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.