Monster Hunter

A Ranger Archetype specialized against aberrations, undead, and fiends, with quarry lore, treated weapons, a counter to evasion, healing denial, and a named last quarry.

Identity

The Monster Hunter is the Ranger Archetype specialized against the dangers that cannot be bargained with: aberrations off the deep lanes, undead out of Sanctum Worlds, fiends with a claim on somebody's grandparent, and the things that come through a bad crossing and take a while to name. The work is mostly research. A Monster Hunter spends four days in a records office for forty minutes in a fight and considers that the correct ratio. On a long voyage, they keep asking what is in the hold.

Features

  • L3 Quarry Lore

    You gain proficiency in the Lore skill and in one of Arcana, Nature, or Religion. When you spend 1 minute observing an aberration, a fiend or an undead, you learn one of the following, your choice: its damage immunities, resistances, and vulnerabilities, its condition immunities, or its highest and lowest ability scores. The first attack you land on an aberration, a fiend or an undead in a fight deals an extra 1d8 damage.

  • L7 Silver and Salt

    As part of a short rest, you can treat your weapons and ammunition with preparations from a hunter's kit. For the next hour, your weapon attacks count as magical for overcoming resistance and immunity, and they deal an extra 1d6 damage to aberrations, fiends, and undead.

  • L11 Trick Breaker

    You have advantage on saving throws against illusions and against being Charmed or Frightened by any creature that is not a humanoid. When a creature within Close range teleports, turns Invisible, or changes shape, you can use your reaction to make one weapon attack against it before the effect resolves.

  • L15 Suppress Regeneration

    When you damage a creature with a weapon attack, it cannot regain hit points until the end of your next turn. A creature you have damaged within the last minute gains no benefit from being Invisible against you.

  • L18 Death Mark Capstone

    Once per long rest, as a bonus action, you name one creature you can see as your last quarry. For 1 minute, you have advantage on attack rolls against it, you know its exact location while it is on the same plane, and your critical hits against it deal an extra 4d8 damage. If it drops to 0 hit points before the minute ends, you regain all expended uses of your Ranger features that recharge on a short rest.