Mutant Hunter
    "Eww, squishy."
    A Mutant Hunter, as the name implies, specializes in dispatching threats that
        stray from the usual gang of cybernetically-enhanced thugs or corporate security team. Their proficiency in
        dealing with foes of unusual makeup have these Auditors in high demand for Cleaner teams - Whether it be
        mutant hordes clogging a corporate sewer system or an escaped lab experiment in need of return, Mutant
        Hunters come prepared.
    Hunter's Prey
    At 3rd level, you gain one of the following features of your
        choice.
    
        - Titan 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.
 
    
    
        - Ankle Biter. 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.
 
    
    
        - Crowd Controller. 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.
 
    
    Defensive Tactics
    At 7th level, you gain one of the following features of your
        choice.
    
        - Quick-Footed. 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.
 
    
    
        - Adamantine Will. You have advantage on saving throws against being frightened.
 
    
    Multiattack
    At 11th level, you gain one of the following features of your
        choice.
    
        - Spray and Pray. 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
 
    
    
        - Spin to Win. You
            can use your action to make melee attacks 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 falling debris or an arc cannon shot, that allows you to make a
            Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving
            throw, and only half damage if you fail
 
    
    
        - Redirection. 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.
 
    
    
        - Deflection. 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.
 
    
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