Behemoth Slayer (Fighter Subclass)

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==Behemoth Slayer Overview==
In the shadowed foothills of The Divide, where arcane energies draw forth monstrous beings, stand the Greenwood elves, guardians of this perilous frontier. From their ranks arise the Greenwood Behemoth Slayers, a fighter subclass inspired by these formidable warriors who embody their people's creed: survival of the fittest and the pursuit of perfection through strength.
Wielding colossal weapons and bearing the scars of countless battles, these Slayers face down giants and arcane horrors, believing each victory brings them closer to the ideal of martial excellence. Trained in the harsh wilderness surrounding The Divide, they are not just fighters; they are the living embodiment of their culture's relentless drive for supremacy in the face of overwhelming odds.
==3rd Level: Slayer Style==
Starting at 3rd level, you have mastered the art of wielding oversized weapons, allowing you to use Heavy weapons that are designed for Large creatures without disadvantage. Additionally, attacks with these weapons deal an extra 1d4 damage.
Furthermore, you can dual-wield two-handed weapons of medium size using dual-wielding rules. However your off-hand attack rolls are always made at a -3 malus.
==3rd Level: Hunter's Tenacity==
Starting at 3rd level, your relentless pursuit of monstrous prey has honed your resilience. You gain Advantage on saving throws against effects that would knock you prone or move you against your will. Additionally, once per short rest, you can reroll a failed saving throw, but you must use the new roll. 
==7th Level: Monstrous Fortitude==
Starting at 7th level, you gain resistance to one damage type that is common among the giant monsters you hunt (such as fire for dragons or acid for oozes). You can change this resistance each time you finish a long rest, reflecting your adaptive strategies against different types of behemoths.
==10th Level: Colossus Overthrow==
Starting at 10th level, your prowess in battle allows you to topple even the mightiest foes. Once per long rest, when you hit a Large or larger creature with a melee weapon attack, you can choose to perform a colossus overthrow. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be stunned until the end of your next turn. If the creature is flying, it is also forced to land
==15th Level: Titansbane==
Starting at 15th level, you become a nemesis to giant creatures. Once per turn when you hit a Large or larger creature with a melee weapon attack, you can deal an additional 2d6 damage of the weapon's type and force the creature to make a Strength saving throw. On a failed save, the creature is either knocked prone or pushed 10 feet away from you (your choice).
==18th Level: Grand Adaptation==
Starting at 18th level, your battles with towering foes have fortified your body beyond mortal limits. At 18th level, you gain the following benefits:
*Your hit point maximum increases by an amount equal to 20 + your Fighter level.
*Your attacks against Huge or larger creatures are made at advantage and deal an additional 2d8 points of damage of the same type as the attack.
*When you use your Second Wind feature, you regain additional hit points equal to your Fighter level. Additionally you can use the second wind one more time per short rest.
*You have advantage on saving throws against being frightened, charmed, or put to sleep by creatures of Large size or larger.
Category:Homebrew Subclasses