone deal extra damage with their melee weapon attacks and unarmed strikes equal to your Proficiency bonus and all creatures currently hostile to you receive a penalty to their melee attack rolls and unarmed strikes equal to half your Proficiency Bonus, rounded up.
Second Line: All your allies gain a bonus to their ranged spell and weapon attack rolls equal to your Proficiency Bonus and, if they have any bonuses from cover, they are doubled while they are in the second line.
Rearward: All damage taken by creatures allied to you in Rearward is reduced by an amount equal to your Proficiency bonus. All hostile creatures in Rearward cannot make opportunity attacks.
Unless specified otherwise, all zone bonuses to do not apply to you
On the following turns, you can use your bonus action to move one of your zones to a new location within 60ft of you that you can see.
Level 3: Quick Thinking
Additionally at level 3, your battle hardened mind lets you pick up that combat is about to errupt moments before everyone else. You can add your Intelligence Modifier to your initiative rolls.
Level 7: Opportuna Cogitandi
At level 7, you learn another way to impact the battlefield - Stratagems. You learn two Stratagems and learn an additional one at Monster Hunter levels 10, 15 and 18. Using any Stratagem Requires a bonus action.
| Stratagem Name | Stratagem Effect |
| Liquidation | Until the start of your next turn, all hostile creatures within the chosen zone receive a penalty to their AC equal to your Proficiency Bonus. Additionally, if damage would reduce a creature in this zone to an amount of health equal to your Monster Hunter level times 2 or lower, they are reduced to 0 hp instead. |
| Suppression | Until the start of your next turn when you or an allied creature of yours within the zone hits an enemy with a ranged attack roll the enemy receives a penalty of -1 to their attack and damage rolls and -5 to their movement speed. These penalties can stack up to an amount of times equal to your Proficiency Bonus. |
| Reallocation | Until the start of your next turn, when you or an allied creature ends their turn within the chosen zone, they can choose to move, up to their movement speed, without provoking opportunity attacks. If an allied creature has their movement speed reduced when you apply this Stratagem, the effect that reduces their movement speed is suppressed for the movement granted by it. |
| Fortification | When you apply this stratagem, all allied creatures within the zone, including you, receive an amount of Temporary Hit Points equal to your Monster Hunter Level. They also receive the same amount of Temporary Hit points at the start of their next turn. |
| Evasion | Until the start of your next turn, all allied creatures inside this zone, including you, receive the benefits of "Elminister's Elusion" spell |
| Obfuscation | You can use this Stratagem as part of using another Stratagem: as part of the same bonus action, you move the zone on which you've used the other Stratagem to a point within 30 ft of you that you can see. |
You can use your Stratagems an amount of times equal to your Proficiency Bonus and regain all expended uses after you finish a long rest.
Evasion
Until the start of your next turn, all allied creatures inside this zone, including you, receive the benefits of "Elminister's Elusion" spell
Fortification
When you apply this stratagem, all allied creatures within the zone, including you, receive an amount of Temporary Hit Points equal to your Monster Hunter Level. They also receive the same amount of Temporary Hit points at the start of their next turn.
Liquidation
Until the start of your next turn, all hostile creatures within the chosen zone receive a penalty to their AC equal to your Proficiency Bonus. Additionally, if damage would reduce a creature in this zone to an amount of health equal to your Monster Hunter level times 2 or lower, they are reduced to 0 hp instead.
Obfuscation
You can use this Stratagem as part of using another Stratagem: as part of the same bonus action, you move the zone on which you've used the other Stratagem to a point within 30 ft of you that you can see.
Reallocation
Until the start of your next turn, when you or an allied creature ends their turn within the chosen zone, they can choose to move, up to their movement speed, without provoking opportunity attacks. If an allied creature has their movement speed reduced when you apply this Stratagem, the effect that reduces their movement speed is suppressed for the movement granted by it.
Suppression
Until the start of your next turn when you or an allied creature of yours within the zone hits an enemy with a ranged attack roll the enemy receives a penalty of -1 to their attack and damage rolls and -5 to their movement speed. These penalties can stack up to an amount of times equal to your Proficiency Bonus.
Personalis Zonam
At level 10, the size of Zones you can apply increases to now be 25ft cubes, instead of 20ft squares. Additionally, while there is at least one ally in the same zone as you, they receive the following benefits:
Their AC is increased by an amount equal to half your Proficiency Bonus
Whenever they are targetted with an attack roll and the attacker can target you with the attack roll, the attacker must succeed on a Wisdom Saving throw with a DC equal 10+ your Intelligence Modifier+ your Proficiency Bonus or switch their attack to target you instead.
Finally, all hostile creatures currently inside any of your zones are considered as creatures whose types are inside your Monster Grimoire.
Dominatio
Starting at level 15, when you apply a stratagem to a zone, all creatures allied to you within the zone receive Valor (1d6) and all hostile creatures within the zone receive Jinx (1d6) until the start of your next turn.
Level 18: Focused Interitum
At level 18, your control over the battlefield has reached its peak. The size of Zones you apply increases to be 30x30 squares instead of 25x25 and whenever you apply a stratagem to a zone, until the start of your next turn, all base bonuses and penalties the stratagem provides are doubled
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Posted Sep 8, 2026So this looks sick but wat does Valor and Jinx from lvl 15 Dominatio actually do?