Monster Hunter Compendium - Weapons

Great Sword

50 gp 2d6 slashing 6 lb. Heavy, two-handed

A slow, heavy weapon with massive damage potential, the Greatsword is the heavy artillery of melee weapons. While simple at first, the Greatsword requires skilled timing and spacing in order to get the most out of it. On offense, the Greatsword attacks with slow, ponderous swings that hit with precision and accuracy.


Common

none

Uncommon

Charged Slash. When you hit a creature with this weapon, it gains 1 “charge”. Upon gaining your third charge the creature hit by the attack takes an additional 1d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges.

Rare

+1 bonus on attacks and damage rolls Charged Slash. When you hit a creature with this weapon, it gains 1 “charge”. Upon gaining your third charge the creature hit by the attack takes an additional 2d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges. Guard. As a reaction, you add 2 AC against one melee attack that would hit it. To do so, the you must see the attacker and be wielding the greatsword. You have disadvantage on attacks until the end of your next turn.

Very Rare

+2 bonus on attacks and damage rolls Charged Slash. When you hit a creature with this weapon, it gains 1 “charge”. Upon gaining your third charge the creature hit by the attack takes an additional 3d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges. Guard. As a reaction you add 3 AC against one melee attack that would hit it. To do so, the you must see the attacker and be wielding the greatsword. You have disadvantage on attacks until the end of your next turn.

Legendary

+3 bonus on attacks and damage rolls Charged Slash. When you hit a creature with this weapon, it gains 1 “charge”. Upon gaining your third charge the creature hit by the attack takes an additional 4d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges. Guard. As a reaction you add 4 AC against one melee attack that would hit it. To do so, the you must see the attacker and be wielding the greatsword.

Sword and Shield

Mainhand Sword 10 gp 1d6 slashing 2 lb. Finesse, light.
Offhand Shield 10 gp +2 AC 6 lb.

Art

Lightweight and easy to use, the sword & shield also boasts outstanding attack speed. The shield can be used to guard, though it may not hold up to certain attacks.


Common

None

Uncommon

+1 bonus on attacks and damage rolls

  • Free Hands When you take the dodge action, you can “use an object” as a bonus action.

Rare

+1 bonus on attacks and damage rolls; and +1 AC while shield is equipped

  • Free Hands When you take the dodge action, you can “use an object” as a bonus action.
  • Inflict When you hit with this weapon, the target has disadvantage on saving throws against conditions this weapon may cause.

Very Rare

+2 bonus on attacks and damage rolls; and +2 AC while shield is equipped

  • Free Hands You can “use an object” as a bonus action.
  • Inflict When you hit with this weapon, the target has disadvantage on saving throws against conditions this weapon may cause.

Legendary

+3 bonus on attacks and damage rolls; and +3 AC while shield is equipped

  • Free Hands You can “use an object” as a bonus action.
  • Inflict When you hit with this weapon, the target has disadvantage on saving throws against elemental damage or conditions this weapon may cause.

Dual Blades

Mainhand Blade 15 gp 1d6 slashing 2 lb. Finesse, light.
Offhand Blade 15 gp 1d6 slashing 2 lb. Finesse, light.

Art)

Dual blades unleash a whirlwind of combo attacks on your enemy. Though they're lightweight and relatively simple to use, they cannot be used to guard.


Common

None

Uncommon

  • Demon Mode (2/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +5 movement speed, +1d4 damage.

Rare

+1 bonus on attacks and damage rolls

  • Demon Mode (3/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +10 movement speed, +1d4 damage.
  • Inflict. When you weapon attempts to inflict a condition on a creature. The DC is increased by +1.

Very Rare

+2 bonus on attacks and damage rolls

  • Archdemon Mode (4/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +15 movement speed, +2d4 damage.
  • Inflict. When you weapon attempts to inflict a condition on a creature. The DC is increased by +2.

Legendary

+3 bonus on attacks and damage rolls

  • Archdemon Mode (5/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +20 movement speed, +2d4 damage.
  • Inflict. When you weapon attempts to inflict a condition on a creature. The DC is increased by +3.

Longsword

25gp 1d10 slashing 3lbs, two-handed

Art

An elegant weapon, the Long Sword is a well rounded offensive weapon. On top of its solid base move set, it has a unique Spirit Gauge system. Every non-Spirit attack from the Long Sword charge up a Spirit Gauge that increases attack damage and unlocks Spirit Blade attacks.


Common

None

Uncommon

+1 bonus on attacks and damage rolls

  • Spirit Gauge. When you hit with an attack with this weapon, you gain 1 spirit up to a maximum of 6. You may expend spirit charges on the abilities below. You lose all spirit It if you are knocked unconscious or when combat ends. \ Spirit Blade. When you hit a creature with this weapon, you can use a number of spirit up to your maximum and increase its damage by +1 for each spirit you use.

Rare

+2 bonus on attacks and damage rolls

  • Spirit Gauge. When you hit with an attack with this weapon, you gain 1 spirit up to a maximum of 6. You may expend spirit charges on the abilities below. You lose all spirit It if you are knocked unconscious or when combat ends. \ Spirit Blade. When you hit a creature with this weapon, you can use a number of spirit up to your maximum and increase its damage by +1 for each spirit you use. \ Foresight Slash (Costs 5 spirit) When a creature misses you with an attack, you may use a special reaction that does not take up your normal reaction to make an attack of opportunity against that creature.

Very Rare

+2 bonus on attacks and damage rolls

  • Spirit Gauge. When you hit with an attack with this weapon, you gain 2 spirit up to a maximum of 6. You may expend spirit charges on the abilities below. You lose all spirit It if you are knocked unconscious or when combat ends. \ Spirit Blade. When you hit a creature with this weapon, you can use a number of spirit up to your maximum and increase its damage by +1 for each spirit you use. \ Foresight Slash (Costs 5 spirit) When a creature misses you with an attack, you may use a special reaction that does not take up your normal reaction to make an attack of opportunity against that creature. \ Spirit Thrust (Costs 2 spirit actions). When hit a creature with this weapon, you may use your bonus action to change the damage type to piercing and move 15 feet in a straight line through the creature without provoking attacks of opportunity. \ Spirit Roundslash (Costs 5 spirit). You swing your weapon in a wide arc. You may make a 2nd attack against a creature that is within 5 feet of your original target as a free action.

Legendary

+3 bonus on attacks and damage rolls

  • Spirit Gauge. When you hit with an attack with this weapon, you gain 3 spirit up to a maximum of 6. You may expend spirit charges on the abilities below. You lose all spirit It if you are knocked unconscious or when combat ends. \ Spirit Blade. When you hit a creature with this weapon, you can use a number of spirit up to your maximum and increase its damage by +1 for each spirit you use. \ Foresight Slash (Costs 5 spirit) When a creature misses you with an attack, you may use a special reaction that does not take up your normal reaction to make an attack of opportunity against that creature. \ Spirit Thrust (Costs 2 spirit actions). When hit a creature with this weapon, you may use your bonus action to change the damage type to piercing and move 15 feet in a straight line through the creature without provoking attacks of opportunity. \ Spirit Roundslash (Costs 5 spirit). You swing your weapon in a wide arc. You may make a 2nd attack against a creature that is within 5 feet of your original target as a free action.

Hammer

45 gp 2d6 bludgeoning 10 lb. Heavy, two-handed

Art

The hammer is a powerful blunt weapon with a surprising amount of mobility. It's also possible to stun monsters by delivering a hammer attack to the head.


Common

None

Uncommon

  • Mighty weapon. Once per long or short rest, when you hit a creature that is Large or smaller with this weapon, it must make a Strength saving throw equal to 8 + your proficiency + your strength modifier or be stunned until the end of its next turn.
  • Charge. When you move up to 20 feet towards a creature on your turn without taking damage and hit with this weapon. It deals an additional 1d4 damage.

Rare

+1 bonus on attacks and damage rolls

  • Mighty weapon. Twice per long or short rest, when you hit a creature that is Large or smaller with this weapon, it must make a Strength saving throw equal to 8 + your proficiency + your strength modifier or be stunned until the end of its next turn.
  • Charge. When you move up to 20 feet towards a creature on your turn without taking damage and hit with this weapon. It deals an additional 2d4 damage.

Very Rare

+2 bonus on attacks and damage rolls

  • Mighty weapon. Three times per long or short rest, when you hit a creature that is Large or smaller with this weapon, it must make a Strength saving throw equal to 8 + your proficiency + your strength modifier or be stunned until the end of its next turn.
  • Charge. When you move up to 20 feet towards a creature on your turn without taking damage and hit with this weapon. It deals an additional 3d4 damage.

Legendary

+3 bonus on attacks and damage rolls

  • Mighty weapon. Four times per long or short rest, when you hit a creature that is Large or smaller with this weapon, it must make a Strength saving throw equal to 8 + your proficiency + your strength modifier or be stunned until the end of its next turn.
  • Charge. When you move up to 20 feet towards a creature on your turn without taking damage and hit with this weapon. It deals an additional 4d4 damage.

Hunting Horn

50 gp 1d12 bludgeoning 8 lb. Heavy, two-handed

Art

The hunting horn is a blunt weapon that can bestow positive status effects on yourself and your allies. Use it to perform melodies that can boost attack power and grant other beneficial effects.


All Rarities

Melody. The hunting horn has a number of notes it is capable of playing as based on its rarity. Whenever you hit a creature with a hunting horn, you can choose to elicit a note from the horn as a bonus action. You may string together a number of different notes, equal to the hunting horns chord length, to form a melody chain. Notes of the same name, such as Attack up (s) and Attack up (M) cannot be used in the same melody chain. \ As an action, you may complete the melody on your horn. Once complete, the melody provides the appropriate bonuses to you and all allies that are within 20 feet of you. \ Additionally as an action, you can slam the hunting horn against the ground to activate a single note melody.

\ A melody lasts for 1 minute, until you create a new melody, are knocked unconscious, or use a bonus action to end the melody.

Common

Chord length: 2. \ Notes Available: \ Attack up (s). +1 bludgeoning, slashing, and piercing damage. \ Skill up (s). +1 to any one skill chosen by the wielder. \ Movement up (s). +5 speed.

Uncommon

Chord length: 3. \ Additional Notes Available: \ Defense up (s). +1 AC. \ Fire Attack up (s). +2 fire damage. \ Cold Attack up (s). +2 cold damage. \ Lightning Attack up (s). +2 lightning damage. \ Poison Attack up (s). +2 poison damage.

Rare

Chord length: 4. \ Additional Notes Available: \ Earplugs. all friendly creatures are deafened while within range. \ Attack up (M). +2 bludgeoning, slashing, and piercing damage. \ Acid Attack up (s). +2 acid damage. \ Thunder Attack up (s). +2 thunder damage. \ Force Attack up (s). +2 force damage. \ Psychic Attack up (s). +2 psychic damage. \ Spell Save up (s). +1 to spell save DC. \ Temperate. Allies suffer no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Very Rare

+1 bonus on attacks and damage rolls \ Chord length: 5. \ Additional Notes Available: \ Defense up (L). +2 AC. \ Skill up (L). +2 to any one skill chosen by the wielder. \ Saving Throw up. +2 to all saving throws. \ Movement up (L). +10 speed. \ Radiant Attack up (s). +2 radiant damage. \ Necrotic Attack up (s). +2 necrotic damage. \ Water Walking. Allies can stand on and move across any liquid surface as if it were solid ground. \ Tremor Sense. Allies can detect and pinpoint the origin of vibrations within 30 foot radius provided that the monster and the source of the vibrations are in contact with the same ground or substance.

Legendary

+2 bonus on attacks and damage rolls \ Cord length: 6. \ Additional Runes Available: \ Attack up (L). +3 bludgeoning, slashing, and piercing damage. \ Affinity Up. crit range increased by 1. \ Death save Up. +1 to death saving throws. \ Stun Resist. Advantage vs Stunned. \ Paralysis Resist. Advantage vs Paralyzed. \ Poison Resist. Advantage vs Poisoned. \ Frightened Resist. Advantage vs Frightened. \ Charm Resist. Advantage vs Charmed. \ Elemental Damage Up. +3 to all elemental damage.


Variant: Notes

Not all notes are immediately available upon obtaining the hunting horn of a specific rarity. Instead notes can be obtained in the following ways:

  • Sold by a Vendor
  • Obtained as treasure
  • Quest reward
  • Crafted by the character using weaver's tools

These Notes can come in the form of arcane runes, vibrating strings, or other object. Once the character obtains a note, they can add/install it to their hunting horn during a long rest.

Lance

Mainhand Lance 20 gp 1d8 piercing 6 lb. Reach, Versatile
Offhand Shield 20 gp +2 AC 6 lb.

Art)

The lance is better at guarding than most weapons. In addition to its long reach, its thrust attacks can be executed with little exposure to enemy attacks. Great for defense-oriented combat.


Common

None

Uncommon

+1 bonus on attacks and damage rolls

  • Charge. When you move up to 20 feet in a straight line on your turn without taking damage and hit with this weapon. It deals an additional 1d4 damage.

Rare

+1 bonus on attacks and damage rolls; and +1 AC while shield is equipped

  • Charge. When you move up to 20 feet in a straight line on your turn without taking damage and hit with this weapon. It deals an additional 1d4 damage.
  • Powerguard. As a reaction you add 2 AC against one melee or range attack that would hit it. To do so, the you must see the attacker and be wielding the lance and shield.

Very Rare

+2 bonus on attacks and damage rolls; and +2 AC while shield is equipped

  • Charge. When you move up to 20 feet in a straight line on your turn without taking damage and hit with this weapon. It deals an additional 2d4 damage.
  • Powerguard. As a reaction you add 3 AC against one melee or range attack that would hit it. To do so, the you must see the attacker and be wielding the lance and shield.
  • Counter Thrust. As a reaction when a creature misses a melee attack against you, you may make a opportunity attack against it.

Legendary

+2 bonus on attacks and damage rolls; and +3 AC while shield is equipped

  • Charge. When you move up to 20 feet in a straight line on your turn without taking damage and hit with this weapon. It deals an additional 3d4 damage.
  • Powerguard. As a reaction you add 4 AC against one melee or range attack that would hit it. To do so, the you must see the attacker and be wielding the lance and shield.
  • Counter Thrust. As a reaction when a creature misses a melee attack against you, you may make a opportunity attack against it.

Gunlance

Mainhand Lance 20 gp 1d8 piercing 6 lb. Reach, Reload, Versatile
Offhand Shield 20 gp +2 AC 6 lb.

Art

The gunlance offers more offensive power than the lance thanks to the addition of shelling attacks, and it also has good guarding capabilities. It may take time to master.


Common

None

Uncommon

+1 bonus on attacks and damage rolls

  • Shell. The gunlance can fire an explosive shell at a creature that detonates on impact. The attack has a range of 20/40 that deals 1d8 fire damage. They must reload as a bonus action before using this ability again. The Gunlance has 3 charges that recharge on a short or long rest.

Rare

+1 bonus on attacks and damage rolls; and +1 AC while shield is equipped

  • Shell. The gunlance can fire an explosive shell at a creature that detonates on impact. The attack has a range of 20/40 that deals 1d8 fire damage. They must reload as a bonus action before using this ability again. The Gunlance has 4 charges that recharge on a short or long rest.
  • Wyvernfire. Once per long rest, the hunter uses its bonus action to load in a special shell into their gunlance and as an action releases a flame in a 30 foot line that is 5 feet wide. Each creature in that area must make a DC save equal to 8+Hunter proficiency + Strength. On a failed save the creature takes 3d6 fire damage.

Very Rare

+2 bonus on attacks and damage rolls; and +1 AC while shield is equipped

  • Shell. The gunlance can fire an explosive shell at a creature that detonates on impact. The attack has a range of 20/40 that deals 1d10 fire damage. They must reload as a bonus action before using this ability again. The Gunlance has 5 charges that recharge on a short or long rest.
  • Wyvernfire. Once per long rest, the hunter uses its bonus action to load in a special shell into their gunlance and as an action releases a flame in a 45 foot line that is 5 feet wide. Each creature in that area must make a DC save equal to 8+Hunter proficiency + Strength/Con?. On a failed save the creature takes 4d6 fire damage.

Legendary

+2 bonus on attacks and damage rolls; and +2 AC while shield is equipped

  • Shell. The gunlance can fire an explosive shell at a creature that detonates on impact. The attack has a range of 20/60 that deals 1d12 fire damage. They must reload as a bonus action before using this ability again. The Gunlance has 5 charges that recharge on a short or long rest.
  • Wyvernfire. Twice per long rest, the hunter uses its bonus action to load in a special shell into their gunlance and as an action releases a flame in a 60 foot line that is 10 feet wide. Each creature in that area must make a DC save equal to 8+Hunter proficiency + Strength/Con?. On a failed save the creature takes 5d6 fire damage.

Switch Axe

12 gp 1d10 slashing 7 lb. two-handed, heavy, two-handed

Art

The switch axe morphs between axe and sword modes. Axe mode boasts long reach, while sword mode features explosive finishers.


All Rarities

Switch Mode. The switch axe can swap between 2 forms as a bonus action, its axe form and its sword form. While in axe form, the weapon has the reach tag. While in sword form it gains the benefits from phials. \ Coat Weapon. While in sword form, you can use your action to coat the weapon with a phial and gain its benefits for 1 minute. The switch axe does not gain the benefits of the phial while in axe form.

Common

None

Uncommon

+1 bonus on attacks and damage rolls

  • Power Phial. A phial that boosts the raw power of a Switch Axe's sword mode. One of the more common phials. Increases the switch axe’s damage by +1 while in sword form.

Rare

+1 bonus on attacks and damage rolls

  • Power Phial. A phial that boosts the raw power of a Switch Axe's sword mode. One of the more common phials. Increases the switch axe’s damage by +2 while in sword form.
  • Element Phial. A phial that boosts the natural elemental power of a Switch Axe in sword mode. Increases the switch axe’s damage by +1 of the phials elemental damage type while in sword form.

Very Rare

+2 bonus on attacks and damage rolls

  • Power Phial. A phial that boosts the raw power of a Switch Axe's sword mode. One of the more common phials. Increases the switch axe’s damage by +3 while in sword form.
  • Element Phial. A phial that boosts the natural elemental power of a Switch Axe in sword mode. Increases the switch axe’s damage by +2 of the phials elemental damage type while in sword form.
  • Poison Phial. A phial for raw Switch Axes, giving them venomous properties in sword mode. A creature struck by a weapon coated in this vial must make a DC save equal to 8+Hunter proficiency + Con or become poisoned until the end of their next turn.
  • Paralysis Phial. A phial for raw Switch Axes, giving them potential paralytic effects in sword mode. A creature struck by a weapon coated in this vial must make a DC save equal to 8+Hunter proficiency + Con or become paralyzed for 1 minute. A creature may repeat this saving throw at the end of their turn ending the effect on a successful save. A creature that saves is immune to the paralysis effect for 24 hours.

Legendary

+3 bonus on attacks and damage rolls

  • Power Phial. A phial that boosts the raw power of a Switch Axe's sword mode. One of the more common phials. Increases the switch axe’s damage by +4 while in sword form.
  • Element Phial. A phial that boosts the natural elemental/status power of a Switch Axe in sword mode. Only Switch Axes with natural element/status can have this phial. Increases the switch axe’s damage by +3 of a certain elemental damage type while in sword form.
  • Poison Phial. A phial for raw Switch Axes, giving them venomous properties in sword mode. A creature struck by a weapon coated in this vial must make a DC save equal to 8+Hunter proficiency + Con or become poisoned until the end of their next turn.
  • Paralysis Phial. A phial for raw Switch Axes, giving them potential paralytic effects in sword mode. A creature struck by a weapon coated in this vial must make a DC save equal to 8+Hunter proficiency + Con or become paralyzed for 1 minute. A creature may repeat this saving throw at the end of their turn ending the effect on a successful save. A creature that saves is immune to the paralysis effect for 24 hours.
  • Hex Phial. A unique, rare Switch Axe Phial It gives a Switch Axe the ability to weaken monsters. A creature struck by a weapon coated in this vial must make a Constituion saving throw equal to 8+Hunter proficiency + Constitution modifier. On a failed save, choose one ability. The target has disadvantage on ability checks and saving throws made with the chosen ability for 1 minute.

Charge Blade

12 gp 7 lb. two-handed, heavy

Art

Sword mode boasts mobility and high guard capabilities, while axe mode boasts more powerful attacks. Store up energy while in sword mode, and then use it to deal high damage in axe mode.


All Rarities

Switch Mode. The switch axe can swap between 2 forms as a bonus action, its axe form and its sword and shield form. While in axe form, the weapon deals 1d12 damage. While in sword and shield form its weapon damage is 1d6 and you gain +2 AC for the shield.

Common

None

Uncommon

  • Phial Charge. When you hit with a creature with an attack while the weapon is in sword and shield form it gains 1 phial charge up to a maximum of 5. These charges are lost when you take a short or long rest.
  • Elemental Guard. As a reaction, when you are hit while in sword and shield mode you can expend 1 phial to deal 1d4 damage to the creature.

Rare

+1 bonus on attacks and damage rolls; and +1 AC while shield is equipped

  • Phial Charge. When you hit with a creature with an attack while the weapon is in sword and shield form it gains 1 phial charge up to a maximum of 5. These charges are lost when the hunter takes a short or long rest.
  • Elemental Guard. As a reaction, when you are hit while in sword and shield mode you can expend 1 phial to deal 1d4 damage to the creature.
  • Elemental Discharge. While in Axe mode, When the hunter hits with a melee attack with this weapon they can use a bonus action to expend one phial and deal 1d6 elemental damage to the target

Very Rare

+2 bonus on attacks and damage rolls; and +2 AC while shield is equipped

  • Phial Charge. When you hit with a creature with an attack while the weapon is in sword and shield form it gains 1 phial charge up to a maximum of 5. These charges are lost when the hunter takes a short or long rest.
  • Elemental Guard. As a reaction, when you are hit while in sword and shield mode you can expend 1 phial to deal 1d6 damage to the creature.
  • Elemental Discharge. While in Axe mode, When the hunter hits with a melee attack with this weapon they can use a bonus action to expend one phial and deal 1d8 elemental damage to the target

Legendary

+3 bonus on attacks and damage rolls; and +2 AC while shield is equipped

  • Phial Charge. When you hit with a creature with an attack while the weapon is in sword and shield form it gains 1 phial charge up to a maximum of 5. These charges are lost when the hunter takes a short or long rest.
  • Elemental Guard. As a reaction, when you are hit while in sword and shield mode you can expend 1 phial to deal 1d6 damage to the creature.
  • Elemental Discharge. While in Axe mode, When the hunter hits with a melee attack with this weapon they can use a bonus action to expend one phial and deal 1d10 elemental damage to the target

Insect Glaive

12 gp 1d10 slashing 5 lb. two-handed

Art)

The insect glaive can be used to control a Kinsect, a small insect that harvests extracts from monsters to boost your abilities. The insect glaive also allows you to vault, so you can perform jumping attacks at any time.


All Rarities

Standing Leap. When you make a standing long jump, you cover a number of feet up to your Strength score. When you make a standing high jump, you leap into the air a number of feet equal to 3 + your Strength modifier.

Common

none

Uncommon

  • Kinect. As an action you can make a range weapon attack (range 60/120 ft.) by sending out the kinsect towards a target creature. On hit the kinsect deals 1d6 bludgeoning damage. The Kinsect returns to you at the end of your turn. \

The kinsect cannot gain bonus damage from essence, magical effects, or ability modifiers

Rare

+1 bonus on attacks and damage rolls

  • Kinect. As an action you can make a range weapon attack (range 60/120 ft.) by sending out the kinsect towards a target creature. On hit the kinsect deals 1d8 bludgeoning damage and collects the creatures essence in this order, Red, White, Orange, Green. \ Red. +1 damage. \ White. +5 speed. \ Orange. +1 AC. \ Green. heals for half of the damage done by the kinsect.

The Kinsect returns to you at the end of your turn granting you the essence it collected for 1 minute. The duration is refreshed each time the kinsect returns to you with essence of a creature. Upon collecting Red, White, and Orange essences, the damage bonus is doubled and the kinsect will only collect green essence until the essence fade. \

The kinsect cannot gain bonus damage from essence, magical effects, or ability modifiers

Very Rare

+2 bonus on attacks and damage rolls

  • Kinect. As an action you can make a range weapon attack (range 60/120 ft.) by sending out the kinsect towards a target creature. On hit the kinsect deals 1d10 bludgeoning damage and collects the creatures essence in this order, Red, White, Orange, Green. \ Red. +1 damage. \ White. +10 speed. \ Orange. +1 AC. \ Green. heals for half of the damage done by the kinsect.

The Kinsect returns to you at the end of your turn granting you the essence it collected for 1 minute. The duration is refreshed each time the kinsect returns to you with essence of a creature. Upon collecting Red, White, and Orange essences, the damage bonus is doubled and the kinsect will only collect green essence until the essence fade. \

The kinsect cannot gain bonus damage from essence, magical effects, or ability modifiers

Legendary

+3 bonus on attacks and damage rolls

  • Kinect. As an action you can make a range weapon attack (range 60/120 ft.) by sending out the kinsect towards a target creature. On hit the kinsect deals 1d12 bludgeoning damage and collects the creatures essence in this order, Red, White, Orange, Green. \ Red. +2 damage. \ White. +10 speed. \ Orange. +2 AC. \ Green. heals for half of the damage done by the kinsect.

The Kinsect returns to you at the end of your turn granting you the essence it collected for 1 minute. The duration is refreshed each time the kinsect returns to you with essence of a creature. Upon collecting Red, White, and Orange essences, the damage bonus is doubled and the kinsect will only collect green essence until the essence fade. \

The kinsect cannot gain bonus damage from essence, magical effects, or ability modifiers

Bow

24 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed

Art

The bow is a mid-range weapon that can perform a variety of attacks. While simple to use, it's mastery requires a detailed knowledge of the best combinations of arrows and coatings.


All Rarities

Coatings. As a bonus action, you can coat up to 10 arrows in a special oil to add an effect to your arrows. The oil lasts for 10 minutes before evaporating.

Common

none

Uncommon

+1 bonus on attacks and damage rolls

  • Available Coatings. \ Power Coating. +1 damage.

Rare

+1 bonus on attacks and damage rolls

  • Available Coatings. \ Power Coating. +2 damage. \ Close Range Coating. When you attack a target within 15 feet of you, ignore any disadvantage you may have. You have disadvantage against any creature farther than 15 feet from you when using arrows coated in this oil. \ Poison Coating. A creature struck by an arrow coated in this vial must make a Constitution saving throw equal to 8+Hunter proficiency + dexterity modifier or become poisoned until the end of their next turn.

  • Dragonpiercer. Once per long rest, you can fire a dragonpiercer, it is a special arrow that strikes all creatures in a 30 foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw equal to 8+Hunter proficiency + Dexterity Modifier, taking 2d6 piercing damage on a failed save.

    Very Rare

    +2 bonus on attacks and damage rolls

  • Available Coatings. \ Power Coating. +3 damage. \ Close Range Coating. When you attack a target within 15 feet of you, ignore any disadvantage you may have. You have disadvantage against any creature farther than 15 feet from you when using arrows coated in this oil. \ Poison Coating. A creature struck by an arrow coated in this vial must make a Constitution saving throw equal to 8+Hunter proficiency + dexterity modifier or become poisoned until the end of their next turn.
    Paralysis Coating. A creature struck by an arrow coated in this vial must make a Constitution saving throw equal to 8+Hunter proficiency + Constitution modifier or become paralyzed for 1 minute. A creature may repeat this saving throw at the end of their turn ending the effect on a successful save. A creature that saves is immune to the paralysis effect for 24 hours. \ Sleep Coating. A creature struck by an arrow coated in this vial must make a Constitution saving throw equal to 8+Hunter proficiency + Constitution modifier or become unconscious for 1 minute, until it takes damage, or is shaken awake by a creature as an action.

  • Dragonpiercer. Once per long rest, you can fire a dragonpiercer, it is a special arrow that strikes all creatures in a 45 foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw equal to 8+Hunter proficiency + Dexterity Modifier, taking 3d6 piercing damage on a failed save.

Legendary

+3 bonus on attacks and damage rolls

  • Available Coatings. \ Power Coating. +3 damage. \ Close Range Coating. When you attack a target within 15 feet of you, ignore any disadvantage you may have. You have disadvantage against any creature farther than 15 feet from you when using arrows coated in this oil. \ Poison Coating. A creature struck by an arrow coated in this vial must make a Constitution saving throw equal to 8+Hunter proficiency + dexterity modifier or become poisoned until the end of their next turn.
    Paralysis Coating. A creature struck by an arrow coated in this vial must make a Constitution saving throw equal to 8+Hunter proficiency + Constitution modifier or become paralyzed for 1 minute. A creature may repeat this saving throw at the end of their turn ending the effect on a successful save. A creature that saves is immune to the paralysis effect for 24 hours. \ Sleep Coating. A creature struck by an arrow coated in this vial must make a Constitution saving throw equal to 8+Hunter proficiency + Constitution modifier or become unconscious for 1 minute, until it takes damage, or is shaken awake by a creature as an action. \ Blast Coating. A creature struck by this arrow takes an additional 1d6 fire damage.

  • Dragonpiercer. Once per long rest, you can fire a dragonpiercer, it is a special arrow that strikes all creatures in a 60 foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw equal to 8+Hunter proficiency + Dexterity Modifier, taking 4d6 piercing damage on a failed save.


DM should determine how many flasks of oil of each type the character can hold.

Light Bowgun

12 gp 1d4 piercing damage 5 lb. Ammunition (range 80/320), loading, two-handed

Art

The Light Bowgun is the smallest of the three ranged weapons. The Light Bowgun boasts the highest fire rate of the ranged weapons. It also specializes in support ammo, such as poison, paralysis and recovery, meaning it can reliably inflict a varity of status effects on the monster while still dealing damage.


All Rarities

Rapid Fire. When you make an attack as part of the attack action with the light bowgun, you make two attacks instead of one. \ Ammo. The light bowgun uses a special type of ammunition that provide different benefits. Some increase the bowguns attack or damage while others can change the damage to a different type. Others like the Demon and Sleep ammo have a different on hit effects in place of the bowguns normal damage. \ Ammo Pouch (10 lbs.) The light bowgun's ammo must be stored in an ammo pouch specifically created to hold the ammo. This is due to its volatile nature. Any ammo not stored in the pouch combusts after 1 minute, destroying the ammo. The tables below show how much of each type of ammo the pouch can hold.

Common

Ammo available for purchase.

Type Description Capacity Cost/Amount
Normal ammo A standard single shot. 80 1g (20)
Tranq ammo Used to capture monsters. Functions just like Tranq bombs. 20 1g (20)

Uncommon

Additional Ammo available for purchase.

Type Description Capacity Cost/Amount
Pierce ammo You deal +1 bonus damage when using this ammo. 40 2g (20)
Recover lvl 1. Instead of dealing damage, you heal a target for 1d4 hit points when using this ammo. 4 5g (1)

Rare

+1 bonus on attacks and damage rolls \ Additional Ammo available for purchase.

Type Description Capacity Cost/Amount
Spread lvl 1. You have a +1 bonus to your attack roll when using this ammo. 40 3g (20)
Poison Ammo. Deals its damage and the creature must make a Constitution saving throw 8 + your proficiency + Constitution modifier or become poisoned for 1 minute. 8 4g (1)
Flaming Ammo. Damage type changed to fire. 40 3g (20)
Water Ammo. Damage type changed to cold. 40 3g (20)

Light Bowgun (Continued)

Very Rare

+1 bonus on attacks and damage rolls
Additional Ammo available for purchase.

Type Description Capacity Cost/Amount
Recover lvl 2. Instead of dealing damage, you heal a target for 1d6 hit points when using this ammo. 4 7g (1)
Paralysis Ammo. Deals its damage and the creature must make a Constitution saving throw 8 + your proficiency + Constitution modifier or become paralyzed until the end of their next turn. 8 4g (1)
Thunder Ammo. Damage type changed to thunder. 40 3g (20)
Dragon Ammo. Damage type changed to cold. 40 3g (20)
Demon Ammo. This ammo deals no damage and instead increases the targets Melee and Range damage by +2 for 1 minute. 5 8g (1)
Armor Ammo. This ammo deals no damage and instead increases the targets AC by +1 for 1 minute. 5 8g (1)

Legendary

+2 bonus on attacks and damage rolls
Additional Ammo available for purchase.

Type Description Capacity Cost/Amount
Spread lvl 2. You have a +2 bonus to your attack roll when using this ammo. 40 5g (20)
Sticky Ammo. Deals its damage. If the target is large or smaller it is restrained (Escape DC equal to 8 + your proficiency + Dex) 10 1g (1)
Sleep Ammo. Instead of dealing damage, if the target has less than 50 hit points remaining, the target falls unconscious for 1 minute, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 5 5g (1)

Heavy Bowgun

50 gp 1d10 piercing damage 18 lb. Ammunition (range 100/400), heavy, loading, two-handed

Art

The Heavy Bowgun is the artillery of ranged weapons. It specializes in high damage rounds at a range. While it does not have the same special effects of the Light Bowgun, the Heavy Bowgun dishes out damage more reliably.


All Rarities

Ammo. The heavy bowgun uses a special type of ammunition that provide different benefits. Some increase the bowguns attack or damage while others can change the damage to a different type. Others like the Cluster and Slicing ammo have a different on hit effects in place of the bowguns normal damage. \ Ammo Pouch. The heavy bowgun's ammo must be stored in an ammo pouch specifically created to hold the ammo. This is due to its volatile nature. Any ammo not stored in the pouch combusts after 1 minute, destroying the ammo. The tables below show how much of each type of ammo the pouch can hold.

Common

Ammo available for purchase.

Type Description Capacity Cost/Amount
Normal A standard single shot. 40 1g (20)
Tranq Used to capture monsters. Functions just like Tranq bombs. 20 1g (20)

Uncommon

Additional Ammo available for purchase.

Type Description Capacity Cost/Amount
Pierce lvl 1. You deal +1 bonus damage when using this ammo. 20 2g (20)
Recover lvl 1. Instead of dealing damage, you heal a target for 1d4 hit points when using this ammo. 4 5g (1)

Rare

Additional Ammo available for purchase.

Type Description Capacity Cost/Amount
Pierce lvl 2. You deal +2 bonus damage when using this ammo. 20 3g (20)
Spread lvl 1. You have a +1 bonus to your attack roll when using this ammo. 20 3g (20)
Poison Ammo. Deals its damage and the creature must make a Constitution saving throw 8 + your proficiency + Constitution modifier or become poisoned for 1 minute. 8 4g (1)
Cluster Ammo. On hit, instead of dealing the bowguns damage, the ammo fragments into multiple explosive shells dealing 1d6 fire damage to the target and each creature within 5 feet of the target. On a miss, it's a dud. 5 5g (1)

Heavy Bowgun (Continued)

Very Rare

+1 bonus on attacks and damage rolls
Additional Ammo available for purchase.

Type Description Capacity Cost/Amount
Pierce lvl 3. You deal +3 bonus damage when using this ammo. 20 4g (20)
Recover lvl 2. Instead of dealing damage, you heal a target for 1d6 hit points when using this ammo. 4 7g (1)
Paralysis Ammo. Deals its damage and the creature must make a Constitution saving throw 8 + your proficiency + Constitution modifier or become paralyzed until the end of their next turn. 8 4g (1)
Wyvern Ammo. Your bowgun releases a gout of flame at a target within 5 feet of you. The target and each creature, except you in a 5 foot radius around it, must make a Dexterity saving throw equal to 8 + your proficiency + Dexterity modifier, taking 2d10 fire damage on a fail or half as much on a successful one. 3 10g (1)

Legendary

+2 bonus on attacks and damage rolls
Additional Ammo available for purchase.

Type Description Capacity Cost/Amount
Pierce lvl 4. You deal +4 bonus damage when using this ammo. 20 5g (20)
Spread lvl 2. You have a +2 bonus to your attack roll when using this ammo. 20 5g (20)
Sticky Ammo. Deals its damage. If the target is large or smaller it is restrained (Escape DC equal to 8 + your proficiency + Dex) 10 1g (1)
Slicing Ammo. On hit, instead of dealing the bowguns damage, the target takes 1 piercing damage and must make a Dexterity saving throw equal to 8 + your proficiency + your Dexterity modifier, taking 5d6 slashing damage on a failed save, or half as much on a successful one. 5 5g (1)
Credit

These are not of my making. The formatting on the original source did not work for me, so I have thus reformatted it with HomeBrewery.
Original Creator: r/Amellwind