Slayer

The archetypal Slayer is the hero who seeks out and hunts the monsters that plague the world and drain the life from the land and its citizens. Their intense study and experience with particular enemies allows them specialization and the ability to turn the power of their quarry against their foes. Their combat is especially focused on fighting single, more deadly foes than hordes of enemies.

Stalker

When you choose this archetype at 3rd level, you gain the ability to focus intently on a single enemy. You gain 2 Determination points, which are restored at the end of a short or long rest. As a bonus action, you may expend a determination point to mark a creature. Once per turn, when you make either a weapon attack roll against your mark or damage your mark, you may choose to roll a d6 and add the result to the roll. Once you mark a creature using this feature, you gain advantage on Wisdom (Survival) checks to track your mark until it is dead.

Monster Hunter

When you choose this archetype at 3rd level, you must choose a particular type of prey from the following list: Aberration, Celestial, Fiend, Undead. Whenever you deal damage to a creature of your chosen type, You deal an additional 1d6 damage to it. You have advantage on all Intelligence checks to know about your chosen prey, both specific creatures encountered and general knowledge. Your choice of prey also gives you a particular set of benefits at 7th level and 15th level.

Unquellable Tenacity

At 7th level, you gain the ability to focus your drive into especially strong blows. You gain an additional determination point, giving you a max of 3. Whenever you deal damage to a creature, you may expend one determination point to deal an additional 2d6 damage of the type you would deal to that creature. If that creature is your chosen prey, you instead deal 4d6 additional damage.

Occultic Expertise

At 7th level, your study into monsters has granted you additional benefits to help you hunt your choice of prey:

Aberrations - You gain resistance to psychic damage, and have advantage on saving throws made to maintain your sanity or avoid madness. Additionally, you may sculpt your mental faculties such that any attempts to read your thoughts fail or instead display thoughts of your choosing.

Celestials - You gain proficiency in the Deception skill, or double your proficiency bonus in that skill if you are already proficient. Your intentions and disposition cannot be magically read.

Fiends - You know Abyssal and Infernal, and gain proficiency in the Religion skill, or double your proficiency bonus in that skill if you are already proficient. You gain intimate knowledge of all sorts of unholy summoning rituals, at your DM's discretion.

Undead - You learn the secrets of making a magical device that emits potent light. You may spend one hour and 25gp worth of artifice materials to manufacture a device that, when used, emits light out to a distance of 30 ft and dim light out an additional 30 ft. The item may be turned on and off as an bonus action, and each device lasts for 6 hours. The light emmittd nullifies magical darkness within its range.

Heightened Fortitude

At 10th level, you gain an additional determination point, giving you a max of 4. Additionally, when you make a Intelligence, Wisdom, or Charisma saving throw, you may expend one determination point to gain advantage on that roll.

Unbreakable Spirit

At 15th level, you gain an additional determination point, giving you a max of 5. Additionally, as a bonus action or a reaction you may expend one determination point to become immune to being frightened for 1 minute.

Haunted Prowler

At 15th level, you study into the occultic has given you insight into how you may use the power of your prey against it. You gain additional options for expending your determination points based on you choice of prey:

Aberrations - You learn eldritch invocations that allow you to temporarily loosen reality's consistency around you. As an action, you may epend one determination point to turn the ground in a 10 ft radius around you aberrant for 1 minute. That terrain becomes difficult, and any creature that starts its turn within it must make a DC 14 Wisdom saving throw or take 1d6 psychic damage.

Celstials - You learn holy incantations that you can use to temporarily imbue your weapons with power. As an action, you may expend one determination point to cause your weapons to be enchanted with angelic power for 1 minute. Your blessed weapons glow dimly out to 5ft, and deal an additonal 3 magical radiant damage whenever they would deal damage to a creature.

Fiends - You have learned evil rituals that can imbue you with the power of demons. As an action, you may expend one determination point to cause black bat wings to erupt out of your back for one minute. While you have these wings, you gain a flying speed of 30 ft.

Undead - You have learned necromatic incantations that you may use to imbue your weapon with dark energy. When you deal damage with a weapon attack, you may expend one determination point to change that damage type to necrotic, deal an additional 1d6 necrotic damage, and gain temporary hit points equal to the amount of damage dealt.

Nightmare Slayer

At 18th level, choose an additional prey.