Monster Hunter: Fighter Subclasses

Sword and Shield

Level 3: Steel Knife

Decorations

Starting at 3rd level, you can minorly augment yourself with decorations. You gain one decoration, detailed below. You gain an additional decoration at 7th level and 10th level. When you gain a level in this class, you can swap one decoration for another.

Quick Sheathe

You can don or doff a shield as an object interaction. Additionally, you can freely draw or stow a one-handed melee weapon.

Backhop

While you are wielding a shield and a one-handed melee weapon, if a creature makes an attack against you, you can use your reaction to impose disadvantage on that attack.

Alternatively, as a bonus action on your turn while you are wielding a shield and a one-handed melee weapon, you can impose disadvantage on the next two attack rolls made against you.

At later levels, you learn abilities you can use after a Backhop. You can only use one such ability per Backhop.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Level 7: Chrome Slicer

Weakness Exploit

When you make a melee weapon attack with advantage while wielding a shield and a one-handed melee weapon, you score a critical hit on a roll of 19 or 20.

Jumping Slash

After using your Backhop, you can make one melee attack with a one-handed melee weapon against a creature within range as part of the same reaction or bonus action.

Falling Bash

After using your Backhop, you can force a creature within 5 feet of you to make a Dexterity saving throw as part of the same reaction or bonus action. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, the creature is stunned until the end of your next turn.

Level 10: Nergal Jack

Perfect Rush

After using your Backhop, you can make three melee weapon attacks with a one-handed melee weapon against any creatures within range as part of the same reaction or bonus action.

You can’t use this feature again until you finish a short or long rest.

Level 15: Eradication Vanguard

Guard Up

While you are wielding a shield and a one-handed melee weapon, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Level 18: Ruinous Eradication

At 18th level, your skills with a shield and weapon become unmatched. The following abilities are improved:

  • Jumping Slash: When used, Jumping Slash deals one additional weapon damage die.
  • Falling Bash: When used, Falling Bash now deals 2d8 bludgeoning damage when a creature passes or fails the saving throw.
  • Perfect Rush: When used, all attacks made as part of Perfect Rush are made with advantage.

 

 

Longsword

Level 3: Iron Grace

Decorations

Starting at 3rd level, you can minorly augment yourself with decorations. You gain one decoration, detailed below. You gain an additional decoration at 7th level and 10th level. When you gain a level in this class, you can swap one decoration for another.

Spirit Strikes

At 3rd level, you learn the elegant ways of the long blade. You gain four spirit charges, which are used to fuel your spirit techniques. You gain an additional spirit charge at 7th level and 15th level. You regain one expended spirit charge each time you roll a 20 on the d20 roll for an attack made with two hands with either a greatsword or a longsword, or deal a killing blow with an attack made with two hands with either a greatsword or a longsword to a creature of significant threat (DM’s discretion). You regain all expended spirit charges after a short or long rest.

Additionally, when you make an attack with a longsword, you can use either your Strength or Dexterity modifier for the attack and damage rolls.

Fade Slash

After you make an attack with two hands with either a greatsword or a longsword, you can expend one spirit charge and use your bonus action to move up to 10 feet without provoking attacks of opportunity.

Foresight Slash

While you are wielding a greatsword or a longsword, if a creature makes an attack against you, or you are forced to make a Dexterity saving throw, you can use your reaction and expend one spirit charge to gain a +3 bonus to your AC and your Dexterity saving throws until the start of your next turn, including against the triggering effect. This bonus increases to +4 at 7th level, and +5 at 15th level.

Level 7: Iron Gospel

Roundslash

As a bonus action, you can expend one spirit charge to make an attack with two hands with either a greatsword or a longsword against a creature you have not damaged this turn.

Spirit Gauge

When you make an attack with two hands with either a greatsword or a longsword, you can expend one spirit charge to gain advantage on the attack roll.

Tripping

When you hit a Large or smaller creature with an attack made with two hands with either a greatsword or a longsword, you can expend one spirit charge to force the creature to make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, the creature is knocked prone.

Level 10: Nergal Reaver

Helmbreaker

Once per turn, when you take the Attack action, you can replace one of your attacks with a Helmbreaker. Expend one spirit charge, and then make an attack with two hands with either a greatsword or a longsword. On a successful hit, this special attack deals normal weapon damage plus an additionl 3d6 slashing damage.

Iai Spirit Slash

As a bonus action, you can enter a special stance while wielding a greatsword or a longsword until the start of your next turn. While in this stance, if a creature makes a melee attack roll against you, you can expend one spirit charge and use your reaction to make an attack roll with two hands with either a greatsword or a longsword against that creature. If your attack roll is higher than the creature’s attack roll, their attack automatically misses you, and the creature takes an amount of damage equal to one roll of your weapon’s damage die + your Strength or Dexterity modifier (your choice).

Level 15: Extermination’s Edge

At 15th level, your spirit techniques receive an improvement.

  • Fade Slash: When you use Fade Slash, you can now move up to 15 feet without provoking attacks of opportunity.
  • Spirit Gauge: If you use Spirit Gauge on an attack, and that attack successfully hits a creature concentrating on a spell or effect, that creature has disadvantage on the saving throw made to maintain concentration.
  • Roundslash: You can make an attack with two hands with a greatsword or a longsword against two different creatures you have not damaged this turn.

 

 

Level 18: Ruinous Extermination

At 18th level, your spirit techniques receive an improvement.

  • Iai Spirit Slash: When you use your reaction to make a counterattack, you make the attack roll with advantage. If you successfully negate a creature’s attack, it takes damage equal to two rolls of your weapon’s damage die + your Strength modifier + your Dexterity Modifier.
  • Helmbreaker: Your Helmbreaker now does normal weapon damage plus an additional 4d8 slashing damage.

Charge Blade

Level 3: Elite Commission Axe

Decorations

Starting at 3rd level, you can minorly augment yourself with decorations. You gain one decoration, detailed below. When you gain a level in this class, you can swap one decoration for another.

Proficiencies

At 3rd level, you gain proficiency with Charge Blades, Tinker’s Tools, and the Arcana skill.

The Charge Blade

Also at 3rd level, you are given, granted or you make your first Charge Blade for free, and you learn how to make new ones. You additionally learn how to utilize elemental vials to enhance a Charge Blade’s attacks.

During a long rest, using a set of Tinker’s Tools you can transform either a shortsword, rapier or a longsword as well as a shield into a Charge Blade. This requires 50 gold worth of materials if both the weapon and shield are non-magical, or 200 gold if one or both are magical. You will also need to spend additional gold when making a Charge Blade to set the vials, which are detailed below. When making a Charge Blade, you must specifiy if Axe Mode will deal bludgeoning or slashing damage, which cannot be changed afterwards.

If a sword or shield used in making the Charge Blade require attunement, the finished Charge Blade will also require attunement. If both the sword and shield require attunement, the finished Charge Blade will only require one attunement slot.

In Shield Mode, if the Charge Blade was made with a magical sword or shield, any magical effects apply as normal. In Axe Mode, all magical effects from a sword still apply, but any magical effects from a shield are temporarily suppressed.

Vials

You learn how to access the vials within a Charge Blade, which imbue it with elemental power. At 3rd level, you can utilize two vials when using any Charge Blade. You can utilize an additional vial at 5th, 9th, 13th, and 17th level.

Whenever you successfully hit a target with a Charge Blade in Shield Mode, you fill one vial with energy. Whenever you successfully hit a target with a Charge Blade in Axe Mode, you empty one vial to do an additional 1d8 vial damage. All vials automatically empty after one minute without a vial being filled.

 

 

When you create a Charge Blade, you must choose what type of vials will be made with it, and pay the associated cost for relevant materials. Afterwards, you can change the vial type by paying for new vials, and modifying your Charge Blade with a set of Tinker’s Tools during a long rest.

Vial Types
Required Level Damage Type Gold Cost
3rd Cold, Fire, Poison 50 gold
7th Acid, Lightning, Necrotic 250 gold
10th Psychic, Thunder 600 gold
15th Force, Radiant 1,000 gold

Level 7: Chrome Guardian

Guard Point

While your Charge Blade is in Axe Mode, if a creature makes an attack against you, as a reaction you can turn your Charge Blade back into Shield Mode, and then gain an additional 3 AC against that attack. You can empty any number of filled vials as part of this reaction to further increase your AC by 1 for each vial emptied.

While your Charge Blade is in Shield Mode, if you take damage, as a reaction you can reduce that damage by your fighter level. You can empty any number of filled vials as part of this reaction to further reduce the damage by 1d8 per vial emptied.

Guard Point Counter

After using a Guard Point, you can switch to Axe Mode and make one melee weapon attack against a creature within reach as part of the same reaction.

Level 10: Nergal Lacerator

Super Amped Elemental Discharge

While in Axe Mode, as an action with at least 1 filled vial, you can empty all of your vials to force all creatures within a 20ft cone to make a Dexterity saving throw. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). A creature takes 1d8 vial damage per vial emptied on a failed save, or half as much on a success.

Additionally, choose one creature within the cone. That creature takes an additional 3d12 weapon damage, or half as much on a success.

After using this ability, you automatically switch to Shield Mode.

Level 15: Devastation’s Thorns

Magazine

The die size of your vials increases from 1d8 to 1d12. This affects vials spent on Axe Mode attacks, Guard Point damage reduction, and Super Amped Elemental Discharge damage.

Level 18: Ruinous Devastation

Guard Point Amped Counter

After using a Guard Point, you can switch to Axe Mode and perform a Super Amped Elemental Discharge as part of the same reaction. Once you use this feature, you must finish a short or long rest before you can use it again.

Charge Blade
Mode Damage Weight Properties
Shield Mode 1d6 piercing or slashing 20 lbs -
Axe Mode 1d12 bludgeoning or slashing 20 lbs Reach

The most unique and complicated weapon to ever exist, the Charge Blade is a sword and shield that can be combined together to form a massive two-handed axe. This is done by inserting the sword into the top of the shield, then extending an internal rail system built into the shield out to cover the blade of the sword and extend the overall reach of the weapon, and then using the shield’s edge as either a slashing or bludgeoning instrument. Afterwards, the rail system can retract back into the shield and the sword withdrawn, changing back into a normal sword and shield. To further complicate things, all Charge Blades are equipped with a number of elemental vials to enhance their power, but only advanced Charge Blade users can properly use them.

In Shield Mode, the Charge Blade is just a shield and either a shortsword, rapier or longsword, depending on what weapon was used in its creation. While wielding a Charge Blade in Shield Mode, for the purposes of all abilities, effects, feats, rules, spells, and calculating your AC, you are considered to be wielding a one-handed melee weapon and a shield. The sword’s damage die in Shield Mode is a d6, and it deals either piercing or slashing damage, depending on whether the Charge Blade was made with a shortsword, rapier or longsword.

In Axe Mode, for the purposes of all abilities, effects, feats, rules, spells, and calculating your AC, you are considered to be wielding a two-handed melee weapon with the Reach property. Additionally, due to the cumbersome and unbalanced nature of wielding a shield stuck to a sword, while in Axe Mode your movement speed is reduced by 10 feet. The weapon’s damage die in Axe Mode is a d12, and it deals either bludgeoning or slashing damage, a choice made when the Charge Blade is created and cannot be changed later.

While wielding both the shield and its matching melee weapon, you can use a bonus action to switch a Charge Blade into Axe Mode, or from Axe Mode back into Shield Mode. You instantly don and doff the shield as part of changing forms.

 

 

List of Decorations

Botanist

You have advantage on Intelligence (Nature) checks.

Effluvia Resistance

You are immune to disease.

Evade Extender

Your jump distance is doubled, and you can make a running jump with only 5 feet of movement.

Horn Maestro

You have advantage on Charisma (Performance) checks.

Hunger Resistance

You only require half as much food and water.

Intimidator

You have advantage on Charisma (Intimidation) checks.

Marathon Runner

You have advantage on checks and saving throws to avoid exhaustion.

Mirewalker

You ignore the effects of naturally occurring difficult terrain.

Palico Rally

You have advantage on Wisdom (Animal Handling) checks.

Recovery Speed

Whenever you use a hit die during a short rest to recover health, you can roll the die twice and use the higher number.

Recovery Up

You have advantage on Wisdom (Medicine) checks.

Scenthound

You have advantage on Wisdom (Perception) checks relying on smell.

Scholar

You have advantage on Intelligence (History) checks.

Survival Expert

You have advantage on Wisdom (Survival) checks.

Tool Specialist

You gain proficiency with one tool of your choice.

Warming/cooling

You don’t suffer the effects of extreme cold or extreme heat.

Thanks to Homebrewery

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