Dark Hunters A woman casts a silver chain across the chest of a rampaging phoniex yhe monster is trapped by the magical binding worked into the chain as she sprinkles a barrier of salt and iron around it before calling a cleric to return it to its home plane. An elf slits his hand with a silver dagger, offering blood to an exceptionally large cat. When the creature drinks, the elf's eyes become feral and green, and he smiles with dark fangs, while the cat's fierce face softens a bit and it glances around it with wonder. An orc warrior, now a traitor to his kind, raises two scimitars to protect the family he travels with. The silvered blades swish twice, and the Eye of Gruumsh standing before him falls dead. The orc briefly licks the blood off his scimitar before continuing on his journey, leaving the dumbstruck family to follow at a safe distance. Dark Hunters practice a variety of techniques to stem the tide of horrors against humanity - a more Gothic form of rangers. Stem the Flow of Evil Dark Hunters are relentless in their quest to end monstrosities. Whether it be impaling a witch on silver stakes or freeing a trapped fey to return to the Feywild and stop harming society, they seek the best way for everyone to end predation on humanity. Their implacable determination to do so is legendary. Dome Dark Hunters have even singlehandedly faced Archfey and demon lords. Help the Wronged Most Dark Hunters operate on a strong sense of honor. Ghosts are sent to the plane they belong on rather then killed, Fey and elementals that wish only to be freed from an accidental trap in the middle of humanoid society are sent on their way. Dark Hunters are not vicious killers of non humanoid creatures; they are helpers of humanity. No Mercy for the Monstrous Despite their often helpful natures, Dark Hunters often learn the hard way not to trust the Dark they hunt. Many a Dark Hunter has fallen for a beautiful fey or fiend's wiles only to narrowly escape death - or not escape at all. Once such an experience occurs, a Dark Hunter has the message engraved into their heart: Never trust a creature of the Dark. Only those who dabble in darkness themselves can hope to trust the dark. Quick Build To make a Dark Hunter quickly, follow these steps. First, make Strength or Dexterity your highest ability score, followed by Wisdom. Second, choose the haunted one background. Class Features As a dark hunter, you gain the following class features Hit Points Hit Dice: 1d8 per dark hunter level

1d8 per dark hunter level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per dark hunter level after 1st Proficiencies Armor: Ligt Armor

Ligt Armor Weapons: Martial weapons, Simple weapons

Martial weapons, Simple weapons Tools: None Saving Throws: Constitution, Wisdom

Constitution, Wisdom Skills: Choose two from arcana, athletics, insight, investigation, perception, religion, stealth and survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: A) A longsword and a dagger or B) Any melee weapon

A) A shortbow and 20 arrows or B) Any simple weapon

A) An explorer's pack or B) a dungeoneer's pack

A monster hunter's pack, a bag of salt and a bag of iron filings.

Alternatively you can use 4d4 gp to buy your own starting equipment. Salt and Iron A bag of salt or iron contains 20 pinches and costs 1 sp to refill at an apothecary or similar shop.

The Dark Hunter Level Proficiency Bonus Features Silvered Fury 1st +2 Silvered Fury 1d4 2nd +2 Fighting Style 1d4 3rd +2 Preffered Tactic 1d4 4th +2 Ability Score Improvement 1d4 5th +3 Extra Attack 1d8 6th +3 Silvered Fury Improvmernt, Iron Will 1d8 7th +3 Preffered Tactic Feature 1d8 8th +3 Ability Score Improvement 1d8 9th +4 Prenatural Senses 1d8 10th +4 Banish the Others 1d8 11th +4 Send to Light 2d6 12th +4 Ability Score Improvement 2d6 13th +5 Prenatural Senses Improvment 2d6 14th +5 Silvered Fury Improvement 3d6 15th +5 Preffered Tactic Feature 3d6 16th +5 Ability Score Improvement 3d6 17th +6 Power of the Light 4d6 18th +6 Preffered Tactic Feature 4d6 19th +6 Ability Score Improvement 4d6 20th +6 Bane of the Dark 4d6 Silvered Fury At first level Your attacks with your favored weapons are particularly dangerous against magical evils. Choose two humanoid subtypes such as orc or gnoll, or you can choose two traits from the following list: spellcasting, innate spellcasting, or shapechanger traits. Alternatively you can use a combination of the two or choose one creature type such as fiend, aberration, or fey. Whenever you hit one of these creatures with a weapon you are proficient with the attack deals an additional 1d4 radiant damage. This damage increases when you reach certain levels, as shown on the Dark Hunter table. At sixth and again at 14th level you can choose another creature or trait to be affected. Fighting Style At 2nd level 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. 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. 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. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Preffered Tactic At third level, you choose a tactic to master: Compromise, Binding or Destruction. Your tactic grants you features when you choose it and again at seventh, fifteenth and eighteenth levels. All preffered tactic features that require a saving throw have a DC of 8+proficiency bonus+Wisdom Modifier. Ability Score Improvment At fourth level, and again at eighth, twelfth, sixteenth and nineteenth level, you may increase one ability score of your choice by 2, or two by 1. You can't increase an ability score beyond 20 this way. You can alternately take a feat. Extra Attack Starting at fifth level, you can make two attacks when you take the Attack action on your turn, rather than one. Iron Will At sixth level, your mind is hardened against the nightmares the Dark sends at you. You have advantage on saving throws against being charmed or frightened, and you have resistance to psychic damage. Prenatural Senses At ninth level, your senses increase, giving you the following benefits. You gain proficiency in the Perception skill. If you're already proficient, you add double your proficiency bonus.

You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 ft.

At thirteenth level, you gain the following additional benefits. You gain blindsight out to a range of 30 feet. You must be able to hear or smell to use your blindsight.

Banish the Others At tenth level, you gain the ability to send otherworldly beings to the Dark, where they belong. You can cast 5 pinches of salt and 5 pinches of iron upon a favored enemy within 5 ft. as an action on your turn. The creature must make a Charisma saving throw (DC 8+ your proficiency bonus + your Wisdom modifier) or be turned for 1 minute while turned this way it must use all of its movement to move away from you at the end of each of its turns it can make a wisdom saving throw to end the effect on itself and be immune for the next 24 hours the effect also ends if it takes damage, or banished to its home plane if its CR is less than 1/4 of your level (rounded down) and it isn't there already. Once you use this feature you can't use it again until you finish a long rest. Send to Light At eleventh level, your ability to send spirits on their way is able to apply even to those who have yet to leave their body. When a creature you can see makes a death saving throw, you can have it use either Constitution or Charisma. Additionally, you can use your bonus action to cause a stable creature at 0 hit points to make a wisdom check contested with your charisma check. On a failure, its soul begins attempting to leave its body and it begins making death saving throws again, considered to have no successes and one failure. If you fail, you take 4d6 psychic damage from soul recoil. You also gain resistance to radiant damage. Once you use this feature you can't use it again until you finish a short or long rest. Power of the Light At 17th level you can use 20 pinches of salt and 20 pinches of iron to cast a powerful spell: choose Hallow, Commune, or Flame Strike you can cast that spell once per long rest using 20 pinches of salt and 20 pinches of iron as components. Bane of the Dark At twentieth level, you are the archetype of a Dark Hunter. You gain the following benefits. You have immunity to necrotic and psychic damage, and to the charmed and frightened conditions. You have advantage on saving throws against spells and other magical effects. You automatically know the location of any creature affected by your silvered fury within 30 feet of you. Preferred Tactics Tactic of Binding Those who practice the Tactic or Binding prefer not to harm anything, but recognize the need to stop the predations of the Dark. They use salt, iron and silver to keep the Dark in check without destroying it. Salt-Iron Barrier You can use salt and iron to create a barrier that is near impassable to the Dark. each bag holds 20 uses of salt and iron respectively you can refill either bag for 1 sp each. You can use 2 pinches of salt and 2 pinches of iron and 3 minutes to create a barrier that creatures that affected by your silvered fury feature effect cannot pass if one does it must succeed on a Constitution saving throw (DC 8+ your proficiency bonus + your Wisdom modifier) On a failed save, it takes 10 (3d6) radiant damage and is pushed back from the line, though not over the other side if it's within the circle. On a successful save, it takes half damage and isn't pushed. A pouch of salt or iron can be refilled for 5 cp and is good for about 1 circle for a Gargantuan creature (using both, 1 bag of each lasts for 2 Gargantuan creatures) A Huge creature takes half as much, a Large creature half as much as that, et cetera. At eighteenth level, the damage increase to 21 (6d6). Once you use this feature you can't use it again until you finish a long rest. Silver Bondage Starting at seventh level, you can improvise trapping creatures afield with your silver chain you have crafted a silver chain that you are proficient with a chain is a weapon that deals 1d6 bludgeoning damage when it hits a creature it also has the special property: When you hit a creature with your chain, it's grappled (escape DC 8+ your proficiency bonus + your Dexterity modifier). When a creature grappled by your chain fails a saving throw to escape, it takes 7 (2d6) radiant damage and is stunned until the end of your next turn if it’s a favored enemy At eighteenth level, this damage increases to 14 (4d6). Once you use this feature you can't use it again until you finish a short or long rest. If you lose your chain you can purchase a new one for 50 gp. Bonds of Moonsilver Starting at fifteenth level, when your silver chain is wrapped around a shapechanger, that creature can't change its shape or appearance. Additionally, whenever a shapechanger not in its true form or a creature under the effect of an illusion takes radiant damage originating from you, it must succeed on a Charisma saving throw (DC 8+ your proficiency bonus + your Wisdom modifier) or revert to its true form or the illusion is dispelled. Radiance of the Moon Starting at eighteenth level, your chain and barriers emit radiance even when a creature is compliant. At the beginning of a creature's turn if it's trapped by either and it would normally take damage by trying to escape, it must succeed on a Constitution saving throw (DC 8+ your proficiency bonus + your Wisdom modifier) On a failed save, it takes 35 (10d6) radiant damage and is stunned until the beginning of its next turn. On a successful save, it takes half damage and isn't stunned. If a creature is reduced to O hit points this way, it stops taking damage and is stable. If a stable creature at 0 hit points that would normally take damage starts its turn trapped, it's banished to its home plane if it isn't already there. Once you use this feature you can't use it again until you finish a long rest.

Tactic of Destruction Destruction often appeals to those with great tragedy in their past, or simply a hard heart. Destroyers don't give quarter to monsters; they don't question motives or even, unless it's easier, banish them. They end their miserable existence so they can't harm anyone else. Salt Iron Strike Starting at third level when you choose this class, you have gained a bag of salt and a bag of iron each bag holds 20 uses of salt and iron respectively you can refill either bag for 1 sp each. You can use a pinch of salt and a pinch of iron to damage the Dark. As an action, you make a ranged weapon attack – range 10/20 feet - or a melee weapon attack. Either uses your Dexterity. On a hit, the target takes 1d6 acid damage. If it's a favored enemy it takes an additional 2d6 radiant damage. This damage increases at certain levels: to 2d6 at fifth level, 4d6 at 11th level, and 5d6 at seventeenth level Additionally, it must succeed on a Constitution saving throw or be turned for 1 minute while turned this way it must use all of its movement to move away from you at the end of each of its turns it can make a wisdom saving throw to end the effect on itself and be immune for the next 24 hours the effect also ends if it takes damage. Magic Leech Starting at seventh level, when a creature takes radiant damage from your Salt-Iron Strike or Silvered Fury, it also must succeed on a Charisma saving throw or lose one spell slot, one casting of one spell, three points, etc.. If it fails the save and has no magic to lose, instead it's stunned for 1 minute as its natural magic is temporarily disabled Once you use this feature you can't use it again until you finish a long rest. Revalatory Strike Starting at fifteenth level, your radiant strikes reveal the inner soul of evil. When a creature takes damage from your Salt Iron Strike or Silvered Fury, until the end of your next turn, its alignment, type, hit points, Charisma score and true form (if it's a Shapechanger) are visible to every creature that can see it. It has disadvantage on saving throws against divination spells and on all Charisma saving throws during this time. Once you use this feature you can't use it again until you finish a long rest. Improved Magic Leech At eighteenth level, your strikes suck all magic out of dark beings. A creature that takes radiant damage from your Salt Iron Strike or Silvered Fury now can't cast spells, activate magical abilities, expend points or otherwise use magic until the end of your next turn. It also loses resistance or immunity to bludgeoning, piercing and slashing damage from nonmagical weapons - essentially, all weapons are now magical for the purposes of overcoming resistance or immunity - for that time. If a creature can't lose any of this, instead it's banished to its home plane, losing the magic required to remain corporeal. It also reverts to its true form. Once you use this feature you can't use it again until you finish a long rest. Tactic of Compromise Dark Hunters who practice Compromise see value in some aspects of the Dark. They work closely with less deadly creatures such as fey and some monstrosities to destroy more evil monsters. Companion of the Dark Choose Archfey, FIend or Great Old One You choose a creature related to your patron, as presented in the Companion table. Your companion must be CR 1 or less. Companion Choices Patron Companions Fiend Any Fiend or Monstrosity Archfey Any Fey or Beast Great Old One Any Abberation or Monstrosity You companion is subject to the following changes. Its alignment shifts one step toward yours (away from evil, if possible) and does so again every ten years of your bond

It uses your proficiency bonus rather than its own. It adds that bonus to its AC and damage rolls.

It has the same number of hit dice as you do.

Whenever you gain ability score improvment it does as well it cannot take feats. If your companion dies, you must spend 8 hours and 50 gp of fine offerings to coax it back from the Dark, Aspect of the Companion At seventh level, you can use a bonus action to gain one aspect of your companion. If it has a special speed, such as climb, swim or fly, you gain a speed of that type equal to your walking speed. This effect lasts for 10 minutes. If it has no special speed it can grants you some of its energy and your walking speed increases by 30 ft. Once you use this feature you can't use it again until you finish a long rest. Shapechanger Starting at fifteenth level, you can use an action to polymorph into the form of your companion for 5 minutes. In this form, you use its statistics, but your Intelligence, Wisdom and Charisma scores remain unchanged. You retain proficiencies and languages, though you can only speak or use tools if it can, and you can still cast spells. Your hit points remain unchanged, although physical wounds do not carry over (for example, if you're missing an arm and you change shape, you aren't missing a leg or arm). Once you use this feature you can't use it again until you finish a long rest. Darkness Fights Darkness At eighteenth level, you become an archetypal element of the Dark. Choose one of the spells on the Archetypal Spell table for your patron. You can cast this spell once, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for it.