Monster Hunter (5e Class)

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Monster Hunter[edit]

You come from a long line of hunters, a secret organization created long ago to protect the world from supernatural danger. Monster Hunter's have many responsibilities's from collecting data on creatures of the night to slaying them, there are few choices for descendants of the order though you either hunt or become the hunted.

Creating a Monster Hunter[edit]

Quick Build

You can make a monster hunter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score followed by Intelligence then Constitution. Second, choose the Outlander background. Third, choose the leather armor, a rapier for the martial weapon and a shield and the dungeoneer's pack.

Class Features

As a Monster Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: Cook's utensils and choose one from alchemist's supplies, poisoner's kit, woodcarver's tools or leatherworker's tools.
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival.

Equipment

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

Table: The Monster Hunter

Level Proficiency
Bonus
Features Spot Weakness
1st +2 Fighting Style, Behemoth Slayer
2nd +2 Harvesting and Crafting, Spot Weakness 1d4
3rd +2 Rustic Cook 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d6
6th +3 Behemoth Slayer Improvement 1d6
7th +3 Dodge Roll 1d6
8th +3 Ability Score Improvement 1d6
9th +4 1d8
10th +4 Advanced Prey 1d8
11th +4 Rush of Adrenaline 1d8
12th +4 Ability Score Improvement 1d8
13th +5 1d10
14th +5 Veteran Hunter 1d10
15th +5 Improved Fighting Style 1d10
16th +5 Ability Score Improvement 1d10
17th +6 1d12
18th +6 Mortal Strike 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Legendary Slayer 1d12

Behemoth Slayer[edit]

Beginning 1st level, you have advantage on Wisdom (Survival) checks to track giants, monstrosities, beasts and dragons, as well as on Intelligence checks to recall information about them.

At 6th level, you have advantage on Wisdom (Insight) checks and Dexterity saving throws against such creatures.

Fighting Style[edit]

A readied hunter knows how to approach any situation, after a long rest you may adopt a fighting style to match your needs. You cannot take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

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 impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spot Weaknesses[edit]

Beginning at 2nd level, you can use your bonus action to detect the weak spot of monsters. As a bonus action, choose a creature within 60 feet. All attacks made by you against that creature for the next minute deal additional damage equal to 1d4. The additional damage increase as you gain levels in this class, as shown on the Spot Weaknesses column on the Monster Hunter table.

Harvesting and Crafting[edit]

Starting at 2nd level, you learn how to harvest monster's body parts to craft equipment. Each type of creature grants you benefits depending on its type and traits. Use the creature's Hit Die to determine how much may be harvested.

You may have up to double your proficiency bonus of consumable items actively on you and up to your proficiency of permanent crafted items on you.

To craft an item you will need specific tools and a number of harvested creature parts, as shown in the Crafting Recipes section below. It takes one hour to craft one harvest part.

In addition, you can replace your crafted items whenever you finish a long rest.

Rustic Cook[edit]

Starting at 3rd level, you learn how to prepare special meals, that not also prepare your body for a long hunt, but also can give you some of the properties from the monster you have slain. You need to have your cook's supplies to use this feature.

Over the course of a long rest, you could prepare a meal using parts of your prey. The meal can restore hit dies a creature has spent, up to a maximum equal to your proficiency bonus.

In addition, the meal could provide for those who participate in the feast one of the prey's trait for 8 hours. The benefits may vary between: increase to hit points based on meal's hit die, stat bonus based on the meal's highest modifier, higher running speed, special movement speed or skill bonus. A creature may only have one benefit. If they eat another meal in the duration, the new meal's benefit replaces the old on.

Ability Score Improvement[edit]

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

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dodge Roll[edit]

Beginning at 7th level, you are able to move out of harms way for a brief moment. As a Reaction and when you are about to take damage, you may instead take no damage and move up to 5 feet away without provoking opportunity attacks. You may do this up to your Dexterity modifier (minimum once) per short or long rest.

Advanced Prey[edit]

At 10th level, you can choose one additional prey to hunt. You choose one of the following creature types: oozes, fiends, undead or aberration. You gain the benefits of the Behemoth Slayer feature against the chosen creature type.

Rush of Adrenaline[edit]

Beginning at 11th level, you are able to exert more effort at a steep cost. Once per turn as a Reaction you may gain an extra turn. At the end of the extra turn you gain one level of Exhaustion. You may do this up to your proficiency bonus per long rest.

Veteran Hunter[edit]

Starting at 14th level, whenever you make an attack roll, skill check or saving throw that adds your proficiency bonus, you can add twice your proficiency bonus instead.

In addition, whenever you are hit by an attack, you can add your proficiency bonus to your AC until the end of your turn.

You can use this feature three times, and regain your uses after finishing a short or a long rest.

Improved Fighting Style[edit]

Starting at 15th level, you have mastered the numerous arts of fighting throughout your adventure. Your fighting-styles have been improved:

Archery

Fire two arrows per shot

Defense

AC bonus increase to +3, adjecent allies also gain benefit

Dueling

double modifier when determining damage

Great Weapon Fighting

able to use larger weapons. Double the weapon die for large weapons and triple for huge weapons. If you use a huge weapon, you attack at disadvantage and creatures have advantage to attack you

Protection

You have an unlimited use of reactions to impose disadvantage on attack rolls targeting an adjacent ally. You also provide an AC bonus equal to your shield bonus

Two-Weapon Fighting

You may wield regular sized two-handed weapons in each hand. The versatile two-handed benefit would also apply

Mortal Strike[edit]

Starting at 18th level, whenever you fight beasts, dragons, giants, monstrosities or your additional prey, the first attack you make in each of your turns is made at advantage.

Additionally, you roll an extra Spot Weaknesses die for damage on hit.

Legendary Slayer[edit]

Beginning at 20th level, add +4 to two of the stats listed: Strength, Dexterity, or Constitution to a maximum of 24.

Crafting Recipes[edit]

Essence Potion (Consumable)

pre-requisite: alchemist supplies proficiency, 1 harvest parts

This is the most common concoctions a Monster Hunter would make in their adventure. When created from the bodily fluids of a creature, the potion may benefit one of its Damage Resistances, Condition Immunities, or Senses for 1 hour. You may only pick one if they have more than one list in any category.

Slayer Ammunition (Consumable)

pre-requisite: woodcarver's tools, 1 harvest parts

You are capable of creating arrows, bolts, and throwing darts tipped with the creature's lethal defenses. 5 ammunitions are made per harvested part and counts as a set when determining how much could be carried. The tips will do an extra 1d6 damage die based off of the creature's damage type.

If the creature's CR is 5 or greater, you may use another harvest part to increase the ammunition's potential. For each additional harvest part invested it will gain +1 bonus to attack and damage at CR 5 and 15. This could also increase the damage die if the creature's CR is equal to or greater than 10 and 20. The ammunition is expended when used.

Branded Melee Weapons

pre-requisite: woodcarver's tools, 4 harvest parts

The best part of fighting monsters is using their powers against them. You will be able to create any melee weapon with an additional 1d6 damage die based on the creature's damage type.

If the creature's CR is 5 or greater, you may use another harvest part to increase the weapon's potential. For each additional harvest, part invested it will gain +1 bonus to attack and damage at CR 5 and 15. This could also increase the damage die if the creature's CR is equal to or greater than 10 and 20.

Bone Bow

woodcarver's tools, 4 harvest part of a creature sized large or higher This bow is carved from a large bone of the creature you slew. The short-range of this bow is increased by 20 feet and the long range by 60 feet. If a short bow is made the damage die is 1d8 and a longbow will is 1d10. You may use your Strength modifier for attack and damage instead of Dexterity.

If the creature's CR is 5 or greater, you may use another harvest part to increase the weapon's potential. For each additional harvest, part invested it will gain +1 bonus to attack and damage at CR 5 and 15. This could also increase the weapon damage die if the creature's CR is equal to or greater than 10 and 20.

Monstercraft Armor and Shield

pre-requisite: leatherwork tools, harvest part: (4 shields) (6 light armor) (8 medium armor) (10 heavy armor)

These are armor and shields made out of the hides of creatures you slain. You can craft any type of armor out of their hides, and the armor is considered one category lighter for the purposes of proficiency.

The armor grants you advantage to saves against the creature's damage resistances and also grants damage resistance against the creature's damage immunities.

If the creature's CR is 10 or greater, you may use another harvest part to increase the armor's potential. For each additional harvest part invested it will gain +1 bonus to AC at CR 10, 15, and 20.

This armor requires attunement.

Wolfskin Cloak

leatherwork tools, 5 harvest parts

You can use the hide of a monster to craft a cloak. This cloak grants you one specific benefit if the creature has resistance, immunity, avoidance, displacement, spell resistance, or anything else defensive in nature.

This cloak requires attunement.

Specialties[edit]

Dragon Elixir (Consumable)

pre-requisite: alchemist supplies proficiency, 1 harvest part dragon

The dragon elixir is a concoction brewed from the concentrated blood of a dragon. The dragon elixir grants you advantage on Strength checks (if brewed from a Chromatic Dragon) or Charisma checks (if brewed from a metallic dragon), as well as an additional effect based on its color. The effects of the blood elixir last for 24 hours.

Additional Effect:

Black. Darkvision up to a range of 120 feet
Blue. You can mimic sounds of animals or creatures, which require a Wisdom saving throw to discern the trick
Brass. speak with animals at will
Bronze. water breathing at will
Copper. spider climb at will
Gold. polymorph once during the elixir duration, lasting for the duration of the elixir.
Green. suggestion once during the elixir duration, lasting for the duration of the elixir.
Red. dragon's breath once during the elixir duration, lasting for the duration of the elixir.
Silver. flight speed of 20 feet
White. you can move across and climb icy surfaces without needing to make an ability check. Ignore difficult terrain composed of ice or snow.
Oil of Petrification

pre-requisite: alchemist supplies proficiency, 1 harvest part of a creature with petrifying abilities

You can concoct an oil that petrifies a target hit by it. You can hurl the vial containing this oil against a target within 20 feet, making a ranged weapon attack.

On a hit, the target begins to turn to stone and is restrained. The target will make a Constitution saving throw against the original DC at the end of their turn. On a success, the effect ends on the target. One a failure, the target is petrified until freed by the greater restoration spell or other magic.

Gorgon Armor

pre-requisite: smith's tools proficiency, 10 harvest part gorgon

This armor is made out of the organic metal skin from a gorgon. This is considered a full plate armor, but give you +1 to your AC. In addition, you gain immunity to petrification while wearing it.

Wearing this armor requires attunement.

Mummified Head of Petrification

pre-requisite: alchemist supplies, 1 harvest part medusa or basilisk head

The head of a medusa or basilisk can be embalmed and preserved, allowing the user to uncover its eyes using, directing its gaze towards a creature within 30 feet as an action. That creature must succeed on a Constitution saving throw or it is incapacitated until the end of its turn.

Grick Armor

pre-requisite: leatherworks tools, 6 harvest part grick

This is leather armor. While wearing this leather armor, you have resistance to slashing, piercing and bludgeoning damage from non-magical weapons.

In addition, you have advantage in Dexterity (Stealth) checks to hide in rocky terrain.

This armor requires attunement.

Manticore Tail Crossbow

pre-requisite: smith's tools, leatherworks tools, 4 harvest part manticore tail

You can make a semi-organic crossbow made out of the tail from a manticore embalmed and linked to a mechanism. This is considered a light crossbow, but you can fire 24 shots with it without needing to reload it. After the 24th shot, you can't use this again until the next dawn.

Bulette Hide

pre-requisite: leatherworks tools, 8 harvest part bulette

You can make a hide armor out of the hide from a bullete. This is considered a half-plate +2. In addition, this plate reduces up to 10 points of fall damage, and give you tremorsense up to a range of 10 feet.

This armor requires attunement

Everything Else

Anything could be found in the world and with the right mindset anything could be made. Ask your DM to make something new and exciting from the monsters you slain!

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the monster hunter class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Wisdom.

Proficiencies. When you multiclass into the Monster hunter class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.


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