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**

 **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.
 **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.
 **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.
 **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.
 **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**

**Requirements:** The Favored Enemy feature.
 **Hide in Plain Sight**
 **Grim Psychometry**
 **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.
 **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**

 **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.
 **Hardened Soul**
 **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.

 **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.
 **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.