Path of the Monster Chef

In the heart of the wilderness, the Path of the Monster Chef Barbarian stands as a unique fusion of primal might and culinary mastery. These barbarians are not just hunters; they are gastronomic artisans, scouring the untamed wilds for rare ingredients to craft dishes infused with primal magics. The culinary creations of the Monster Chef become a source of power and sustenance, weaving the raw essence of the natural world into delectable treats.

When the Monster Chef unleashes their rage, the primal magic within the dishes surges, bestowing wondrous effects upon the barbarian, and allies who partake find themselves bolstered by the untamed forces of the wilderness. The Monster Chef, a whirlwind of savagery and seasoned culinary expertise, transforms the battlefield into a banquet of untamed power, creating a unique and flavorful experience in the chaos of combat.

Primal Chef

3rd-level Path of the Monster Chef feature

You have an unrivaled passion for food as well as battle, which often leads to one passion blending into the other. You have learned how to infuse small quantities of food with primal energies, and how to identify ingredients that have innate primal energies within them.


Bonus Proficiency. You gain proficiency in cook's utensils.

Procuring Ingredients. You have an uncanny ability to find unusual ingredients in the oddest places. As part of a long rest, you may spend some time searching the area for ingredients. This can take many forms, such as scouring through nearby vegetation, fishing in a nearby pond, salvaging the leftover meat from a previous or recent hunt, or conjuring ingredients through primal rituals. Searching the area in this way can coincide with activities, such as keeping watch, without distracting or having a negative impact on those activities. Roll a d6 and use the roll to determine what ingredient you find listed in the ingredients column on the monster meals table. If you are in a situation where you are not able to properly prepare an ingredient you find (such as finding meat or fish with no method to cook it), you find the ingredient already prepared instead. Instead of rolling, your DM may allow you to pick an ingredient if you are in a location where it is sold or found naturally.

    After your next long rest, the ingredients and any food made with the ingredients spoil and become unusable.

Creating a Dish. During your downtime, you can spend some time cooking small amounts of natural magic into food. As part of the same long rest in which you procure ingredients, or during a short rest thereafter, you can create a dish listed on the monster meals table. Choose one of the dish columns on the monster meals table, the dish you create will be on the same row as an ingredient you found during your long rest. You may make a dish for each ingredient you procured as part of the same long rest. You may create the same dish up to two times if you procured multiples of the same ingredient. Creating dishes in this way can coincide with activities, such as keeping watch, without distracting or having a negative impact on those activities.

Custom Dishes

The following dishes on the table are the default dishes specific to the Monster Hunter setting. You are free to change them to whatever dishes you like to fit your setting. This will not change the benefits you gain from consuming a dish.

Monster Meals Table
d6 Ingredient Light Dish Comfort Dish Comfort Dish Filling Dish Hearty Dish Hearty Dish
1 Meat Herbivore Egg (Strength, Constitution) King Turkey (Stunned) Wild Chicken (Petrified) White Liver (Armor Class) Wyvern Skirt Steak (Fire) Wyvern Filet (Force)
2 Fish Sushifish (Intelligence) Armor Crab (Frightened) Osseoctopus (Deafened) Jumbo Whelk (Melee Weapon Attack Rolls) Shogun Tuna (Cold) Sovereign Squid (Psychic)
3 Bran Sweet Bunny Dango (Dexterity) Soul Beans (Exhaustion) Megabagel (Paralyzed) Savory Bunny Dango (Skill Checks) Heaven Bread (Lightning) Golden Rice (Radiant)
4 Produce     Lifejam     (Wisdom) King Truffle (Blinded) Cudgel Onion (Charmed) Divineapple (Ranged Weapon Attack Rolls) Fatty Tomato (Acid) Demonshroom (Necrotic)
5 Drink Dragonkiller Sake (Charisma) Goldenfish Brew (Poisoned) Snowmelt Snifter (Incapacitated) Butterbrew (Death Saving Throws) Dragon Ale (Thunder) Ratha Whiskey (Poison)
6 Mystery Pick any in this column Pick any in this column Pick any in this column Pick any in this column Pick any in this column Pick any in this column

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Meal Time. You can host a meal consisting of one or more of the dishes that you created. The meal takes 10 minutes to complete, which can coincide with a short rest. You and up to six creatures of your choice can partake in the meal. A creature does not need to eat or drink any food to partake in the meal. The meal provides enough nourishment to sustain any creature that partakes in it for one day, but does not limit that creature's ability to eat again later. Any dishes included in the meal are consumed.

Benefits. Any creature that partakes in the meal gains a number of temporary hit points equal to your Wisdom modifier (minimum 1) + your proficiency bonus. After finishing the meal, you can manifest the aspects of magic from the dishes that made up that meal. Until you finish a long rest, you gain the following benefits when you rage based on the types of dishes that were part of the meal. You may gain a benefit more than once if you made multiples of the same dish:

    Light Dish. Gain a bonus to the associated saving throw

    equal to half your proficiency bonus. If a dish lists more

    than one, pick one when you rage.

    Comfort Dish. Gain immunity to the associated status

    condition while you have at least 1 or more hit points.

    Filling Dish. Gain a bonus to the associated trait equal to

    half your proficiency bonus.

    Hearty Dish. Gain resistance to the associated damage

    type, or your weapon attacks deal an extra 1d6 of the

    associated damage type (pick one when you rage).

Substance and Flavor

6th-level Path of the Monster Chef feature

Primal energies can flavor a dish to taste however you would like it to taste. You learn the prestidigitation cantrip. Wisdom is your spellcasting ability for this spell. You may have up to nine of its non-instantaneous effects active at a time, as long as six of the nine effects are used to chill, warm, or flavor up food or drink that match the requirements of the spell.

Additionally, when you spend time to procure ingredients as part of your Primal Chef feature, you may find an additional ingredient. Roll a d6 and use the roll to determine what ingredient you find listed on the monster meals table.

Circle of the Monster Sanctum

In the secluded realms of the wild, the Circle of the Monster Sanctum Druids establish a mystical haven, drawing the spirits of monsters into an extradimensional sanctum. Bonds forged within this ethereal space allow the druid to temporarily transform befriended creatures into spirits. During battle, these spirits manifest to aid the druid, each taking on a form reflective of their creature's essence, creating a harmonious synergy between the mortal and spirit worlds. The Monster Sanctum Druid's strength lies in their communion with the spirits. By fostering mutual respect, the druid gains small blessings from these benevolent entities, enhancing their abilities and deepening their connection to the natural world. This subclass epitomizes the delicate balance between the mortal and spirit realms, as the druid becomes a guardian of both, wielding the energies that bind them in an intricate dance.

Ingredients Everywhere

10th-level Path of the Monster Chef feature

You have learned primal magic that can produce any ingredients you need. Once per day, you may cast the create food and water spell. Wisdom is your spellcasting ability for this spell. Any meat conjured using this spell appears as though it was harvested from beasts or animal-like monstrosities.

Additionally, when you spend time to procure ingredients as part of your Primal Chef feature, you may find an additional ingredient. Roll a d6 and use the roll to determine what ingredient you find listed on the monster meals table.

Primal Feast

14th-level Path of the Monster Chef feature

You have finally learned the ultimate method of infusing large quantities of food and drink with primal energies. When you spend time to procure ingredients as part of your Primal Chef feature, you may find an additional ingredient. You may choose what ingredient you find listed on the monster meals table.

Once per day, you may cast the hero's feast spell. Wisdom is your spellcasting ability for this spell. When casting the spell, you may choose to replace the spell's listed material components with three dishes you prepared from your Primal Chef feature. When cast in this way, only you and up to six creatures may partake in this feast instead of twelve, and the benefits last until an affected creature completes a long rest rather than 24 hours. The time it takes to complete the feast can coincide with the time it takes to complete a meal as part of your Primal Chef feature. Once you replace the material components of the spell in this way, you must finish 1d4 long rests before you can do so again.

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Monster Sanctum

2nd-level Circle of the Monster Sanctum feature

You have created a pocket plane to act as a sanctum for the spirits of monsters. The spirits are naturally attracted to the sanctum and are friendly. The spirits are translucent and intangible, but can become tangible for interactions such as playing, feeding and grooming. You determine what the sanctum looks like and it provides the spirits with climates, environments and resources suitable for the spirits.

Creating An Entrance. You may select a point within 15 feet of you and spend one minute creating an entrance to the sanctum at that point. The entrance is only visible to you and creatures of your choice. Sounds and creatures of your choice can pass through the entrance. The entrance remains open for a number of hours equal to half your proficiency bonus (rounding up), until you move more than 60 feet away from the entrance and are not inside the sanctum, or until you use an action to dismiss the entrance. At which time, anything brought into the sanctum is ejected from the sanctum. Objects created by the sanctum dissipate into smoke if removed from it. You regain the ability to create the entrance to the sanctum after completing a long rest.

Recruiting Monsters. Through your adventures, you may encounter creatures that are willing to join you. In which case, you can spend one hour conducting a ritual to grant them entrance to your sanctum, which can be performed as part of a short or long rest. At the end of the hour, you may touch any number of willing beasts, monstrosities, or dragons (your DM may allow other creature types depending on the situation, such as beast-like fiends or celestials). A willing creature regains any missing hit points, and becomes translucent and intangible as their body becomes that of a spirit's. The creature is then magically transported into your sanctum.

Releasing Monsters. Situations may occur where you have to part ways with spirits that joined your sanctum. As an action you can release a spirit you recruited from the sanctum. The spirit exits the sanctum, quickly disappears and then reappears in a location of its choice. The creature regains the form it had before the ritual to join the sanctum.

When you die and remain dead for 7 or more days, all spirits in the sanctum are released in a similar manner. This time can be extended through effects or spells that extend the time frame for revival, such as the Gentle Repose spell.

Manifest Monster

2nd-level Circle of the Monster Sanctum feature

The spirits you house in your sanctum are grateful to you and want to lend you their aid.

Summoning A Monster. As an action, choose beast spirit, leviathan spirit, monstrosity spirit or wyvern spirit. You can then expend one use of your Wild Shape feature to summon a spirit that roams your sanctum, rather than assuming a beast form. You determine the spirit's appearance and the spirit appears in an unoccupied space of your choice that you can see within 15 feet of you. While summoned, the spirit becomes tangible, it is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the beast spirit, leviathan spirit, monstrosity spirit or wyvern spirit stat block, which uses your proficiency bonus (PB) in several places.

Wyverns and Leviathans

To use this subclass in the Monster Hunter 5e setting, replace the "Dragon" creature type listed in this subclass with the "Wyvern" or "Leviathan" creature type whenever appropriate.

Combat. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You may not command more than one spirit as part of the same bonus action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 10 minutes, until it is reduced to 0 hit points, or until you die.

Sanctum's Favor

6th-level Circle of the Monster Sanctum feature

The sanctum becomes a perfect place of respite for you and your allies. You and creatures of your choice that complete a short or long rest within the sanctum can earn favor from the spirits. The kind of favor a creature earns depends on the kind of spirits they interact with throughout the rest (if a creature interacts with more than one spirit, it can choose which favor it would like to receive):

Beast. An affected creature ignores difficult terrain and can add a number of feet to its walking speed equal to 5 times half its proficiency bonus (rounding down).

Wyvern. An affected creature gains a flying speed equal to 5 times its proficiency bonus. If the creature ends its turn in the air without anything to hold them aloft, it immediately falls unless it already had a flying speed.

Monstrosity. An affected creature gains a climbing speed equal to 5 times its proficiency bonus. A creature cannot fall and is immune to the prone condition while using this climbing speed.

Leviathan. An affected creature can breathe underwater and gains a swimming speed equal to 5 times its proficiency bonus.

    If an affected creature already has a flying, swimming or climbing speed, instead of gaining that speed through the spirit's favor, it adds a number of feet to that speed equal to 5 times half its proficiency bonus (rounding down) but keeps any other benefits from the favor. The effects from a spirit's favor last until a creature finishes a short or long rest, or until it becomes incapacitated.

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Beast Spirit

Medium or large beast (your choice)


  • Armor Class 10 + PB (natural armor)
  • Hit Points 6 times your Druid level (the beast has a number of Hit Dice [d10s] equal to your druid level)
  • Speed 40 ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 9 (-1) 14 (+2) 9 (-1)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Actions

Smash. Melee Weapon Attack: STR + PB to hit, reach 5ft., one target. Hit 1d10 + 3 + PB bludgeoning damage.


Monstrosity Spirit

Medium or large monstrosity (your choice)


  • Armor Class 14 + PB (natural armor)
  • Hit Points 4 times your Druid level (the monstrosity has a number of Hit Dice [d6s] equal to your druid level)
  • Speed 30 ft., climb 40ft., burrow 20ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 13 (+1) 12 (+1) 10 (+0) 12 (+1)

  • Senses blindsight 30 ft., passive Perception 10
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Actions

Rend. Melee Weapon Attack: DEX + PB to hit, reach 5ft., one target. Hit 2d4 + DEX + PB slashing damage.


Leviathan Spirit

Medium or large dragon (your choice)


  • Armor Class 12 + PB (natural armor)
  • Hit Points 5 times your Druid level (the leviathan has a number of Hit Dice [d8s] equal to your druid level)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 15 (+2) 13 (+1) 12 (+1) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Actions

Bite. Melee Weapon Attack: STR or DEX + PB to hit, reach 5ft., one target. Hit 1d8 + STR or DEX + PB piercing damage.


Wyvern Spirit

Medium or large dragon (your choice)


  • Armor Class 12 + PB (natural armor)
  • Hit Points 5 times your Druid level (the leviathan has a number of Hit Dice [d8s] equal to your druid level)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 12 (+1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Actions

Bite. Melee Weapon Attack: STR or DEX + PB to hit, reach 5ft., one target. Hit 1d8 + STR or DEX + PB piercing damage.

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Familiar Spirit

10th-level Circle of the Monster Sanctum feature

The individuality of the monsters you have recruited begins to show through their spiritual forms. When you summon a spirit, you can choose two of the following benefits for the summoned creature to gain. You may pick a benefit more than once, and the benefit lasts for the duration in which the spirit is summoned:

  • Select one damage type. The summoned spirit gains resistance to that damage type.
  • Select one condition immunity. The summoned spirit gains immunity to that condition.
  • Select one ability score. The summoned spirit gains a +2 bonus to selected ability score. If you select this benefit multiple times, you must choose a different ability score each time.
  • Select one damage type. Whenever the summoned spirit deals damage, it deals an additional 1d6 damage of the selected damage type.
  • Select one skill. The summoned spirit adds your proficiency bonus (PB) to all checks associated with the selected skill. If you select this benefit multiple times, you must choose a different skill each time.
  • The spirit is summoned with a number of temporary hit points equal to 5 times your proficiency bonus. You must choose this benefit twice for the summoned spirit to gain these temporary hit points.
Sanctum Spirits List

Aptonoth. The spirit gains 10 temporary hit points. The spirit adds your proficiency bonus (PB) to all wisdom Perception checks.

Arzuros. The spirit gains 10 temporary hit points. The spirit adds an additional 1d6 slashing damage to all damage rolls.

Astalos. The spirit gains resistance to thunder damage. The spirit adds an additional 1d6 thunder damage to all damage rolls.

Brachydios. The spirit's movement speed increases by 5 ft. The spirit adds an additional 1d6 bludgeoning damage to all damage rolls.

Daimyo Hermitaur. The spirit gains a +1 bonus to their AC. The spirit adds an additional 1d6 bludgeoning damage to all damage rolls.

Deviljho. The spirit adds an additional 2d6 force damage to all damage rolls.

Diablos. The spirit's movement speed increases by 5 ft. The spirit adds an additional 1d6 piercing damage to all damage rolls.

Gammoth. The spirit gains 10 temporary hit points. The reach of all the spirit's melee attacks increases by 5ft.

Glavenus. The spirit gains a +1 bonus to their AC. The spirit adds an additional 1d6 slashing damage to all damage rolls.

Kelbi. The spirit's movement speed increases by 10 ft. The spirit may attempt to stabilize an unconscious creature as a bonus action.

Khezu. The spirit gains resistance to lightning damage. The spirit adds an additional 1d6 lightning damage to all damage rolls.

Lagiacrus. The spirit gains resistance to cold damage. The spirit adds an additional 1d6 cold damage to all damage rolls.

Lagombi. The spirit gains 10 temporary hit points. The spirit adds an additional 1d6 cold damage to all damage rolls.

Instead of choosing two of the above benefits, or if you have not recruited any creatures to your sanctum, you can select a spirit listed in the Sanctum Spirits list and apply the selected spirit's benefits to the summoned spirit.

Sanctum Keeper

14th-level Circle of the Monster Sanctum feature

You have mastered the secrets of your sanctum and can incorporate your magic directly into it.

Opening the Sanctum. You may regain the ability to create an entrance to your sanctum by expending a spell slot (no action required). When you create the entrance to the sanctum, you can choose to expend a spell slot at the same time. The entrance to the sanctum remains open for an additional number of hours equal to twice the level of the spell slot you expended.

Sanctum's Spiritual Magic. The spirits of the sanctum can help with your spellcasting while they are summoned. Whenever you would cast a spell on your Druid spell list, you can choose to have the spell originate from your summoned spirit and you may use your spirit's senses for the spell.

Additionally, you learn a new way to command your spirits. You can command your summoned spirit to take an action whenever you cast a spell from your Druid spell list. You may not command more than one spirit at a time in this way.

Magnamalo. The reach of all the spirit's melee attacks increases by 5ft. The spirit adds an additional 1d6 slashing damage to all damage rolls.

Mizutsune. The spirit's movement speed increases by 5 ft. The spirit gains resistance to cold damage.

Nargacuga. The spirit's movement speed increases by 5 ft. The spirit adds an additional 1d6 slashing damage to all damage rolls.

Plesioth. The reach of all the spirit's melee attacks increases by 5ft. The spirit adds an additional 1d6 cold damage to all damage rolls.

Rajang. The spirit adds an additional 2d6 thunder damage to all damage rolls.

Rathalos. The spirit gains resistance to fire damage. The spirit adds an additional 1d6 fire damage to all damage rolls.

Rathian. The spirit gains resistance to poison damage. The spirit adds an additional 1d6 poison damage to all damage rolls.

Seltas. The spirit gains a +1 bonus to their AC. The spirit's movement speed increases by 5 ft.

Seregios. The spirit adds an additional 2d6 slashing damage to all damage rolls.

Shogun Ceanataur. The spirit gains a +1 bonus to their AC. The reach of all the spirit's melee attacks increases by 5ft.

Tigrex. The spirit gains 10 temporary hit points. The spirit's movement speed increases by 5 ft.

Tetsucabra. The spirit gains 10 temporary hit points. The spirit adds an additional 1d6 bludgeoning damage to all damage rolls.

Yian Kut-Ku. The spirit's movement speed increases by 5 ft. The spirit gains resistance to fire damage.

Zinogre. The spirit gains resistance to lightning damage. The spirit adds an additional 1d6 slashing damage to all damage rolls.

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Way of the Expedition

The Way of the Expedition Monk pursues enlightenment through perpetual pilgrimage rather than tranquil meditation. Nomadic and unbound by the confines of a monastery, these Monks traverse diverse landscapes, absorbing the energies of each step into their ki. From the serene beauty of Pokke Village to the bustling life of Kamura Village, every journey contributes to their wellspring of power, turning the monk into a living conduit for the essence of the world.

The Way of the Expedition Monk's strength lies in adaptability, seamlessly transitioning between terrains and unleashing ki-infused strikes with the accumulated energies. Their relentless journey transforms them into dynamic warriors, finding enlightenment not in stillness, but in the ever-changing tapestry of the world beneath their feet.

Natural Channeling

3rd-level Way of the Expedition feature

Through meditation and exploration, you have pulled in the natural energies of areas you have traversed. After you finish a long rest, you may roll your martial arts die and record the result. You can expend 1 ki point and change the recorded result of that martial arts die to a result of your choice, but you cannot choose a result higher than what your martial arts die is currently capable of rolling, and any recorded result lasts until you finish your next long rest. You then choose a location based on the recorded result in the location table.

As an action, or whenever you would expend ki, you can channel the natural energies you have collected. You gain one of the following benefits and you may spend ki points to choose an additional benefit for each ki point you spend:

Natural Reinforcement. You wrap yourself in natural energies. You gain resistance to one damage type associated with a location you chose on the location table.

Channel Natural Energies. You focus natural energies into weapons and points in your body. Your monk weapons and unarmed strikes deal an additional 1d4 of a damage type associated with a location you chose on the location table.

Geo-Burst. You strengthen the control of your ki to create a surge of energy from your surroundings. Whenever you make an unarmed strike, instead attacking, you can use the unarmed strike to charge a surge of natural energy and choose a point within 45 feet of you. At the end of the turn in which you charged natural energy, all creatures of your choice within 5 feet of the last point you chose must succeed on a Dexterity saving throw. A creature takes damage equal to a number of rolls of your martial arts die on a failed save, or half as much damage on a successful one. The number of rolls is equal to 1 + the amount of times you charged natural energy this turn. The type of damage is the type associated with a location you chose on the location table.

    A chosen benefit lasts for 1 minute, and all simultaneous benefits end 1 minute after you gained the first benefit. A chosen benefit also ends if you choose that benefit again.

Location Table

Die Result Location Damage Type
1 Old Swamp Poison
2 Great Desert Fire
3 Pokke Village Cold
4 Coral Palace Lightning
5 Volcanic Hollow Acid
6 Speartip Crag Thunder
7 Kamura Village Radiant
8 Rotten Vale Necrotic
9 Yawning Abyss Psychic
10 Elder's Recess Force
Custom Locations

These locations are default locations specific to the Monster Hunter setting. You may use these or replace them with locations your character has traveled throughout the setting in your game.

Disciplined Exploration

6th-level Way of the Expedition feature

Through countless hikes, excursions and journeys of self discovery, you have gained the ability to move fluidly and effortlessly through any environment. You gain a swim speed and a climb speed equal to your walking speed, and you are unaffected by difficult terrain.

Additionally, you may roll one more martial arts die to choose an additional location as part of your Natural Channeling feature, and you may reroll any martial arts die as part of that feature if a roll results in a location you have already chose.

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Location and Destination

11th-level Way of the Expedition feature

You have learned how to channel the energy of multiple locations at once. Whenever you gain the benefit of your Natural Reinforcement or your Channel Natural Energies, you gain that benefit twice and you may now choose a point within 90 feet instead of 45 feet for your Geo-Burst benefit.

Additionally, you may roll one more martial arts die to choose an additional location as part of your Natural Channeling feature, and you may reroll any martial arts die as part of that feature if a roll's result is a 1.

Master of Expedition

17th-level Way of the Expedition feature

You have mastered yourself through pilgrimage and exploration. You may roll one more martial arts die to choose an additional location as part of your Natural Channeling feature. You also gain the following benefits:

Mastered Channeling. The damage from your Geo-Burst benefit increases by one additional roll of your martial arts die. The additional damage from your Channel Natural Energies benefit changes from 1d4 to 1d6. If you already resist a damage type that is associated with a location you chose in your Natural Reinforcement benefit, you become immune to that damage type instead.

Mastered Exploration. While gaining a benefit from your Natural Channeling feature, you gain a flying speed equal to your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft if you do not already have a flying speed.

Mastered Self. After you roll multiple martial arts dice using your Natural Channeling feature, you can expend 1 ki point and change the result of each martial arts die rolled to a result of your choice.


Monster Hunter

A monster hunter is an artificer that makes a living by hunting monsters and doing requests for civilians. Monster hunters have wide knowledge and a higher exercise capacity compared to normal people, so this is a field of work not too many people can handle. Most people become a monster hunter so they can gain money, notoriety, improve their living conditions, or other reasons. Some even become monster hunters to atone for crimes they have committed.

Hunting Style

3rd-level Monster Hunter feature

Your martial training has borne fruit and you have defined the kind of Monster Hunter you want to become. You gain proficiency in martial weapons. Additionally, choose one of the following options:

Clasher

You have developed a hunting style that leaps into the fray and focuses on offense. You gain the following benefits:

  • You gain proficiency in Heavy Armor.
  • Your hit point maximum increases by 3, and it increases by 1 every time you gain a level in this class. Additionally, whenever you would roll hit dice to recover hit points, you may recover 1 additional hit points for each hit die.
Dasher

You have developed a hunting style that keeps a distance from your foes and focuses on defense. You gain the following benefits:

  • You gain proficiency in dexterity saving throws.
  • Your movement speed increases by 5 feet, and by an additional 5 feet at 9th and 15th level.

Monster Hunter Spells

3rd-level Monster Hunter feature

You always have certain spell prepared after you reach particular levels in this class. The Monster Hunter Spells table shows the hunter spells that you know, along with the spells associated in the table with your Hunting Style. These spells count as artificer spells for you, but they do not count against the number of artificer spells you prepare.

Monster Hunter Spells
Artificer Level Hunter Spells Clasher Spells Dasher Spells
3rd Hunter's Mark Color Spray Sleep
5th Locate Object Shatter Healing Spirit
9th Fireball Spirit Shroud Ashardalon's Stride
13th Locate Creature Grasping Vine Death Ward
17th Hold Monster Steel Wind Strike Mass Cure Wounds

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Specialized Weapon

3rd-level Monster Hunter feature

You learn to use your Tinker's Tools to enhance a piece of equipment. Your options are detailed at the end of the class description. Your enhancement remains on an item(s) indefinitely, but when you die, the enhancement ceases to function and the item reverts to what it originally was. Once after a long rest, you may choose one Specialized Weapon option. You can improve one piece of equipment (or multiple if it is required for the option) and it will gain the benefits. If another creature attempts to use your enhanced equipment, they cannot use the item's enhancements. If you choose to enhance another piece of equipment, the enhancement on your previous equipment ceases to function and the item reverts to what it originally was.

At 15th level, the second option of your specialized weapon becomes available and you can’t be disarmed of your specialized weapon unless you are incapacitated.

Hunter Proficiency

3rd-level Monster Hunter feature

When you adopt this specialization, you learn a specialized way to find your quarry. You gain one of the following benefits based off of your Hunting Style:

Clasher

You gain proficiency with the Survival skill. If you already have this proficiency, you gain proficiency in the Athletics or Acrobatics skill (your choice) instead. Additionally, whenever you would make a wisdom Survival check, you may add your intelligence modifier to the check.

Dasher

You gain proficiency with the Perception skill. If you already have this proficiency, you gain proficiency in the Athletics or Acrobatics skill (your choice) instead. Additionally, whenever you would make a wisdom Perception check, you may add your intelligence modifier to the check.

Offensive Tactics

5th-level Monster Hunter feature

You have learned a particular way of fighting. You gain one of the following benefits based off of the Hunting Style you chose at 3rd level:

Clasher

Extra Attack. You can attack twice, rather than once, whenever you take the Attack action on your turn.

Dasher

Expert Attack. When you hit with a weapon attack, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Additionally, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.


Defensive Tactics

9th-level Monster Hunter feature

You have perfected the art of weaving through the battlefield relatively unscathed. You gain one of the following benefits based off of the Hunting Style you chose at 3rd level:

Clasher

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Dasher

Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When 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.

Equipment Upkeep

15th-level Monster Hunter feature

You can use arcane runes to empower your items, armor and clothing to bolster those who wear them. The maximum number of items you can infuse at once increases by 1, but that extra item must have the Monster Hunter specialization as a prerequisite.

In addition, you gain one of the following benefits based off of the Hunting Style you chose at 3rd level:

Clasher

After you finish a short or long rest, you can gain temporary hit points equal to your artificer level + your intelligence modifier (minimum +1).

Dasher

After you finish a short or long rest, you can select up to six creatures (which can include yourself). Those creatures gain temporary hit points equal to your intelligence modifier (minimum +1) + your proficiency bonus.

Specialized Weapon Options

An enhancement works on only certain kinds of equipment. You must have an item that matches the option's requirement(s) in order to chose that option. Removing the option returns the item(s) to its original state.

Greatsword

Item: Greatsword or Greataxe

Charge Slash. Once per turn, when you hit a creature with this weapon, you can expend a spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 1d4 + 2d4 for each spell level expended to a maximum of 7d4.

At 15th Level:

Quick Charge. Once per turn, you can deal 2d4 force damage to a creature you hit with this weapon.

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Sword and Shield

Item: Light Melee Weapon and a Shield

Accessible Inventory. While holding the shield from this option, you gain +1 to AC and may take the "Use an Object" action as a bonus action.

At 15th Level:

Accessible Casting. You may use the shield from this option as a spellcasting focus, and spells cast through this shield ignore somatic components. When you cast a spell that has a casting time of one action with the shield, you can instead cast it as a bonus action. You cannot cast a spell in this way whose level is above half of your proficiency bonus.

Dual Blades

Item: Two Light Melee Weapons

Demon Mode. When you engage in two-weapon fighting with these weapons, you can add your ability modifier to the damage of the second attack if you do not already. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn.

At 15th Level:

Archdemon Mode. When you would make an attack with one of these weapons as a bonus action, you may make an additional attack as part of the same bonus action with the same weapon. Additionally, when you would make an opportunity attack, you may make an attack with each weapon from this option.

Hammer

Item: Warhammer or Maul

Charge Smash. When you roll damage with this weapon, you can expend a spell slot to add 3d4 force damage to the roll, in addition to the weapon's damage.

At 15th Level:

Spin to Win. As an action, you may make an attack with this weapon against all creatures of your choice within 10 feet. Roll the damage once and apply it to all the creatures you hit. Your movement speed becomes halved until the end of your next turn.

Longsword

Item: Longsword

Spirit Gauge. This weapon can only be used as a 2-handed weapon. It gains the finesse and reach properties as well the ability to hold spirit charges. As a bonus action, you can expend a spell slot and gain a number of spirit charges equal to the spell slot's level. Any critical hit you land with this weapon also adds a spirit charge to it. This weapon gains a +1 bonus to attack and damage rolls for each spirit charge, to a maximum of +3. All spirit charges disappear 1 minute after the last spirit charge was added.

At 15th Level:

Spirit Slash. Once per turn, when you hit a creature with this weapon, you can expend any number of spirit charges to deal additional force damage equal to 5 times the number of spirit charges expended.

Hunting Horn

Item: Greatclub

Battle Melody. Your greatclub has been modified into a musical instrument. As an action, or as a bonus action on the same turn you take the attack action with this weapon, you may play a melody that bolsters a creature that can hear you within 60 feet, the creature gains a battle melody die (1d4). Once within the next 1 minute, the creature can roll the die and add the number rolled to one ability check, attack roll or saving throw.

At 15th Level:

Quicker Rhythm. The die from your battle melody becomes a d6. Additionally, the bolstered creature can roll the die and add the number rolled to a damage roll or (at any time) add the number to their armor class until the start of their next turn (no action required).

Switch Axe

Item: Greatsword, Greataxe or Halberd

Shift. When you choose this option, choose a greatsword or greataxe. As a bonus action, you may change this weapon from your chosen greatsword or greataxe to a halberd, or from a halberd to your chosen greatsword or greataxe. Additionally, when you roll a 1 or 2 on a damage die for an attack you make with this weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2.

At 15th Level:

Element Discharge. When you hit a creature with an attack with this weapon, you may deal an additional 20 force damage in addition to the weapon's damage. You cannot do this again until you finish a short or long rest, or until you expend a 2nd level spell slot or higher as an action.

Lance

Item: Spear, Lance, Pike or Trident

Brace for Impact. You may take the dodge action as a bonus action, but your movement speed becomes 5 feet until the end of your next turn.

At 15th Level:

Race for Impact. When you take the dash action, you may choose to move your full movement speed in a straight line. While moving like this, you may move through hostile creatures' spaces. If you do, you may make one melee attack with this weapon on each individual creature, for each of that specific creature's spaces you pass through.

Gunlance

Item: Spear, Lance, Pike or Trident

Burst Shot You attach a magic device to this weapon. This weapon gains a number of burst charges equal to your Intelligence modifier (minimum 1). Once per turn, you can use one of the following effects:

  • When you would roll damage from an attack roll with this weapon, you may choose to expend a burst charge and change the type of that weapon's damage to force.

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  • After you have taken the attack action with this weapon, you may use your bonus action to expend a burst charge and deal 1d6 force damage to one creature you hit this turn.

You may use an action to regain all expended burst charges, or expend a spell slot (no action required).

At 15th Level:

Wyvernfire. As an action, you may blast an explosion of force from the device attached to your weapon. All creatures within a 20 foot cone originating from you must make a dexterity saving throw equal to your spellcasting DC or take force damage equal to twice your Intelligence modifier in d6s (minimum 2) on a failure, half as much on a success. You cannot do so again until you finish a long rest or expend a 4th level spell slot or higher as an action.

Charge Blade

Item: Halberd, Glaive, or One Handed Weapon and Shield

Shift. When you choose this weapon, choose a type of one handed weapon and a shield, then choose a halberd or glaive. If you chose to enhance a one handed weapon with your Specialized Weapon feature, it must match the one handed weapon you choose with this feature. Once per turn, you can use one of the following effects:

  • As a bonus action, you may change this weapon from your chosen one handed weapon and shield to your chosen halberd or glaive. Any enchantments from your one handed weapon are transferred to the halberd or glaive, but you lose your base AC bonus and any possible enchantments from the shield.

  • As a bonus action, you may change this weapon from your chosen halberd or glaive to your chosen one handed weapon and shield. Any enchantments from your halberd or glaive are transferred to the one handed weapon and you regain your base AC bonus and any possible enchantments from the shield.

At 15th Level:

Elemental Blast. Once per turn, when you hit a creature with an attack with this weapon as a halberd or glaive, you may deal 3d8 fire, cold, lightning, acid, poison or thunder damage (your choice). Afterwards, you must use your bonus action for this turn to shift.

Insect Glaive

Item: Quarterstaff, Halberd, or Glaive

Vault. When you take the dash action and are holding this weapon, your jump distance is doubled until the end of your turn. You may make a long jump or high jump without moving beforehand. If you take the dash action and make a long jump or high jump, you may make a single weapon attack with this weapon as a bonus action. Opportunity attacks from the creature you attacked have disadvantage to hit you until the end of your turn.

At 15th Level:

Kinsect. You have constructed a flying mechanical ally to aid you in combat, which is immune to damage and rests on your weapon. When you make an attack with this weapon, you can instead make a ranged spell attack with the kinsect on a creature within 60 feet. You may also make this spell attack when you take the dash action.

This spell attack does not deal damage. Each time you hit with the kinsect you gain a +1 bonus to attack rolls with this weapon, damage rolls with this weapon, and to your AC, to a maximum bonus of +3. This bonus disappears 1 minute after the last bonus was added.

Bow

Item: Longbow or Shortbow

Elemental Phial. At the start of your turn, you may expend your bonus action to change the base damage of this weapon from piercing to fire, cold, lightning, acid, poison or thunder until the end of your turn.

At 15th Level:

Tinkered Shot. At the end of a short or long rest, or by expending a spell slot (no action required), you may choose one of the following special maneuvers you can perform. Each maneuver has a different area it can affect. You may use your action to make an attack with this weapon on each creature of your choice within that area. Being within 5 feet of a hostile creature does not impose disadvantage on these ranged attacks.

  • Piercing shot. The area is a 50 foot long 5 foot wide line originating from yourself.
  • Bombardment shot. The area is a 10 foot wide 40 foot tall cylinder centered at a point within 60 feet.
  • Scatter shot. The area is a 20 foot cone originating from yourself.

Light Bowgun

Item: Light Crossbow, Hand Crossbow or One Handed Firearm

Sniper. You have fine tuned your weapon, attacks with this weapon gain +2 bonus to attack rolls. Additionally, the short range increment of this weapon increases by 20 feet and the long range increment of this weapon increases by 60 feet.

At 15th Level:

Adaptive Shot. Attacks with this weapon gain a +2 to damage rolls. Additionally, you can choose whether the attack does piercing, bludgeoning or slashing damage.

Heavy Bowgun

Item: Heavy Crossbow or Two Handed Firearm

Overhaul. After a short or long rest, or by expending a spell slot as an action, you can choose 1 benefit to give to your weapon. If you are choosing a new benefit, the previous benefit ceases to function:

  • Damage. As part of an attack, you may expend an additional piece of regular ammunition to deal an additional 1d8 piercing damage. The ammunition is consumed regardless if you hit.

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  • Barrier. When you are attacked, you may use your reaction to gain a bonus to your AC equal to your Intelligence modifier (minimum +1) for that attack.
  • Range. Your short range increment increases by 50 feet and your long range increment increases by 150 feet.
  • Rapid Fire. You may make an attack with this weapon as a bonus action, but you cannot move on the turn you make this attack.

At 15th Level:

Extra Slot. After a short or long rest, or by expending a spell slot as an action, you can choose 1 additional overhaul benefit to give to your weapon. If you are choosing a new benefit, the previous benefit ceases to function. You cannot choose the same benefit twice.

Artificer Infusions

At 2nd level, an artificer gains the Infuse Item feature. Here are new options for that feature, in addition to the options available. If an item infusion has a prerequisite, you must meet it to learn the infusion. You can learn the infusion at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Burstfire Shells

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, bones and/or scales

You attach a special shell chamber to a spear, lance, pike or trident. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Gunlance; it gains the following enhancement:

Wyrmstake Cannon. The maximum number of burst charges your gunlance can hold increases by 2. When you deal force damage with your gunlance, you can expend up to 2 burst charges to increase that damage by 1d6 for each charge.

Charge Line

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality threads, wires and/or leathers

You attach an enchanted special bow string to a longbow or shortbow. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Bow; it gains the following enhancement:

Charged Shot. Once per turn, when you hit a creature with this weapon, you can expend a spell slot to deal additional damage of the weapon's type to the target, in addition to the weapon's damage. The extra damage is 1d6 for each spell level expended to a maximum of 4d6.

Charge Phials

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, glasses and/or minerals

You have fitted specially designed phials to a shield and a one handed weapon, a halberd, or a glaive. They cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same shield and/or weapon. If it was not already, the attached weapon becomes a magic weapon. If the shield and/or weapon is a Specialized Weapon: Charge Blade; it gains the following enhancement:

Element Slash. On the turn you hit a creature with the one handed weapon from this option, you can use your bonus action to charge the shield from your specialized weapon into a charged state. While in this state, you gain a +1 bonus to AC while it is a one handed weapon and shield, and attacks while it is a halberd or glaive deal an additional 1d8 fire, cold, lightning, acid, poison or thunder damage (your choice). This state ends after 1 minute or at the end of the turn after you dealt the additional damage.

Chemical Coater

Prerequisites: 9th-level, Monster Hunter Specialization

Item: A light container with a diamond inlay, that can hold ammunition, worth 500g

You can attach a runic coating device to a shortbow, longbow, light crossbow, hand crossbow, heavy crossbow, one handed firearm or two handed firearm. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Bow, Light Bowgun, or Heavy Bowgun; it gains the following enhancement:

Status Ammo. You can use your bonus action to expend a spell slot and apply an experimental coating to a piece of ammunition. The next time you hit a creature with the weapon from this option, after applying damage, it must make a Constitution saving throw equal to your spell save DC. On a failure, roll a number of d20s equal to the level of the spell slot you expended. Choose one of the d20s. The number rolled on that die determines the effect, as shown on the Status Ammo Table below.

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Status Ammo Table
d20 Effect
1-3. The creature is deafened.
4-6. The creature gains 1 level of exhaustion.
7-9. The creature is considered frightened of you.
10-12. The creature gains 2 levels of exhaustion.
13-14. The creature is poisoned.
15-16. The creature is incapacitated.
17. The creature gains 3 levels of exhaustion.
18. The creature is blinded.
19. The creature is stunned.
20. The creature is paralyzed.

The effect lasts for 1 minute or until you apply another coating. The affected creature can repeat the saving throw at the end of each of its turns or when it takes damage, ending the effect on itself on a success.

Combo Grips

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality threads, wires and/or leathers

You attach magic grips to a light melee weapon and a shield. They cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon and shield. If it was not already, the attached weapon becomes a magic weapon. If the weapon and shield is a Specialized Weapon: Sword and Shield; if gains the following enhancement:

Accessible Equipment. If you take the attack action on your turn, you may make a single melee weapon attack with the weapon from this option as a bonus action.

Additionally, whenever you make a melee weapon attack with the weapon from this option, you can replace that attack with a strike from your shield from this option. Make an improvised weapon attack using strength or dexterity, your choice. You are considered proficient for this attack. If your shield is magic and grants a magical bonus to your AC, you gain a bonus to the attack and damage roll equal to that magical AC bonus. If you hit, you deal bludgeoning damage equal to 1d6 + your previously chosen modifier.

Counter Resin

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, bones and/or scales

You ecase parts of a spear, lance, pike or trident with an enchanted resin. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Lance; it gains the following enhancement:

Chase for Impact. If a creature misses an attack on you and you took the dodge action on your most recent turn, you may use your reaction to attack that creature with the weapon from this option.

Encore Pipes

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, bones and/or glasses

You attach enchanted acoustical pipes to a greatclub. They cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Hunting Horn; it gains the following enhancement:

Encore. When you bolster a creature with your Battle Melody feature, you can choose to bolster one additional creature that can hear you within 60 feet. Alternatively, when you bolster a creature with your Battle Melody feature, you can also choose to expend a spell slot. You can then choose to bolster a number of additional creatures that can hear you within 60 feet. That number is equal to 1 + the level of the spell slot expended.

Fade Greaves

Prerequisites: 9th-level, Monster Hunter Specialization

Item: A pair of gem studded greaves and gem-encrusted charm(s) collectively worth 500g

While wearing these greaves your speed increases by 5 feet.

You can attach the gem-encrusted charm(s) to a longsword, two light melee weapons, a greatsword, a greataxe, a halberd, a quarterstaff, or a glaive. The charm(s) cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon(s). If it was not already, the attached weapon(s) becomes a magic weapon(s). If the weapon(s) is a Specialized Weapon: Longsword, Dual Blades, Switch Axe, or Insect Glaive; it gains the following enhancement:

Fade Strike. You may use your bonus action to select one creature you have attacked with a weapon from this option this turn. You do not provoke opportunity attacks from that creature until the end of your next turn.

Helm Splitter Boots

Prerequisites: 9th-level, Monster Hunter Specialization

Item: A pair of gold or platinum tipped boots and a silver pendant collectively worth 500g

While wearing these boots your speed increases by 5 feet.

If you can move along vertical surfaces, creatures count as vertical surfaces you can move along.

You can attach the silver pendant to a light melee weapon or longsword. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Sword and Shield, or Longsword; it gains the following enhancement:

Helm Splitter. You may expend your bonus action to move up a vertical surface within 5 feet of a creature. The next time you hit that creature this turn with your specialized weapon, you deal additional damage to it. The damage equals a number of d6s for every 5 feet of that uninterrupted vertical movement, to a maximum of 3d6. You do not take fall damage dropping from that vertical movement.

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Hunting Pal

Prerequisites: Monster Hunter Specialization

Item: A hand held device made with rune enscribed metals and rare crystals (requires attunement)

You have created a device that magically summons a special ally that serves you. The item you infuse summons the creature to a location within 15 feet of you. You determine the ally's appearance.

The ally is friendly to you and your companions, and it obeys your command. However, if you abuse or mistreat the ally, it can ignore your commands or even choose to end its service to you and destroy the infused item.

The type of ally you summon is determined by the total cost of the item and your Artificer level. You may pick one of the following options below, provided you meet the prerequisites:

Palakalaka. 75g or higher worth item and 3rd level

Palico. 300g or higher worth item and 9th level

Palamute. 1200g or higher worth item and 15th level

See the creatures' statistics in the Palakalaka, Palico or Palamute stat blocks, which uses your proficiency bonus (PB) in several places.

In combat, the ally shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action, which can include a possible bonus action if it has one available. If you are incapacitated, the ally can take any action of its choice, not just dodge.

If the ally dies, it drops all equipment it was not summoned with and returns from where you summoned it with the equipment it was summoned with, until you use an infusion to summon it again, or expend a spell slot to summon it as an action. A Palakalaka requires a 1st level spell slot or higher, a Palico requires a 3rd level spell slot or higher, and a Palamute requires a 5th level spell slot or higher.

Power Charge Plating

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, bones and/or scales

You attach special runic plates to a warhammer or maul. They cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Hammer; it gains the following enhancement:

Smash Discharge. After you use your Charge Smash feature, or as an action on your turn, you can cause the runic plates on your weapon to faintly glow. This glow lasts for 1 minute. It ends early when your turn ends and you haven’t caused the weapon to glow with this feature or attacked a hostile creature. While it is glowing, you add an additional 1d6 force damage to attacks made with the attached weapon.

Propel Dust

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, bones and/or minerals

You attach a propulsion device to a quarterstaff, halberd or glaive. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Insect Glaive; it gains the following enhancement:

Midair Vault. When you take the Dash action, any jump you make during your turn can be done midair. You can not jump more than 4 times while midair

Recovery Coater

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, minerals and/or glasses

You attach a device to a light crossbow, hand crossbow or one handed firearm that can cover your loaded ammunition with a special coating. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Light Bowgun; it gains the following enhancement:

Recover Ammo. Before you take the attack action, you may use your bonus action to prime your ammunition. The next time you would deal damage this turn to a creature with this weapon, instead of dealing damage, you may expend a spell slot to cause the creature to regain hit points equal to the same amount. That creature also gains temporary hit points equal to three times the spell's level.

Runic Frame

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, bones and/or scales

You add enchanted attachments to a heavy crossbow or two handed firearm. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Heavy Bowgun; it gains the following enhancement:

Extra Slot. After a short or long rest, or by expending a spell slot as an action, you can choose 1 additional overhaul benefit to give to your weapon. If you are choosing a new benefit, the previous benefit ceases to function. You cannot choose the same benefit twice. Additionally, the following are added to the list of benefits you can choose from your Overhaul feature:

  • Critical Distance. Attacks you make on a creature within 15 feet of you score a critical hit on a roll of 19 or 20.
  • Spread. As part of an attack, you may expend an additional piece of regular ammunition to add an additional 1d4 to an attack roll. The ammunition is consumed regardless if you hit.

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  • Ward. When you are forced to make a saving throw, you may use your reaction to gain a bonus to that saving throw equal to half your Intelligence modifier, rounding up (minimum +1).

Rush Chains

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, bones and/or scales

You attach rune-laced chains to two light melee weapons. They cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapons. If they were not already, the attached weapons become magic weapons. If the weapons are a Specialized Weapon: Dual Blades; they gain the following enhancement:

Heavenly Blade Dance. Before you take the attack action, you can choose one creature. You can only attack that creature until the end of your turn, and only with the weapons from this option. If the creature is large, you can attack it twice when you take the Attack action. If the creature is huge, you can attack it three times when you take the Attack action. If the creature is gargantuan, you can attack it four times when you take the Attack action. Your movement speed then becomes 0 until the end of your turn.

Shield Railing

Prerequisites: 9th-level, Monster Hunter Specialization

Item: Four pieces of rune-inscribed rare metal worth 500g total

You can attach these four pieces of metal to a one handed weapon, lance, or pike. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Sword and Shield, Lance, Gunlance, or Charge Blade; it gains the following enhancement:

Barrier. When you are attacked, you may use your reaction to deploy an arcane barrier. You gain a bonus to your AC equal to your Intelligence modifier for that attack.

Spirit Pommel

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, bones and/or leathers

You attach an extended pommel to a longsword. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Longsword; it gains the following enhancement:

Foresight Slash. You may use your bonus action to expend a spirit charge. Until the start of your next turn, attacks with this weapon score a critical hit on a roll of 19 or 20.

Stun Gauntlets

Prerequisites: 9th-level, Monster Hunter Specialization

Item: A pair of gauntlets reinforced with adamantine and a mithril amulet collectively worth 500g

You can attach the mithril amulet to a warhammer, maul, greatclub or light melee weapon. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Sword and Shield, Hammer, or Greatclub; it gains the following enhancement:

Blunt Strike. When you deal bludgeoning damage to a creature with this weapon, you can expend a spell slot to attempt to incapacitate it. The creature's speed is reduced by a number of feet equal to 5 times the level of the spell slot you expended until the start of your next turn. It must also make a constitution saving throw equal to your spell save DC. On a failed save, the creature becomes incapacitated until the start of your next turn.

Tackle Plating

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, bones and/or leathers

You attach enchanted plating to a greatsword or greataxe. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Greatsword; if gains the following enhancement:

Tackle. Once per turn, when you take the attack action, you can brace yourself with your weapon and attempt to tackle a creature. Make an unarmed strike. It counts as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. If you hit, you deal bludgeoning damage equal to 1d4 + your strength modifier. Before the start of your next turn, the next time you take damage from a creature you hit with this tackle, you gain resistance to that damage.

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Wild Swing Haft

Prerequisites: 9th-level, Monster Hunter Specialization

Item: 250g worth of high-quality metals, bones and/or leathers

You attach a special haft to a greatsword, greataxe or halberd. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Switch Axe; it gains the following enhancement:

Amped State. You can use your Shift feature without using your bonus action as long as you expend a spell slot. If you used your Shift feature this turn, you can gain one of the following benefits until the end of the turn:

  • Attacks with the greatsword or greataxe from this option deal an additional 1d4 force damage.
  • Attacks with the halberd from this option can add 1d4 to the attack rolls.

Wire bug

Prerequisites: 5th-level, Monster Hunter Specialization

Item: An insect husk and silver cord worth at least 100gp (requires attunement)

This tiny flying construct can help you in battle. It is immune to any damage and can be used in one of the following ways:

Wiredash. You can deploy the wire bug to pull you. As a bonus action on your turn, you may send the wire bug to a point you can see within 15 feet. You may then pull yourself in a straight line to that point.

Wallrun. The wire bug can keep you aloft while moving. As a bonus action on your turn, until the end of the turn, you may move along vertical surfaces without falling during the move.

Wirefall. You can use the wire bug to recover from a fall. As a reaction when you would be knocked prone, you can immediately stand up and any fall damage you would have taken is halved.

Silkbind Attack. The wire bug can help you when you strike. As a bonus action, you can use the wire bug to move in unpredictable ways. The next time you make a weapon attack, you have advantage.

Once you use the wire bug, you may not do so again until 10 minutes have passed. Alternatively, you can regain the use of the wire bug again after you have expended a spell slot as part of a spell, class feature, racial feature or item use.



Palakalaka

Small Humanoid (Iynian), typically chaotic good


  • Armor Class 12 (unarmored defense)
  • Hit Points equal the palakalaka's Constitution modifier + PB + two times your level in this class (the palakalaka has a number of Hit Dice [d4s] equal to your artificer level)
  • Speed 20 ft., swim 15ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 14 (+2) 7 (-2) 12 (+1) 11 (+0)

  • Saving Throws Str +1 plus PB, Con +2 plus PB
  • Skills Medicine +1 plus PB, Survival +1 plus PB
  • Tool Proficiencies Woodcarver’s tools appropriate modifier plus PB
  • Condition Immunities frightened
  • Senses passive Perception 11
  • Languages Shakalaka, Common
  • Proficiency Bonus (PB) equals your bonus

Shakalaka Rage (PB/per long rest). As a bonus action, the palakalaka enters a rage for 1 minute. For the next minute, it has advantage on strength checks and strength saving throws. Additionally, it gains resistance to bludgeoning, piercing, and slashing damage. The rage ends early if it expends a bonus action to do so, or if the palakalaka is knocked unconscious.

Actions

Focre Club. Melee Weapon Attack: + 1 + PB to hit, reach 5ft., one target. Hit 1d6 + 1 + PB force damage.

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Palico

Small Humanoid (Iynian), typically chaotic good


  • Armor Class 14 (chain shirt)
  • Hit Points equal the palico's Constitution modifier + PB + three times your level in this class (the palico has a number of Hit Dice [d6s] equal to your artificer level)
  • Speed 25 ft., burrow 15ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 9 (-1) 10 (+0) 14 (+2)

  • Saving Throws Dex +1 plus PB, Cha +2 plus PB
  • Skills Athletics +2 plus PB, Medicine +0 plus PB
  • Tool Proficiencies Cook's utensils appropriate modifier plus PB
  • Condition Immunities charmed
  • Senses passive Perception 10
  • Languages Catonese, Common
  • Proficiency Bonus (PB) equals your bonus

Feyline Inspiration (2/per long or short rest). As a bonus action, the palico sounds its horn inspiring a target within 30 feet of it. The target gains an Inspiration die, a d4. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.

Innate Spellcasting. The palico is given innate spellcasting due to your infusion. Its spellcasting ability is Charisma (spell save DC 10 plus PB). It can innately cast the following spells depending on your Artificer level:

2/day (3rd level): Spare the Dying

1/day each (9th level): Featherfall, Shatter

1/day each (15th level): Catnap, Death Ward

Actions

Force Pick. Melee Weapon Attack: + 2 + PB to hit, reach 5ft., one target. Hit 1d8 + 2 + PB force damage.

Advice. The palico gives advice to a creature it can see within 5 feet of it. The next ability check or saving throw that creature makes gians a bonus equal to the palico's Charisma modifier.



Palamute

Medium Beast (Canyne), typically neutral good


  • Armor Class 16 (breastplate barding)
  • Hit Points equal the palamute's Constitution modifier + PB + four times your level in this class (the palamute has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 50 ft., climb 35ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 11 (+0) 12 (+1) 13 (+1)

  • Saving Throws Dex +2 plus PB, Wis +1 plus PB
  • Skills Medicine +1 plus PB, Perception +1 plus PB
  • Tool Proficiencies Carpenter’s tools appropriate modifier plus PB
  • Condition Immunities charmed, frightened, surprised
  • Senses passive perception 16 plus PB
  • Languages (see empath)
  • Proficiency Bonus (PB) equals your bonus

Empath. The palamute has the ability to communicate in a limited manner with any creature that speaks a language. It can understand the meaning of their words, without the need to share a language. Though it has no special ability to respond to them in return.

Canyne Cunning (2/per long or short rest). The palamute can push itself past its physical limits. As a bonus action, the palamute can take the Dash, Disengage or Help action.

Keen Senses. The palamute has advantage on wisdom Perception checks.

Powerful Build. The palamute counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. It also counts as one size larger for the purposes of being a mount.

Actions

Force Daggers. Melee or Ranged Weapon Attack: + 2 + PB to hit, reach 5ft. or range 20/60ft., one target. Hit 2d6 + 4 + PB force damage.

Bark. The Palamute targets one creature within 30ft. to bark at it in an attempt to distract it. A creature must be able to hear to be affected. That creature must succeed on a DC 10 plus PB Wisdom saving throw or have disadvantage on attack rolls against other creatures until the end of its next turn.

Iron Umbrella. The Palamute deploys a defense for creatures around it. The next creature within 5ft. of the palamute that would fail a saving throw can use its reaction to add a +3 bonus to that saving throw.

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Monster Trapper

The Monster Trappers are fighters who specialize in the use of magical potions and gadgets to enhance their combat prowess and take down their prey. They are experts at creating curatives, concoctions, and explosives that can heal their wounds, boost their strength, and devastate their foes. With these items, they can quickly turn the tide of battle in their favor, allowing them to face even the most fearsome monsters.

Monster Trappers are also skilled at setting up traps and snares that immobilize their prey, giving them an opportunity to strike with deadly force. They use their knowledge of alchemy and gadgetry to create specialized items that grant them an edge in battle. Whether they're facing wyverns, elder dragons, or other fearsome creatures, Monster Trappers are prepared to take them down.

Bonus Proficiency

3rd-level Monster Trapper feature

You gain proficiency in Smith's Tools, Tinker's Tools, or Alchemist's Supplies (your choice).

Traps and Gadgets

3rd-level Monster Trapper feature

At certain levels in this class, you learn to construct gadgets to aid with combat and hunting. As part of a long rest, you can produce a number of items listed under "Hunting Items" below. The number is equal to 1 + your proficiency bonus, and the items are stored within the Item Chest listed in this feature.

Item Chest. You have constructed a tiny, magical chest to hold all of your creations. You determine its appearance, it cannot be removed against your will, items cannot be pulled out of the chest against your will, and the chest cannot hold items that are not listed under "Hunting Items" below. The chest's magic cannot be suppressed and it requires no actions for you to pull items from it. If the chest would be lost or destroyed, you can spend 10 minutes to create a new one, which can coincide with a short or long rest; after which, the old one and all items inside of it become non-magical.

Well Stocked. The Item Chest magically duplicates any items inside it. It duplicates each non-duplicated item once, and regains the ability to do so after you finish a long rest. All duplicates and duplicated items disappear from the chest once you finish a long rest. Only two duplicates or duplicated items can exist outside of the chest at any given time, and each item magically disappears an hour after it is removed from the chest.

Attack Rolls, Ability Checks and Saving Throws. Some of your items require you to make an attack roll, your target to make an ability check, or your target to make a saving throw to resist the item's effects. The attack bonus is equal to your proficiency bonus + your Strength or Dexterity modifier (your choice), and the ability check or saving throw DC is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Inventory Expert

7th-level Monster Trapper feature

Whenever you take the Attack action on your turn, you can use an item or take the Use an Object action in place of one of those attacks.

Refined Tool Experience

10th-level Monster Trapper feature

Select a tool listed in the Bonus Proficiency feature in this class. You gain proficiency with that tool; however, if you are already proficient with that tool, your proficiency bonus is doubled for any ability check you make that uses the chosen tool.

Improved Gadgets and Traps

10th-level Monster Trapper feature

You have learned how to improve your tools for hunting. When you produce an item from your Traps and Gadgets feature, you can choose to produce a better version of that item; provided you meet the required level in this class listed in the item. The improved item is listed under the original item and it is considered the same item when storing it in your Item Chest.

Inventory Savant

15th-level Monster Trapper feature

Whenever you take the Attack action on your turn, you can use an item or take the Use an Object action in place of any of those attacks. If the item would cast a spell, you cannot cast more than one spell during the same Attack action.

Tireless Tinkerer

18th-level Monster Trapper feature

You can quickly produce items during your downtime. As part of a short rest, you may produce two items listed under "Hunting Items" below and store them within your Item Chest. Items produced in this way cannot be duplicated using Well Stocked.

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Hunting Items

These are magical items the Monster Trapper has access to. You will find the requirements to create an item under it's name. Under the base item, you will find the name and requirements of the enhanced version of that item you gain access to starting at 10th level. Any reference to levels in an item refers to levels in this class.

Armor Skin

3rd level

A mixture that can harden parts of your body. For the next 1 minute, when you are attacked, you can use your reaction to force the attacker to reroll the attack and use the lower of the two rolls.

Mega Armor Skin

10th level

When you use your reaction in Armor Skin, you can force the attacker to reroll all attacks that are directed at you until the end of its turn.

Bounce Barrel Bomb

3rd level

A bomb capable of launching itself. Make a ranged attack with a range of 30 feet. The attack deals 2d8 fire damage and a flammable object hit by this ignites if it isn't being worn or carried.

Bounce Barrel Bomb+

10th level

The Bounce Barrel Bomb's range increases to 60 feet and it deals an additional 2d8 fire damage.

Curative

3rd level

A small potion that speeds up your natural recovery. You can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Curative+

10th level

Double the number of hit points a Curative restores.

Dash Juice

7th level

A concoction that accelerates your metabolism. Increase your speed by 10 feet for 1 minute.

Mega Dash Juice

15th level

The speed increase from Dash Juice becomes 20 feet, and your movement does not provoke opportunity attacks for the duration.

Demondrug

7th level

A viscous fluid that quickens your reflexes. For the next 1 minute, the first weapon attack made on each of your turns is made with advantage.

Mega Demondrug

15th level

As part of Demondrug, the first two weapon attacks made on each of your turns are made with advantage.

Dungbomb

3rd level

A foul mixture encapsulated in a break-away casing. You may throw this item at a creature within 30 feet. That creature must make a Constitution saving throw. On a failure, the creature must move as far as its speed allows away from you.

Dungbomb+

10th level

The creature that fails its Constitution saving throw from Dungbomb uses twice its movement and cannot take reactions until the start of its next turn.

Flash Bomb

7th level

A deceptively harmless capsule with a surprise inside. You may throw this item at a point within 30 feet. Each creature within 10 feet of that point must make a constitution saving throw or become blinded until the end of its next turn.

Flash Bomb+

15th level

You may throw the Flash Bomb to a point within 90 feet and affect creatures of your choice within 30 feet of that point.

Large Barrel Bomb

7th level

A slightly larger bomb made to maximize destruction. As an action, a creature may choose to activate this bomb. The bomb gains an AC of 10 and 5 Hit Points. If the bomb is reduced to 0 Hit Points or takes any fire damage, it explodes. All creatures within 10 feet of the bomb must make a Dexterity saving throw. A target takes 3d10 fire damage on a failed save, or half as much damage on a successful one.

Large Barrel Bomb+

15th level

The fire damage from the Large Barrel Bomb increases by 3d10.

Pitfall Trap

3rd level

An ingenious trap that camouflages itself to fit the environment. A creature can spot this trap when another creature is affected by it, or with a successful wisdom Perception check. The trap creates magical ropes, and a 5 feet wide and 2 feet deep hole that all disappear after an hour or if a creature successfully saves from its effects. Any Large or smaller creature that touches this trap must make a Dexterity saving throw or be pulled in the hole, become tangled in the ropes, and have its speed reduced to zero. As an action, or at the end of the creature's turn, the creature may attempt a Strength saving throw to free itself and immediately move to a space within 5 feet of the hole.

Pitfall Trap+

10th level

The hole from the Pitfall Trap becomes 15 feet wide and 5 feet deep, the trap affects creatures Huge or smaller, and failing the Dexterity saving throw also causes the creature to become restrained.

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Shock Trap

7th level

A dangerous lightning trap meant to lock down creatures indiscriminately. A creature can spot this trap when another creature is affected by it, or with a successful wisdom Perception check. The trap creates a tiny, clear, magical orb that disappears after an hour or if a creature successfully saves from its effects. Any Large or smaller creature that moves within 5 feet of this trap must make a Constitution saving throw or become stunned. Creatures immune to lightning damage automatically succeed this saving throw. At the end of the creature's turn, or when the creature takes damage afterwards, the creature may repeat this saving throw to end the effects on itself.

Shock Trap+

15th level

Any creature that fails the initial Constitution saving throw from the Shock Trap takes 3d10 lightning damage, or half as much on a successful one; and the trap can affect creatures that are Huge or smaller.

Small Barrel Bomb

3rd level

A small bomb made for quick and efficient demolition. As an action, a creature may choose to activate this bomb. At the end of the turn this bomb is activated, it explodes and all creatures within 5 feet of the bomb must make a Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

Small Barrel Bomb+

10th level

The fire damage from the Small Barrel Bomb increases by 3d6.

Smokebomb

3rd level

This small object is perfect for obscuring vision. This item replicates the effects of the Fog Cloud spell without components and using smoke instead of fog. It does not require concentration, and the duration becomes 1 minute. The item falls apart after it has been used.

Poison Smokebomb

10th level

When a creature starts their turn within the smoke of the Smokebomb, it must make a Constitution saving throw or become poisoned. A creature can repeat this saving throw at the end of their turn to end the poisoned condition.

Synthesizer

7th level

This small device can be applied to a creature to boost its natural response to afflictions. This item replicates the effects of the Lesser Restoration spell without components. The item falls apart after it has been used.

Synthesizer+

15th level

The conditions the Synthesizer can end now include frightened and charmed.


Whetstone

3rd level

A special stone made of alchemically infused elements meant to transmute weapons and ammunition. This stone can be rubbed against a weapon. For the next 1 minute, that weapon, or any ammunition the weapon uses, is considered silvered.

Whetstone+

10th level

A weapon or any ammunition affected by the Whetstone can be considered silvered or an adamantine weapon/ammunition.

Oath of the Field Commander

Paladins who swear the Oath of the Field Commander embrace a calling that transcends mere combat prowess; they aspire to be great leaders, guiding their party on hunts and into battles against the monstrous foes that threaten the world. They firmly believe that through their leadership, example, and the power of teamwork, they can bring out the best in their allies and achieve victory even against the most formidable monsters.

Driven by a deep sense of duty to their allies and the pursuit of hunting, these paladins see themselves as the guardians of their team. They bear the weight of responsibility for leading their comrades into battle and ensuring their safe return. Whether they excel as master tacticians, skillful motivators, or charismatic inspirers, these paladins know that their leadership can mean the difference between victory and defeat. They understand that their role extends beyond wielding a weapon; it is about fostering a spirit of unity and determination that propels their party forward, even in the face of overwhelming odds.

Tenets of Command

The tenets of the Oath of the Field Commander direct a paladin to the path of leadership.

Lead the Team. Effectively leading the team means you must listen to and rely on your allies.

Be the Example. Your team looks up to you, and you must meet their expectations.

Return from the Hunt. You are responsible for the safety of your team, and you uphold that responsibility.

Face the Threat. You are the first line of defense between your team and any threat.

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Oath Spells

3rd-level Oath of the Field Commander feature

You gain oath spells at the paladin levels listed in the Oath of the Field Commander table. See the Sacred Oath class feature for how oath spells work.

Oath of the Field Commander Spells
Paladin Level Spells
3rd Heroism, Zephyr Strike
5th Borrowed Knowledge, Summon Beast
9th Protection from Energy, Sending
13th Charm Monster, Guardian of Nature
17th Far Step, Hold Monster

Channel Divinity

3rd-level Oath of the Field Commander feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Veterans' Experience. You can use your Channel Divinity to draw on the experience of hunters long past. As a bonus action, you grant yourself advantage on wisdom Perception and wisdom Survival checks to find or track beasts, plants, monstrosities, or dragons for the next hour. You can use this feature without expending a use of your Channel Divinity. Once you do so, you may not do so again until you finish a long rest.

Wide Range. You can use your Channel Divinity to marshall your allies with magic. When a spell would target only you, you may use your reaction to also have it target separate creatures of your choice within 30 feet of you. The spell must be a level of which you have the ability to cast in this class, and the number of creatures you can target is equal to half of your proficiency bonus.

Wyverns and Leviathans

To use this subclass in the Monster Hunter 5e setting, replace the "Dragon" creature type listed in this subclass with the "Wyvern" and the "Leviathan" creature types in the feature Channel Divinity: Veterans' Experience.

Aura of the Daring Leader

7th-level Oath of the Field Commander feature

You emit an aura that protects your allies while charging into danger. Creatures of your choice within 10 feet of you are immune to damage caused by falling.

At 18th level, the range of this aura increases to 30 feet.

Intrepid Strike

15th-level Oath of the Field Commander feature

You have learned every facet of your preferred weapon. After you finish a long rest, you may choose bludgeoning, piercing or slashing. When you deal damage, you ignore resistance to the chosen damage type.

Additionally, once per turn when you deal damage, you can convert any damage type from the total damage to the type you chose from this feature.

Commander's Legacy

20th-level Oath of the Field Commander feature

You have reached the pinnacle of leadership. As a bonus action, you can channel it into yourself and those around you to gain the following benefits for 1 minute:

  • You and creatures of your choice within 30 feet of you can add 1d6 to attack rolls, ability checks and saving throws.

  • When you hit a creature, you can apply one of the following effects based on the damage type you chose in your Intrepid Strike feature:

      Bludgeoning. Attack rolls have advantage against the

      creature until the start of its turn.

      Piercing. The creature gains vulnerability to piercing

      damage until the start of its next turn.

      Slashing. Until the end of the creature's turn, its

      speed is halved and it cannot take reactions.

    Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Monster Tracker

The Monster Trackers are rangers that are consummate experts in the art of tracking and hunting their prey. Through years of studying and observing the habits of various monsters in their natural habitats, they have developed an almost preternatural ability to find and follow their quarry. This deep knowledge of their prey allows them to use their magic in unique and powerful ways, giving them an edge in battle against even the most fearsome monsters.

These expert practioners of tracking have spent countless hours studying and collecting samples of the creatures that inhabit the world. They know their strengths and weaknesses, vulnerabilities, and behaviors. With this knowledge, they are able to channel the natural magic of the world around them to enhance their abilities, granting them a variety of powerful techniques for tracking and subduing their prey. Whether hunting Rathalos in the mountains or tracking the elusive Kirin of the deep forest, Monster Trackers are the ultimate predators, feared by monsters and respected by allies.

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Innate Tracking

3rd-level Monster Tracker feature

Your proficiency for tracking magic blossoms. The spells below are added to your spellcasting class and count as Ranger spells for you, if they were not already:

Hunter's Mark

Hunter's Mirage (Described below)

Hunter's Malaise (Described below)

Additionally, select one of these spells. You learn that spell and it does not count toward your number of spells known.

Scout Flies

3rd-level Monster Tracker feature

You have collected magical insects that help you track and harry quarries. Whenever you cast a spell you selected from your Innate Tracking feature, you can release a collection of insects instead of expending a spell slot (the spell is treated as the base level of the spell).

When you cast the spell in this way, it requires no components and you do not need to concentrate on the spell for the duration. You may end the spell at any time and you cannot cast a selected spell more than once at a time using this feature.You may use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest

At 9th level, once after you finish a long rest, you may treat a spell cast using this feature as a 3rd level spell.

At 17th level, once after you finish a long rest, you may treat a spell cast using this feature as a 5th level spell.

Inescapable Offense

7th-level Monster Tracker feature

Whenever a creature is targeted by a spell listed in your Innate Tracking feature, your experience can increase the potency of the spells' effects. The following spells gain the following effects:

Hunter's Mark. Until the spell ends, whenever you make an attack roll against the targeted creature, you can roll a d4 and add the number rolled to the attack roll.

Hunter's Mirage. Until the spell ends, whenever the targeted creature would force you to make a saving throw, you can roll a d4 and add the number rolled to the saving throw.

Hunter's Malaise. Until the spell ends, whenever the targeted creature makes a saving throw against one of your spells or abilities, the target must roll a d4 and subtract the number rolled from the saving throw.

    Additionally, after a long rest, you may replace a spell selected from your Innate Tracking feature with another spell listed in the feature.

Tracker's Research

11th-level Monster Tracker feature, works with the Favored Foe feature

You can access valuable information collected from your scout flies. Immediately after you cast a spell on a creature using your Tracking Flies feature, you can force the creature to make an Intelligence saving throw against your Spell Save DC. A creature has disadvantage on this saving throw if it is one of your favored enemies. On a failed save, you learn one of the following:

  • All the creature's Damage Resistances and Damage Immunities.
  • All the creature's Damage Vulnerabilities and Condition Immunities.
  • Any of the creature's actions or abilities that recharge or restore hit points.

Perfected Hunter's Notes

15th-level Monster Tracker feature

You have compiled all of your knowledge of creatures into your hunting techniques. You gain the following benefits:

  • You may select one additional spell in your Innate Tracking feature.
  • All spells in your Innate Tracking feature no longer require you to see a creature in order to target it.
  • You know the exact location and can see invisible creatures marked by spells listed in your Innate Tracking feature within the range of the spell.
  • Spells cast through your Scout Flies feature cannot be suppressed or dispelled.

Hunter's Mirage

1st-level divination


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it to distract it. Until the spell ends, whenever the targeted creature makes an attack roll against you, the target must roll a d4 and subtract the number rolled from the attack roll. Additionally, you have advantage on any Intelligence (Investigation) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Hunter's Malaise

1st-level divination


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it to debilitate it. Until the spell ends, whenever the targeted creature makes an ability check, you can roll a d4 and subtract the number rolled from their check. Additionally, you have advantage on any Intelligence (Investigation) or Wisdom (Perception) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

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Miscellaneous

Changelog

The following changes have been implemented since the previous version's release:

  • Path of the Monster Chef Barbarian subclass added
  • Circle of the Monster Sanctum Druid sublass added
  • Way of the Expedition Monk subclass added
  • New art added and order of subclasses reordered to newest releases first, and then ordered alphebetically
  • Notes added to help the player convert from a regular D&D 5e setting to a Monster Hunter 5e setting.

Frequently Asked Questions

Here are a list of paraphrased questions I have been asked throughout the years and the people who have asked them.

Shouldn't the Artificer and Fighter subclasses be switched? (from ME)

It could make sense either way, but I do not want to try and convert all the work I put into the Monster Hunter into a Fighter based subclass. Especially since Artificers have spells I can use as resources, but with the Fighter, I would have to come up with something else.

Why did you choose X spell for the spell list? (from MANY PEOPLE)

It made sense at the time.

How did you decide damage values for the various weapon abilities in the Monster Hunter? (from /u/Migrel)

A lot of it had to do with keeping things different so the whole subclass wasn't stale and trying to emulate how the weapons are in the game. Then it became a question of rationalizing how each weapon would implement them. For instance, I remembered that gunlances could have different numbers of chambers based on which one you used (at least it was like that in older games), so how could you make it have a variable amount of chambers? That's where the int mod idea came from. Since you have to invest into your int mod to effectively use this weapon, the level 15 ability rewards that. That's one example, and the others try to follow a similar line of thinking but with other means of damage.

What's going on with the "Race for Impact" ability? If your speed is 30, then dashing moves you 60. That's 11 spaces (can't land on an enemy). So if you have a 1d8 spear equipped an enemy happens to be on each of those 11 spaces (an incredibly rare occurrence), RAW says all eleven enemies take 11d8 damage. (from DELETED)

I see the confusion. "make one melee attack with this specialized weapon on each creature for each of the creature's spaces you pass through." Each of the creature's spaces means the spaces occupied by that creature; so if you only pass through one creature's space, you can only attack it one time (1d8). For your situation, it means that it would be 11 attacks in total, but each creature would only get attacked once. If one of the creatures was large, then you would pass through 2 of it's spaces, meaning 2 attacks would be on that creature, and the other 9 would be an individual attack on each individual creature.

Where's the ability that lets me jump of a several thousand foot tall mountain and not liquefy myself upon landing? (from /u/ElectricJetDonkey)

Check the Oath of the Field Commander's "Aura of the Daring Leader", also Feather fall is an artificer spell and a once a day spell on the Hunting Pal: Palico. Your iron knees are here to stay!

So, am I correct that you could for an example grab a mundane long bow, make it a specialized weapon and then add on the charge line infusion? Or are you able to also toss in enhanced weapon infusion as well as charge line infusion isn't directly applied to the item, but rather as an add-on to the item? (from /u/Enderking90)

You could do both! There is no prerequisite other than it has to be a long bow/short bow. The base long bow for the specialized weapon can be magic or mundane. The specialized weapon simply adds to it and is meant to emphasize the flexibility of the monster hunter. For example, you could have a vicious long bow (or another magic weapon from your infusions), make it a specialized weapon, then throw on the charge line infusion. By level 15, the weapon theoretically could have 4 separate traits (the original enchantment and the 3 enhancements).

If I understand this correctly the expert attack for dasher allows you to add an addition damage die to the weapon attack and a you add another damage die if it's a critical? If that is the case that seems leagues better than the extra attack that the other gets, since it requires another attack roll, the expert attack does not seem to have the same limitation. (from /u/samsational2003)

Believe it or not, the expert attack is actually a nerf when it's not a critical. Statistically, it is better to attack twice rather than once because of the double chances to crit. Also, you can add your modifier twice to damage. Here's a comparison: Longsword user vs Heavy Bowgun user, assume all attacks hit with the same damage modifier.

Longsword: 1d10 + 3 slashing + 1d10 + 3 slashing

Heavy Bowgun: 2d10 + 3 piercing

On average the longsword will do 5.5 + 3 + 5.5 + 3 = 17 slashing damage while on average the Heavy Bowgun will do 5.5 + 5.5 + 3 = 14 piercing damage. The Clasher has a better chance to crit, but the Dasher has better crit damage.

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Credits

Made by BulkyMcBulkerson @BulkyMcBulkersn on twitter or /u/BulkyMcBulkerson on Reddit
With help/feedback from /u/I_Know_Jew on Reddit
Inspiration from the Monster Hunter Monster Manual by /u/Amellwind on Reddit: https://www.patreon.com/amellwind
Made with The Homebrewery

Thanks to Playtesters

Jacob Anda
Jack "Lemons" Sadler
Tyler O'Leary
Daniel "Wildwind" Morales
Other playtesters that wish to remain annonymous

Special Thanks

Special thanks to JoCat
Special thanks to The Unexpectables

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art from ©Capcom

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