Hunter

Core Statistics
Class Type: Martial

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points Gained Each Level: 1d10 (or 6) + your Constitution modifier

Ability Score Proficiencies: Constitution, Intelligence

Armour Proficiencies: Light Armour, Medium Armour, Heavy Armour, Shields

Weapon Proficiencies: Simple Weapons, Martial Weapons

Other Proficiencies: Hunter's Tools

Skill Proficiencies
As a Hunter, you can choose 2 skills from the following list to become proficient with.
 * Acrobatics
 * Athletics
 * History
 * Insight
 * Intimidation
 * Investigation
 * Perception
 * Survival

Starting Equipment
As a Hunter, you roll 5d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Archetype Selection
At 1st level, you choose a path to follow. This choice grants you additional features at 1st, 3rd, 6th, 9th, 13th, and 18th level.
 * A Universal Archetype

Hunter's Tools
At 1st level, you gain a set of Hunter's Tools, which contains all the necessary tools to perform minor alchemy and tinkering. If something requires Alchemist's Supplies or Tinker's Tools, you can use your Hunter's Tools instead. If you lose your Hunter's Tools or they are destroyed, you can create a new set by combining Alchemist's Supplies and Tinker's Tools without expending any additional gold pieces.

Martial Techniques
At 1st level, your martial prowess allows you to perform special techniques. You gain access to the Martial Techniques list. A technique might require prerequisites to perform, and you may need to use more than one action to perform it. Each martial technique will detail any requirements needed to use it. If a technique forces a creature to make a saving throw, then the DC for that saving throw is equal to 8 + your proficiency bonus + your Strike modifier. If the technique you are using does not require you to take the Strike action, then the DC will use your Strength or Dexterity modifier (your choice) in place of your Strike modifier.
 * Martial Die: If a technique uses a martial die then this die is a d4. Your martial die increases in strength as you gain levels in this class (see the Hunter Feature Table).
 * Stamina: You use stamina to perform your martial techniques. You start with 4 stamina, and you gain more stamina as you gain levels in this class (see the Hunter Feature Table). You regain any expended stamina when you finish a short or long rest.
 * Techniques Known: You know 3 techniques. You learn more techniques as you gain levels in this class (see the Hunter Feature Table).
 * Versatile Techniques: When you finish a long rest, you can choose one technique that you know and learn a different technique that you can learn.

Phial Weapons
At 1st level, you can create special combination weapons loaded with alchemical phials, which can be used to perform special phial attacks and increase your versatility in combat. With your Hunter's Tools in hand, you can spend 2 hours and 50 gold pieces worth of materials to combine two weapons into a single powerful weapon that can mechanically switch between the two weapon types. A phial weapon has a value equal to the total monetary value of both of the weapons that were used to create it.

When you create a phial weapon, or when you finish a short or long rest, you can choose or change which type of elemental phial is loaded inside the weapon. You can choose from the following elements: acid, cold, fire, lightning, thunder. If one of your features refers to phial damage, then that damage is the same as your current elemental phial, and the amount of damage can be seen in the Hunter Feature Table. Your phial damage increases as you gain levels in this class.

Transforming your Weapon
When you Strike with a combination weapon you can choose to transform it from one weapon to another as part of that Strike. This transformation happens during the Strike, but before the attack roll. You can also use 1 action to transform your weapon without making an Attack. Using 1 action to transform your weapon is a Manipulate type action.

''For example, if you have a phial weapon that is made from a battleaxe and a greatsword, and it is in battleaxe form, you can take the Strike action and transform the battleaxe into a greatsword. The Strike will use the weapon properties of the greatsword.''

Elemental Discharge
When you hit a creature with an Attack made using a phial weapon, the elemental phial loaded inside your weapon gains 1 charge. At 5 charges, your phial weapon becomes amped for 1 minute. While your phial weapon is amped you no longer gain charges when you hit a creature with an Attack: instead, you can choose to discharge the stored energy within your phial weapon to deal additional phial damage when you hit a target with an Attack using the amped weapon. You can choose to deal this additional damage after you have made the Attack roll, but before the damage and outcome has been determined. When your amped weapon deals phial damage it is no longer amped, and your elemental phial charges are reduced to 0.

You can perform an elemental discharge even if your elemental phial does not have 5 charges, but doing so reduces the current charges of your elemental phial to 0. You can perform an instant elemental discharge a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short or long rest.

Weapon Skill
At 1st level, you learn how to better use a weapon of your choice. Choose one weapon that you are proficient with and increase your skill level by 1, granting you additional effects and bonuses when using that weapon. You can see a weapons skills by clicking on a weapon name on the weapons list. You can increase your skill level with a weapon by 1 each time you gain a level in this class.

Hunter's Gauntlet
At 2nd level, you gain a Hunter's Gauntlet which allows you to traverse the world with accuracy and speed. If you lose your Hunter's Gauntlet or it is destroyed, you can create another one using your Hunter's Tools. A new Hunter's Gauntlet requires 50 gold pieces of materials and a mundane gauntlet made of leather and metal. A Hunter's Gauntlet is equipped with retractable hooked blades in the palm, and a 60 foot length of magical metal wire fastened to a spinning device attached to the top of the wrist. Only a Hunter is proficient with the Hunter's Gauntlet. While your Hunter's Gauntlet is equipped, you gain the following benefits.


 * You gain a climbing speed equal to your Stride speed.
 * When you use your Reaction to Grab Edge, you can attempt to grab an edge using your wire, increasing the reach of this action to 60 feet.
 * When you mount an unwilling creature of Large size or larger, you have advantage on saving throws and skill checks made to avoid falling off or being thrown off.
 * As 2 actions, you can point at a creature or object that you can see within 60 feet of you and fire the metal wire at it. You Strike using your Strength or Dexterity for the attack roll. On a hit, the target takes 1 piercing damage and you can activate the wire mechanism as part of the action used to fire it. When you active the wire mechanism, you pull yourself toward the target of your wire attack, ending in the closest unoccupied space within 5 feet of it and automatically detaching the wire. This is a Movement type action. If the target of your wire attack is of Medium size or smaller, it must instead make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strike modifier. On a failed save, the creature is pulled 5 feet toward you and falls prone, and your wire automatically detaches.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Increase one ability score by 1, and learn a feat.
 * Increase your skill level with a weapon by 1, and learn a feat.
 * Increase one ability score by 1, and increase your skill level with a weapon by 1.
 * Choose one feature from a Universal Archetype. This feature cannot be for a level that is higher than half your character level (rounded down).

Phial Blights
At 5th level, your elemental phials become especially volatile. If you score a critical hit with a phial weapon (see your Phial Weapons feature), the target of your attack is afflicted with a phial blight determined by which elemental phial is currently loaded into your phial weapon.

Phial Blight Save DC = 8 + your proficiency bonus + your Strike modifier.

Acid Blight
A burst of searing acid splashes the nearby area. All creatures in a 15-foot cone on the opposite side of your target (using your character as a directional starting point), including the original target, take 1d4 acid damage and become covered in acid. While covered in acid from this blight, the target takes 1d4 acid damage at the end of each of its turns until a creature uses 2 actions to clean the acid off. This damage is not modified by the critical strike that triggered it.

Cold Blight
The target of your attack becomes crippled until a creature uses 2 actions to remove the ice from its body. While crippled by this blight, the target starts each of its turns with 1 less action.

Fire Blight
The target becomes ignited for 1d10 turns. While ignited by this blight, the target is also confused.

Lightning Blight
The target of your attack becomes shocked until the end of its next turn. While the target is shocked by this blight, it will discharge violently if it is hit with an Attack, taking 1d4 lightning damage. If the blighted target takes damage from a critical hit while shocked, it becomes paralysed until the end of its next turn instead of taking lightning damage, and it is no longer shocked.

Thunder Blight
The target of your attack becomes deafened for 1d10 turns. The target must additionally make a Strength saving throw, or be knocked prone. While deafened by this blight, the target is also confused.

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Potent Phials
At 10th level, your phial damage is increased by an amount equal to your Intelligence modifier (a minimum of 1).

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