Fighter
Base Class: Fighter

Beast Hunters are part of an organization simply known as The Hunters, a guild that spans across the lands, its sole purpose to rid the world of monstrosities and aberrations. Hunters specialize in fast-paced, agile forms of combat, dodging and parrying between their attacks.

Hunter's Arsenal

At 3rd level, you gain the ability to wield special, transforming weapons, detailed below. You must craft these weapons yourself in Hunter Workshop, or purchase them from a Hunters Outpost. Transforming a weapon uses a bonus action.

You also gain access to a sidearm, the Hunter's Pistol, with the properties: onehanded, light, ranged, ammunition. It fires lead pellets as ammunition, and deals 1d4 piercing damage.

Saw Cleaver (50 gp)
1d6, onehanded, slashing

Transformed:
2d6, onehanded, heavy, reach, slashing

Threaded Cane (50 gp)
1d6, onehanded, light, finesse, slashing

Transformed:
1d4, onehanded, light, finesse, reach, slashing

Hunter Axe (50 gp)
1d8, onehanded, heavy, slashing

Transformed:
1d12, twohanded, heavy, slashing

Blade of Mercy (100 gp)
1d8, onehanded, finesse, slashing

Transformed:
1d6 and 1d4, light, finesse, slashing

Kirkhammer (100 gp)
1d6, onehanded, finesse, slashing

Transformed:
2d6, twohanded, heavy, bludgeoning

Some hunters were known to have their own customized weapons. You can work with your DM to devise one of these weapons for yourself.

Quickstep

At 3rd level you gain the ability to deftly dodge attacks.

You gain proficiency in Dexterity saving throws.

As a reaction, you can attempt to dodge a melee attack. Throw a Dexterity saving throw. If the result is equal to or higher than the attack roll, you dodge the attack completely. If the result is lower than the attack roll, you instead take half the damage you would normally.

Sidearm Parry

At 3rd level, you gain the ability to use your Hunter's Pistol for parrying attacks.

As a reaction, you can attempt to parry a melee attack with your Hunter's Pistol, provided you are wielding one. Make an attack roll with your Hunter's Pistol. If the roll is equal to or higher than the enemy's the parry succeeds, the enemy's attack fails, and your next melee attack against the creature has advantage.

Blood Healing

At 7th level, you learn the healing properties of beast blood, allowing you to make a Blood Vial. Injecting yourself with blood from the Vial heals you for an amount equal to your Constitution modifier. You can use the Vial an amount of times equal to your level, and you can expend multiple uses simultaneously.

The Vial regains its potency after a long rest.

Transforming Attack

At 10th level you gain the ability to combine the transformation of a weapon with an attack.

When using your bonus action to transform your weapon you can make one attack with the new form.

Visceral Attack

At 15th level, you learn to strike viciously when your opponents are weakened.

After parrying an enemy, your next attack against them will critically strike on 15-20, and you heal for an amount equal to your Constitution modifier if you hit.

The Hunter's Dream

At 18th level you learn the secrets of the Hunter's Dream, a controlled, coma-like state in which your spirit travels to a small demiplane.

This demiplane contains a small cottage surrounded by a garden, with modest accommodations and a Hunter Workshop.

Time also passes slower in the Dream. For every hour that passes in the real world, 8 hours pass in the Dream.

Previous Versions

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