Emulating the
Hunter archetype means accepting your place as a
Bulwark between civilization and the terrors of the
Wilderness. As you walk the Hunter’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.
Hunter’s Prey
At
3rd Level, 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 5 feet 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 5 feet of the original target and within range of your weapon.
At
7th Level, 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.
At 11th level, you gain one of the following
Features of your choice.
Volley: You can use your
Action to make a
Ranged Attack against any number of
Creatures within 10 feet of a point you can see within your weapon’s range. You must have
Ammunition for each target, as normal, and you make a separate
Attack roll for each target.
Whirlwind Attack: You can use your
Action to make a melee
Attack against any number of
Creatures within 5 feet of you, with a separate
Attack roll for each target.
Superior Hunter’s Defense
At 15th level, 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 the 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.