Hardened by constant danger, a venator is a fighter who has learned the professional art of battling monsters much larger than themselves. These warriors can make best use of their opponents' movements and momentum to reach vital spots, and know how to harvest their parts in order to make effective gear after the battle is done.
Monster-Slayer From 3rd level, when you choose this archetype, you are accustomed to fighting creatures larger than you are, targeting their vulnerable spots. When you roll weapon damage against a creature of Large or larger size that you can see, you can increase the damage by an additional 1d4, of the same type as the weapon's damage. When you reach 10th level, this increases to 2d4, and when you reach 18th level, this increases to 3d4. Venator Equipment From 3rd level, you begin to learn which components of a monster's hide or natural weapons can be harvested to fashion armour, weapons, or equipment. When you gain this feature, you learn how to fashion four pieces of venator equipment, choosing from the 'venator equipment' section at the end of this feature description. You learn one additional type of equipment when you reach 7th, 10th, 15th, and 18th level. Whenever you gain a level in this class, you can replace one of the pieces of Venator Equipment you have learned to craft with a new one. Crafting a piece of Venator Equipment When you finish a long rest, you can fashion harvested parts and components into various tools and pieces of equipment to augment your gear, up to a number equal to your proficiency bonus. Crafting venator equipment requires you to be touching the components during your rest. If another creature attempts to use your venator equipment, they can do so as long as you are also touching the equipment
Venator level 7th: boots of elvenkind, cloak of elvenkind, cloak of the manta ray, eyes of charming, gloves of thievery, lantern of revealing, pipes of haunting, ring of water walking. Venator level 10th: boots of striding and springing, boots of the winterlands, bracers of archery, brooch of shielding, cloak of protection, eyes of the eagle, gauntlets of ogre power, gloves of missile snaring, gloves of swimming and climbing, hat of disguise, headband of intellect, helm of telepathy, medallion of thoughts, periapt of wound closure, pipes of the sewers, quiver of Ehlonna, ring of jumping, ring of mind shielding, slippers of spider climbing, winged boots. Venator level 15th: amulet of health, belt of hill giant strength, boots of levitation, boots of speed, bracers of defense, cloak of the bat, dimensional shackles, gem of seeing, horn of blasting, ring of free action, ring of protection, ring of the ram.
Close the Distance From 7th level, your training in timing and evasion makes you able to avoid some attacks. Opportunity attacks against you are made with disadvantage. Disabling Strike From 10th level, you can make a special disabling attack against a creature with a melee or ranged weapon attack. If the attack hits and deals damage, choose one of the creature's types of attack (for example- bite, claw, or tail). Until the creature finishes a long rest, melee attacks made with that type of its weapons are made at disadvantage. Once you have used this feature, you cannot use it again until you have finished a long rest. Uncanny Dodge From 15th level, 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. Colossus-Slayer From 18th level, your mastery of fighting titanic creatures is unrivalled. When you roll weapon damage against a creature of Huge or larger size, your bonus damage dice from the Giant-Slayer feature are increased to d8s. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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