Monster Hunter (Fighter)

 Favored Enemy 

Beginning at 3rd level, choose a type of favored enemy: Beasts, Fey, Humanoids, Monstrosities, Oozes, Plants, or Undead. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You gain a +2 bonus to damage and attack rolls against them.

 Hunter's Sense 

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are, along with their AC. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities, and their AC is 20.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a short or long rest.

 Greater Favored Enemy 

At 7th level, you are ready to hunt the most dangerous creatures around. Choose a type of Greater Favored Enemy Aberrations, Celestials, Constructs, Dragons, Elementals, Fiends, or Giants. Your bonus to damage and attack rolls for all your favored enemies increases to +4, additionally you have advantage on saving throws against spells and abilities used by your favored enemy.

 Hunter's Defense 

At 10th level, you have mastered the art of defending against your prey. Whenever your favored enemy attacks you, roll 1d4 and subtract it from their attack roll. In addition to this, when a non-favored enemy forces you to make a saving throw, or you attempt to escape their grapple, add 1d6 to the roll.

 Hunter's Counter 

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If an enemy forces you to make a saving throw, you can use your reaction to make one weapon attack against them. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

 Hunter's Final Breath 

At 18th Level, when your favored enemy knocks you to zero hit points, you may choose to instead drop to 1, and immediately take your turn, regardless of who's turn it currently is. You can use this feature once per long rest.