Base Class: Fighter
A Huntsman or Huntress is a specially trained warrior whose sole purpose is the protection of the humans and faunus of Remnant from the destructive tide of darkness known simply as the Grimm. Their skills are as varied as the people of Remnant itself, some specializing in ranged combat, others in the fury of melee. Most prefer the use of complex mecha-shift weapons, while other prefer the simplicity of the classics. Either way, they have but one goal: protect Remnant from the forces that would seek to destroy it.
Aura
You have unlocked the power of your soul, and mastered the art of bearing it outward as a force, manifesting it as a shield.
You gain a pool of 3 Aura Points. As a Bonus Action, you may spend any number of Aura Points to gain 10 Temporary Hit Points per point spent. Your Aura Pool replenishes once you finish a long rest.
You Aura Pool increases by 2 points at 10th and 15th level.
Semblance
At 3rd level, you have found your Semblance, a special power unique to you, and you alone. As a Bonus Action, you may spend an Aura Point to activate your Semblance. If your Aura Pool is empty, you must wait until it is refilled to activate your Semblance.
Keep in mind that Semblances are as varied as people themselves. You are encouraged to work with your DM to develop a Semblance outside those listed here. You may chose from one of the following special powers:
Aura Amp
Your Semblance allows you to heal others using your Aura. You may spend any number of Aura Points to grant a friendly target that many temporary hit points.
Hype
Your Semblance allows you to increase the damage of your attacks. When you successfully hit with an attack, as a reaction, you may spend an Aura Point to increase the damage dealt by 1d6. Additionally, you may spend additional Aura Points to increase the damage by 1d6 per point spent, up to 5d6.
Super Speed
Your Semblance allows you to move at ridiculous speeds. You may use the Dash action as a Bonus Action to move up to twice your normal movement speed.
Bonus Weapon Proficiency
At 5th level, you gain proficiency in firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Improved Critical
At 7th level, your weapon attacks now score a critical hit on a 19 or 20.
Aura Resistance
At 10th level, you have learned how to harden your Aura against damage. While your Aura is active, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Huntsman's Eye
At 10th level, you have trained yourself to see enemies before they see you. You hope. You gain advantage on Wisdom (Perception) checks to spot fiends, aberrations and undead within 60ft of you.
Aura Recharge
At 15th level, if you roll initiative with no Aura Points in your Aura Pool, you automatically gain one Aura Point.
Superior Critical
Starting at 18th level, your attack rolls score a critical hit on an 18-20.
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