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Monster Hunter

Hunter Method
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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