< Monster

Monster/Beast Hunter (5e Class)

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Monster Hunters

A human lies in wait in a tree, his repeater ready to let loose the moment he hears the trap go off. He cant see the trap but that means anything sniffing it cant see him. He relies on his other senses, his hearing, his smell, he doesn't need sight to trap. There's the tell tale vibrations in the ground and the sound of rustling plants: something's coming. *SNAP* He smirks, *Thwip* Another clean kill.

A blue dragonborn Rushes forward, Greatsword in hand, her heart pumping, her adrenaline rushing. This is the hunt she craves, the hunt she lives for. Shes been fighting this beast for days now, tracking it whenever it flies away, All she needs now is the killing blow. As she meets the beast once more and it towers over her she laughs, jumping forward and as her feet are launched into the air. her blade glows with energy and she brings it down, aiming for the creatures throat.

A dwarf is locked in battle against a white dragon that's been terrorizing a village. Its only a child but that makes it no less dangerous. The battle has been long, there's blood spilled on both sides and both of look tired. She rushes forward in one last desperate attempt to fell the dragon but it leaps over her, tearing into her shoulders as it passes, but also as it passes the dwarf finds her opening: The belly of the beast. Her two swords lash out in unison as they tear down the dragons stomach from throat all the way down. The dragon is dead before it even hits the ground.The dwarf huffs and takes stock of her wounds, nothing a little ale and a cure wounds sell wont fix, and she turns her attention to the borderline goldmine of dragon scales in front of her. "how should i carve you up?"

These are Monster Hunters. A brood of adventurer who fight monsters of great size and power for glory, for nature and for balance. They waste nothing from their kills, not the meat, not the hide, nothing goes to waste, and in the end they know that one thing is true no matter who you are: no matter how much you take from nature you will always give back in the end.

Creating a Monster Hunter

Quick Build

You can make a Monster Hunter quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Wisdom or Intelligence Next, choose the Hermit or Guild artisan background.

Class Features

As a Monster Hunter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Monster Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Monster Hunter level after 1st

Proficiencies

Armor: All armor, Shields
Weapons: Simple weapons, martial weapons
Tools: Hunters Tools
Saving Throws: Strength, Dexterity
Skills: Choose 3: Nature, Investigation, Perception, Athletics, Acrobatics, Animal Handling, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Monster Hunter

LevelProficiency
Bonus
Features
1st+2Hunters Traps, Hunters Points
2nd+2Nothing Goes to Waste, Thrill of the Hunt
3rd+2Monster Hunter Archetype, Hunters Weapons
4th+2Ability Score Improvement
5th+3Extra Attack, The Circle of Life
6th+3Monster Hunter Archetype Feature
7th+3Hunters Senses, Hunters Weapons Improvement
8th+3Ability Score Improvement
9th+4Expert Trapper, Hunters Counter
10th+4Carving Expert
11th+4Monster Hunter Archetype Feature
12th+4Ability Score Improvement
13th+5Hunters Oasis
14th+5Extra Attack (2)
15th+5Monster Hunter Archetype Feature
16th+5Ability Score Improvement
17th+6Master Trapper
18th+6Monster Hunter Archetype Feature
19th+6Ability Score Improvement
20th+6Apex Predator

Hunters Points

Starting at level 1, you gain a pool of hunters points that can be used on certain features. Only 1 feature requiring the use of hunters points can be used on any given turn unless stated otherwise in the ability. Your maximum pool of hunter points is equal to your proficiency bonus and you gain them back under the following conditions:

  • They are refilled to full after a long rest.
  • Gain 1 after getting a killing blow on a creature larger than you.
  • When abilities state you do.

Hunters Traps

Starting at level 1, That's not just a pile of leaves, its an implement of hunter's cunning. At level 1 pick one of the three following special traps. You become proficient in this trap as a hunter and you gain the ability to set up and hide traps effectively outside of combat and can even set them up as an action in combat for 2 hunter points. If a creature fails a perception check to see a hidden trap they automatically fail their save against its effect. Traps do not affect gargantuan creatures. The save against your trap effects is DC 14. This DC goes up to 16 at level 7, 18 at level 14 and 20 at level 20.

Snare Trap: Halves the creature's speed for 30 minutes. Dexterity save to avoid.

Pitfall trap: constricts the creature, causing it to be incapacitated. Passing a Strength save ends the effect.

Shock: Stuns the creature for 1d4-1 rounds (minimum of 1 round). Passing a Con save at the end of the creature's turn can end the effect early.

Thrill of the Hunt

Starting at level 2, Your blood is pumping and the world seems to slow as you mark your prey. Gain the ability to cast Hunters mark at the first level for one Hunter point.

Nothing Goes to Waste

Starting at level 2 Despite the fact you are a novice you have still been taught the most basic rule of monster hunting: Nothing goes to waste. Gain proficiency in either Nature or Survival checks used to carve parts off of slain creatures.

Expert Survivalist

Starting at level 2 You've spent enough time hunting with a small party in the wilds that you can climb and swim at full speed, are not affected by non-magical difficult terrain, and can always find enough food for up to 4 people. In addition gain advantage on Survival checks to track creatures of medium size or smaller.

Monster Hunter Archetype

At the 3rd level, you chose an archetype. Choose between blademaster, and gunner, both detailed at the end of the class description. Your choice grants you features at the 3rd, 6th, 11th, 15th, and 18th levels.

Hunters Weapons

Starting at level 3 you gain proficiency in Intelligence checks towards modifying normal weapons and turning them into hunters weapons. Hunters weapons are unique variants of normal weapons that you modify using monster parts such as the Hunters Repeater or the Hunters Greatsword. Hunters Weapons Deal an additional 1d4 elemental damage with an element assigned based on the parts used to improve the base weapon. Red dragon scales will apply fire damage, yeti hide will apply frost damage ect.

Hunters Greatsword: this greatsword deals the standard 2d6 slashing damage. You lose the ability to multi attack, but it can deal more damage the more attacks you lose out on. At level 5 the sword's damage becomes 2d8 and at level 14 the damage becomes 2d12. In addition The blade can be used to block incoming melee attacks giving +1 AC.

Hunters Hammer: 1d10 + str mod bludgeoning damage, two handed, heavy. Gain the ability to make a called shot on the monsters head with the hammer getting -5 to hit but +5 damage and the monster must make a Constitution save (DC= 8+ 1/2 damage done) or become stunned for one round.

Hunters Sword and Shield: Gain the ability to expand your shield, rooting you in place but effectively giving you and up to 1 ally directly behind you 1/2 cover from ranged attacks.

Hunters Heavy Repeater: Your heavy crossbow gains a magazine of 5 bolts and the ability to multi attack. The drawback is that its range goes down from 100/400 to 75/300.

Hunters Light Repeater: Your light crossbow gains a magazine of 10 shots and gains the ability to multi attack. The drawback is that the range goes down from 80/320 to 60/240.

Hunters Bow: A modified longbow that allows for the application of 1 of 3 arrow coatings at the expense of the bows damage going down to 1d8.

Arrow coatings
Coatings are crafted using hunters tools as a check. For every 2 over success rolled, create an additional charge. EX: DC 12 makes 5 charges, you roll a total of 20, you get a total of 9 charges.

Poison: (Crafting: 2 Deathcap mushrooms, Monster Fluid. DC 14 to craft 3 charges.) On a hit, the creature makes a DC 15 Constitution save against 1d8 poison damage, passing halves the damage.

Paralyze: (Crafting: 2 Shockweed leaves, 1 water bulb plant. DC 16 to craft 3 charges) On hit, the creature makes a DC 12 Constitution save against the arrow or becomes paralyzed for 1d4 rounds. the effect can be ended early by making a successful con save at the end of its turn.

Elemental coating: (Crafting: [Element appropriate plant]x2, Gloamgrass root. DC 10 to craft 3 charges.) Turns the piercing damage of the bow to elemental damage.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

When you reach 5th level, and again at 14th level, when you take the attack action, you can attack again.

The Circle of Life

Starting at 5th level, You know that however much has been given by the wilds and its beasts, you must give back in turn. At level 5 Gain the ability to use 2 Hit dice to gain back one Hunter point during a short rest. This feature can be used Multiple times During a short rest.

Know Thy Enemy

To hunt a monster you must first understand what it is you are hunting. The more you understand what it is you may be trying to fight, the better chances you'll have of killing it. When tracking a creature you can learn information about it, such as its habitat, species, diet, and possible defenses it may have. The more successful Survival checks you make, the more you learn and the higher your modifier to carve from the tracked monster becomes.

1 Check: Learn its size, weight, direction its moving in. +1 to carving checks.

2 Checks: Learn the monsters species and how old the tracks are. +2 to carving checks.

3 Checks: Learn the monsters gender, age and its General territory size. +3 to carving checks

4 Checks: Learn about its natural defenses (spikes, spits acid, breathes fir ect.): +4 to carving checks

5 Checks: Learn what the creatures weaknesses may be: +5 to carving checks

Hunters Senses

Level 7, Endless days and nights stalking the wilds have left their mark on your body. Gain darkvision out to 60 feet (gain 30 extra feet of dark vision of you had it already.) and gain advantage on Perception checks that involve scent or hearing.

Improved Hunters Weapons

At 14th level you've become so good at maintaining your Hunters weapons they gain a permanent +1 to hit and to damage and count as magic for the purpose of overcoming damage resistance.

Hunters Counter

Starting at level 9, You have learned to make the best out of a bad situation, what can you say? hunts don't always go as planned. Gain access to the Hunters Counter. As a reaction when hit with a melee attack, You can make a melee attack against the creature that hit you. On a hit you deal normal weapon damage + half the damage you took. If using a gunner weapon, instead of dealing half the damage taken, you may move up to 15 ft away from the creature that attacked you without invoking attack of opportunity.

Expert Trapper

Starting at level 9, you become proficient in one additional Hunters trap type, and gain Expertise when hiding Traps.

Deadly Traps

If an enemy critically fails their save against any of your traps, they take 1d10 piercing damage for every round they are under its effects.

Carving Expert

Starting at level 10, you can carve twice as many materials off of kills. When you make a carving check, you can automatically gain at least one material as a result, or two materials on a successful check.

Hunters Oasis

Starting at level 13 You can spend 1 Hunter point and an action to set up a hunters oasis. The hunter's oasis is a device which sprays healing mist in a 15 foot radius. If an allied creature starts its turn inside this radius they are healed for 1d12 HP. This effect lasts for 1 minute, or until the oasis is destroyed. It has 30 HP and 14 AC.

Master Trapper

Starting at level 17, you gain proficiency in whichever trap type you haven't taken proficiency in yet. Additionally gain advantage when hiding them outside of combat.

Apex Predator

At level 20, you've spent so much time in the wilds that you have BECOME the apex predator. You give off an aura of frightful presence in a 15 ft radius around you. Enemies that enter this aura must pass a DC 18 Wisdom saving throw or become frightened. Additionally You deal 2d8 extra weapon damage to creatures of at least one size larger than you.

Blademaster

Blademasters are a group of hunters that specialize in getting in the monsters face and screaming "LOOK AT ME!" They slice, they smack, and they carve. Masters of swords and blunt weapons (despite the name), these hunters throw themselves into vicious melee combat with monsters and don't leave until they're wearing a new coat, be it blood or hide.

Novice Blademaster

When you pick blademaster at level 3 and begin to train in bladed and blunt weapons, all melee weapons you use gain +1 to hit and damage but do not count as magic. In addition you have proficiency in intelligence checks to repair and modify your hunter's weapons.

Hunters Art- Savage Slice

At level 6 you can strike with the power of a monster hunter. Once per turn, you can empower your next melee attack with +1 crit range and double stat mod damage. If the attack does 18 damage or more, gain one Hunter point.

Hunter Art- Siphoning Blade

Your blade siphons the life force of those you strike with it. At level 11 you can spend 2 hunter points to cause your next melee attack to grant you temporary HP equal to half the damage dealt.

Hunter Art- Reapers Blade

At level 15 getting a killing blow with a hunter's weapon awards 2 hunter points instead of 1.

Grand Hunter Art- Destruction

Starting at 18th level, you can imbue your blade with the pure, destructive energy of the wilds. Using a number of hunter points up to 4, For each Hunter point you put into this strike your critical hit range goes up by 1 and your critical fail range goes up by 1. In addition, for each point used you deal an additional +5 damage if the strike lands.

Gunner

Gunners are a group of hunters that use bows and heavily modded crossbows to attack monsters from large distances, because going into melee with something 10 times your size just doesn't make sense. These hunters use heavily modified ranged weapons to attack rapidly from far away while their blade wielding companions keep the monster busy.

Novice Gunner

When you begin training as a gunner at level 3 your ranged weapons have +1 to hit and damage but do not count as magical. You also gain proficiency in intelligence checks to modify and repair your hunter's weapons.

Hunter's Art- Meteor Shot

At level 6 you learn to imbue your next shot, magazine, or arrow with magical energy. Once per turn, you can use one hunter point to cause the next hunter's weapon attack you make to do an extra 1d8 damage on hit. If the hunter's weapon has a magazine then the extra damage is only 1d4.

Hunter Art- Sniper Shot

At level 11 you can spend one action and 2 hunter points to line up a sniper shot. Get +3 to hit and if it hits it counts as a critical strike.

Hunter Art- Magic Magazine

At level 15 Your ranged weapon attacks do not consume ammo if you roll a 20, 19 or 18 to hit.

Grand Hunter Art- Blot Out the Sun

At level 18 you can spend an action and 3 Hunter points to make 5 Ranged attacks without stat mod damage.

Multiclassing

Prerequisites. To qualify for multiclassing into the monster hunter class, you must meet these prerequisites:

Proficiencies. When you multiclass into the monster hunter class, you gain the following proficiencies:


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