Monster Hunter (5e Class)
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- 1 Monster Hunter
- 1.1 Creating a Monster Hunter
- 1.2 Class Features
- 1.3 Hunter Of Letters
- 1.4 Slayer
- 1.5 Old Blood
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 responsibility'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
- Quick Build
You can make a Monster Hunter quickly by following these suggestions. First, should be your highest ability score, followed by Intelligence.
As a Monster Hunter you gain the following class features.
- Hit Points
Armor: Light, Medium
Tools: Herbalist's Bag, Craftsman tools
Saving Throws: Dexterity, Intelligence
Skills: Choose 4 from History, Insight, Investigation, Perception, Survival, [[5e SRD:Acrobatics
Skill|Acrobatics]], and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A battle axes or (b) A silver longsword
- (a) heavy crossbow and 20 crossbow bolts or (b) hand crossbow and 20 crossbow bolts and shortsword
- (a) Hebalist's Bag or (b) Craftsman tools
- If you are using starting wealth, you have 10 Ma in funds.
|Features||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement, Favored Enemy|
|8th||+3||Ability Score Improvement|
|9th||+4||Hunters Archetype Feature|
|11th||+4||Hunters Archetype Feature, Extra Attack Imrpovement|
|12th||+4||Ability Score Improvement|
|13th||+5||Favored Enemy Improvement|
|14th||+5||Ability Score Improvement|
|15th||+5||Hunters Archetype Feature|
|16th||+5||Ability Score Improvement, Ability Score Improvement|
|18th||+6||Extra Attack Improvement|
|19th||+6||Ability Score Improvement|
Hunters knowledge about the supernatural have been handed down for generations. Starting at 1st level:
Choose a type of favored enemy: Aberrations, Beasts, Celestials, constructs, dragons, elementals, fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Werewolf's and orcs) as favored enemies.
When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated Language, at 6th and 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.You can’t take a Fighting Style option more than once, even if you later get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.
- 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.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
At 3rd level, you chose an archetype. Choose between Hunter of Letters, Slayer, Old Blood, all detailed at the end of the class description. Your choice grants you features at 3rd, and again at 9th, 11th, and 15th levels.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 18th level in this class.
Starting at 7th level, when dealing damage to a monsters who are one of your Favored Enemy's you may add 1d8 to your damage roll.
Starting at 20th level, monsters now fear your name. If the monster is one of your Favored Enemy's and they are within 30 feet from you they must make a Charisma saving throw with disadvantage at the start of their turn. If they fail they are frightened of you.
Hunter Of Letters
You spend your time in your books drawing the creatures you encounter and writing down their details, you care more about the knowledge of the Monsters then anything else. Your best hope is to pass down information to future hunters of the order.
- Book Smart
You have learned the the ways of the monsters. Starting at 9th level, double the proficiency bonus of you and anyone within 10 feet of you when making a save from a monster who is one of your Favored Enemy's.
Studying the supernatural and their weakness have giving you the edge in battle. Starting at 11th level, if you, or an allied creature within 10 feet of you, deal damage to a monster who is one of your Favored Enemy's, they add their Intelligence modifier to their damage roll (not yours).
You are now one of the most knowledgeable one in the hunter order. Starting at 15th level, you and your party cannot be surprised by any monster who is one of your Favored Enemy's and you know all the monsters weakness when you take the Know Thy Enemy feature.
Your whole life has lead you to this moment, Hunting. You care more about eliminating the monsters of this world and you will stop at nothing to do so.
- Advanced Favored Enemy
You have dedicated your life to hunting down the supernatural. Starting at 3rd level, you can choose another favored Enemy.
- Improved Fighting
Starting at 9th level, you choose another Fighting Style.
Starting at 11th level, when attacking one of your favored enemy's you also score a critical hit on an 18 and a 19.
- Hateful Strike
You have always been different, from the nightmares to being able to sense when there near nothing has been normal for you. You may not be so different from the ones you hunt.
- Deja Vu
Starting at 3rd level, you sense when a creature who is one of your favored enemy is within 30 feet of you, you do not know where the creature is or what creature it is. Also roll a percentile die for a chance to see a vision.
Starting at 9th level, at the start of your turn regenerate hit points equal to your Constitution modifier.
- Power of the Night
- Legendary Resistance