Base Class: Monk
Monks of the Way of the Eldritch Hunter are ascetics, exorcists, occult warriors, and disciplined investigators who have turned their bodies and minds into weapons against the impossible. Where many monastic traditions seek enlightenment through inner harmony, the Eldritch Hunter seeks clarity in the face of madness. They train to stand before alien whispers, psychic intrusion, aberrant mutation, and reality-warping sorcery without yielding their will.
This tradition blends martial precision with arcane knowledge. Eldritch Hunters study forbidden sigils, broken star-languages, warlock pacts, wizardly wards, planar geometry, and the anatomy of aberrant creatures. They do not embrace these powers in the reckless manner of cultists or desperate pact-seekers. Instead, they dissect the occult with cold discipline, learning just enough of the enemy’s language to bind it, counter it, and destroy it.
An Eldritch Hunter’s body is a weapon, but their mind is the true battlefield. Their meditations harden thought against intrusion. Their strikes carry warding force through branded sigils and focused breath. Their spells are not flourishes of academic vanity; they are tools of containment, revelation, countermeasure, and execution. When others falter before horrors from the Outer Dark, an Eldritch Hunter advances.
In Aetheris, this subclass is especially suited to campaigns involving aberrations, Old One influence, Lowerdark corruption, forbidden cults, psychic contamination, Far Realm breaches, cursed ruins, corrupted wizard orders, and entities that prey on mortal sanity. It also works well for characters who hunt warlocks, cult-priests, alien relics, planar parasites, or magical predators that hide behind charm, illusion, fear, and mental domination.
Origins in Aetheris
The Way of the Eldritch Hunter has no single universally accepted origin. Most scholars believe it developed independently in several places where monastic discipline came into contact with aberrant threat. In each case, traditional martial training proved insufficient. The enemy could not always be punched, cut, restrained, or outlasted. It whispered through dreams, rewrote memory, infected bloodlines, bent geometry, and made sane warriors doubt their own thoughts.
In Arganthyr, Eldritch Hunter techniques are associated with monastic cells that watch the inland sea’s Underdark passages, where aberrant influence rises from deep fungal networks, psychic ruins, enslaving subterranean powers, and ancient things that should have remained buried. These hunters often work alongside scouts, wardens, tunnel guides, monster hunters, and grim scholars of the Lowerdark.
In Ozythralis, the tradition sometimes appears among orders that fight both Shadowfell corruption and deeper occult contamination. While Shadowfell threats are not the same as Far Realm horrors, the discipline required to resist despair, possession, psychic pressure, and spiritual erosion has made Ozythralic Eldritch Hunters particularly severe and vigilant.
In Sahariad, some Eldritch Hunters trace their training to desert monasteries built near impact-scarred ruins and glassed wastelands left in the aftermath of the Comet of Suthakhet. These monks study the places where reality was wounded, treating every strange mutation, impossible dream, and whispering relic as evidence that the world’s skin is thinner than most people believe.
In other lands, the tradition may arise within hidden temples, wizard-monasteries, inquisitorial orders, anti-cult brotherhoods, or small companies of adventurers who have survived contact with the Outer Dark and refused to look away.
Philosophy and Doctrine
Eldritch Hunters believe that discipline is the only safe way to approach forbidden knowledge. Ignorance allows cults to flourish. Curiosity without restraint leads to corruption. Fear makes people obedient. Therefore, the Eldritch Hunter walks a narrow path: they study the darkness without worshiping it, wield occult magic without surrendering to it, and confront madness without mistaking obsession for courage.
Their doctrine is built on several principles:
The mind must be fortified before the hand is armed. A hunter who cannot master fear, temptation, and intrusive thought will eventually become a servant of the thing they hunt.
Forbidden knowledge must be contained, not celebrated. Eldritch Hunters may study grimoires, star-script, cult rites, pact formulae, and aberrant anatomy, but they do so to understand weaknesses and methods of containment.
The body anchors the soul. Monastic discipline, breath, pain tolerance, fasting, balance, and repetitive forms help the hunter remain present when alien forces attempt to distort perception.
Mercy is for the victim, not the corruption. Many Eldritch Hunters are compassionate toward those harmed by occult forces, but ruthless toward parasites, possessing entities, cult leaders, and creatures that knowingly spread madness.
This philosophy creates tension. Eldritch Hunters often carry dangerous knowledge and may seem little different from the occultists they oppose. Some are accused of being warlocks in denial, heretical wizards, or zealots with too much authority. The wisest Eldritch Hunters accept suspicion as part of their burden. The foolish ones begin to believe that their discipline makes them immune to corruption.
Visual Identity
Eldritch Hunters look like monks who have walked through forbidden libraries, plague tunnels, cursed observatories, and battlefield exorcisms without discarding their composure. Their garments are practical, layered, and marked by restraint: dark traveling robes, sleeveless training coats, wrapped forearms, reinforced sashes, hooded mantles, and simple sandals or soft boots suitable for silent movement.
Many bear protective sigils tattooed or branded onto the skin. These marks may run along the spine, palms, sternum, throat, wrists, or around the eyes. Some sigils are written in angular wizard-script; others resemble broken celestial geometry, warding knots, or monastic mantras altered to disrupt psychic intrusion. A few hunters carve temporary symbols into dust, blood, ash, or salt before battle.
Their spellcasting is controlled and physical. An Eldritch Hunter might trace a sigil in the air with two fingers, strike the ground with a knuckle, exhale a word of binding, or shape a ward through a martial stance. Unlike many wizards, they do not need theatrical gestures. Unlike many warlocks, they do not supplicate a patron. Their magic feels restrained, tense, and weaponized.
In combat, their strikes may flash with violet force, silver-white wardlight, black-blue sigils, or faint geometric afterimages. Against aberrations, their blows often produce visible reactions: chitin cracking along impossible seams, psychic membranes burning with runes, or alien flesh recoiling from the disciplined clarity of the strike.
Role in Aetheris
Eldritch Hunters serve as occult defenders, aberration slayers, anti-cult agents, ruin-delvers, exorcists, psychic wardens, and battlefield counter-mages. They are not as heavily armored as paladins, not as broadly scholarly as wizards, and not as pact-bound as warlocks, but they occupy the dangerous space between martial discipline and forbidden knowledge.
On the battlefield, they are mobile mage-hunters and precision strikers. They use Monk speed and martial arts to reach dangerous casters, cult leaders, aberrant commanders, and psychic threats. Their spellcasting allows them to ward allies, expose hidden enemies, disrupt magic, and strike at creatures that ordinary weapons may not fully answer.
In society, Eldritch Hunters are often mistrusted but needed. Villages call them when children dream in dead languages. Temples call them when exorcisms fail. Wizard colleges quietly consult them when experiments begin whispering back. Rulers deny employing them until an heir is enthralled by a thing behind the stars.
Adventuring Eldritch Hunters are ideal for campaigns involving investigation, horror, planar breaches, cult conspiracies, ancient ruins, Underdark expeditions, psychic corruption, or morally difficult choices about how much forbidden knowledge should be preserved.
Subclass Integration
Major Polities
In Arganthyr, Eldritch Hunters are often tied to Lowerdark watch-posts, inland-sea fortresses, and grim monastic orders that monitor subterranean threats. Their expertise is valued by those who understand that the Underdark is not merely a place of monsters, but a living ecosystem of psychic contamination, ancient ruins, predatory civilizations, and aberrant influence.
In Ozythralis, Eldritch Hunters may operate near Shadowfell-tainted regions, but their primary purpose is distinct from ordinary shadow-hunting. They are called when darkness behaves intelligently, when nightmares spread like infection, when cults receive commands from below the world, or when something alien wears the mask of undeath.
In Sahariad, they may be linked to comet-scarred ruins, Glass Wastes expeditions, and orders that study the aftermath of cosmic disaster. Some Sahariad Eldritch Hunters are severe ascetics who believe the Comet of Suthakhet did not merely destroy a civilization; it announced that the heavens are not empty.
In the Republic of Aurimundus, Eldritch Hunters may serve as special investigators, battlefield counter-occultists, or temple-sanctioned consultants attached to military expeditions. Their methods may unsettle senators and priests alike, but their usefulness is difficult to deny.
In the Shorin Dominion, the tradition may appear as a rare esoteric discipline practiced by hidden temple lineages, monster-hunting clans, or imperial agents assigned to supernatural threats that conventional honor and steel cannot resolve.
Organizations, Guilds, and Orders
Eldritch Hunters may work with monster hunter lodges, monastic watch-orders, anti-cult inquisitors, wizardly containment circles, temple exorcists, occult archives, Underdark scouts, or adventuring companies that specialize in impossible threats. Some are solitary wanderers, while others belong to highly secretive cells that share information through coded sutras, scar patterns, and sealed grimoires.
Religious and Philosophical Movements
Some Eldritch Hunters serve gods of knowledge, protection, judgment, stars, death, or liberation. Others distrust divine explanations and prefer hard discipline over faith. A few operate with the blessing of lawful temples but are kept at arm’s length because their work requires studying the profane.
Rival Factions and Enemies
Their enemies include aberrations, Far Realm cults, Old One servants, corrupted warlocks, flesh-sculptors, psychic parasites, enslaving subterranean powers, forbidden wizard cabals, and any faction that uses mental domination or occult corruption as a tool of control. They are especially hated by cults that rely on secrecy, because Eldritch Hunters are trained to recognize the earliest signs of psychic contamination.
Optional Subclass Techniques
These optional techniques can be offered as feats, training rewards, monastery secrets, downtime benefits, or specialized lessons from an Eldritch Hunter cell.
Brand of the Sealed Eye
You learn to inscribe a warding sigil onto yourself or another willing creature during a Short or Long Rest. Until the creature finishes its next Long Rest, it has Advantage on the first saving throw it makes against being Charmed, Frightened, possessed, or magically dominated.
Once a creature benefits from this technique, it cannot benefit from it again until it finishes a Long Rest.
Void-Silencing Mantra
When you cast a spell that ends the Charmed or Frightened condition, removes possession, counters a spell, dispels magic, or protects a creature’s mind, one affected creature can also gain Temporary Hit Points equal to one roll of your Martial Arts die + your Wisdom modifier.
Aberrant Anatomy Study
You gain proficiency in Medicine or Nature. If you already have proficiency in the chosen skill, you gain Expertise in it instead.
In addition, when you make an ability check to recall information about Aberrations, Far Realm corruption, psychic parasites, occult mutations, or alien anatomy, you can use Wisdom instead of Intelligence.
Starless Step
When you use Step of the Wind, you can momentarily blur with black-violet sigils. Until the end of the current turn, you have Advantage on Dexterity (Stealth) checks, and magical effects cannot reveal your exact location unless they are created by a spell of a level higher than your highest Eldritch Hunter spell slot.
Severing Palm
When you use Sigil-Struck Fist against a creature that is Charmed, Frightened, possessed, magically dominated, or under psychic influence, you can forgo the extra damage from Sigil-Struck Fist. If you do, the target can immediately repeat one saving throw against that condition or influence, ending it on itself on a success.
Playing This Subclass
The Way of the Eldritch Hunter is a mobile half-caster, mage-hunter, and anti-occult striker. You combine Monk speed and melee pressure with Wizard and Warlock spell access, giving you a flexible toolkit against spellcasters, aberrations, cultists, psychic threats, and magically protected enemies.
Your spellcasting is broad, but your spells known are limited. Choose spells that support your role. Defensive spells, detection magic, mobility, antimagic tools, control spells, and precision damage spells suit the subclass well. You are not a full Wizard and should not try to replace one. Instead, use your spells to create openings, survive hostile magic, and reach enemies who believe distance or occult power will protect them.
In combat, your ideal targets are dangerous spellcasters, psychic enemies, aberrant elites, cult leaders, and creatures controlling the battlefield through fear, charm, domination, or illusion. Use your mobility to reach them. Use Sigil-Struck Fist to disrupt them. Use Bulwark Against the Beyond to protect allies at critical moments. At high levels, use Eldritch Quarry to mark the creature that must be stopped.
Your weaknesses are resource tension and concentration pressure. You have spell slots, but not many. You have Monk durability, but you are still vulnerable if surrounded, restrained, stunned, or forced to spend too many resources too quickly. You are strongest when you choose the right target and commit with precision.
Roleplaying This Subclass
Eldritch Hunters are often calm, severe, observant, and difficult to intimidate. They know too much to be innocent, but too much discipline to be reckless. Many speak softly, ask uncomfortable questions, and notice details others miss: a repeated phrase in a cultist’s prayer, a noble’s momentary lapse in eye contact, the smell of brine in a room far from the sea, or the way a victim’s shadow moves half a heartbeat late.
Some Eldritch Hunters are compassionate protectors who carry forbidden knowledge so others do not have to. Others are grim executioners who see corruption everywhere and trust almost no one. The tradition creates excellent roleplaying tension because its practitioners must study the very forces they oppose. Every grimoire opened, every alien glyph translated, and every psychic intrusion endured raises the same question: how much can a mortal mind safely know?
Possible personality patterns include:
- A soft-spoken investigator who treats every nightmare as possible evidence.
- A former cult victim who rebuilt their mind through monastic discipline.
- A temple-trained exorcist who distrusts both careless wizards and ambitious warlocks.
- A grim wanderer who records every aberration they kill in a coded sutra.
- A scholar-monk who believes forbidden knowledge must be understood before it can be safely destroyed.
- A haunted survivor who fears they were not chosen to fight the Outer Dark, but marked by it.
Faction and Organization Connections
Eldritch Hunters may be connected to:
- Monastic orders guarding Lowerdark entrances.
- Anti-cult inquisitorial cells.
- Wizardly containment circles.
- Temple exorcists and spiritual healers.
- Monster hunter lodges.
- Occult archives and forbidden libraries.
- Military units assigned to psychic or aberrant threats.
- Adventuring companies specializing in ruins, cults, planar breaches, or impossible creatures.
- Secret orders that monitor Old One influence.
- Survivors’ networks for those freed from possession, enthrallment, or psychic domination.
They may oppose:
- Far Realm cults.
- Aberration-worshiping sects.
- Old One servitors.
- Flesh-sculptors and psychic parasites.
- Warlocks who serve hostile patrons.
- Wizard cabals that experiment with living minds.
- Slaving powers that use domination magic.
- Any faction that treats mortal sanity as expendable material.
Adventure Hooks
- The Dream That Spreads. An entire village begins sharing the same nightmare, and the details change only when someone dies.
- The Monastery Below the Well. A sealed Eldritch Hunter cell beneath an abandoned monastery has gone silent. The door is still locked from the inside.
- The Star-Script Child. A child rescued from a cult writes perfect alien geometry in their sleep. Several factions want the child protected, studied, or killed.
- The Counterspell Sutra. A lost manual teaches a method for silencing Old One magic, but every monk who reads the final page forgets their own name.
- The Friendly Possession. A beloved local healer is possessed by an entity that appears benevolent and has saved many lives. The Eldritch Hunters insist the creature is preparing something catastrophic.
- The Quarry That Hunts Back. An Aberration marked by an Eldritch Hunter’s dying curse now marks hunters in return, appearing in mirrors, dreams, and pools of still water.
- The Wizard Who Opened the Door. A respected arcane academy asks the party to quietly retrieve a professor who vanished after proving that a certain star is not a star.
- The Singing Prison. An ancient containment site still holds something from beyond the planes, but the monks assigned to guard it have begun singing in a language with no sound.
Notable NPCs
Master Vaelorin Thane, the Iron Sutra
A severe Helbranni-trained Eldritch Hunter who records every defeated aberration in strips of etched steel. He believes memory written in flesh can be altered, but memory cut into metal must be confronted.
Sister Amareth Qor, Keeper of the Sealed Eye
A calm exorcist from an Ozythralic watch-order who specializes in rescuing victims of possession and magical domination. She is merciful toward the enthralled and merciless toward those who enthrall them.
Josen Marr, the Laughing Heretic
A disgraced scholar-monk who knows more Warlock rites than any temple would comfortably allow. Josen insists he has never made a pact, only stolen from those foolish enough to sign one.
Balance Notes
Intended Role: Mobile striker, half-caster, mage-hunter, and anti-occult defender.
Damage Profile: Moderate to high single-target pressure. Sigil-Struck Fist adds reliable once-per-turn damage, scaling with Martial Arts dice. Hunter of the Outer Dark adds stronger damage against a marked target at 17th level, but the subclass does not gain full-caster spell progression or heavy weapon burst.
Survivability: Strong against mental, psychic, and magical threats; moderate against ordinary physical pressure. Wards of the Still Mind, Psychic Bastion, Shared Ward, Counterspell support, and Aura of Mortal Clarity make the subclass excellent against hostile casters and eldritch foes. However, it does not gain heavy armor, large healing, or broad damage resistance.
Utility: High. Access to Warlock and Wizard spells gives the subclass strong investigative, defensive, mobility, and occult utility options. Limited spells known prevent it from replacing a full Wizard or Warlock.
Resource Economy: Spell slots, Focus Points, and limited-use defensive features must be managed separately. This is intentional. The subclass’s spellcasting does not consume Focus Points, allowing the Monk’s core class identity to remain functional. However, the character must still choose when to spend spell slots defensively, offensively, or for utility.
Comparison to Similar Subclasses: Compared to a standard martial Monk, the Eldritch Hunter has broader utility and stronger anti-magic tools but less pure martial simplicity. Compared to a Ranger or Paladin half-caster, it is less durable and has fewer weapon/armor options but greater mobility and stronger mental defenses. Compared to a Warlock or Wizard, it has far less spell progression but much stronger close-range martial presence.
Potential Balance Risks: Unrestricted access to both Warlock and Wizard spells is powerful. The balancing factors are limited spells known, half-caster slot progression, Wisdom-based casting, and the Monk’s need to invest in Dexterity, Wisdom, and Constitution. DMs should pay attention to spell choices that dramatically alter encounter assumptions, especially reaction spells, mobility spells, and control spells.
Summary
The Way of the Eldritch Hunter is a Monk tradition for characters who stand between mortal minds and impossible horrors. It combines monastic discipline, half-caster spell progression, Warlock and Wizard spell access, mental wards, force-infused strikes, countermagic, psychic defense, and specialized tools against Aberrations and eldritch corruption. In Aetheris, Eldritch Hunters are occult ascetics, exorcists, mage-hunters, and ruin-delvers who know that the Outer Dark cannot be fought with ignorance. It must be studied, named, warded, and struck.
“Where the stars whisper lies, I am the silence that answers. Where the void hungers, I am the blade that denies.”
Eldritch Armament
- You gain access to the Warlock spell list, using Wisdom as your spellcasting ability.
- Spells Known. You learn two Warlock cantrips and two 1st-level Warlock spells. You learn additional Warlock spells as you level up, as shown in the table below.
- You can cast spells using your ki points in place of spell slots. A spell’s level costs a number of ki points equal to its level.
- You do not prepare spells; instead, you know a limited number, as listed.
Eldritch Hunter Spells Known
|
Monk Level |
Spells Known |
Highest Spell Level |
|
3rd |
2 + 2 cantrips |
1st |
|
6th |
3 |
2nd |
|
11th |
4 |
3rd |
|
17th |
5 |
4th |
Wards of the Still Mind
Action Type: Passive and Reaction
Uses: Passive benefit is at-will; reaction use equals your Proficiency Bonus per Long Rest, or can be fueled by Focus Points
Duration: Instantaneous
Scaling: Uses scale with Proficiency Bonus
Your meditations harden the boundaries of the self. Alien whispers, psychic pressure, and supernatural terror find little purchase in a mind trained to recognize intrusion before it becomes obedience.
You gain the following benefits:
Fortified Mind. You have Advantage on saving throws you make to avoid or end the Charmed or Frightened condition on yourself.
Occult Rejection. When you fail an Intelligence, Wisdom, or Charisma saving throw, you can take a Reaction to roll your Martial Arts die and add the result to the saving throw, potentially turning the failure into a success.
You can use Occult Rejection a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. If you have no uses remaining, you can expend 1 Focus Point to use it again.
Signs of Intrusion. You gain proficiency in Arcana, Insight, Investigation, or Religion. If you already have proficiency in the chosen skill, you gain Expertise in it instead. In addition, you have Advantage on ability checks made to identify signs of aberrant influence, psychic tampering, eldritch possession, Far Realm corruption, or magical mental domination.
Sigil-Struck Fist
Duration: Instantaneous, with some riders lasting until the end of your next turn
Scaling: Damage improves at 11th and 17th level
Your martial arts are infused with warding sigils, occult force, and disciplined rejection of alien influence. When you strike, the body follows the fist, the mind follows the breath, and the sigil follows the will.
Once on each of your turns when you hit a creature with an Unarmed Strike or Monk weapon, you can deal extra Force or Psychic damage to the target. The extra damage equals one roll of your Martial Arts die.
This extra damage increases as you gain Monk levels:
|
Monk Level |
Extra Damage |
|
7 |
One Martial Arts die |
|
11 |
Two Martial Arts dice |
|
17 |
Three Martial Arts dice |
In addition, when you deal this extra damage to an Aberration, or to a creature that is Charmed, Frightened, possessed, magically dominated, or under the direct influence of an Aberration, Great Old One, Old One, Far Realm entity, or similar eldritch power, the target must succeed on a Wisdom saving throw against your Spell Save DC or suffer one of the following effects of your choice:
Sever Reaction. The target cannot take Reactions until the end of your next turn.
Break Concentration. If the target is concentrating on a spell or magical effect, it has Disadvantage on the saving throw it makes to maintain Concentration because of this damage.
Disrupt Intrusion. One creature you can see within 30 feet of the target can immediately repeat a saving throw against one effect causing it to be Charmed, Frightened, possessed, magically dominated, or psychically influenced by the target. On a success, the effect ends on that creature.
You can apply only one of these rider effects each time you use Sigil-Struck Fist.
Bulwark Against the Beyond
Action Type: Passive and Reaction
Uses: Passive benefit is at-will; reaction uses spell slots or limited free uses
Duration: Instantaneous
Scaling: Protective range and Counterspell use remain tactically relevant at higher levels
Your body and mind have become a living ward against hostile magic. You do not merely endure occult force; you interrupt it, turn it aside, and anchor others against its pressure.
You gain the following benefits:
Psychic Bastion. You have Resistance to Psychic damage.
Shared Ward. When you or a creature you can see within 30 feet of you is hit by an attack roll or fails an Intelligence, Wisdom, or Charisma saving throw, you can take a Reaction to interpose a warding sigil. Roll your Martial Arts die and apply the result as a bonus to the target’s AC against that attack or to the failed saving throw, potentially causing the attack to miss or the saving throw to succeed.
You can use Shared Ward a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a Long Rest. If you have no uses remaining, you can expend a spell slot of 1st level or higher to use it again.
Counter-Occult Discipline. You always know Counterspell, and it does not count against the number of Eldritch Hunter spells you know. If you already know Counterspell from this subclass, you can immediately replace that spell with another Warlock or Wizard spell of a level for which you have spell slots.
When you cast Counterspell, you can add one roll of your Martial Arts die to the ability check you make as part of the spell.
Once you cast Counterspell using this feature, you cannot add your Martial Arts die to another Counterspell check until you finish a Short or Long Rest, unless the spell you are attempting to interrupt was cast by an Aberration, by a creature under direct eldritch influence, or by a creature using a spell or magical effect that deals Psychic damage, causes the Charmed or Frightened condition, imposes possession, or manipulates memory or thought.
Anchor the Mortal Mind. When you finish a Short or Long Rest, choose a number of creatures up to your Wisdom modifier. Until those creatures finish their next Long Rest, each chosen creature has Advantage on the first saving throw it makes against being Charmed, Frightened, possessed, magically dominated, or psychically stunned.
Hunter of the Outer Dark
Action Type: Passive and Bonus Action
Uses: Passive benefits are at-will; Eldritch Quarry is Proficiency Bonus per Long Rest
Duration: Varies
Scaling: Capstone feature
You have become a living answer to the Outer Dark. Your senses pierce veils of flesh and illusion, your strikes burn through alien influence, and your presence steadies mortal minds against things that should not be.
You gain the following benefits:
Beyond-Sight. You have Blindsight out to 30 feet. Within this range, you can perceive Invisible creatures, creatures concealed by magical darkness, and creatures whose physical forms have been altered or disguised by illusion, possession, shapeshifting, or aberrant mutation. This sense does not allow you to see through total cover.
In addition, you have Advantage on Wisdom (Perception), Wisdom (Insight), and Intelligence (Investigation) checks made to detect Aberrations, Far Realm influence, possession, magical domination, psychic contamination, or creatures carrying an eldritch mark, parasite, or occult corruption.
Eldritch Quarry. As a Bonus Action, choose one creature you can see within 60 feet of yourself. The creature becomes your Eldritch Quarry for 1 minute. This effect ends early if you are Incapacitated or if the creature dies.
For the duration, you gain the following benefits against your Eldritch Quarry:
- Your attacks against the target ignore Resistance to Force, Psychic, and Radiant damage.
- Once on each of your turns when you hit the target with an Unarmed Strike, Monk weapon, or Eldritch Hunter spell attack, the target takes extra Radiant or Force damage equal to two rolls of your Martial Arts die.
- If the target forces you to make an Intelligence, Wisdom, or Charisma saving throw, you can roll your Martial Arts die and add the result to the saving throw.
- The target cannot benefit from being Invisible against you while it is within 120 feet of you.
You can use Eldritch Quarry a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Banish the Impossible. You always know Banishment, and it does not count against the number of Eldritch Hunter spells you know. If you already know Banishment from this subclass, you can immediately replace that spell with another Warlock or Wizard spell of a level for which you have spell slots.
When you cast Banishment on your Eldritch Quarry, the target has Disadvantage on the initial Charisma saving throw if it is an Aberration, a creature from another plane of existence, a creature possessed by an extraplanar entity, or a creature under the direct influence of an Aberration, Great Old One, Old One, Far Realm entity, or similar eldritch power.
Once you impose Disadvantage on a saving throw with this feature, you cannot do so again until you finish a Long Rest unless you expend a 4th-level or higher spell slot to do so again.
Aura of Mortal Clarity. You and creatures of your choice within 10 feet of you have Advantage on saving throws against being Charmed, Frightened, possessed, magically dominated, or psychically stunned. Against Aberrations and creatures under direct eldritch influence, this aura also grants Resistance to Psychic damage.
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