Hunter Method |
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d6 |
Method |
1 |
You track your quarry to their lair, and strike them where they feel safest |
2 |
You watch closely for long periods of time, making sure to memorise their every movement |
3 |
You find them when they are weakest, alone, or distracted |
4 |
You use poisons or the environment to your advantage, reserving combat for a last resort |
5 |
You work as a team to trap the enemy in a stronger position for yourself |
6 |
You collect as much information as you can, basing your approach on the most successful methods |
Hunter's Teachings
When you choose this archetype at 3rd level, you gain
proficiency in two of the following skills of your choice:
Arcana, History, Insight, Investigation, Nature, or Perception.
You also gain proficiency with the Herbalism kit.
Hunter's Quarry
Beginning at 3rd level, your training allows you to prepare to
face a number of foes on better footing. At the end of a long
rest, you can designate one of the following creature types as
your quarry: aberrations, celestials, dragons, fey, fiends,
giants, monstrosities, or undead. Designating your quarry
requires at least 1 hour of study and mental exercises. Until
you choose a different quarry, you have advantage on
Dexterity (Stealth) checks to avoid detection from creatures of
that type, and you have advantage on Wisdom (Perception)
checks made to detect their presence.
Additionally, the first time you make a weapon attack
against a creature on a turn, you can gain a bonus to the
attack or damage roll equal to half your fighter level. You can't
use this feature against that creature again until you complete
a short or long rest. Once you reach 18th level in this class,
you can use this feature twice against the same creature
before you must complete a rest.
Hunter’s Mysticism
At 3rd level, your study of the supernatural gives you a limited
ability to use magic. You can cast detect magic as a ritual. You
can cast protection from evil and good, but you cannot cast it
again with this feature until you finish a long rest. Wisdom is
your spellcasting ability for these spells. In addition, you gain
the ability to speak one Exotic Language of your choice.
Perceive Peril
At 7th level, you always know when you are in the lair of a
legendary creature. Additionally, if you spend at least 1 minute
observing or interacting with another creature outside of
combat while you can see its true form, you learn if it has any
legendary actions and what they are.
Stalker's Vision
At 10th level, you learn to focus your supernatural magics and
gain better insight into your prey. As an action you can project
your mind's eye outwards. The nearest creature with your
quarry's creature type within 500 feet of you must make a
Wisdom saving throw (DC equal to 8 + your Proficiency bonus
+ your Wisdom modifier). If it fails, you can see and hear
through its senses for 1 minute, until it takes damage from
you, or until you end it as a bonus action. You are blinded and
deafened to your own surroundings for the duration. If the
creature succeeds on its saving throw, or once the effect ends,
it is immune to this effect for the next 24 hours. You can use
this feature a number of times equal to your Wisdom modifier,
and you regain all expended uses after you finish a long rest.
Slaying Strike
Starting at 15th level, you learn to target your quarry's weak
point with great ferocity. When you use your Hunter's Quarry
feature to gain a bonus to your attack roll and hit, the creature
is also knocked prone. Alternatively, if you use your Hunter's
Quarry feature to gain a bonus to your damage roll and hit, the
creature is paralyzed until the end of the turn or until it next
takes damage.
Unending Hunt
Beginning at 18th level, when you attack a creature with a
weapon on your turn, you can immediately move or jump up
to half your speed without provoking opportunity attacks.
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