Base Class: Fighter
If not for this brand of hunter many small villages and crowded cities would be host to all sorts of monsters.They are perfect examples of what good planning and a bevy of knowledge can do against what was once a force unknown. Through study of the tomes passed down by your order, and some on the job learning, you will become the thing that monsters fear in the recesses of their thoughts.
BONUS PROFICIENCY
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Survival, Nature, or Arcana. Alternatively, you learn one language of your choice.
Choose a Language
Choose a Language as your proficiency
Choose Arcana
Choose arcana as your proficiency
Choose History
Choose History as your proficiency
Choose Nature
Choose Nature as your proficiency
Choose Survival
Choose Survival as your proficiency
ON THE HUNT
At 3rd level when you choose this archetype you gain the following features:
You may cast detect magic and detect good and evil as rituals only.
Once per long rest you may choose a single focus for your hunt from the following Creature Focus Types:
Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, and Undead.
When making rolls to learn more about your focus, or track it, you gain advantage to those checks.
You may also use a bonus action to add half of your fighter level, rounded up, to one of the following until the beginning of your next turn:
1) Your Armor Class against attacks from your focus.
2) Weapon damage rolls dealt to your focus. This damage overcomes resistances.
At level 10 you may change your focus on a short rest as well.
At level 15 you can change your focus with an action. You may do this 1+intelligence modifier per long rest. You still are able to change your focus on a short or long rest freely.
KNOW THY SELF, KNOW THY ENEMY..
Starting at 7th level, your dedication and attention to detail allow you to excel in combat with your chosen focus. Whenever you make an initiative roll to begin combat with your focus, you gain advantage on that roll. Additionally you gain your intelligence modifier bonus to any saving throws made in response to spells or effects originating from your current focus.
MONSTROUS ENDURANCE
Starting at 10th level, when you roll initiative and are in combat with your focus, you regain a use of Second Wind. Additionally if you are under half health, you roll the highest possible healing from it automatically.
PRECISE STRIKE
Starting at 15th level, you learn to choose your attacks wisely, If you take the Attack action on your turn you may grant yourself advantage intelligence modifier +1 times per day against your current focus on your next attack roll. This feature regains charges during a long rest.
WITCHING HOUR
At 18th level when in combat with your focus, you may treat the creature you are focused on as if it has damage vulnerability to damage done from On the Hunt and your critical threat range becomes 18-20 against your chosen focus. This effect ends once combat is complete or you fall unconscious.
Once you use this feature, you can’t use it again until you finish a long rest.
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