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Monster Carving and Upgrades

Carving     Carving your kills is one of 2 ways to obtain materials while on a hunt. When you attempt to carve a creature, make a Dexterity or Wisdom (Survival) check against the creatures Carve DC. On a success, roll a d20 and compare the results to the creatures loot table (Monster Hunter Loot Table PDF). On a failed save, treat the roll as if they rolled a 1 on the loot table. Carve DC = 10 + 1/2 of the creatures CR rounded down Variant Carve Rule: Rewarding the natural 20 When you roll a natural 20 on a Carve check, you roll an additional d20 and add that number to the loot table roll. The new number is the material found on that carve check. Any total higher than 20, counts as if a 20 was rolled.   Capturing   Certain creatures can be captured. A creature that can be captured will have a captured section of their loot table. A captured creature may provide loot that you are unable to obtain, an increased or decreased chance to obtain certain loot that you may have gotten from carving. When you capture a creature, you obtain a number of materials as labeled in the creatures loot table. No check is made, but the material is not gathered until you return to town.   Rarity There are 5 rarities of weapons Common, uncommon, rare, very rare, and legendary. Each rarity has a number of slots the pc can place materials into, enhancing their weapons with incredible effects. Additionally as the weapons rarity increases their effects also improve. rarity slots   Common (1 Slot)   Uncommon (2 Slots)   Rare (3 Slots)   Very Rare (4 Slots)   Legendary (5 Slots)   Which means even the most humble item can one day become legendary.  Rules   Below you will find a set of rules that limit the materials that you can place in your armor, to provide a fair and balanced game:   1. A weapon can only have one extra damage or condition inflicting material.   2. A weapon can only have one effect that uses runes. 3. A weapon can only have one bonus to spell DC and spell attack rolls   4. A material can only be replaced with another material.   Once replaced the previous material is destroyed. Upgrading your weapon When you want to upgrade your weapon consult the table below. Once you have the correct number of resources, a smithy will upgrade your weapon for the cost listed. It takes one week to complete the process.   Rarity Resource* Amount Needed Cost**   Uncommon Earth Crystal 5, 500 gp   Rare Machalite Ore 10, 1,000 gp   Very Rare Dragonite Ore 15, 4,000 gp   Legendary Carbalite Ore 20, 16,000 gp   *Some creature materials will state that it is a "rarity" weapon crafting material, these can be used in place of the resources listed in the table above. **A weapon that uses a shield doubles its cost to upgrade.   Trinkets Trinkets are not just for show. They have 1 material slot that you can place a weapon or armor magical effect into and still gain their benefit as if it was in a weapon or armor set. You can have up to two trinkets on you at a time, but you only gain the effect of one of the trinkets at a time. As an action, you can swap which trinket effect you are using. Players can choose a trinket from the Player's Handbook (p.159) or perhaps a trophy from a creature they have hunted. If they do not find something they like on the list, the player can work with the GM to choose an appropriate trinket for their setting.   Creating your own Loot Tables Creating a loot table for a monster can be a difficult task. Trying to determine what type of material effects are balanced for the creature's CR, how to determine the range on die range for that material, and how many materials a creature should have. This section will provide you with guidance for these questions. Breaking down a Loot Table   First thing that should be listed is the creature's name. Challenge Rating. The CR of the creature. Carves/Captures. The number of materials that can be obtained from the creature. Carve Chance. The range of material can be obtained from being carved. Capture Chance. The range of material can be obtained from being captured. Material. The name of the material. Slots. Lists where the materials can be placed in. A is for armor, W is for weapon, O is for other. Armor Material Effects. Lists the name of materials that have armor effects and their effects if placed into armor slots. Weapon Material Effects. Lists the name of materials that have weapon effects and their effects if placed into weapon slots. Other Material Effects. Lists the name of materials that have other effects and their effects or use. Creating a Loot Table When creating a loot table, we will assume you already have a creature stat block in mind and know its Challenge Rating. Once we know that information, we need to follow these steps: Determine the number of carves a creature should have. Most creatures below Challenge Rating 3 can be considered minion creatures. These creatures typically follow some type of pack leader. These creatures almost always have only one carve available. If you believe a creature higher than CR 3 is closer to a minion than a leader, then it is common to give them two carves.   Almost all creatures above Challenge Rating 3, be they pack leaders, or just powerful creatures, have three carves available. This also holds true to creatures below CR 3 that lead others, like the velocidrome (found in the Monster Hunter Monster Manual) or the bulldrome found to the right.   Can I capture the creature? Any creature can be captured, but in general, minion creatures and creatures who are immune to the unconscious condition cannot be captured. As such they should never have a capture chance. In the grand scheme, it is really at your discretion whether or not a creature should have the option to be captured. Sometimes a creature may not be captured due to lore reasons, like elder dragons.   Deciding on the Number of Materials. Choosing the number of materials a creature has is not an exact science. Typically low CR minion monsters have between 3 and 4 materials while other monsters have anywhere between 5 and 10 materials. These materials may have armor, weapons, or other materials effects. minion creatures typically only have one material effect per material, but other creatures may have both armor and weapon effects on the same material. Rarely will you see a material that has all three types of material effects.   Sometimes the number of materials a creature has is based on the information you have (like I did, using the monster carves from the Monster Hunter video games), perhaps you have an image of a creature, using it for inspiration to create the materials it has.   Carve Chance and Capture Chance. When determining the die range for each material for both the carve chance and the capture chance there are a few things to consider. The first material in the loot table, is the material the party gets if they fail the carve check. When a player rolls a natural 20 for the material, the material gained should be the material with the greatest benefit carried by the creature. Not every material has to have combat effects. Non-combat effects (social, cosmetic, gathering resources, etc) are great materials that can provide some fun for your players. Finally, it is okay to use the same material effects on multiple creatures. A player isn't guaranteed a specific material when they kill or capture a creature, so having multiple chances at the effect is a nice bonus for your players.   The following are guidelines for determining the range for your materials in your loot table. These guidelines do not need to be followed 100% and you should adjust them as you see fit, but should provide you a great starting point. Minion Loot Table (Typically between 3-4 materials) Your first material should have a range between 1 and 10. This range is slightly less if you have 4 or more materials. Your final material should have a range equal to the total number of materials on the creature (to a maximum range of 4).   If the creature only has three materials, the second material fills the range between the first material and the last. If the creature has 4 or more materials, the materials (except the first and last materials) typically have a range of 3 to 5 numbers within the loot table.   Creature Loot Tables (Typically between 5-10 materials) Your first material should have a range between 1 and 5. It might be less if you have a high amount of materials Your final material can range from 18 to 20 on its loot chance, but typically it can only be obtained by rolling a 20 with the second to last material having a range of 18-19. Most other materials should have a range between 2 and 4 numbers within the loot table. Just because the carve chance gives you a chance at a material, doesn't mean you can get it from rolling on the capture chance and vice versa.   Putting it All Together Once you have your creature, the number of carves, how many materials, and their capture and carve ranges, all you have left to do is name the materials and determine their effects. The name of the materials is up to you, but naming them after parts of the creature is appropriate. The material effects can be from the list of material effects found later in this section, or you can create your own effects following the guidelines below. Once you have your material effects in place, then your loot table should now be complete.   Creating Materials Creating materials is much like creating a magic item, but separating each individual effect of the magic item into its own material effect. In this section you will find the rules used for creating these materials. Remember that not every material in a creature's loot table has to be the same rarity as its CR suggests. You can lower rarity material effects if they fit your creature. Determine the rarity of the magical effect   When you first set out to create a new material, the first thing you need to do is determine what the rarity of the material is. View the table below to help determine what the highest rarity your material can be. Challenge Rating* Rarity 0-4 Common 5-9 Uncommon 10-14 Rare 15-19 Very Rare 20+ Very Rare / Legendary   *Creatures at the top of their CR range, may have some materials from the next rarity tier in their 15 to 20 roll range. Now that you know the rarity of the material you are creating you can use it and the creatures CR with the tables below to create your own material effects, or you can choose an already named material effect found in the Monster Hunter Material Effects List appropriate for your materials rarity. Material Effects Creation Tables These tables list out the suggested types of damage, DC's, damage reductions, and other effects that can be used when creating a material of your very own. Use these as a guide to best balance your creatures. In general these guidelines should be followed unless you want a drastic power increase.   Damage Material Damage materials are meant as general bonuses for weapons typically, but can sparingly be used for spell damage increase.   Damage Reduction, Resistances, Immunities CR Range Effect CR 0-1 Reduce damage by 2 CR 2-3 Reduce damage by 3 CR 4-6 1 turn resistance. 1 per long rest CR 7-8 1 turn resistance. 2 per long rest CR 9-13 Resistance to damage CR 14-19 Resistance to damage or (rarely) damage   immunities   CR 20   Damage immunities plus (a condition immunity, a damage resistance, or other lower CR defensive material effect )   Saving Throw Materials The savings throw table below is used for material effects that don't use spellcasters save DC. This might be for a weapon that requires a saving throw or it deals more damage, or causes a condition for a minute. Other times it is used with weapons that use runes (like in the Monster Hunter Monster Loot Tables) or charges (like the staff of frost in the DMG). These DCs are recommended, and typically you should never go beyond a DC 18.   Spell attack and Spell Save DC* When making a weapon material that provides a bonus to spell attack or spell save DC use the table below to determine the bonus. The material doesn't have to have both +bonus to attack and DC. It can be either one. You can increase the bonus by 1 if the material gives a bonus to only specific types of spells, like fire spells, or enchantment spells. CR Range Effect CR 0-10 + 1 CR 11-20 +2 CR 20+ +3   Spell Levels When adding a spell to a material, where it is cast on a critical hit, as part of a material that has runes, or a number of uses for a single spell use the rarities below to determine what level spells can be used. Material Rarity Maximum Spell Level Common 1st Uncommon 3rd Rare 6th Very Rare 8th Legendary 9th Upgrade Materials If you are planning on making a material on your creature an upgrade material. Use the below table to determine what type of upgrade rarity it should be. CR Range Effect CR 0-4 Uncommon upgrade materials CR 5-10 Rare upgrade materials CR 11-19 Very rare upgrade materials CR 20 Legendary upgrade materials Runes When creating a material that has runes you first need to determine whether the material effect will have multiple abilities or spells you can expend the runes on, or if the material only has one ability or spell you can expend the runes on. Next you need to determine how many runes the material has. Materials effects that have a single ability or spell typically have 2, 3, 5, or 7 charges and you only have to expend 1 charge to use the ability or spell. When determining how many runes to give the material effect you need to take into consideration many uses keeps it the effect balanced. Common materials 2 runes or once per day, Uncommon typically have 3 runes, and rare and higher materials can vary between 3, 5, and 7 charges. Materials that have multiple options to expend its runes on (Most often, multiple spell options), are a bit more complicated. The number of runes this type of material has can vary and you can adjust the number as you see fit, though most often it has 5 (rare or lower rarity) or 10 charges (rare or higher rarity). The goal behind this material type, is to allow 3-5+ uses before it needs to recharge. This is accomplished by having different rune costs for each effect. Spells are the best example for this; Spells have a rune cost equal to their spell level, so a 6th level spell costs 6 runes, a 1st level spell only requires you to expend 1 rune, and a 3rd level spell requires you to expend 3 runes. From the information above, if you had a 10 rune material, you could expend 6 runes to cast the 6th level spell, then 1 rune for that 1st level spell, before expending your last three runes to cast the 3rd level spell. In another case, the character might cast three 3rd level spells and one level spell; or perhaps they cast ten 1st level spells.   CR Range Damage CR 0-2 1 damage CR 3-4 2 damage CR 4-8 1d4 damage CR 8-13 1d6 damage   CR Range Damage CR 14-19 1d8 damage CR 19-24 1d10 damage CR 25+ 2d6 damage   CR Range Save DC CR 0-1 DC 10 CR 2-3 DC 11 CR 4-6 DC 12 CR 7-8 DC 13   CR Range Save DC CR 9-11 DC 14 CR 12-13 DC 15 CR 14-19 DC 16 CR 20+ DC 17   86   Runes with multiple options need a detriment, or most of them could almost be considered legendary quality magic items. Much like the staff of frost and staff of fire found in the DMG, expending all your runes can be detrimental, though not as bad as those two staves. When you expend all your runes on one of these materials, you roll a d20. On a 1, you can't regain any expend runes for this material. It's a painful effect, but it is still better than the two staves that are destroyed when you roll a 1 in a normal campaign. Finally, when you are making these materials, make sure you are still only granting the spells that are weaker or equal to their rarity. An uncommon material shouldn't have a 7th level spell as an option to expend your charges on. Recharging expended runes When expended runes recharge can vary. Most commonly, runes recharge daily at dawn, but other options exist. They could also be regained at: dusk; a couple days; weekly; after a long rest; or a short or long rest. The number of charges they regain can also vary. Typically material roll to recharge their full amount. Typically this is either a 1d3, 1d4+1, or 1d6+1. If you don't use the standard charges, you will need to determine what the player rolls to recharge their material. In other cases, with powerful materials effects, they may not roll for their full amount instead rolling for closer to 80% of their charges. In the case of 10 charges, the player would roll 1d8, with 5 charges it would be a 1d4. It is up to you to decide on which type of recharge the material deserves. Monster Hunter Monster Loot Table Material List Below you will find a list of named material effects found in the Monster Hunter Monster Loot Tables organized by rarity. These material effects can be used in your own monster loot tables if you believe they fit, or may work as a guide for creating your own effects. Weapon Materials The list below is every weapon material effect found in the Monster Hunter Monster Loot Tables. Common Weapon Material Effects Name Material Effect Artillery. While attuned to this weapon, your wyvernfire can now be used twice per long rest. Artillery Novice. While attuned to this weapon, you can add your Strength modifier to the damage of your shell attacks. Current Resist. While holding this weapon you are unaffected by the waters current, natural or magical, unless you otherwise choose to be.   Entomologist. When you capture an insect with a bug net,   you instead catch two.   FastCharge.   When you roll for initiative, your greatsword, longsword, or charge blade gains 1 charge, spirit, or phial charge.   Hitter. When a creature must succeed on a saving throw or become stunned by the effect of a weapon attack, increase the save DC by 2.   Weapon Hunter. While attuned to this armor you gain one extra ration from whatever you hunt. Weapon Spread up. Your spread ammo deals an extra 2 damage. Weapon Taunt. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to redirect the attack to you.   Weapon Uncommon Weapon Material Effects Name Material Effect Abnormal Status Atk up (S). Whenever you inflict a condition on a creature or object that has a duration of 1 minute or longer, the maximum duration of the condition is increased by 6 seconds. Artillery+. While attuned to this weapon, your wyvernfire can now be used twice per long rest and you can add your Strength modifier to the damage of your shell attacks. Ammo Saver. When you roll a 17-20 on a range attack roll die, it does not consume the ammo or arrow. Blunt. While you are attuned to this weapon, your save DC for your mighty weapon property is increased by 3. Capture Expert. Tranq bombs & ammo roll an extra 3d8 when they hit a creature. Carver. You have advantage on your first carve attempt on a creature while you are attuned to this weapon. Charger. When you use your action to Dash, you can use a bonus action to shove a creature. Critical Draw. During the first round of combat your melee weapon attacks score a critical hit on a roll of 17 or higher. Horn Maestro. (Hunting Horn only) While attuned to this weapon, your melody lasts an extra 30 seconds longer than normal. Load Up. Your normal ammo capacity increases by 10 while you are attuned to this weapon.   Mini- Bombardier.   (Sorcerer & Wizard only) This weapon has 5 runes. While holding it, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: burning hands (1 rune) scorching ray (2 runes), aganazzar's scorcher (2 runes), or flaming sphere (2 runes). This weapon regains 1d4 + 1 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.   Palico Rally.   NPC allies within 10 feet of you gain +1 AC and +1 to attack rolls while you are attuned to this weapon.   Name Material Effect Partbreaker. You deal an extra 1d4 damage when you critically hit with this weapon. Precision. While attuned to this weapon, you gain +1 bonus to ranged attack rolls with this weapon if the target did not move on their last turn. Punish Draw. A creature hit for the first time by the Hammers Mighty Weapon, has disadvantage on the saving throw. Quick Sheath. While attuned to this weapon, you can always sheath it as a free action even if you have already drawn a weapon as part of your move action.   Sharpening.   During a short or long rest you can spend your time sharpening a bladed weapon. When you hit a creature for the first time after sharpening it, the weapon deals its maximum piercing or slashing damage to the target. Shotplus. Your normal ammo deals an extra 2 damage. Special Ammo boost. While attuned to this weapon, your coat arrow now coats up to 20 arrows and your dragonpiercer an extra 1d6 piercing damage. Spirit's Whim. The first time you mine or gather on an expedition, you gain double the amount of ore or herbs you would normally receive. Stamina Drain. When you hit a creature with this weapon, its speed is reduced by 5 feet until the start of your next turn.   Rare Weapon Material Effects Name Material Effect Abnormal Status Atk up (M). Whenever you inflict a condition on a creature or object that has a duration of 1 minute or longer, the maximum duration of the condition is increased by 12 seconds. Ammo Saver+. When you make a ranged weapon attack and roll a 15 or higher on the attack die, the ammunition returns to you unbroken after hitting the target(s). Awaken. When this material is placed in a weapon that does not deal cold, fire, lightning, necrotic, or thunder damage, it rolls one extra damage die when it hits. For example a shortsword now rolls 2d6 and a greatsword deals 3d6. Critical Draw+. During the first round of combat your melee weapon attacks score a critical hit on a roll of 15 or higher. Critical Element. When you critically hit with a weapon or spell that deals cold, fire, lightning, necrotic, or thunder damage, you deal an extra 1d6 damage of that type. Critical Element (cold). When you critically hit with a weapon or spell that deals cold damage, you deal an extra 1d6 cold damage.   Name Material Effect Critical Element (lightning).   When you critically hit with a weapon or spell that deals lightning damage, you deal an extra 1d6 lightning damage. Critical Eye. Your weapon attacks critical hit range is   increased by 1.   Critical Status (poison).   When you make a weapon attack with this weapon, and roll a 20 for the attack roll, the target is poisoned until the end of its next turn. Critical Status (prone). When you critically hit with this weapon, the target must succeed on a DC 15 Strength saving throw or be knocked prone. A Huge or larger creature makes their save with advantage. Deadeye+. (Range Weapon only) Your weapon's normal attack range is doubled. KO. When a creature must succeed on a saving throw or become stunned by the effect of one of your weapon attacks, they make the save with disadvantage.   Load Up+.   While attuned to this weapon, you increase the maximum capacity for all of your ammo by 2.   Offensive Guard. Whenever you use a reaction that increases your AC, the next attack you make with that weapon deals extra damage equal to the bonus AC the reaction provided.   Partbreaker+1. You deal an extra 1d6 damage when you critically hit with this weapon.   Pellet Shot.   When you roll a 15 or higher on your attack roll with this weapon while using normal ammo, you can make an attack against an additional creature within 5 feet of your original target.   Quick Load. You can reload as a free action while you   are attuned to this weapon.   Special Ammo Boost+1.   Your coating now coats up to 25 arrows and your dragonpiercer deals an extra 2d6 piercing damage. Siege. This weapon deals double damage to objects and structures.   Spread/Power Up. While you are attuned to this weapon, your spread ammo deals an extra 1d4 piercing damage and your power coating gains +1 to attack rolls.   Status Pursuit.   You have advantage on opportunity attacks and creatures within your reach provoke opportunity attacks even if they took the Disengage action, if the creature is afflicted with a Condition.   Weakness Exploit. Your weapon deals max damage to a creature that is vulnerable to this weapons damage type.   88   Very Rare Weapon Material Effects Name Material Effect Abnormal Status Atk up (M).   Whenever you inflict a condition on a creature or object that has a duration of 1 minute or longer, the maximum duration of the condition is increased by 12   seconds.   Awaken+.   When this material is placed in a weapon that does not deal cold, fire, lightning, necrotic, or thunder damage, it rolls two extra damage die when it hits. For example a shortsword now rolls 3d6 and a greatsword deals 4d6. Blast Coat. See Brach Marrow material on the brachydios loot table   Bombardier.   The weapon has 10 runes, you can use an action to expend 1 or more of its runes to cast one of the following spells from it, using your spell save DC: scorching ray (2 runes), melf's minute meteors (3 runes), or wall of fire (4 runes). The weapon regains 1d6 + 4 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.   Bonus Shot.   (Bow & Light Bowgun only) When you take the attack action, you can make one additional attack with this weapon as a   bonus action.   Coalescence.   Whenever you succeed on a saving throw to end a condition, you gain a +1 bonus to your attack rolls and spell save DC, and your weapon or spell attacks deal an extra 1d4 cold, fire, or lightning damage (your choice) until the end of your next turn.   Crisis. While you are attuned to this weapon and suffering from an abnormal status effect, such as poisoned, burning, slowed, blinded, etc, all attacks and spells deal an extra 1d10 spell or weapon damage.   Critical Boost.   You roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.   Critical Draw++.   During the first round of combat your melee weapon attacks score a critical hit on a roll of 13 or higher. Critical Eye+. Your weapon attacks critical hit range is   increased by 2.   Critical Status (dragonblight).   When you make a weapon attack with this weapon, and roll a 20 for the attack roll, the target is afflicted with dragonblight until the end of its next turn.   Dragon Soul.   Your kinsect takes on the characteristics of a dragon and your kinsect attacks deal an extra 1d12 bludgeoning damage.   Elderseal.   A creature hit by this weapon cannot use an action that has a recharge until the start of your next turn. The creature can still roll to recharge its ability at the end of its turn.   Name Material Effect Enlightened Blade. You have advantage on Intelligence (Arcana) checks and you increase any elemental damage die your weapon deals by one size. IE: a d6 becomes a d8.   FastCharge+.   When you roll for initiative, your greatsword, longsword, or charge blade gains 2 charge, spirit, or phial charge. Heavy Polish. This weapon ignores a creature's resistance to slashing damage.   H.Load Up+.   (Bowgun only) While attuned to this weapon, you increase the maximum capacity for all of your ammo by 5.   Honed Blade.   This weapons damage die is increased by 1 size up to a maximum of a d10. A d6 becomes a d8, and a d8 becomes a d10.   Latent Power +1. When you are reduced to a quarter of your maximum hit points for the first time in combat or at the start of your turn on the 10th round of combat, whichever comes first, you gain the effects of the haste spell for 1 minute. Once used, you must finish a short or long rest before you can use this property again.   Maximum Might. While your hit points are full and you are not suffering from any levels of exhaustion, you deal maximum weapon damage with your attacks.   Paralysis Coating Up.   When a creature must succeed on a saving throw after being hit by an arrow coated with the paralysis coating, or when it repeats its saving throw in an attempt to end the effect, it does so at disadvantage. Partbreaker+2. You deal an extra 1d8 damage when you critically hit with this weapon. Peak Performance.   When your hit points are full and you roll a 1 or 2 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.   Punish Draw+.   All creatures hit by your hammer's mighty weapon make their saving throw at disadvantage.   Rapid Fire.   (Light Bowgun only) Whenever you use the attack action on your turn using this weapon, you can make one additional attack with it as a bonus action.   Rapid Reload.   You can reload as a free action while you wear this armor. Additionally, when you make a ranged weapon attack roll and roll a 20 for the attack roll, you can make one additional attack as a free action.   89   Name Material Effect   Reckless Abandon. When you make your first attack on your turn with this weapon, you can choose to without care or regard for consequences. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but has disadvantage on all saving throws and all attack rolls against you have advantage until the start of your next turn.   Resentment.   Until the end of your turn, you gain a +1 bonus to attack and damage rolls against any creature that has damaged you since the end of your last turn.   Soul of the Dragoon. (Insect Glaive) When you make a single weapon attack against a target as part of your standing leap, you make the attack with advantage. Special Ammo Boost +2. Your coating now coats up to 30 arrows and your dragonpiercer deals an extra 3d6 piercing damage. Speed Sharpening.   (Bladed Weapon) You can spend 1 minute sharpening a bladed weapon. When you hit a creature for the first time after sharpening it, the weapon deals its maximum piercing or slashing damage to the target. Spirit. When fighting a Huge or larger creature, this weapon deals 1d6 extra weapon damage and its crit range is increased by 1.   Stamina Thief. Once per turn when you hit a creature with this weapon, it must make a DC 10 Constitution saving throw or gain one level of exhaustion. A creature cannot gain more than 2 levels of exhaustion from this weapon's property. Strong Attack. When you hit a creature with this weapon you can use your bonus action to push the creature back 10 feet.   Trump Card. You have advantage on attack rolls vs creatures that are grappled. Weakness Exploit+ (fire). Your weapon deals max damage to a creature that is vulnerable to fire or this weapons damage type.   Legendary Weapon Material Effects Name Material Effect Blazing Majesty. See the Fatalis Horn material from the fatalis loot table   Bombardier+.   The weapon has 12 runes, you can use an action to expend 1 or more of its runes to cast one of the following Spells from it, using your spell save DC: aganazzar’s scorcher (2 runes), heat metal (2 runes), scorching ray (2 runes), melf's minute meteors (3 runes), wall of fire (4 runes), delayed blast fireball (7 runes). The weapon regains 1d8 + 4 expended runes daily at dawn. If you expend the last rune it cannot regain any runes for one week.   Name Material Effect Brutality.   Your weapon attacks critical hit range is increased by 2 and you deal an extra 1d10 damage when you critically hit with this weapon.   Coalescence+.   Whenever you succeed on a saving throw to end a condition, you gain a +2 bonus to your attack rolls and spell save DC, and your weapon or spell attacks deal an cold, fire, or lightning damage (your choice) until the end of your next turn. Crisis+. While suffering from an abnormal status effect, such as poisoned, burning, slowed, blinded, etc, all attacks and spells deal an extra 1d12 spell or weapon damage. Critical Boost+. You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a weapon attack.   Critical Eye+2. Your weapon attacks critical hit range is   increased by 3.   Dragonvein Awakening.   See the Pulsing Dragonshell material from the safi'jiiva loot table. Furor. When you are below one-tenth of your maximum hit points, your melee weapon attacks with this weapon deal maximum damage.   Heavy Polish+. This weapon ignores a creature's immunity and resistance to slashing damage.   Honed Blade+.   This weapons damage die is increased by 1 size up to a maximum of a d12. A d6 becomes a d8, a d8 becomes a d10, a d10 becomes a d12.   Latent Power +2. When you are reduced to a half of your maximum hit points for the first time in combat or at the start of your turn on the 10th round of combat, whichever comes first, you gain the effects of the haste spell for 1 minute. Once used, you must finish a short or long rest before you can use this property again.   Mind's Eye. Your attacks with this weapon bypass the damage resistances of any creature. Partbreaker+3. You deal an extra 1d10 damage when you   critically hit with this weapon. Power Prolonger.   See Golden Glimstone material from the kulve taroth loot table   Steady Hand.   Your weapon attacks critical hit range is increased by 1 and it bypasses a creatures resistance to slashing damage. True Dragonvein Awakening.   See the Zionium Crystal material from the safi'jiiva loot table   Xeno'jiiva Divinity. See Xeno'jiiva Gem material from the xeno'jiiva loot table   90   Armor Materials The list below is every armor material effect found in the Monster Hunter Monster Loot Tables. Common Armor Material Effects Name Material Effect Botanist. When you successfully gather a plant resource, you instead gather 2.   Capture Novice. While attuned to this weapon tranq bombs and tranq ammo roll an extra 2d8 when they hit a creature. Detect. You gain a +1 bonus to your passive Perception while you wear this armor.   Divine Blessing.   When you take damage you are not immune or resistant to, roll a d4 and reduce the damage you take by the number rolled. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a   long rest.   Earplugs.   While you are attuned to this armor, you can use a bonus action to conjure two earplugs in the shape of your choice. While using these earplugs, you are considered deafened. You can dispel the ear plugs as a bonus action ending the deafened effect. Entomologist. When you capture an insect with a bug net, you instead catch two. Geologist. When you successfully gather a mining resource, you instead gather 2.   Gourmand.   While attuned to this armor, you double the amount of days you can go without food or water before suffering a level of exhaustion. Guard. You cannot be pushed or knocked backwards while you wear this armor.   Honey Hunter. Once per day, when you use an herbalist kit to gather plants, you gather 1 honey with it. ill Omen.   Your Charisma score increases by 1 while you wear this armor, but you have disadvantage on persuasion and deception checks due to an overwhelming feeling of disaster to those around you.   Item Prolonger.   Whenever you use a consumable item that has a duration, its duration is increased by an additional 6 seconds.   Jump Master.   While wearing this armor, you can use an action to double your jump distance. You can use this property twice, regaining all expended uses on a short or long rest.   Luck. Roll a d20 at the end of a successful hunt. On a 18-20, you get one additional material   from the creature.   Marathon Runner.   While wearing this armor, your walking speed increases by 5 feet.   Name Material Effect Mushroomancer See the Mosswine Hide material from the mosswine loot table   Recovery Speed.   Whenever you roll a Hit Die to regain hit points, double the number of hit points   it restores.   Team player. You may use the help action as a bonus action twice per long rest.   Well Rested.   When you finish a long rest, you gain 5 temporary hit points for 24 hours while attuned to this armor. Uncommon Armor Material Effects Name Material Effect Aquatic/Polar Mobility. You ignore difficult terrain created by ice or snow and you have a swimming speed equal to your walking speed while you wear   this armor.   Capacity Boost.   See Dodogama Talon material in the dodogama loot table Detect+. You gain a +2 bonus to your passive Perception while you wear this armor.   Divine Blessing+.   When you take damage you are not immune or resistant to, roll a d6 and reduce the damage you take by the number rolled. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long   rest.   Effluvia Resis.   You are immune to damage from Effluvia and you reduce acid damage you take by 2 while you wear this armor.   Evade Extender (S).   You have a +1 bonus to Dexterity saving throws while you wear this armor. Free Meal. While attuned to this armor, you no longer need to eat or drink.   Guts. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this property, you can’t use it again for 2 days.   Heat Guard.   While wearing this armor you are immune to damage from lava and you are unaffected   by extreme heat.   Hero Shield.   You have immunity to bludgeoning, piercing, and slashing damage from CR 2 or lower creatures while you wear this armor. Jump Master+.   While wearing this armor, you can cast the jump spell twice per short or long rest, but can target only yourself when you do so.   Marathon Sprinter.   While wearing this armor, you can take the dash action as a bonus action. You can use this property a number of times equal to your Dexterity modifier, regaining all expended uses when you finish a long rest.   91   Name Material Effect Master Mounter.   You have advantage on Strength (Athletic) checks when attempting to Climb Onto a Bigger Creature (DMG p.271) while you are attuned to this weapon.   Meat Lover.   Consuming meat, cooked or otherwise, counts as 1 days ration. After consuming it you temporarily ignore one level of exhaustion for an hour.   Negate Bleeding. You are immune to wounding effects, such as the Odogaron's bloody wound or the bearded devil's infernal wound while you wear this   armor.   Perceptive. You are proficient with perception checks while wearing this armor.   Shield. While you are attuned to this armor and you use a reaction that would increase your AC, you gain an additional +1 bonus to your AC until the start of your next turn.   Speed Eating. While you are attuned to this armor, you can use any consumable, such as a potion or food, as a bonus action; so long as you are the one consuming it.   Spider Climb. While you wear this armor, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the armor doesn't allow you to move this way on a slippery surface, such as one covered by ice or oil.   Stamina Surge.   While wearing this armor, you can use an action to cast the haste spell from it once per day, but can target only yourself when you do so and you gain 3 levels of exhaustion when   the spell ends.   Transporter.   While you are attuned to this armor, you count as one size larger when determining your carrying capacity and the weight you can   push, drag, or lift.   Trap Master. While you wear this armor, you can set pitfall traps or shock traps as a bonus action and you can use an action to cast the snare spell from it. Once used, the snare effect can't be used again until the next dawn.   Uragaan Protection.   When you must make a saving throw while taking the dodge action, you can use your Armor Class in place of making the roll. You can use this property three times, regaining all uses when you finish a long rest.   Well Rested+.   When you finish a long rest, you gain 10 temporary hit points for 24 hours while attuned to this armor.   Windproof.   Spells you cast such as fog cloud, can no longer be dispersed by wind, magical or otherwise while you wear this armor.   Rare Armor Material Effects Name Material Effect   Adrenaline.   The first time you drop below half of your hit points maximum in combat. You gain a rush of Adrenaline. On your next turn your movement speed doubles and you can take   one extra action.   Airborne.   While wearing this armor, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. Alert. You can’t be surprised while you are   conscious.   Botanist+. When you successfully gather a plant resource, you gather an extra 1d4 more. Capturer. When you capture a creature, you gain one extra material from it.   Chain Crit.   Every consecutive hit on a creature increases your crit range by 1 until you score a critical hit, miss an attack, or hit a different creature.   Control Lightning.   Whenever you cast a cone or line spell that deals lightning damage, you can choose any location within 30 feet of you as the starting   location.   Constitution.   The duration from slowing effects, such as the slow spell or a copper dragon's breath attack, are reduced by half while you wear   this armor.   Divine Blessing+2.   When you take damage you are not immune or resistant to, roll a d8 and reduce the damage you take by the number rolled. You can use this property a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long   rest.   Dragonheart.   When you fall below half of your maximum hit points you gain the dragonblight condition for 1 minute. While affected by dragonblight, you have resistance to cold, fire, lightning, and necrotic damage.   Evade Extender (M). You gain a +2 bonus to Dexterity saving throws while you wear this armor.   Evade Window.   This armor has 3 runes, and it regains 1d3 expended runes daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its runes to succeed on that saving throw   instead.   Flinch Free.   While wearing this armor you cannot be knocked prone, or unwillingly moved from your current location by any means.   Fortitude.   You have advantage on survival skill checks to track, forage, or travel while you are attuned to this armor. Handicraft. For 24 hours, you gain proficiency with one artisan tool of your choice each dawn.   92   Name Material Effect Health Boost.   While wearing this armor, your hit point maximum increases by 1 for each character level you have.   Imperial Wrath.   You have advantage on intimidation checks when interacting with nobles while you wear this armor.   Item Prolonger+.   Whenever you use a consumable item that has a duration, its duration is increased by an additional 12 seconds.   Marathon Runner+.   While wearing this armor, your walking speed increases by 10 feet and you ignore difficult terrain if it was not created by a magical effect. Mushroomancer+. See banbaro loot table Negate Sleep. You cannot unwillingly be put to sleep by any means while wearing this armor.   Olympic Swimmer.   You have a swimming speed of 40 feet while wearing this armor and your swim speed increases by an additional 10 feet for every lagiacrus material you have in your weapon, armor, or trinket.   Pack Rat.   While you are attuned to this armor, your party can gather double the normal number of resources available   on a hunt.   Recovery Up.   Whenever you regain hit points from any potion or plant, the first die is maximized.   Resuscitate.   You have advantage on Dexterity saving throws if you are suffering from   a condition.   Rock Steady.   While wearing this armor, you can't be unwillingly knocked prone and you ignore effects like the kushala daora and amatsu's wind barrier.   Sand Surfing.   While wearing this armor you're able to swim through desert terrain as if it was   water.   Secret Arts.   Whenever you make a skill check with a skill you are proficient in, you gain a +3 bonus to the roll.   Stam Recov.   When you take a long rest, you reduce your exhaustion by 2 levels instead of   1.   Stamina Surge+1.   While wearing this armor, you can use an action to cast the haste spell from it once per day, but can target only yourself when you do so and you gain 2 levels of exhaustion when the spell   ends.   Name Material Effect   Survivor. When an ally, that you can see, is reduced to 0 hit points you can use your reaction to gain +1 AC, +1 damage, and +1 to attack rolls for 1 minute. Once this ability has been used, it cannot be used again until the next dawn. Tool Specialist.   While wearing this armor your proficiency bonus is double for any ability check made with a tool you are proficient with.   Tremor- Proof.   You cannot be knocked prone while you wear   this armor.   Wide- Range.   When you use herbs, Antidotes, Cool Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all other creatures within a 10-foot radius of   you gain its effect.   Wind Resistance.   You have resistance to thunder damage and you suffer no ill effects from strong winds (DMG p.110) while you wear this armor. Very Rare Armor Material Effects Name Material Effect Biology.   You become proficient with dung bombs while you are wearing this armor, and you are immune to blight effects such as waterblight, iceblight, or the blight spell.   Blightproof.   While wearing this armor you are immune to blight spells, spell like abilities, and conditions.   Bounty Hunter.   Whenever you carve a creature of CR 5 or higher, you can carve it two extra times. This property does not stack with any other carve effect equipped by your or others.   Bubbly.   While attuned to this armor, you have advantage on Dexterity saving throws. Also the durations from slowing effects, such as the slow spell or a copper dragon's breath attack, are reduced by half.   Carving Celebrity. While you are attuned to this armor, you can carve a creature of CR 13 or lower 1 extra   time.   Divine Blessing+3.   When you take damage you are not immune or resistant to, roll a d10 and reduce the damage you take by the number rolled. You can use this property a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Effluvia Resis+. While wearing this armor you are immune to damage from Effluvia and you have resistance   to acid damage.   Evade Extender (L). You have a +3 bonus to Dexterity saving throws while you wear this armor. Evasion. You have advantage on Dexterity saving throws while you wear this armor.   93   Name Material Effect Frenzy Res. Whenever you make a saving throw against the frenzy virus, you do so with advantage.   Good Luck.   While you are attuned to this armor, you have one luck point that you regain daily at dawn. You may use this point as if you had   the Lucky feat.   Guts+. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this property, you can’t use it again until you finish a long   rest.   Handicraft+2. For 24 hours, you gain proficiency with two artisan tools of your choice each dawn.   Health Boost+.   While wearing this armor, your hit point maximum increases by 2 for each character   level you have.   Heroics.   While below 25% of your maximum hit points your weapon attacks deal 1d4 extra damage and you have resistance to all damage except psychic damage.   HG Earplugs.   While you are attuned to this armor, you can use a bonus action to conjure two earplugs in the shape of your choice. While using these earplugs, you can only hear creatures you choose to be able to hear.   Iron Skin.   While this material is in your armor, your AC cannot be reduced in any way. You do not retain AC granted to you by a shield if you drop it; or a potion, or magical effect after it has expired. Iron Wall. You have a +2 bonus to your armor class while you wear this armor.   Stamina Surge+2.   While wearing this armor, you can use an action to cast the haste spell from it once per day, but can target only yourself when you do so and you gain 1 level of exhaustion when the spell ends.   Super Recovery.   Whenever you would gain temporary hit points, you can instead increase your hit point maximum and current hit points by that amount for 24 hours. You can only increase your maximum hit points by 20 with this effect, any additional temporary hit points gained beyond that are lost. Once used, this property can't be used again for   24 hours.   Survivor+.   When an ally, that you can see, is reduced to 0 hit points you can use your reaction to gain +2 AC, +2 damage, and +2 to attack rolls for 1 minute. Once used, this property can't be used again until the next dawn.   Name Material Effect Tranquilizing Guru. While you wear this armor, you are able to detect when a monster is weakened enough   to be captured.   Wide- Range+.   When you use Herbs, Antidotes, Cool Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all other creatures within a 20- foot radius of you gain its effect.   Wind Barrier. While you are attuned to this armor, you can use an action to summon a wind barrier around you for 1 minute. While the barrier is active, you have half cover against range attacks, resistance to nonmagical ammunition, and disperse any fog like effect in a 5-foot radius around you. Once used, you can't use this property again until you   finish a long rest. Legendary Armor Material Effects Name Material Effect   Adrenaline.   The first time you drop below half of your hit points maximum in combat. You gain a rush of Adrenaline. On your next turn your movement speed doubles and you can take   one extra action.   Amplify. The elemental damage done by your weapon is increased by one die size and the duration of consumables is increased by 50%.   Carving Celebrity+.   While you are attuned to this armor, you can carve a creature of CR 15 or lower 1 extra   time.   Covert. While wearing this armor you have advantage on Dexterity (Stealth) checks to move silently and you have advantage on any ability check made with an Alchemist kit. Also your bow, light bowgun, and heavy bowgun ammunition capacity doubles for all ammunition. Dark Finale. See the Fatalis Eye material from the fatalis   loot table   Defense Boost (Lightning).   While wearing this armor, you gain a +1 bonus to AC, you are immune to lightning   damage.   Divine Blessing+4.   When you take damage you are not immune or resistant to, roll a d12 and reduce the damage you take by the number rolled. You can use this property a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Evade Window+.   This armor has 5 runes, and it regains 1d5 expended runes daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its runes to succeed on that saving throw instead.   94   Name Material Effect Evasion+.   You gain a +1 bonus to all saving throws and you have advantage on Dexterity saving throws while you wear this armor.   Handicraft+3.   For 24 hours, you gain proficiency with three artisan tools of your choice each   dawn.   Iron Wall+. You have a +3 bonus to your armor class while you wear this armor.   Nimbleness.   You have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while you wear this armor. Also when you are subjected to an effect that allows you to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.   Poison Absorption.   Whenever you are subjected to poison damage, you take no damage and instead regain a number of hit points equal to the half of the poison damage dealt.   Recovery Speed+.   Whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. Additionally, you regain all expended hit die when you finish a long   rest.   Recovery Up+. You regain the maximum number of hit points possible from potions or plants that   you consume.   Silverwind X.   While wearing this armor, you have advantage on Dexterity saving throws and Dexterity (Stealth) checks made to hide.   Name Material Effect Stamina Surge+3.   While wearing this armor, you can use an action to cast the haste spell from it once per day, but can target only yourself when you do   so.   Stellar Hunter. You have advantage on Dexterity (Stealth), Intelligence (Investigation), Strength (Athletics), Wisdom (Insight), and Wisdom   (Survival) checks.   Super Recovery+.   While wearing this armor, you regain 1d6 hit points every 10 minutes provided that you have at least 1 hit point. Also, whenever you would gain temporary hit points, you can instead increase your hit point maximum and current hit points by that amount for 24 hours. You can only increase your maximum hit points by 20 with this effect, any additional temporary hit points gained beyond that are lost. Once used, this property can't be used   again for 24 hours.   Talisman boost. While wearing this armor, you double the effect of the material in your trinket.   Wind Barrier+. While you are attuned to this armor, you can use an action to summon a wind barrier around you for 1 minute. While the barrier is active, you have three-quarters cover against range attacks, resistance to nonmagical ammunition, and disperse any fog like effect in a 10-foot radius around you. Once used, you can't use this property again until you   finish a long rest.   Wellness.   While wearing this armor, you cannot be unwillingly put to sleep, poisoned, paralyzed,   or stunned.

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