Base Class: Monster Hunter
Some Monster Hunters specialize in large, heavy handed weapons.
Some prefer to strike from a great distance with bows and arbalests.
You, however, you've found that weapons such as the whip and fighting chain can be used to the same affect and greater through long hours of practice and no small amount of dedication.
Level 3: Masterful Technique
Through practice, you have gained a particular insight into the utilization of whips, fighting chains, and tetherhooks.
When you make an attack using any of those weapons, the damage dice increases by one, to a maximum size of 1d8.
The damage dice increase, and the maximum size scales as you gain levels in this class. 2 sizes, to a maximum of 1d10 at level 10. And 3 sizes, to a maximum of 1d12 at level 18.
Level 3: Scourge Master Manuever Points
You gain a pool of points used to fuel your Scourge Master Manuevers, this pool is equal to your Monster Hunter level plus two.
Level 3: Scourge Master Manuevers
You have learned to use your Masterful Technique weapons to impose affects on your foes as you make attacks.
In order to perform a Scourge Master Manuever, you must expend a Manuever Point. You may perform as many Manuevers as you have available points, and are unable to perform more until you regain at least one expended Manuever Point.
You learn three Scourge Master Manuevers at level three, and learn an additional Manuever at level 7, 10, 15, and 18. You may replace one Manuever you know with another from the Scourge Master Manuevers list whenever you learn a new Scourge Master Manuever.
Assess Creature (At Least 2 Points)
You may expend two Manuever Points as an action to closely observe one creature within 90 feet, giving yourself supernatural insight into your quarry.
You make an Intelligence (investigation) check against the target creature (DC 8 + CR), on a success learning one fact about it's stat block from the list below for evey two Manuever Points expended.
- The creatures AC
- It's movement speed
- It's maximum Hp
- One stat score of your choice
- One resistance, immunity, or vulnerability it possesses
- Its creature type
The assessment check is made with advantage if you are hidden from the targeted creature.
Blinding Strike (Two Points)
Before you make an attack, you may expend two Manuever Points to attempt to blind your target instead of dealing damage.
When you hit with one of these attacks, the target must succeed on a Constitution saving throw or have the blinded condition until the end of it's next turn. (DC = 8 + proficiency bonus + Str or Dex mod.)
The duration increases to 1 minute at Monster Hunter level 10. The affected creature may repeat the save at the end of it's turn, ending the effect on a success.
Break Defenses (5 Points)
Once per turn when you make an attack using one of your Masterful Technique weapons, you may expend five Manuever Points to open up that creature to attacks.
On a hit, the target must succeed on a Constitution saving throw, otherwise melee attacks made by creatures other than you against the targeted creature are made with advantage until the start of your next turn. (10 + proficiency bonus + Str or Dex mod)
Critical Finisher (Two Points)
You critical hit ratio increases to 19-20 when wielding Masterful Technique weapons. Additionally, when you score a critical hit with one of your Masterful Technique weapons, you may expend two Manuever Points in order to roll an additional dice when determining the damage.
Your critical hit ratio increases to 18-20, and the bonus increases to two additional dice on a critical hit at 15th level.
Dextrous Defense (3 Points)
When you aren’t wearing Medium or heavy Armor, you may take a bonus action to expend three Manuever Points to add your Intelligence modifier to your AC for one minute.
Fast Strike (2 Points)
When you hit with an attack using one of your Masterful Technique weapons, you may use a bonus action and expend two Manuever Points to make an additional attack using that same weapon.
Momentary Vitality (1 Point)
Once per turn, when you are hit by an attack that deals damage, you may expend one Manuever Point to negate damage from that attack equal to 2d6 + your Monster Hunter level.
Monster's Bane Weapon (4 Points)
As a bonus action, you may expend four Manuever Points to imbue a Masterful Technique weapon you are holding with magic that is detrimental to supernatural creatures for ten minutes.
When you hit a fey, fiend, undead, elemental, celestial, or aberration with a weapon affected by this feature, any damage dealt by this weapon reduces the targets maximum hp by an amount equal to the damage dealt. This reduction lasts until the target finishes a long rest.
Provoking Quip (2 Points)
You may use a bonus action and expend two Manuever Points to taunt a creature within 30 feet, causing it to make a Wisdom saving throw (DC = 8 + proficiency bonus + Intelligence modifier), it has disadvantage on its next attack against anyone other than you.
At Monster Hunter level 7, it must use it's reaction to move up to it's movement towards you on a failed save.
Quickstep (1 Point)
You can expend one Manuever Point to increase your speed by 5 feet.
At Monster Hunter level 10, this bonus increases to 10 feet.
Superior Strike (4 Points)
Once per turn when you attack with one of your Masterful Technique weapons, you can expend four Manuever Points to double the bonus to attack and damage rolls given by your Expert Strike feature.
Terrifying Strike (3 Points)
When you hit with an attack using one of your Masterful Technique weapons, you can use a bonus action to expend three Manuever Points to frighten the target.
The creature must succeed on a Charisma saving throw, or be frightened of you until the end of their next turn. (DC = 8 + proficiency bonus + Int modifier)
At Monster Hunter level 15, the duration increases to 1 minute. The target makes the save again at the end of it's turn, ending the effect on a success.
Tuck And Roll (2 Points)
Once per turn, you may expend two Manuever Points through an enemies space as though it were normal terrain if you have enough movement remaining.
Wide Swipe (At Least One Point)
When you hit with an attack using one of your Masterful Technique weapons, you may make a number of additional attacks against creatures within range of that weapon equal to the number of expended Manuever Points. This attack deals damage equal 1d4 + the modifier used in the attack.
At Monster Hunter level 10, this attack deals the weapons normal damage on a hit.
Level 7: Dodgy Movement
When a creature makes an attack against you using a melee weapon, you may use your Studied Response to move up to ten feet without provoking opportunity attacks and make one attack with one of your Masterful Technique weapons against that creature.
Level 10: Strip Resistance
Once per turn, when you hit a monster that is in your Grimoir with an attack using one of your Masterful Technique weapons, you can negate any resistance or immunity that creature has to the damage dealt by that attack.
If the creature is neither resistant, nor immune to any damage dealt by this attack, you add an additional damage die to the roll when determining the damage dealt by this attack.
You may use this feature a number of times equal to your proficiency bonus, regaining any expended uses on a long rest.
Level 15: Twin Strike
At 15th level, when you have advantage on an attack using one of your Masterful Technique weapons, you may forego advantage to make an additional attack using that weapon.
Level 15: Expanded Reach
On your turn, the range of your Masterful Technique weapons increases by five feet.
At 18th level, this range increase applies when it's not your turn.
Level 18: Hunter's Strike
Once on each of your turns, an attack you make using one of your Masterful Technique weapons that hits a creature in your Grimoir becomes a critical hit.
Comments