Hunters are those that deal with prey in many forms. Most hunters are skilled trackers, though this is not always the case. Groups of hunters gather together in Companies where they see themselves as the Vanguard of those seeking to find their prey.
Being a Slayer means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Slayer's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
You cast spells as a Primal spellcaster and choose spells from the Primal spell list.
The extra damage from your Hunter's Mark does poison damage. When you unleash your Hunter's Mark, roots and vines erupt and hold your target in place. The target is restrained for a number of rounds equal to your Endurance. The target can spend 5 Action Points to make a Strength roll against your Spell defense to break free. A large or larger creature has advantage on this roll. If the target succeeds on the roll, the roots and vines shrivel away.
While restrained, the target takes 1d6 piercing damage at the start of each of its turns. A creature not restrained by the roots and vines can spend 3 Action Points to damage the roots and vines, freeing the target.
At 7th level, while you have 3 or more Momentum, counterattacks against you have disadvantage. You can spend 3 Restraint and 2 Action Points as a reaction to a ranged attack against you to give the attack disadvantage.
At 11th level, you find a weakness in your opponent's natural or artificial defenses. Once on each of your turns you ignore the creature's Damage Reduction from armor.
Beginning at 15th level, you can spend 5 Momentum and 4 Action Points to redirect a melee attack that misses you. You can force that creature to repeat the same attack against another creature of your choice or force that creature to take half the damage of the attack if no other creatures are in range.
You can spend 5 Restraint and 3 Action Points as a reaction to taking damage to halve the attack's damage against you.
At 20th level, you become a paragon of dispatching enemies. You gain the following benefits:
All attacks against marked targets are made at advantage
You add an additional 1d8 damage to marked targets, and consuming the marks generates an additional 1d8 as well.Â
Demon Hunters find creatures of darkness and destroy them. They channel divine fire to purify their enemies while protecting their allies and the world around them. To be a Demon Hunter is to relentlessly pursue creatures of darkness that seek to destroy all life.
You cast spells as a Divine spellcaster and choose spells from the Divine spell list.
The extra damage from your Hunter's Mark does fire damage. When you unleash your Hunter's Mark, the damage explodes forth doing damage to other creatures. Creatures of your choice within 10 feet of the target take half the damage of the Hunter's Mark.
At 7th level. against the target of your Hunter's Mark, you can can spend 3 Momentum to turn one missed attack into a hit, or 3 Restraint to turn a hit into a critical hit.
By 11th level, your flesh is so suffused with divine energy that attackers are burned by its presence. When a creature hits you with a melee weapon attack, it takes 1d8 fire damage. If it was a fiend or undead, the damage is increased to 2d8.
At 15th level, you can use the celestial power within yourself to shield those around you from harm. When a creature you can see within 30 feet makes a defense roll, you can spend 3 Action Points to add your devotion to the roll, potentially turning it into a success. You can choose to use this feature after the die is rolled, but before the outcome is determined.
At 20th level, you can transform into a divine guardian for 4 Action Points. This form lasts for 1 minute, and grants the following benefits:
You sprout radiant, fiery wings, granting you flight with a movement of 12.
Creatures marked by you take 1d6 fire damage if they end their turn within 60 feet of you.
Creatures of your choice within 30 feet of you add 1d4 to their attack and defense rolls.
Once you use this feature, you can't use it again until you finish a long rest.
An Arcane Archer studies a unique method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors standing watch over the fringes of society, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach civilized lands. Over the centuries, these archers have perfected the balance of arcane aptitude with archery.
You cast spells as a Arcane spellcaster and choose spells from the Arcane spell list.
When you make an attack against a target, you can unleash your Hunter's Mark and can choose a unique Arcane Shot to imbue your arrow with. The damage of expending your Hunter's Mark is decided by your Arcane Shot feature rather then your base Hunter's Mark.
At 7th level, you learn to move and damage with your ranged attacks. You can spend Momentum when you make ranged attacks. You can also take the Aim action against melee targets and spend Restraint on the attack.
At 11th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll against the target of your Hunter's Mark and miss, you can spend 2 Action Points to reroll the attack roll against a different target within 60 feet of the original target.
When you reach 15th level, you are so attuned to the source of magic that you have advantage on defense rolls against magic, and resistance to damage from a magical source.
At 20th level, you can channel the power of the Arcane more. You gain the following benefits:
The damage of your Arcane Shots increases by 1 damage dice
You can gain the benefits of expending your Hunter's Mark without removing the effect.
Beguiling Arrow. Your arrow temporarily beguiles its target. When you unleash your Hunter's Mark, the creature hit by the arrow takes an extra 2d6 psychic damage, and you choose one of your allies within 30 feet of the target. The target must succeed on a Mental defense roll or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a defense roll.
Bursting Arrow. You imbue your arrow with force energy. When you unleash your Hunter's Mark, the energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 damage each.
Enfeebling Arrow. You weave necromantic magic into your arrow. When you unleash your Hunter's Mark, the creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Body defense roll, or the damage dealt by its weapon attacks is halved until the start of your next turn.
Piercing Arrow. You give your arrow an ethereal quality. When you unleash your Hunter's Mark, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. The target of your Hunter's Mark and each creature in that line must make a Mobility (Agility) defense roll. On a failure, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 damage.
Seeking Arrow. You grant your arrow the ability to seek out a target. When you unleash your Hunter's Mark, you don't make an attack roll for the attack. The arrow flies toward that creature, moving around corners if necessary and ignoring cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target can make a dodge roll against your Spell defense to avoid the arrow. Otherwise, the arrow disappears after traveling as far as it can. On a hit, the target takes damage as if it were hit by the arrow, plus an extra 1d6 damage, and you learn the target's current location.
Shadow Arrow. Your arrow is occluded from your foe's vision with shadows. When you unleash your Hunter's Mark, the creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Spirit (Acuity) defense roll or be unable to see anything farther than 5 feet away until the start of your next turn.