Monster Hunter Fighter

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Monster Hunter

As a Monster Hunter fighter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.

Monster Slayer

Starting at 3rd level, whenever you hit a weapon attack with advantage against a creature, you can cause the weapon to deal twice as much damage. This doesn't double any damage damage from an additional source, such as the Divine Smite paladin feature, the Sneak Attack rogue feature, or the Great Weapon Master and Sharpshooter feats. If this attack was made against an aberration, a fey, a fiend, or an undead, the target's speed is also reduced to 0 until the end of your next turn.

You have three uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

Supernatural Expert

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, Perception, Religion, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, Deep Speech, Infernal, or Sylvan.

Hunter's Mysticism

At 7th 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.

Supernatural Assault

Starting at 7th level, attacks you make against aberrations, fey, fiends, and undead count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Cripple Monster

Starting at 10th level, when you use your Monster Slayer feature on a creature, the target has disadvantage on ability checks until the end of your next turn. Additionally, if the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.

Hunter's Resilience

At 15th level, you gain proficiency in Intelligence, Wisdom, and Charisma saving throws. When you use your Indomitable feature to reroll one of those saving throws, you have advantage on saving throws of the same type until the end of your next turn.

Final Hour

Starting at 18th level, when you roll initiative and have no uses of Monster Slayer remaining, you regain one use of it. Additionally, when you use Monster Slayer to deal damage to an aberration, fey, fiend, or undead, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn.