The Order of the Hunt has been lost and forgotten for a time, having been uncovered through whispered secrets and rumors, they are often scrutinized for their prey of the living. Hunters are a singular minded order, to hunt and kill those who threaten the borders of those their order has been charged to protect.  Most times they uses their skills to protect fringe settlements or tribes that accept them, other times they are the ones who often bring down monsters that have caused harm to their charge.

Right of Nature

When you join this order at 3rd level, you learn the esoteric Rite of Nature.

Rite of Nature. Your rite damage is poision type

Upon reaching 11th level, you add your Wisdom modifier to any damage you deal with your rite.

 

Painful Blows

At 7th level, when you hit a creature with your Rite of Nature must succeed a constitution save Vs. you Spell Save DC (8+proficiency bonus+Wisdom Modifier) or become poisoned.

Equal Footing

 At 11th level, whenever you hit a creature with your crimson rites you can cause it to loose it's immunity or resistance (choose one). The creature must make a Constitution saving throw against your spell save DC (8+ proficiency bonus+ Wisdom modifier), on a fail the creature looses all it's immunity or resistance (immunity changes to resistance, or resistance is lost entirely), this affect last for a number of rounds equal to your level plus Wisdom modifier.

 

Glory to the Hunt

Upon reaching 15th level, you've learned to step through shadows and darkness better to hunt your prey. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

 

Springing the Trap

Upon reaching 18th level, whenever you use your Equal Footing ability, you can choose both immunity and resistance.

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