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Hitman

Whether you are a restless righter of wrongs, a consummate bounty hunter, or a money-grubbing killer for hire, one thing is for certain: you never let go of your quarry. One might say you are determined, but the words “relentless” or “obsessive” could also apply. Those who are at the top of your hit list are often unaware of it, not realizing that they only have a few hours left to live.

Mark

When you choose this archetype at 3rd level, you can put yourself in a hunter’s mindset to track down and eliminate your prey more efficiently.

Designate a specific creature, by name or through certain details that make it unique in your mind (“Baron Devalis,” “the diamond thief,” “the king of the Bonecrusher trolls,” etc.). You must have a modicum of intelligence about your target: in addition to a name or designation, you must know at least one prevalent element of its behavior or personality (“Baron Devalis is an impatient man”), and one important piece of information regarding its past (“Baron Devalis tried to have the queen assassinated”). The GM is the final judge of whether your information is relevant enough.

Once you have designated a creature that satisfies these requirements (thereafter referred to as your Mark), you must finish a long rest to gain the effects of this feature. You can only have one Mark at a time. If you designate a new Mark, this feature no longer applies to your previous Mark.

All ability checks related to hunting your Mark (at the GM’s discretion) have advantage. You also have advantage on all saving throws against effects dealt by your Mark. Finally, successful Sneak Attacks against your Mark are considered critical hits.

Note that what constitutes your Mark is dictated by your perception:

If you are convinced that Arneba the halfling is the diamond thief, this feature applies to her, even if she is actually innocent. However, this can change if you discover information that sheds new light on your case. For example, if you realize your mistake and learn that the thief is none other than Nalbandiev the melessë, the effects of this feature immediately switch to him. However, if you expressly designated Arneba as your Mark and not the diamond thief, this does not apply.

Starting at 13th level, you only need to finish a short or long rest to designate a Mark.

Weak Spot

Also at 3rd level, as a bonus action, you can ignore a creature’s resistance to damage until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Beginning at 9th level, you can use this feature twice between rests, and beginning at 13th level, you can use it three times between rests.

Hunter’s Instinct

Beginning at 9th level, you can feel the presence of the object of your mission when it is near enough. You can focus for 1 round to know whether your Mark is within 300 feet of you. For the duration of this round, you are incapacitated.

If your Mark is present within this radius, you are immediately stunned for 1 round, overcome with an adrenaline rush. This feature does not pinpoint the location of your Mark or provide you with any other kind of information than whether it is present. Only a mind blank spell or a similar effect can block this feature.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Exertion

Starting at 13th level, you can surpass yourself when the circumstances require it, whether to get out of a tight spot or to perform a physical feat. When you are about to make a Strength or Dexterity check, you can use your reaction to immediately succeed on this check. You cannot use this feature if the check could not conceivably be successful, even with a 20 on the die roll.

Once you use this feature, you can’t use it again until you finish a long rest.

Stay Out of This

When you reach 17th level, you are such a fearsome killer that even your Mark’s allies are discouraged from getting between you and your target. Every time you make a successful Sneak Attack against your Mark, you can designate a creature that you can see and that can see you within 60 feet of you. The designated creature must make a Charisma saving throw (with a DC of 8 + your proficiency bonus + your Charisma modifier) or be incapacitated until the start of your next turn.

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