Martial Archetype

Different hunters choose different approaches to perfecting their hunting prowess. The martial archetype you choose to emulate reflects your approach.

Hunting Horn

Hunting Horn users forgo the protection of a shield and the maneuverability of the longsword. However, they more than make up for it with powerful swings and their songs.

Hunting Horn

At 3rd level, you create a hunting horn, a large hammer that makes music as it swings. Hunting horns have the same properties as mauls, except they can be used to play notes.

Additionally, you gain a note whenever you make a successful weapon attack with a hunting horn. You may have up to four notes at a time.

Whenever you have at least one note and take damage, make a concentration check. If you fail the check, you lose all the notes you have.

Hunter's Song

At 3rd level, you learn three songs of your choice and add them to your songlist. You learn three additional songs at 7th, 10th, 15th and 18th level.

At the end of long rest, you may prepare any three songs from your songlist.

As a bonus action, you may spend all of your notes to play a song with a note cost equal to the number of notes you have. If you play a song twice, the effects do not stack. Instead, the duration is refreshed.

Knockout King

At 7th level, whenever you hit a creature with a hunting horn and score a critical hit, that creature must make a Constitution saving throw or be stunned until the start of your next turn. The saving throw DC is equal to 8 + your proficiency bonus + your Strength modifier.

Encore

At 10th level, you gain the ability to play an encore. If you played a song last turn, and have not made any attacks this turn or been hit by an attack, you may use your bonus action to gain the benefits of that song's encore if it has one.

Harmonize

At 15th level, as a bonus action, you can harmonize your notes. For 5 rounds, you may choose to gain 1 or 2 notes for every successful weapon attack you make with a hunting horn.