Hunter

You are an expert at defeating natural and supernatural threats. Perhaps you were born in the far reaches of society and have learned to hunt in the wild effectively, or perhaps you were mentored by an older, experienced Night Hunter who taught you how to overcome a variety of unnatural defences and attacks, including those of undead, lycanthropes, vampires, and other creatures of horror.
== Ordinary ==
Ordinary Perks
Favoured Enemy
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a creature type to be your favoured enemy. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favoured enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
•You ignore difficult terrain.
•You have advantage on initiative rolls.
•On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.In addition, you are skilled at navigating the wilderness. You gain the following benefits when travelling for an hour or more:
•Difficult terrain doesn’t slow your group’s travel.
•Your group can’t become lost except by magical means.
•Even when you are engaged in another activity while travelling (such as foraging, navigating, or tracking), you remain alert to danger.
•If you are travelling alone, you can move stealthily at a normal pace.
•When you forage, you find twice as much food as you normally would.
•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Primeval Awareness
Requirements: The Favored Enemy feature.
Your mastery of the wild allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.
Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby.
By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 8 km of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.
Hunter’s Prey
You gain one of the following features of your choice.
• Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
• Giant Killer. When a Large or larger creature within 2m of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
• Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 2m of the original target and within range of your weapon.
Hunter's Sense
You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 30m of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey
You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 30m of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
== Master ==
Master Perks
Greater Favoured Enemy
Requirements: The Favored Enemy feature.
You are ready to hunt even deadlier game. Choose another type of favored enemy. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
Hide in Plain Sight
You can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn. If you did not move this round, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Grim Psychometry
You have a supernatural talent for discerning the history surrounding mysterious objects or places touched by evil. When making an Intelligence (History) check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.
Defensive Tactics
You gain one of the following features of your choice.
Escape the Horde. Opportunity attacks against you are made with disadvantage.
Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will. You have advantage on saving throws against being frightened.
Supernatural Defense
Requirements: The Slayer’s Prey feature.
You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
== Grandmaster ==
Grandmaster Perks
Dark Augmentation
Arcane blood magic suffuses your body, permanently reinforcing your resilience. Your speed increases by 2m, and whenever you make a Strength, Dexterity, or Constitution saving throw, you gain a bonus to the saving throw equal to your Intelligence modifier (minimum of +1).
Brand of Tethering
You may use an action to attempt to brand a creature you can see within 20m of you, the creatures must succeed on a Wisdom saving throw, or be branded by you.
A branded creature can’t use more than 1 action to move each round, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make another Wisdom saving throw. On a failure, the teleport or plane shift fails.
Hardened Soul
You gain advantage on saving throws against being charmed and frightened.
Magic-User's Nemesis
You gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 30m of you, you can use a reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.
== Scion ==
At Scion you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 12m of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Scion Perks
Foe Slayer
You become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Superior Hunter's Defense
You gain one of the following features of your choice.
Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Slayer's Counter
Requirements: The Slayer’s Prey feature.
Cost. 10 Kavana.
You gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.