Martial Archetype - Duraak'ash

The word "Duraak'ash" is orcish, and translates to 'stalking dragon'. They are implacable foes who use the magic of their Mark of Finding to form a link to their prey, a bond that grants her benefits to bring the inevitable battle to an end. Duraak'ash are predators, born to the hunt, and frequently seek greater challenges which makes them ideal for an adventuring party. They predate the establishment of House Tharashk, and no formal organisation represents them. They serve where they will, and cannot be bound.

Duraak'ash usually have rivalries - both friendly and otherwise - with each other as they push their 'competitors' to seek on greater foes, so that they themselves might do the same. They rarely fight directly though, instead competing for who can display their hunting prowess better.

In order to take this subclass, you must be a human or half-orc with a Mark of Finding.

Dragonmark Spells

At 3rd level you automatically learn the spells added to your spell list by your Spells of the Mark racial feature when you reach certain levels in this class as on the table below. In addition, you can use your dragonmark as an arcane focus for these spells, even if both your hands are occupied. You can cast each of your dragonmark spells once without expending a spell slot, refreshing on a long rest. They can also be Ritual cast by yourself if they have the Ritual tag. Wisdom is your spellcasting ability score for these spells.

Fighter Level Spells
3 Faerie Fire, Longstrider
5 Locate Animals or Plants, Locate Object
9 Clairvoyance, Speak With Plants
13 Divination, Locate Creature
17 Commune With Nature
20 Find the Path

Catch the Scent

From 3rd level, you gain proficiency and expertise in the Survival skill, if you did not already have it before. In addition, you have advantage on Perception ability checks that rely on scent or smelling.

Hunter's Insight

From 7th level you may mark a creature when you strike them with an attack. While they are marked by you, you gain a +1d4 bonus to attack and damage rolls against them, and you treat your AC as being two points higher when they attack you. Any creature you mark with Hunter's Insight, regardless of any other information you possess, becomes treated as 'Familiar' to you for the sake of your Dragonmark spells.

You may only mark one creature at a time, and once a creature is marked it lasts until you either mark a new creature or until you complete a long rest. Hunter's Insight can be used a number of times equal to your proficiency bonus, refreshing on a long rest.

Trackless Steps

By reaching 10th level you are now able to conceal the passage of both yourself and your comrades. You and up to 5 other creatures you designate cannot be tracked except by magical means when you travel together.

Favoured Enemy

At 10th level you gain the Favoured Enemy feature, as if you were a 1st level ranger. In addition to its normal effects you add your proficiency bonus to any damage rolls against your Favoured Enemy type.

Perfect Awareness

At 15th level you cannot have disadvantage on any attack rolls against a creature you have marked with your Hunter's Insight feature, nor would any potential disadvantage cancel any Advantage you gain. You also gain awareness of a marked creature's location, preventing them from Hiding from you, regardless of distance.

Hunter's Insight now also refreshes on a short or long rest, instead of just a long rest.

Track the Trackless

At 18th level you gain the ability to track creatures who leave no traces, such as those concealed by Trackless Steps, Pass Without Trace, or similar.

To the Ends of Khorvaire

The ultimate expression of the Mark of Finding is the ability to chase your prey even when they teleport away. From 18th level, you may teleport yourself and up to 5 other willing creatures adjacent to you to the target you have marked either actively or previously with your Hunter's Insight, appearing in an unoccupied space within 10ft of your target. This works regardless of distance and across different planes. If teleports or planar travel are blocked to your destination, you are instead teleported to the boundary of the block instead of directly to your target.

To the Ends of Khorvaire can be used once, refreshing on a long rest.