Monster Hunter
Hit Points
Hit Dice: d10 per Monster Hunter level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st
Proficiences
Armor: Shields, choose: light or medium armor
Weapons: one weapon from this list: , firearms.
Tools: Smith's tools, tinker tools
Saving Throws: Constitution and Wisdom
Skills: Pick two from Acrobatics, Athletics, Intimidation, Nature, Perception, and Survival.
Overview & Creation
Monster Hunters are skilled fighters trained to use their mind and soul as much as their bodies in combat. They protect themselves with their own life force, extending from them as an aura of power and protection. Their minds are learned in engineering and tactics, and each wields a unique multi-form weapon of hunter design and make.
Monster Hunter typically learn their craft from an academy or from another monster hunter. After they have completed their training, they are often sent out into the wilderness to hunt monsters. The hunting of monsters and the protection they provide to cities has led to countless stories of how monster hunters have bravely protected civilization. These stories and many other things inspire people to become Monster Hunters from all walks of life. These Monster Hunters have also been known to wield transforming weapons that have increasingly become more and more advanced throughout the ages.
Creating a Monster Hunter
How did you become a Monster Hunter? Were you taught the ways or the Monster Hunter, did you inherit a specialized weapon from someone close to you, or did you create your own weapon? Why did you choose to become a Monster Hunter? Do you want revenge, did you follow in someone's footsteps, do you want power, do you want to protect something, or is it something else?
Quick Build
You can make a Monster Hunter quickly by following these suggestions. First,
Strength or
Dexterity should be your highest ability score, followed by
Wisdom. Second, choose either the outlander or soldier background.
Monster Hunter V.1.6.
Class Features
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When you become a Monster Hunter
at 1st level, you learn how to craft a Transforming Weapon(TW). You may craft a new TW for half its normal price if your old one is lost or destroyed(see page for details).
at 17th level, you may learn how to craft a second Transforming Weapon(TW).
Soul Points
At 1st level, you are able to strengthen and amplify your soul, powering your abilities.
You gain 2 Soul Points at 1st level and gain more each level according to the Soul Points column in the class table below.
On a short rest, you recover spent Soul Points equal to 1D4 + your Wis mod. You recover all spent soul points upon completing a long rest.
You start knowing two such features: Protective Soul and Force Field. You gain more features as you gain more levels of Monster Hunter.
Soul Shield.
When entering combat, after the surprise round, you gain temporary hit points equal to your Soul Point total, this ability activates again if the battle lasts more than 6 rounds.
Soul Strike.
At 2nd level, as a bonus action, you may spend 2 Soul Points to infuse your weapon with your soul, doubling its melee damage and extending its reach by 5ft until the end of your turn.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Marksman. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Brawler. You gain advantage on grappling and cannot have disadvantage in Strength checks or saves against creatures smaller than the giant class size.
Combat Stance(Subclass)
At 3rd level, you choose a Combat Stance that represents your mentality in battle. The archetype you choose grants you features at
3rd level and again at
7th, 11th, 15th, and 18th level.
Ability Score Improvement
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 14 level, you can attack 3 times whenever you take the Attack action on your turn.
Landing and Climbing Stratagies
Landing. At 5th level, while in mid-air, you may spend 1 Soul Point to gain the effects of the feather falling spell until you touch the ground.
ie. Your falling rate of descent slows to 60 feet per round, you take no falling damage, and can land on your feet.
Climb. At 5th level, you may spend 2 Soul Points to add half your movement speed to your jump height and your full movement speed to your climbing speed.
Soul Sight.
At 6th level, as a bonus action, You may spend 2 Soul Point to gain Truesight 30ft for 2 turns.
At 12th level, this increases to 60ft and gives Blindsight 30ft.
Soul Shell
At 9th level, by flaring your soul, you can further protect your body from harm. As a bonus action, you may spend 3 Soul Points to give yourself resistance to all damage for 1 minute. You must spend an additional Soul Point every time you are hit or end your turn. You may use an action or a bonus action to end this effect, additionally, this effect ends if you have no Soul Points remaining.
Soul Wave
At 9th level, you may spend 3 Soul Points to increase the range of your melee attacks by 45 feet for 1 turn.
Transforming Weapon Improvement
At 10th level, you may use Smith or tinker tools to spend a week and
some gold to modify your TW.
Once you make a modification, you cannot make another for 3 in-game months. You may choose one of the following effects as your modification:
- Add or remove a weapon property.
- change the damage type to your choice of piercing, bludgeoning, slashing, fire, cold, poison, or lightning damage
- Increase the damage die rank of your TW.
- If you have magical talent, you may enchant your specialized weapon, making it magical and giving a +1 bonus to attack and damage rolls (max 3)
If desired a DM may have the character make an Intelligence check to design the modification and/or a Dexterity check to craft it, with a DC-based on the unorthodoxy and complexity of the modification, or may require specific materials not available for normal purchase.
Power Surge
At 13th level, you can use your Soul to supercharge yourself.
- For 3 Soul Points: as an action, recover from any condition imposed on you, besides unconsciousness.
- For 2 Soul Points: as a bonus action, Add your Wisdom modifier (minimum 1) to your damage rolls until the end of your turn
- For 3 Soul points: as a bonus action, add an extra 1d12 force damage to your weapon until you deal damage or the end of your turn.
Soul Mastery
At 20th level, you gain 20 Soul points instead of 1.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- 1 of your choice
- 20 Basic amunition for your choosen weapon.
- 1 set of light or medium armor
- 1 explorer’s pack
Subclass Options
Combat Mentality(Sub Class)
The Vampire
Scout.
At 3rd level, for 1 Soul Point, as a bonus action, you can gain +10 movement speed when wearing light armor until the start of your next turn.
Rally.
At 7th level, at the end of your turn, you can gain a number of temporary hit points equal to half the damage you dealt this turn, this can stack with temporary hit points gained from Soul Shield.
Duck and Weave.
At 11th level, for 3 Soul Points, as a free action, you can use the Dodge action as a free action for 6 turns.
ReAssemble.
At 15th level, Rally now gives temporary hit points equal to all the damage you dealt this turn.
Focus of a Still Heart.
At 18th level, for 5 Soul Points and your entire turn, double the number of attacks you can make per turn for 1 minute.
The Mountain
Knight.
At 3rd level, for 1 Soul Point, as a bonus action, you can choose to guard at the end of your turn, gaining +3 ac to attacks from your front.
Martial Shield.
At 7th level, you can add your Weapon damage to your AC.(roll each time you are attacked)
Protection.
At 11th level, for 3 Soul Points, as a reaction, you may add your Bonus AC(your AC-10) to any creature(s) within 10 ft of you for 3 turns. You must finish a short or long rest to use this ability again.
An Actual Shield.
At 15th level, Whenever Soul Shield activates you don't gain any temporary hit points. instead, you add 1/4 of your total Soul Points to your AC for 3 turns.
No.
At 18th level, for 5 Soul Points, as a reaction, roll
1d20 , on a 16 or higher you prevent all damage that would be dealt to you and anyone you choose until the start of your next turn.
The Juggernaut
Tank.
At 3rd level, for 1 Soul Point, as a free action, you can gain advantage against being knocked prone and/or being stunned until the start of your next turn.
Death Mastery.
At 7th level, you can add your Proficiency modifier to the damage roll of your Transforming Weapon.
Berserk.
At 11th level, for 3 Soul Points, as an action, you can ignore all damage for
1d6+1 rounds. Keep track of the damage but don't subtract it from your HP. When this Effect ends, you immediately take 125% of any damage dealt to you during this time. You must finish a short or long rest to use this ability again.
Revenge.
At 15th level, you deal twice your normal damage for the next 2 turns after Taking damage.
Residual Cringe Damage.
At 18th level, for 5 Soul Points, as a bonus action, snap your fingers and instantly deal an equal amount of damage to everything you damaged in the past 3 turns.
Level | Proficiency Bonus | Features | Soul Point total |
---|
1st | +2 | Soul Points, Soul Shield, Transforming Weapon | 2 |
2nd | +2 | Soul Strike, Fighting Style | 3 |
3rd | +2 | Combat Mentality(Subclass) | 4 |
4th | +2 | Ability Score Improvement | 5 |
5th | +3 | Extra Attack, Landing and Climbing Strategies | 6 |
6th | +3 | Soul Sight | 7 |
7th | +3 | Combat Mentality feature | 8 |
8th | +3 | Ability Score Improvement | 9 |
9th | +4 | Soul Shell, Soul Wave | 10 |
10th | +4 | Transforming Weapon Improvement | 11 |
11th | +4 | Combat Mentality feature | 12 |
12th | +4 | Ability Score Improvement | 13 |
13th | +5 | Power Surge | 14 |
14th | +5 | Extra Attack (2) | 15 |
15th | +5 | Combat Mentality feature | 16 |
16th | +5 | Ability Score Improvement | 17 |
17th | +6 | Secondary Transforming Weapon, Second fighting style | 18 |
18th | +6 | Combat Mentality feature | 19 |
19th | +6 | Ability Score Improvement | 20 |
20th | +6 | Soul Mastery | 40 |