Hunting weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Charge Blade | 150 gp | 1d8 Piercing/1d12 Slashing | 6 lb. | Shift, heavy, adaptable |
Insect Glaive | 120 gp | 1d8 Slashing | 5 lb. | Special, adaptable, versatile (1d10) |
Switch Axe | 100 gp | 2d6 Slashin/1d12 Slashing | 6 lb. | Shift, adaptable, heavy, two-handed |
Gun Lance | 150 gp | 1d6 Piercing/1d10 Force | 6 lb. | Special, adaptable, heavy, reach, ammunition (range 10/30) loading |
Hunting Horn | 80 gp | 1d12 Bludgeoning | 10 lb. | Special, adaptable, heavy |
Hunting weapon specialty
For Monster Hunter themed campaigns especially, but usable for any campaign should the GM wish it.
Hunter weapons are highly specialized in nature, focusing on a specific task or role in which to fill a needed gap in group dynamics.Rare Monsters make sure you seek parts from the strongest of creatures to make the best use of Adaptability.
Charge- Blade: A combination weapon that can Shift between either a Longsword and Shield or a Greataxe. And unleash stored Energy charges to devastate foes.
Insect Glaive: A two part weapon consisting of an Insect familiar bonded to the weapon and a bladed Quarterstaff. When marked by the insect, targets are considered under the effects of Faerie Fire or Hunter's Mark. Marking a target is considered an action.
Switch Axe: An Adaptable weapon specializing in building energy charges then rleasing them for enhanced attacks. Capable of Shifting between a Greatsword and a Greataxe.
Gunlance: An Adaptable Lance with a small cannon barrel usually paired with a Shield. Capable of releasing a concussive blast that deals 1d10 force damage to a target.
Hunting Horn: An Adaptable heavy support weapon, when blown through as a bonus action when making an attack you can cast one spell up to level 3 that targets either yourself or an ally. (3 per short rest)
Shift: Weapons with this property are able to change between multiple weapon types, the actual change takes a bonus action.
Adaptability: Items with this property are able to take on various elemental effects based onharvested body parts from rare or exotic creatures. Upgrading a weapon requires a skilled artisan in these types of weapons.
Energy Charges: These are built up over several attacks. Basic Energy charges deal 1d6 extra damage on the next attack, charge is expended on a hit or miss. Elemental Energy charges deal an additional 1d4 (element) damage on hit.
Charge Blade- Every 3 attacks in sword/shield mode stores 1 Energy charge to be released in Greataxe mode.
Switch Axe- Every 2 attacks in Greatsword mode stores 1 Energy charge to be released in Greataxe mode.
Insect Glaive- Every attack stores 1 Energy charges.