Fighter Archetype: Monster Hunter

What is a Monster Hunter?

A dark cloaked figure under the night, wielding crossbow, blade and troubling elixir. Your one task, your one devotion, is to casting out the darkness. Often mentored by an older, experienced monster hunter in forgotten ways forged by the pioneers of the old world, you are the one thing that monsters fear.

Vendetta

When you choose this archetype at 3rd level, pick two types of creature from this list; Aberrations, Fey, Celestial, Fiends, Undead, Giants, Elementals, Dragons.

You gain a Vendetta against those creatures, granting you bonus proficiencies in the knowledge required to defeat them. You gain proficiencies in the corresponding skills shown on the table below.

If you feel as if a proficiency does not apply to your chosen Vendetta in your DM's world, negoitate with them as to what knowledge proficiency would apply.

If you already have proficiency in the skill you gain, you may double your proficiency bonus for it instead. If one of your creature choices grants you a choice of two proficiencies, you may only choose one of them. If you already double your proficiency bonus for the relevant skill, you may not do so again.

In addition, you have advantage on any checks made to recall knowledge about your Vendettas.

You may choose one additional Vendetta at 7th level, and another at 15th level. However, you do not gain additional skill proficiencies from these Vendettas.

Vendetta Bonus Proficiencies

Creature Type Bonus Proficiency Aberrations Arcana Fey Nature Celestials Religion Fiends Religion Undead Arcana or Religion Giants History Elementals Arcana or Nature Dragons History or Nature

Occult Alchemy

When you choose this archetype at 3rd level, you gain the ability to use your occult understanding to draw on old ways.

You gain proficiency in Alchemist Supplies, and during a long rest you may prepare up to two vials. The choices of vials available to you are dependant on the Vendettas you have chosen in the "Vendetta" section above. For example, if you chose Aberrations and Undead as your Vendettas, you will have access to the Liquid Madness and Scythesbane vials. These vials disintegrate if you do not use them by the end of your next long rest.

When preparing these vials, you may choose to prepare any combination of vials you so choose. Consuming a vial requires a free hand and the use of a bonus action.

You are especially attuned to the toxins through years of practice. Anyone who drinks a vial whilst not being a Monster Hunter gains no benefits, and must make a DC20 Constitution Saving Throw or become poisoned for an hour.

The amount of vials you may prepare per long rest increases to three at 7th level and four at 15th level. Your vial choices are listed in the "Vials" section on the next page.

Dark Hunt

At 7th level, once per long rest, you may use an bonus action to designate a creature you can see within 120ft of you to become the target of a hunt. This feature lasts for 8 hours when applied, and confers the following benefits whilst it lasts;

You may use your bonus action to move your speed towards the creature, plus an additional 10ft if the creature is one of your Vendettas.

Your weapon attacks count as magical against the creature for the duration of the Dark Hunt.

You always know the general direction and distance of the creature so long as you are within 5 miles of it, this distance is doubled if the creature is one of your Vendettas.

What Monsters Fear

At 10th level, you gain advantage on checks to avoid becoming frightened, and you have advantage on any Charisma (Intimidation) checks made against your chosen Vendettas.

Stalker's Eye

At 15th level, you become able to discern the strengths and weaknesses of your opponents at a glance.

As a bonus action on your turn, you may choose to learn one resistance, one immunity, and one vunerability of a creature within 30ft of you.

You may use this feature a number of times equal to your Intelligence modifier (a minimum of once) per short or long rest.

Ultimate Hunt

At 18th level, a creature you have designated to be a part of your dark hunt is now considered vunerable to any damage dealt as a result of your Vials, regardless of any previous damage immunities or resistances they may have had.

In addition, if you slay the target of your Dark Hunt you may transfer your dark hunt to one other creature that you can see within 120ft. Once this second Dark Hunt has expired, you may not designate another Dark Hunt until the end of a long rest.