Carver Guild

Carver Guild

 

Since the beginning of time, monsters were fought by those who were brave enough to get close to danger and glare into its ferocious eyes. The folk that survived were those smart enough to arm themselves properly and know precisely where to strike for the quickest kill.

 

Carvers are the monster hunters that are typically called upon when immediate danger threatens a settlement and action is in short supply. Carvers stride unflinchingly toward death, armed with years of training and knowledge that is both researched and passed down from those before them.

 

Bonus Proficiency

 

When you choose this guild at 3rd level, you gain proficiency with heavy armor

 

Close Quarters

 

Starting at 3rd level, your resolve allows you to keep the pressure on your target while mitigating the risk to yourself. Whenever you hit a creature with a melee weapon attack you can mark them until the start of your next turn. While creatures that are marked are adjacent to you, they have disadvantage on attack rolls against you.

 

True Grit

 

Starting at 3rd level, you are immune to being frightened by creature types written about in your grimoire.

 

Improved Salvage

 

When you reach 7th level, you have learned every technique integral to efficiently carving the salvage from monster remains. You have advantage on ability checks made to harvest salvage, and whenever possible you collect twice as much.

 

Grave Riposte

 

By 10th level you have learned to strike back and your foes who provide you an opening. If a creature you have marked within melee range misses you with an attack or attacks a creature other than you, you may use your reaction to immediately make a melee weapon attack or Grave Strike against them.

 

Terror of Terrors

 

By 15th level your reputation has become such that monsters who prey on the fearful have come to fear you. When you mark a creature using a Grave Strike attack, you can force the target to succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

 

The saving throw DC is calculated as follows:   DC = 8 + your proficiency bonus + Strength or Dexterity modifier (your choice)

 

Tireless Hunter

 

By 18th level, if you have no uses of Grave Strike remaining when you roll initiative, you gain one use of Grave Strike.


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