Monster/Beast Hunter (5e Class)
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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.
As a Monster Hunter you gain the following class features.
- Hit Points
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
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chainmail or (b) hide and Shield
- (a) Two simple weapons or (b) One martial weapon
- (a) longbow and 20 arrows or (b) heavy crossbow and 20 bolts
- (a) Explorers pack or (b) Dungeoneer's pack
- If you are using starting wealth, you have 5d4 x 5 gp in funds.
|1st||+2||Hunters Traps, Hunters Points|
|2nd||+2||Nothing Goes to Waste, Thrill of the Hunt|
|3rd||+2||Monster Hunter Archetype, Hunters Weapons|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, The Circle of Life|
|6th||+3||Monster Hunter Archetype Feature|
|7th||+3||Hunters Senses, Hunters Weapons Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Expert Trapper, Hunters Counter|
|11th||+4||Monster Hunter Archetype Feature|
|12th||+4||Ability Score Improvement|
|14th||+5||Extra Attack (2)|
|15th||+5||Monster Hunter Archetype Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Monster Hunter Archetype Feature|
|19th||+6||Ability Score Improvement|
Starting at level 1, you gain a pool of hunter's points that can be used on certain features. Only 1 feature requiring the use of hunter's 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.
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 1 hour. Dexterity save to avoid.
Pitfall trap: Constricts the creature, causing it to be incapacitated. The creature makes a Strength saving throw at the end of each of its turns to end the effect.
Shock: Stuns the creature for 1d4-1 rounds (minimum of 1 round). At the end of each of the creature's turns it makes a Constitution saving throw, ending the effect early on a success.
Thrill of the Hunt
Starting at level 2, Your blood is pumping and the world seems to slow as you mark your prey. You gain the ability to cast Hunter's mark at first level without expending a spell slot for 1 Hunter point.
Nothing Goes to Waste
Despite the fact you are a novice, you have still been taught the most basic rule of monster hunting: Nothing goes to waste. Starting at level 2, you gain proficiency in your choice of Nature or Survival checks used to carve parts off of slain creatures.
Finally, at 2nd level, 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.
Starting at level 3 you gain proficiency in Intelligence checks towards modifying normal weapons and turning them into hunter's weapons. Hunter's weapons are unique variants of normal weapons that you modify using monster parts such as the Hunter's Repeater or the Hunter's Greatsword. Hunter's 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.
Hunter's Greatsword: This hefty, imposing greatsword deals 2d6 slashing damage and has the heavy, and two-handed properties. You cannot make extra attacks with this weapon, 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.
Hunter's Hammer: This beast of craftsmanship deals 1d10 + STR mod bludgeoning damage, it has the two handed, and heavy properties. You gain the ability to make a called shot on the monster's head with the hammer, taking -5 penalty to the attack roll, but if the attack hits, you add a +5 bonus to the damage roll, and the monster must make a Constitution saving throw (DC= 8 + 1/2 damage dealt) or become stunned until the start of your next turn.
Hunter's Sword and Shield: With this combination you 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.
Hunter's Heavy Repeater: Your heavy crossbow gains a magazine of 6 bolts and you ignore the loading quality of this crossbow until the magazine is empty. It takes an action to fully reload the magazine. The drawback is that its range goes down from 100/400 to 75/300.
Hunter's Light Repeater: Your light crossbow gains a magazine of 12 shots and you ignore the loading quality of this crossbow until the magazine is empty. It takes an action to fully reload the magazine. The drawback is that the range goes down from 80/320 to 60/240.
Hunter's Bow: A modified longbow that allows for the application of 1 of 3 arrow coatings at the expense of the bows damage die being reduced to 1d6.
- Arrow coatings
- Coatings are crafted using hunter's 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.
- (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.
- (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.
When you reach 5th level, and again at 7th and 14th level, when you take the attack action, you can attack one additional time.
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 5th level, you 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. At 5th level, 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 fire etc.): +4 to carving checks
5 Checks: Learn what the creatures weaknesses may be: +5 to carving checks
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 Hunter's Weapons
At 7th level you've become so good at maintaining your Hunter's weapons they gain a permanent +1 to hit and to damage and count as magic for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
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. You have learned the Hunter's 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 feet away from the creature that attacked you without invoking an opportunity attack.
Starting at level 9, you become proficient in one additional Hunter's 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.
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 on a failure, or at least two materials on a successful check.
Starting at level 13 You can spend 1 Hunter point and an action to set up a hunter's 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.
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.
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 20 Wisdom saving throw or become frightened. Additionally You deal 2d8 extra weapon damage to creatures of at least one size larger than you.
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 if they are not magical. In addition you have proficiency in intelligence checks to repair and modify your hunter's weapons.
- Hunter's Art- Savage Strike
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 Blow
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- Reaper's Bite
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.
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 if they are not 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 2 hunter points as an action 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 3 Hunter points as an action to make 5 Ranged attacks without applying your ability modifier to the damage rolls.
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: