Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. • Archery You gain a +2 bonus to attack rolls you make with ranged weapons. • Close Quarters Shooter (UA) When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. • Defense While you are wearing armor, you gain a +1 bonus to AC. • Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. • Mariner (UA) As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. • Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. • Tunnel Fighter (UA) As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques: • Arcane Archer • Banneret • Battle Master • Cavalier • Champion • Eldritch Knight • Knight (UA) • Monster Hunter (UA) • Samurai • Scout (UA) • Sharpshooter (UA) The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
(a) chain mail or (b) leather, longbow, and 20 arrows • (a) a martial weapon and a shield or (b) two martial weapons • (a) a light crossbow and 20 bolts or (b) two handaxes • (a) a dungeoneer's pack or (b) an explorer's pack
N/A
The Monster Hunter
Bonus Proficiencies: "The Hunters Art"
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 can gain proficiency with a tool of your choice in place of one skill choice.
However. When making any survival check that involves a creature that you UNDERSTAND and hunt, double your proficiency with the carving check. Be it investigation, or survival.
Grapple Launcher Aka "The Slinger"
The slinger is a core part of your kit as a hunter. With it you can use the following features.
Fire the slinger at a target location or creature. If the creature is your size or below you, you can attempt to pull it to the ground with a contested strength check.
You can load slammer items into the slinger such as bombs, arrows, pods or otherwise to create effects. Such as a flash pod to do a flash bang. Blinding foes. These pods are for the DM to decide on their existance.
You can fire the slingers grapple at a location up to 20feet away and with it swing 40 feet on the correct angle. However, this takes an action.
Combat Superiority
When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:
• Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
• Sharpened Senses. When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
Sharpened Attack. When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
"I know my prey."
At 3rd level you now fully understand the targets you are hunting. With one set of prey being you perfect target. These are creatures you have hunted time and time again and know ins and outs,
Select from these options below.
Beast.
Dragon.
Fey.
Fiend.
Giant.
Elemental.
Plant.
Monstrositys
When encountering the target of your choice, you gain a +2 to all damage you deal against them, and have advantage on checks to track them, as well as after a kill, actions to skin, carve or gut them.
Along with this, you have learnt the art of crafting weapons and armor of the hunt from these creatures. When making weapons or armor out of the results of your hunt, you gain effects from the creatures stat blocks on your creations. And example is as such.
"Red Dragon Armor."
When a red dragon armor is completed. It gives the user immunity to fire in the location of the armor. As well as this, They feel warm in cold weather while wearing it, and can bring out the wings to glide.
"Red Dragon Greatsword"
Greatsword
melee weapon (martial, sword)
Category: Items
Damage: 2d6
Damage Type: Slashing
Item Rarity: Standard
Properties: Heavy, Two-Handed
Weight: 6
Effect: When slashing with this great sword, all damage is classed as fire, along with this, the target is set ablaze for 1d6 fire damage per their turn in the turn order.
"The Hunt is on"
At 7th level, whenever you are faced with tracking a creature. You find your hunting senses kick in ten fold. You are now able to track foes in even urban environments, with just the hint of a smell, a tiny hair or otherwise, you can lock onto your prey as your tracking skills kick in, gain double proficiency when doing the checks for TRACKING a target, however. If this your prey of choice. Gain advantage on this check also.
Along with this, if an attack against a creature that is your prey. Aka your most well known hunt. You can expend a use of ONE superiority dice, and with it deal maximum damage with the dice. This expends the dice as per normal but you do not need to roll them.
"Improved Combat Superiority"
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
"Alpha of the hunt."
It is at this point that the king of hunts crown has been placed on your head. You may now select two more types of hunts to be apart of your "I know my prey." feature, along with this. At any hunting grounds, halls, guilds or otherwise, your name has now become known for your hunts, and can be used as a bargaining tool for whatever you see fit. *Dm's boundaries apply.* along with this, when you roll initiative and have no superiority dice remaining, you regain one superiority die.