Monster hunter 5e

In Monster Hunter, the player takes the role of a Hunter. Slaying or trapping large monsters across various landscapes as part of quests given to them by the locals.

As part of its core gameplay, players use loot gained from slaying monsters, gathering resources, and quest rewards to craft improved weapons, armor, and other items that allows them to face more powerful monsters. Throughout this book you will find the lore, gods, rules, equipment, and information about the Old World to help you create your own campaign or adventure in the Monster Hunter Universe.

Monster Hunter is a high magic setting game, but magical armor, weapons, and other items that do not have a limited amount of uses do not exist in the world though.

Instead you gain materials from hunting creatures, gathering resources, or finding a merchant who offers materials for a cost. These materials provide magical effects that you slot into your weapons, armor, and trinkets to gain some type of magical benefit. Obtaining materials to upgrade your weapon and armor is a core part of Monster Hunter.

The 2 most common ways to obtain material for you is carving materials off your kills or capturing larger creatures in the field. Occasionally a hunter may get lucky and come across a discard material in the field, possibly from a creature shedding, or what was left over from another creature's kill. There is rumored to be a tradesman that travels from location to location that offers materials for a price. 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 Survival check against the creatures Carve DC. On a failed save, treat the roll as if they rolled a 1 on the loot table. 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. 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. Once there was a world without time.As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice. When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it.

You regain all of your expended superiority dice when you finish a short or long rest. Using Superiority Dice.

You can expend superiority dice to gain a number of different benefits:. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.

When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. When you make a Wisdom Perception check to detect a hidden creature or object, or a Wisdom Insight check to determine if someone is lying to you, you can expend one superiority die to add it to the roll.

You can use this feature after seeing the total but before learning if you succeeded or failed. When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed. At 3rd level, your study of the supernatural gives you a limited ability to use magic.

You can cast Detect Magic as a ritual. You can cast Protection from Evil and Goodbut you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.

At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll.

Both dice are expended as normal. If the target of your attack is an aberration, a fey, a fiend, or an undead, you deal maximum damage with both dice, instead of rolling them.

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

monster hunter 5e

Share on.Portions of the materials used are property of Wizards of the Coast. Within this Monster Manual you will find new conditions, poisons, and diseases. These have been consolidated here. A creature who is slick is covered in a slippery or slimy liquid. This liquid coats the body making it difficult to move or avoid attacks without slipping. A creature, object, or area who is tarred, is covered in a dark brown or black viscous liquid.

This liquid sticks to anything it touches and is highly flammable. Bird Wyverns are, as their name implies, bird-like in nature, with slender delicate bodies. Despite their comparatively small stature, Bird Wyverns often use their agility to their advantage to neutralize attacks and prey alike.

Flying Bird Wyverns exhibit similar characteristics to True Wyverns, with a bipedal stance along with developed and functional wings. Many of these possess a hard, sharp beak which can be used to peck at attackers, and generally behave in a bird-like manner. Theropods are reminiscent of Brute Wyverns; flightless, bipedal creatures with long tails and powerful legs. Unlike Brute Wyverns however, these monsters are generally quite small. Furthermore, Theropods almost always live under a social hierarchy, with young individuals, females and beta males led by a strong, dominant alpha male, which can command and control his subjects during combat.

Jaggi are mostly pink, with purple foreclaws, back-stripe, and head-frills, and with cream-colored underbellies. Their tails are barbed along the length of the appendage, and they sport sizable frills sprouting from behind their jaws, possibly for making themselves look bigger to other monsters. Though Jaggi and their kind display a higher functioning level of cooperation than other Raptors, Jaggi are often easily dealt with, even for novice Adventurers.

monster hunter 5e

This is due, in part, to their boisterous nature; Jaggi will often spend just as much time vocalizing bark-like warnings against intruders as they will attacking them. Jaggia are the females of the Jaggi species. They are noticeably larger and bulkier than the immature males, and are mostly a blue-purple in hue, the exceptions being orange areas along their limbs and the sides of their necks and cream-colored underbellies.

Their tails, unlike males of the species, have no barbs, and instead have a soft feather-like hanging accent near their ends. Their frills, located behind their jaws, are also more subdued than in other Jaggi variations, and hang limply.

Jaggia and their kin display a higher functioning level of cooperation than other small Bird Wyverns, and are more of a challenge than the smaller Jaggi due to their greater resilience and larger size. It is also notable that, unlike most other bird wyverns, Jaggia are sometimes found sleeping or lying down. Great Jaggi's distinctive feature is its frill and the lavender scales with the crimson and tangerine overrides on the frills and the abdomen part, but also the furs that grow on its neck and along the back down to the middle tip of the tail.

Great Jaggi's muzzle are particularly thinner and much more wrinkly than the other Bird Wyverns.

Welcome to Monster Hunter

While the tail has some barbs on each side, they are notably blunt and definable even used for its tail whip attacks. Great Jaggi, along with the Great Baggi, may attack other monsters instead of focusing solely on the Adventurer, indicating a highly competitive and intelligent demeanor. It can also call its pack of Jaggi to its aid at any time with a loud, resonating roar. Pack Tactics.A slow, heavy weapon with massive damage potential, the Greatsword is the heavy artillery of melee weapons.

While simple at first, the Greatsword requires skilled timing and spacing in order to get the most out of it. On offense, the Greatsword attacks with slow, ponderous swings that hit with precision and accuracy. Charged Slash. When you hit a creature with this weapon, it gains 1 charge.

Upon gaining 3 charges the next creature hit by the attack takes an extra 1d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges. Upon gaining 3 charges the next creature hit by the attack takes an extra 2d4 slashing damage. As a reaction, you add 2 AC against one melee attack that would hit you. To do so, you must see the attacker and be wielding the greatsword.

You have disadvantage on attacks until the end of your next turn. Upon gaining 3 charges the next creature hit by the attack takes an extra 3d4 slashing damage. As a reaction you add 3 AC against one melee attack that would hit you. You have disadvantage the next attack you make. Upon gaining 3 charges the next creature hit by the attack takes an extra 4d4 slashing damage.

As a reaction you add 4 AC against one melee attack that would hit it. The shield can be used to guard, though it may not hold up to certain attacks. Sword: 10 gp, 1d6 slashing, 2lb. Shield: 10 gp, 6 lb. Free Hands. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, they make the saving throw at disadvantage. Condition causing effects can include spells and abilities such as the Ranger's ensnaring strikesome of the Battlemaster's combat maneuversor any magical condition inflicting effect the GM may put on this weapon.

Dual blades unleash a whirlwind of combo attacks on your enemy. Though they're lightweight and relatively simple to use, they cannot be used to guard. As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, the save DC is increased by 1. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, the save DC is increased by 2.

When you hit a creature with this weapon where they make a saving throw against a condition causing effect, the save DC is increased by 3. See Sword and Shield's inflict ability for examples of spells, abilities, and other effects that will work with the dual blades inflict. The hammer is a powerful blunt weapon with a surprising amount of mobility.

It's also possible to stun monsters by delivering a hammer attack to the head. If you move 20 feet in a straight line towards a creature without taking damage. You deal an additional 1d4 against that creature.

A Huge or larger creature has advantage on the saving throw.

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You deal an additional 2d4 against that creature. You deal an additional 3d4 against that creature. You deal an additional 4d4 against that creature. An elegant weapon, the Long Sword is a well rounded offensive weapon.

On top of its solid base move set, it has a unique Spirit Gauge system. The hunting horn is a blunt weapon that can bestow positive status effects on yourself and your allies.The quiet life of your community suited you just fine; a modicum of peace and prosperity was had in your home, and you realize now that it was all taken for granted.

A day came when the regular routine - the smiling faces of passers-by, tradesmen and crafters at their work, farmers tilling the fields - came to a crashing end. A great beast attacked your land and your people, and the best and bravest among you were cut down with such unbridled ferocity that many fled, and those that remained believed your final doom had arrived in the form of an array of gnashing fangs and baleful eyes.

But all was not lost, though it was entirely by sheer luck and coincidence that the salvation of your people affected itself through the most unlikely of agents - you. No grand scheme, no great cunning, no bravery bore you the victory over the monster, but you have nonetheless been lauded as a hero; a mighty warrior. That reputation followed you no matter where you went, and tales of the fearless slayer of beasts precede your presence even when it seems most should be ignorant of the event.

Though you could no longer bear the undue praise heaped upon you, and the avalanche of demands for your "services," the memory still gnaws at your mind and your name is unfortunately recognized far and wide, no matter how distant from your lands you travel.

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As the bearer of this unfortunate reputation, what specific moment or event did you decide to finally leave the place of your birth and livelihood? How have you come to deal with the insistence of total strangers that you are a hero worthy of praise, even should you insist that you aren't? Do you desire to ultimately set the record straight? Do you wish to escape to a land where you can finally be free of this nuisance?

Or, perhaps, have you come to enjoy and even revel in the misconception, embellishing the existing tales as it suits your own needs, actively exploiting the fable to further your own ends? Alternatively, perhaps monster hunter is a title you take as a humble hunter of the plethora of things outside the normal range of beasts. The world has more than just bears and owls and basic creatures. There are horrid and fantastical things that require more training and expertise to trap and kill, and that is when those with your skills are called upon.

You are not a hero of any special kind. You could just be some average joe doing their job like an exterminator. Sometimes the job may call for you to go elsewhere to pursue the quarry.

Some monster hunters are grown from traditional practices, making them skilled in knowing how to use parts of monsters themselves to fashion things like weapons or even harvest their poisons for use.

Skill Proficiencies: Survival and Nature. Equipment: A set of traveler's clothes, cloth sack, a herbalism kit, 5 days' of rations, 5 torches, poisoner's kit, and a belt pouch containing 10 gp. Long have you immersed yourself in the meticulous study of the vile humors extracted from monsters of every stripe, and in so doing, have learned both how to carefully preserve and transport the quantities you obtain, and how to peddle your wares to the most interested and higher-paying clientele.

You can readily recall the names and types of poisons and admixtures that can be created from the varieties of monster you hunt, and what quantities of given fluids and powders are needed to create such items. You are well adapted with your senses to pick up the traces of quarry, be it through their scat or tracks.

You know the general signatures of monsters nearby, like the territorial claw marks of an owlbear, or the slime trails of oozes.Each loot table was constructed using magical effects based on the creatures armor and weapons in the monster hunter video game series. In other cases, they are based off the creatures monster stat block or act as other magical items found within the 5e universe.

The effects are also based on when the PCs will typically fight these creatures. A CR 2 creature will not have a legendary material, it will typically have common magical effect with the chance of an uncommon effect if the PC rolls high enough on the table. All the rules for making use of these tables can be found in Amellwind's Guide to Monster Huntingbut you can easily take the magical effects from these creatures and place them into your players weapon and armor to give them magical items that won't be the same as the typical ones found in other 5e games.

Great Jaggi Hide You reduce necrotic damage you take by 3 while you wear this armor. Great Jaggi Head Item Prolonger. Whenever you use a consumable item that has a duration, its duration is increased by an additional 6 seconds. Imperial Frill Gourmand. While attuned to this armor, you double amount of days you can go without food or water before suffering a level of exhaustion.

King's Frill 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. Great Baggi Hide You reduce cold damage you take by 3 while you wear this armor. Great Baggi Piel Your weapon deals an extra 1 weapon damage if it uses ammunition. Imperial Crest Capture Novice. While attuned to this weapon tranq bombs and tranq ammo roll an extra 2d8 when they hit a creature. Once you use this property, you cannot use it again until you finish a long rest.

Monster Hunter (5e Background)

King's Crest FastCharge. When you roll for initiative, your greatsword, longsword, or charge blade gains 1 charge, spirit, or phial charge. Sleep Sac A Material that replaces the sleep herb when crafting tranq bombs or tranq ammo. Great Wroggi Hide You reduce poison damage you take by 3 while you wear this armor. King's Beak Team player.

monster hunter 5e

You may use the help action as a bonus action twice per long rest. Once you use this property, you cannot use it again until you finish a short or long rest. King's Crest Bowgun only Your normal ammo deals an extra 2 piercing damage.

On a success you create a vial of basic poison PHB p. On a fail, the material is destroyed. Velocidrome Hide While wearing your armor it plays appropriate music for whatever situation you're in.

Blaring horn sections and drums during combat, that sort of thing. Velocidrome Shard While wearing this armor, you can use an action to cast the long strider spell from it.

Once used, you can't use this property again until the next dawn. Velocidrome Head The first time you make a Carve check on a creature, you do so with advantage. Velocidrome Shard As an action you can make this weapon shed bright light in a foot radius and dim light in another 15 feet.

You can use another action to make the weapon stop shedding light. When you roll it, you can control which number it rolls.

DawnforgedCast - The Ultimate Psionic Mindbender in 5E D&D

Gendrome Hide You reduce lightning damage you take by 3 while you wear this armor. Gendrome Shard While wearing this armor, you can use an action to cast the thunderwave save DC 12 spell from it. You can only use the spell to create a sound, not an image, and the sound must emanate from the weapon. Gendrome Skull The first time you make a Carve check on a creature, you do so with advantage.As an archetypal Monster Hunter, you are an expert at defeating supernatural threats.

Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.

When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. Superiority Dice. You have four superiority dice, which are d8s.

A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll.

You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save. When you make a Wisdom Perception check to detect a hidden creature or object, or a Wisdom Insight check to determine if someone is lying to you, you can expend one superiority die to add it to the roll.

You can use this feature after seeing the total but before learning if you succeeded or failed.

monster hunter 5e

When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.

At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast Detect Magic as a ritual. You can cast Protection from Evil and Goodbut you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal. At 7th level, whenever you expend superiority dice to add to a damage roll, you can expend up to two dice instead of just one, adding both to the roll.


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