Avalanche's Guide to Monster Hunting (Current)

by Avalanche

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Monster Hunter: Dragons Edition

Avalanche's Guide to Monster Hunting

Monster Hunter is a series of popular games by CAPCOM, with a focus on hunting monsters and upgrading equipment based on the resources carved from monsters. This is an attempt to translate the action game into the TRPG format.

Why Monster Hunter?

Monster Hunter was one of my favorite games growing up, and I ran several campaigns in 5e focused around guilds. I decided to do a leap of faith, and create a whole system for crafting and combat based on the Monster Hunter games. I find these systems the most fun I've had playing games, which is why I want to bring it to Tabletop.

What is different?

The difference is Combat and Equipment, mainly. Combat is now more tactical, and more decisive. You can choose to run around the monster, constantly dodging from attacks, or taking opportunities to react and slash the monster at every turn.

Monster Hunter is a high magic setting game, but magical armor, weapons, and other items that are classic to D&D don't exist.. Instead you gain materials from hunting creatures, gathering resources, or trading. These materials provide magical effects when you craft weapons or armor out of them.

What about Amellwind's Guide to Monster Hunting?

I was excited when I first heard about Amellwind's guide, but I was quite unsatisfied with the weapon and crafting systems he made for his book. While the slotting idea is a great concept for simplicity and usability, I'm a experienced programmer, and wouldn't mind creating a whole suit of tools to make monster hunting easy and practical within this book. There are many things I have "stolen" from his guides, but it's for private use, so who really cares? This is an expansion of an expansion, basically.

Lore

I care little for the lore of Monster Hunter, and will run the game on a world of my own. If one wants to DM their own game, be sure to utilize Amellwind's Guide, as it contains many details and lots of annotations for the lore of Monster Hunter.

Table of Contents

Topic Chapter
Characters 1
Combat 2
Monsters 3
Hunting 4
Items 5
Cooking 6
Fish 7
Armor 8
Weapons 9
Decorations 10
Augments 11
Downtime Activities 12

I

Characters

Creating your Character

Before creating your character, be sure to consider the changes below.

Races and Classes Changes

Most Races and Classes, from Eberron to Unearthed Arcana to Xanathar's Guide, are allowed. There are a few exception to the rules when talking about specific mechanics.

Classes and Class Features

Artificer

The Artificer's Infuse Items features don't fit the mechanics of the items in the game, and as such, they are switched to Decoration Crafting. Several other features, such as the magical item related ones, are also changed.

Decoration Crafting

Every long rest, the Artificer can create a decoration from materials it has. The max rank of Decorations it can craft increases by Level.

You start with a number of decoration recipes equal to 1 + your Artificer level.

Every time you level up, you can add another decoration to the list of known recipes. Decoration recipes can be learned from other resources, such as books. With simple decorations, you can craft all tiers of the decoration, from 1 to 10. You can slot a decoration into your Battle Mech or Artillery, and it benefits from it instead of you.

Decoration Adept (10th Level)

You can slot one extra decorations into any item. Your complex decorations can be used one more time before a short rest.

Decoration Savant (14th Level)

You can slot two extra decorations into any item. You ignore common ingredients when crafting decorations. Your complex decorations can be used one more time before a short rest.

Decoration Master (18th Level)

You can slot three extra decorations into any item. You ignore Mundane ingredients when crafting decorations, but not tiered material.

Soul of Artificer (20th Level)

You gain a +1 bonus to all saving throws per decoration in your armor. If you're reduced to 0 hit points but not killed out-right, you can use your reaction to sacrifice one of your decorations, causing you to drop to 1 hit point instead of 0. Your complex decorations can be used infinitely

Druids

Yes, the druids can wildshape into monsters from the Monster Hunter Monster Manual. But they can't summon monsters. But I impose the rule I have on all of my tables on wildshape: You can't turn into monsters you haven't fought, merely seeing them is not enough.

Fighters

Yes, Cavaliers can capture weaker monsters and ride them into battle. See capturing monsters.

Monks

Monks can use two handed weapons as part of martial arts, but not weapons with the Heavy property.

Rangers

I'm talking about U.A Revised version. PHB ranger is trash.

Favored Enemy

Additionally, you can choose Theoropods, Piscine Wyverns, Fanged Wyverns, Brute Wyverns, Winged Wyverns, Bird Wyverns or Elder Dragons

Beast Conclave

Yes, you can choose a monster as your companion. However, you must first capture the monster, and the cost and time spent increases exponentially according to CR. If the monster dies, it can't be revived. You can only tame monsters below your lvl -4. (Ex, you are lvl 5, the max level you can choose as a companion is CR 1).

Wizards

School of Invention is banned.

Races

You can use all races, including the races written in Amellwind's Guide to Monster Hunting. I don't see any reason to change anything.

F.A.Q
  • What Level do we start at?
  • Level 1
  • Roll or Point Buy?
  • Point Buy.
  • Starting Equipment?
  • Normal Equipment. You'll get the hunting weapons later.
  • And other rules?
  • Variant Encumbrance. (6x and 12x)

New Skills

React (Dex)

Reacting is now measured as a skill called React, which uses your dexterity modifier. This skill is used for quickly reacting to attacks and events outside of the expected, or timing correctly your movements. Classes which can get proficiency in React are any classes that can learn Acrobatics.

Block (Str)

Reacting is now measured as a skill called Block, which uses your Strength modifier. This skill is used for blocking attacks against enormous monsters. Classes which can get proficiency in Block are any classes that can learn Athletics.

New Feats

Quick Reactions

You get proficiency with the React skill. When you take a reaction to Dodge, you roll the react check with advantage.

Stronghold Guard

You get proficiency with the Block skill. When you take a reaction to Block, you add the AC bonus from your shield to your roll.

Materialistic

When you gather in a hunt, you can choose to get advantage on the DC of the gather OR double the amount collected.

Meowtastic Cook

When you cook a special meal, you get a flat +5 to the roll against the meal.

Guide to creating your character.

This will be a small guide on how I usually create my characters, and thus might serve you well, specially in this differently flavored campaign.

1 - Your Race

What is your race? What are the characteristics of that race?

2 - Your Sub Race

What is your subrace? What are the differences from this sub-races from the others?

3 - Your Name

What is your name, and where did it come from, are you named after something?

4 - Family/Past Bonds

What family/tribe/village/kingdom/nation are you from?

5 - Your Role in the party

What role you wish to assume in the party?

6 - Your Class

What is your Class and what is the role you wish to fill within that class?

7 - Your Skill Heritage

How did you learn to do what you can do? Do you have a mentor? Or did you study by yourself?

Extra - Your Weapons.

What weapon do you wish to master? Why so? (Be sure to look at the weapons section before answering this.)

8 - Your Goals

What are your personal goals? What drives you forward, even in a situation of life or death?

9 - Your Call to Adventure

What has led you to choose Adventuring or Answering the call?

10 - Your Languages

What languages did you learn, and how?

11 - Your Other skills

What are other skills you learned, and why?

12 - Your Ideals

What are your core ideals to the beings, rules that you will never break, and will move you into action?

13 - Your Flaws

What is a flaw you have that you must overcome? What holds you from being great? What shackles do you need to break?

14 - Your Personality

What makes your personality different? What quirk do you have that makes him memorable?

15 - Your Accent

What is your accent?

16 - Your Differences

What makes you stand out from the crowd? What is the difference between you and a commoner?

17 - Your Hobbies

What do you do for fun, in your spare time? Do you play an instrument? Enjoy the small crafts? Study herbology?

18 - Your Appearance

What do you character look like? What do you usually wear? What does your face look like? Do you have tattoos, scars, makeup, or warpaint?

19 - Uniqueness

What do you have that's unique to you? What is unique in your physique, or what unique item do you carry with you?

20 - How do you act in combat situations?

How do you react in the middle of a fight?

21 - How do you act in social situations?

How do you react while you're surrounded by talkative beings?

22 - How do you act in stressful situations?

How do you react while someone is dying, a loved one lost a leg, you are being jailed, or a dragon is attacking your house? How do you react when something highly stressing is happening? Do you break down?

23 - What do you want to achieve? What is your Ultimate goal?
24 - How do you want to die?

II

Combat

Combat

Combat in MH:DE takes a heavy departure from normal 5E combat, with heavy focusing on tactics, positioning and play-by-play decisions.

Combat Mechanics

Composite Actions

Composite actions are those that utilize an action, bonus action, and your reaction all at once. These are usually your big actions for weapons. If you execute a Composite Action foolishly, you leave yourself open to Area attacks.

Maximized Damage

Maximized Damage refers that when you are going to roll dice for an attack, instead you pick the max number of the dice. So 2d4+2 damage instantly becomes 10 damage.

Stacking Maximized Damage

If you have two "Maximizers" affecting the same action, the attack not only is maximized, but it also crits. This is called Ultra Instinct a Delta Attack.

Slower Actions

These actions are made slower.

  • Sheathing/Unsheathing a weapon - Takes an action.
  • Consuming an Item - Takes an action. (You can use items while wielding a weapon.)
  • Using your slinger - Takes an action.

Sharpness

You can sharpen your weapon using a Whetstone or a Whetore Fish. After you sharpen a weapon, the damage can't be negated for your next 4 attacks. You can only sharpen weapons that deal slashing damage (That doesn't include Bowguns loaded with Slashing Ammo.)

Leaping Attacks

You can make leaping attacks when falling from the air. On a hit, you can choose to make an acrobatics/athletics check to mount the beast. On a success, you are mounted.

Riding a Monster

Monster can be ridden on a successful leaping attack. When riding a monster, you can make free attacks every turn, but you have to make a acrobatics/athletics check for every turn you spend riding the monster, and the monster will definitively try to smash you into the wall. This continues until you get smashed, thrown off, or jump off as an action.

Finisher

Some hunters are thirsty for action, and want to jump off the monster in style. When jumping off, one can make an acrobatics/athletic checks to give the monster one last devastating blow. You attack, maximizing your damage.

Aimed Attack

When attacking, you can aim at specific parts of a target. Doing so grants you disadvantage.

Area Attacks

Area Attacks are executed both by players or by monsters, striking down a specific area. Most Area Attacks are declared, meaning that you declare you are going to execute them at a turn, and it happens at the beginning of your next one. The only way to avoid those Area Attacks are by Dodging, Guarding or Counter Attacking.

Dodge

As an reaction, you can dodge. Dodging requires a React check against the incoming area attack. On a dodge, you move a distance according to your weapon. Dodges don't trigger A.O.O.s from huge or larger monsters.

Guards

As an reaction, you can guard against an monster's area attack. Guarding requires a Block check against the incoming attack, and can only be executed by weapons with the Guard property.

Counter Attack

As an reaction, you can counter-attack. Counter attack requires a React Check against the incoming area attack. On a successful counter, you deal an attack of opportunity. Counter Attacks by themselves don't reduce damage, but can stop an area attack altogether if the damage is high enough.

New Conditions

On sake of necessity and variety, there are a couple of conditions that were added. My refusal to add a stamina mechanic removed about half of them, sadly.

Damaging Conditions

All damaging conditions end after 1 minute, so the more resilient of you can try to tough it out. (Or die trying)

Burning

Whilst burning, you take a fixed amount of damage every turn, until you spend an action to quench the fire.

Poisoned

While poisoned, you take a fixed amount of damage every turn, until you drink some form of antidote.

Bleeding

When you are bleeding, you take the same damage of the attack that gave you this condition. You can recover by utilizing a healer's kit or bandages.

Blights

Blights are conditions dealt by stronger monsters. Blights can only be cured by a Antiblight Elixir.

Dragonblight

You can't deal critical hits while you're dragonblighted. All your elemental damages instead deal slashing, bludgeoning or piercing damage, depending on your weapon.

Waterblight

While waterblighted, you can't use reactions.

Thunderblighted

While thunderblighted, every lightning damage you receive will stun you for a turn.

Deathblight

Every attack that hits you will deal maximized damage.

New Damage Types

There are three damage types added to the game, in order to conform to Monster Hunter's standard damage types.

Dragon

Special element generated by Dragon Cores. Most Dragons are vulnerable to this kind of damage.

Water

Water. I dunno man, the damage is in the game, what can I do? Apparently Water Hurts.

Explosive

Everything that explodes deals this kind of damage. Is powerfully used to interrupt area attacks from monsters.

Sensibilities and Negation

Armors, Monsters and their parts have sensibilities and negations. A monster with Sensibility 5 to fire, for example, always takes 5 extra damage points when hit with a fire attack. A monster with Negation 10 to slashing, would always take 10 less damage from slashing attacks.

III

Monsters

Monsters

The core attractions, the major enemy, the ultimate goal, monsters are what the MH:DE campaign will be ran around. Your weapons and armor will be smithed out of monster materials, your items will be crafted to kill those beasts. Monsters, monsters, monsters. Here's an Example Monster, under the Dragon Edition system.


Rathalos

Huge Flying Wyvern, Unaligned


  • Armor Class 18 (Natural Armor)
  • Hit Points 1300 (I dunno man, I need to crunch the numbers properly.)
  • Speed 40 ft, fly 50 ft.

STR DEX CON INT WIS CHA
22 (+5) 12 (+1) 20 (+4) 5 (-3) 12 (+1) 12 (+1)

  • Saving Throws Str +10, Dex +6, Con +9.
  • Skills Perception +4,
  • Damage Vulnerabilities Water(Head), Dragon.
  • Damage Resistances Poison.
  • Condition Immunities Poisoned, Charmed, Frightened, Burning.
  • Senses Senses
  • Languages -
  • Challenge 11 (10,000 XP)
  • Riding DC 13 + 2 per turn.
  • Reactions DC 17
  • Blocking DC 15
  • Interruption Damage 50/40/30 (All/Bludgeoning/Blast) and 25 (When Flying.)
  • Legendary Resistances (3/Fight)

Parts

Wings: 60 HP, AC 16/20(In the air), Resistant to bludgeoning. If broken, stops Rathalos from flying and using Crash Attack or Air Blast

Talons: 40 HP, AC 18, Resistant to slashing and piercing. If broken, stops Rathalos from using the Talon Attack.

Tail: 50 HP, AC 16, Resistant to bludgeoning and piercing. If cut, stops Rathalos from using the Tail Attack.

Head: 100 HP, AC 20. Vulnerable to piercing and water.

Actions

Multiattack. The Rathalos makes two attacks, one with it's body (Slam), and one with it's bite.

Slam. Melee Attack: +9 to hit, one target. Hit: 20 (3d10+5) bludgeoning damage. DC 15 Dex save, or knockback 10ft prone.

Talons. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 5) slashing damage.

Tail Stinger. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 15(2d10+5) piercing, and target must make a DC16 Con save, or be poisoned for 15 poison damage every turn until cured.

Crash Attack. Area Attack: In the air, Rathalos prepares to barrel down into the ground. Hits a line of 20x60ft. On a hit, deals 34 (6d8+10) bludgeoning damage. Breaks light and medium guards.

Fire Ball. Ranged Area Attack: Rathalos spits a fireball, hitting the first thing on a 10x100ft line. On hitting something, the fireball explodes, hitting everything in a 15x15 cube around the something. On a hit, deals 42 (8d8+10) fire damage. If hit, targets are burning for 12 damage every turn, until an action is spent to quench the fire.

Air Blast. Ranged Area Attack: Rathalos blasts air at a 20ft cone. On a hit, targets hit are blasted 50ft away from Rathalos. If a target hits another solid object, both take 20 (3d10+5) bludgeoning damage.

Things of notice

DCs

There are three new DCs to note. Riding DC, Reaction DC, and Guard DC. Each respectively used for Riding, Dodging or Counter attacking, and Guarding against the Rathalos attacks.

Parts

The Rathalos has four parts, Tail, Head, Talons and Wings. Using aimed attacks with a disadvantage, you can break down part by part to make your fight easier. When heads are broken, they are vulnerable to all damage.

Areas Attacks

The Rathalos has 3 area attacks, Crash Attack, Fire Ball, and Air Blast. Crash attack is an Melee Area Attack, so it can be countered, but it is impossible to guard unless you are using a weapon with "Heavy Guard". All of these have telegraphs, and the monster will usually spend a turn charging itself up before executing any of these area attacks.

Legendary Points

The Rathalos has 3 Legendary points. Monsters can use legendary points as if they were legendary resistances, or to boost up a attack, or to use any normal attack. They can also spend two legendary points to instantly execute a Area Attack, if they are in conditions to.

Interruption Damage

The threshold of damage you need to deal in a single attack to stop an Area Attack from Rathalos. Bludgeoning and Blast Damages have lower thresholds.

Defeating Monsters

Slayed

You can slay a monster by reducing it's Hit Points to 0. Once you slay a monster, you can carve him for resources. You always get a set of resources when you carve a monster. Hunting down stronger variants allows one to obtain rarer materials, such as gems and plates. You can only get a Tail if you had cut it down mid-battle. Tails are used to make special meals that leave the whole hunting squad with special effects.

Captured

You can capture a monster by reducing it's HP by exhausting the creature by 4 points, or reducing it's HP to 10% of it's maximum, and then putting the creature to sleep with an sleep trap. Capturing a monster allows you to hold it captive, eventually taming it. Holding a monster captive can get pretty expensive, depending on it's size, eating habits, and tendency to break it's cages. Every month, your captured monsters can be harvested for their materials. This means no more hunting for basic materials.

Rathalos Slaying Table
Material Name Quantity Type
Tier 6 Wyvern Bone (C) 3x Crafting Material
Tier 3 Wyvern Scale (C) 2x Crafting Material
Tier 3 Meat 500x Food
Inferno Sac (A) 1x Augment
Rathalos Core (C) 1x Crafting Material
Rathalos Blast Oil(I) 1x Item
Rathalos Wing(*)(A) 1x Augment
Rathalos Tail(*)(I) 1x Tail

(*) - If broken in battle

Rathalos Capture Table (Month)
Material Name Quantity Type
Tier 3 Wyvern Scale 1x Crafting Material
Rathalos Venom 3x Item
Rathalos Blast Oil 3x Item

Special Rathalos Drops

  • Rathalos Tail: (Tail) Can be used to make a special meal. For the duration of a hunt (or a day), all hunters are resistant to fire damage, and Immune to the burning condition.
  • Rathalos Wing: (Augment) (Armor) As an bonus action, you can create wings that give you 20ft flying speed for 1 minute. Usable once per long rest.
  • Rathalos Blast Oil: (Item) Can be thrown(20/60), to create a blast of fire that deals 4d8 fire damage on impact.
  • Rathalos Venom: (Item) Can be applied to a weapon or used in crafting to deal 4d8 poison damage.
  • Inferno Sac: (Augment) (Weapon) Can be slotted into a weapon. On a crit, your weapon deals 2d8 fire damage.

Loot

When you hunt a monster, you return with several kinds of materials.

Crafting Materials

There are three kinds of drops from monsters that are materials. Each Material is about 10 lbs worth.

Bones

Used to craft weapons. These rank from 1 to 10, allowing one to craft weapons of the same rank.

Scales/Hide

Used to craft weapons. These rank from 1 to 5, allowing one to craft armor of the same rank.

Cores

Used to craft everything, from augments, to weapons and armor. Every monster has a core, from which you can give weapons and armor extra powerful elements for them.

Augments

Augments are special items that can be slotted into weapons and armors, they somewhat rare, having strong effects that trigger on occasions, or can be activated at will.

Items

Monsters will drop items that are usable on occasion, these are called Items. There are several kinds of items. Slinger pods, consumables, oils, poisons and other things that can be useful in battle. Most of these can be farmed by capturing monsters.

Meat

Each unit of meat represents 1 lb of meat, and can be brought back to sell, or used as rations with proper preparation from the Cook. Some meat cuts, such as meat from a Puko-Puko is poisonous, and needs to be prepared when eaten, getting an Cooking Check from the chef of the hunt.

IV

Hunting

Hunting

This section details how hunts work, and how gathering materials, collecting minerals, fishing, and tracking monsters work.

Hunting Monsters

Hunting is NOT done alone. Unless you are an extremely strong hunter fighting down a weaker monster, you will usually not be able to even track down a monster alone. Hunts can last for a couple of hours, to months of searching of tracks for a specific monster. The island of Cardiff is gigantic, and thus, you will need to do it the old way.

Pre-Hunt

Although experienced hunters can gather food on the field, it is important to consider what you will need to hunt the monster. Not just food, but antidotes, special weapons and oils and phials and coatings and ammo, traps and more are all things to think about before heading on a hunt. Before you depart for a hunt, always make sure to have enough food stored for the full days of travel. On the pre-hunt, all the players roll a history check to determine information about the travel and the monster.

Roles

Hunters come in packs of 5, and thus divide themselves in the following configuration.

The Trail-Blazer (Survival)

The Trail Blazer is the leader of the hunting party. He finds trails, leads the way, and makes the harsh decisions. The Trail-Blazer makes Survival checks to determine what type of complications or benefits the party encounters when heading on a hunt.

The Scout (Perception)

The Scout is responsible for keeping the party safe from sudden monster attacks, ambushes or other potential dangers. He makes perception checks to reduce the chances of having bad encounters or complications.

The Gatherer (Investigation/Nature)

The Gatherer is responsible for gathering food and materials while in the hunt. He makes investigation or nature checks to see what if he can gather something specific. If he has no idea of what's in the area, he makes an Investigation/Nature check to analyze all the options.

The Medic (Medicine)

The Medic is responsible for healing the wounded, and making sure every hunter returns alive. He makes medicine checks every long-rest to restore health for the wounded. Required equipment: Healer's Kit

The Chef (Cooking)

The Chef is responsible for cooking the meals of the party. Before a fight, he can cook a special meal using a rare ingredient to give special effects to the hunters.

Tracking

Hunts have time scales, varying from short to long. Short hunts mean that a hunt lasts only a day, medium hunts last weeks, and long hunts last months.

Scale Time Unit Expected Duration
Short 2 Hours 1 Day
Medium 1 Day 1-2 Weeks
Long 1 Week 1-3 Months

Hunting Checks

Hunters have to make their checks at the beginning of every time unit of a hunt.

First,

The Scout makes a Perception check against the encounter table. Every complication below his perception check gets knocked off the Encounter table for that time unit.

Second,

The Trail Blazer makes a Survival check against the Encounter table for the area, with a penalty depending on the area. If he ends up rolling against an complication that was below the Scout's check, nothing happens instead.

Third,

The Gatherer chooses a resource he wants to gather, and then rolls an Investigation/Nature check against the DC of the item. If he doesn't know what resources there are in the region, he must roll an Investigation/Nature check to find out.

Fourth,

The Chef makes a meal for the party. If he decides to create a special meal, he must do it against the Cooking DC of the meal, using his Cooking Skill (See Cooking section).

Fifth,

The Medic can make a Medicine check to help a fellow hunter heal from their injuries.

Fighting the Monster

Once you finally pinpoint the Monster, you can have several types of tactic. Pull of an ambush on it's own home, trapping every corner of it's nest with bombs and pitraps. You can run after the monster, and all. Monsters have a tendency of actually valuing their lives, so if they start to lose, they may attempt to fly or run away, have that in mind when hunting! Every monster is different, both in mentality and biological patterns. The hunt ends only when you capture the monster, slay the monster, or the whole party is knocked out.

Example Hunt: Diablos

The party has decided that it's time to hunt a Diablos. The hunt will be a pretty difficult task, with the Desert regions being far away.

The Pre-Hunt

They do the Pre-Hunt preparations, and determine that the hunt will be a medium one, taking a week to get to the desert region, a week to hunt the beast, and a week to return home. They also determine that the Diablos makes massive burrows that he calls it's nest, and he travels underground, creating massive tunnels. Due to high rolls, they also determine that it's a very strongly armored beast.

So they buy themselves a stockpile of potions, food to last for three weeks, armor-shattering pods, and head out to the hunt.

The Tracking

On the way there, the Trail-Blazer led the party well, finding signs early on that they were going on the right path. Until the fifth day, everything was well. The Trail-blazer was saved by the scout a couple of times, due to the great perception of the scout. The gatherer rolled great, gathering 3 Flashbugs, and a Mightseed. Eventually, the Trail-blazer rolled onto a 6, and the party was forced to fight the horde of Mernos. The Scout took heavy damage in this battle. The medic, over the course of the next few days, cured the scout properly, allowing him to get to full strength.

Reaching there, they started the tracking, and it quickly ended, as they found direct tracks to the Diablo's nest with great rolls by the Trail-Blazer.

The Battle

The chef cooked a special meal for everyone, increasing their critical hit damage. Inside the nest, they dug and set up several bomb traps, aswell as thunder traps. At night, the diablos returned to its nest, a gigantic Yian Garuga on its mouth. The Diablos was quickly ambushed in all directions. In the middle of the battle, the chef was knocked out, and the medic ran to save him. The medic pulled the chef to a safe corner, and then revived him using his healer's kit. The battle raged on, but eventually they slayed the Diablos.

They carved the materials they wanted, cut out the core, cut off MANY parts of meat for the travel back home, and departed home.

The GM Tables

Encounter Table (-15 to Scout check's)

DC Event
1 Barroth Encounter
2-3 Attacked by horde of Kestodon
4 Quicksand Trap
5 False Signs
6 Attacked by horde of infuriated Mernos
7 Falling boulders
8 Narrow Canyon
9 Nothing of notice
10 Nothing of notice
d8 Loot
11 Sign
12 Sign
13 Sign
14 Sign
15 Fishable Lake
16 Passing by Horde of Kestodon
17 Special Mushrooms
18 Grymalkine Encounter
19 Extra gathering
20+ Direct Tracks

Gathering Table

Resources Max Available DC Per Harvest
Stone 100 5 10
Iron Ore 12 10 3
Machalite Ore 2 15 1
Herb 12 10 3
Mana Herb 3 15 1
Fire Herb 20 5 5
Might Seed 10 17 1
Honey 10 13 2
Godbug 5 17 1
Flashbug 6 10 2
Fire Pods 100 10 20
Burst Pods 20 17 5

V

Items

Items

Items are the baseline of hunting. You will need items to regenerate yourself mid battle, to yard off curses and blights, to recover against poisons, to give you small boosts in battle, and so. More items will be revealed as you advance in the game

New Artisan Tools

There are Four new artisan tools added to the game. All kits weigh 5 lbs, with the exception of the Trapper's kit, which weighs 15 lbs.

Alchemist's Kit

It already exists, but this fuse Herbalist's or Poisoner's kit into one. All recipes use the Alchemist's Kit.

Cooking Kit

The Cooking Kit is necessary for the Cooks to, well, cook meals. Intelligence is used for proficiency. It includes pans, some oils, seasoning, and many, many small tools of kitchens.

Fishing Kit

Used to fish. Check the fishing section.

Trapper's

The Trapper's Kit is used to create traps. It contains shovels, sticks, cages, mechanic utensils, and is somewhat part tinker's tools. You can only use the trapper's kit if you are PROFICIENT with it.

Using the Trapper's kit

You can use the Trapper's kit to create large or small traps that will help you in combat. Creating small traps requires an action in combat, and large traps require at least a hour. Small traps utilize bugs and small cages, that when broke, pierce the bug, causing it to release the effect. Big traps are those like the Pitfall Trap, which can give you an immense edge in combat.

Bug Traps

You can build a trap utilizing a status bug. The trap, when broken, will cause the bug inside to release it's power. You can trap Flashbugs, Poisonbugs or Thunderbugs in this way. The effects are caused in a 15x15 circle, so stay out of it! (The Flashbug blinds all that can see it, unless you use a reaction to close your eyes.) The trap has 1hp and 8 AC, and only activates on an attack.

Pitfall Traps

You can build a Pitfall Trap over the course of a hour. This is a large hole that traps a monster that steps on top of it, releasing a gigantic net that traps him there. To get out of a Pitfall Trap, the monster first must succeed on a DC20 Strength check, or Deal 40 slashing or fire damage to the Net. Then it must succeed on a DC15 athletics/acrobatics check to get out of the trap.

Gunsmith's Tools

Bowguns and Gunlances require ammo and shells to attack with full power. To craft these, you require the Gunsmith's Tools.

Crafting Items

Detailed in the tables below are all the craftable so far. Some are locked behind recipe books.

Components

Component Artisan's Kit Used For Recipe Price Weight
Phial Glassblower's Anything that requires a container - 1 cp 0.1 lb
Blanks Gunsmith's Making Bowgun ammo Iron Ore 1 cp 0.1 lb
Empty Shell Gunsmith's Making Gunlance ammo Iron Ore 1 cp 0.1 lb
Catalyst Alchemist's Making stuff stronger Godbug 5 sp 1 lb
Gunpowder Alchemist's Making Explosives Fire Herb 3 sp 1 lb

Potions

All potions can be crafted with a Alchemist's Kit. Demon Drugs, Armor Skins and Dash Juices effects don't stack.

Potion Effects Recipe Price Weight
Potion Heals for 4d4+4 HP Herb + Phial 1 sp 1 lb
Mega Potion Heals by 8d4+8 Potion + Honey 1 gp 1 lb
Max Potion Heals for 10d4+20 Mega Potion + Catalyst 5 gp 1 lb
Manacine Restores 1d6+1 levels worth of Spell Slots Mana Herb + Phial 2 gp 1 lb
Mega Manacine Restores 2d6+2 levels worth Spell Slots Manacine + Honey 5 gp 1 lb
Max Manacine Restores 4d6+4 levels worth spent spell slots. Mana Potion + Catalyst 25 gp 1 lb
Antidote Cures Poison Antitoxin Herb + Phial 2 sp 1 lb
Herbal Medicine Cures any status effect but Bleeding and Burning. Anti Herb + Catalyst 1 gp 1 lb
Demon Drug Increases the damage you deal by 3d6 for a minute. Might Seed + Catalyst +Phial 10 gp 2 lb
Armor Skin Increases your AC by 3 for a minute Adamant Seed + Catalyst + Phial 10 gp 2 lb
Dash Juice Increases your speed by 15ft for a minute Speed Seed + Catalyst + Phial 10 gp 2 lb

Ammo

Weights are individually measured per bullet. All Ammo can be crafted with a Gunsmith's Tools

Ammo Damage Range Effect Recipe Price Weight
(20x) Common 1d6 Piercing 120/240ft. Normal Ammo Blanks + Stones 1 sp 0.1 lb
(20x) Heavy 1d10 Piercing 100/200ft. Normal Ammo but stronger Blanks + Iron Ore 2 sp 0.2 lb
(20x) Pierce 1d4 Piercing 150/300ft. Deals damage to all parts of a monster. Blanks + Iron Ore 2 sp 0.1 lb
(20x) Spread 3d4 Piercing 20/60ft. Shotgun-like Ammo. Can use as melee. Blanks + Iron Ore 2 sp 0.1 lb
(20x) Elemental 1d6 Elemental 120/240 Deals elemental damage. Blanks + Elemental Herb 4 sp 0.1 lb
(10x) Slashing 1d6 Slashing 120/240 Deals slashing damage. Blanks + Iron Ore 1 gp 0.1 lb
(10x) Pummeling 1d6 Bludgeoning 120/240 Deals bludgeoning. Blanks + Iron Ore 1 gp 0.2 lb
(2x) Status - 120/240 Can cause status conditions. Blanks + Status Bug 1 gp 0.1 lb
(5x) Sticky 2d8 Explosive 100/200ft. Explodes on the beginning of the target's turn. Blanks + Gunpowder 1 sp 1 lb
(3x) Cluster 3d8 Explosive 200ft. Ranged Area Attack (2 turns). Choose a 10ft square inside the range. Blanks + Gunpowder + Catalyst 8 sp 2 lb
(2x) Wyvern 4d8 Explosive 5ft Area Attack (2 turns). 15ft cone in front of you. Empty Shell + Gunpowder(3x) + Catalyst 1 gp 4 lb

Gunlance Shells

All shells can be crafted with a Gunsmith's tools.

Ammo Name Damage Range Crafting Recipe Weight Price
Normal 1d6 20/60ft Blank Shell + Gunpowder 2 lb 2 sp
Wide 2d6 Melee Normal Shell + Gunpowder 4 lb 5 sp
Long 1d8 60/120ft Normal Shell + Catalyst 3 lb 1 gp

Coats

Weights are individually measure per coat. All coats can be crafted with a Alchemist's kit

Coat Uses Effect Recipe Price Weight
Power Coat 3 Maximizes damage dealt. Phial + Catalyst 5 sp 1 lb
Status Coat 1 Inflicts a status conditions on a monster Phial + Status Bug 1 gp 1 lb
Elemental Coat 5 Changes the damage type. Phial + Elemental Herb 2 sp 1 lb
Blast Coat 1 Changes damage type to explosive. Power Coat + Gunpowder 1 gp 1 lb

Other Items

All items here require no Artisan's Kit to craft.

Item Effects Recipe Price Weight
Sleep Bomb Releases a smoke that puts a weakened monster to sleep on a failed DC 15 con save. Sleep Bug + Gunpowder 1 gp 5 lb
Smoke Bomb Releases a thick, dark smoke that covers a 30ft radius, Smoke Herb + Gunpowder + Catalyst 1 gp 5 lb
Flash Pod Flashes an enemy, making him blind for 3 rounds* Flash Bug + Stone - 1 lb
Farcaster Can be used to emit a smoke signal, signalling for a trained monster, other hunters, or animals to come from far away. Herb + Gunpowder 1 sp 3 lb
Barrel Bomb Explodes for Xd6 explosive damage on a 15x15ft circle on being destroyed. For each gunpowder spent, increases the X to a max of 5. It has 1hp. Barrel + Gunpowder(1x-5x) 1 gp 6-10lb
Gigantic Net Used to make Net Traps 1 gp 10 lb
Barrel Used to make Barrel Bombs - 1 sp 10 lb
Whetstone Used to sharpen weapons, as a composite action. Iron Ore (3x) 5 sp 5 lb
Whetore Fish Used to sharpen weapons, as a bonus action. Cutting Fish + Iron Ore (5x) 5 sp 5 lb

Materials

Herbs and Plants

Material Name Description Price Weight
Herb Used to craft Potions and other things 1 cp 0.1 lb
Mana Herb Used to craft manacines. 1 sp 0.1 lb
Honey Used to craft Mega Potions. To collect, you need an empty Phial 1 sp 1 lb
Antitoxin Herb Used to craft antidotes 1 sp 0.1 lb
Smoke Herb Used to craft smoke bombs. 1 sp 0.1 lb
Fire Herb Fire Element Herb. 3 sp 0.1 lb
Water Herb Water Element Herb. 3 sp 0.1 lb
Lightning Herb Lightning Element Herb. 3 sp 0.1 lb
Ice Herb Ice Element Herb. 3 sp 0.1 lb
Poison Herb Poison Element Herb. 3 sp 0.1 lb
Acid Herb Acid Element Herb. 3 sp 0.1 lb
Might Seed Seed with the essence of power in it 5 sp 0.1 lb
Adamant Seed Seed with the essence of toughness in it 5 sp 0.1 lb
Speed Seed Seed with the essence of speed in it 5 sp 0.1 lb

Bugs

Material Name Description Price Weight
Godbug Used to craft catalysts 5 sp 0.1 lb
Flashbug Used to craft Flash Pods and Flash Traps 2 sp 0.1 lb
Poisonbug Deals poison condition for 2d4 per round 1 gp 0.1 lb
Bleedbug Deals bleed condition for 2d4 per round 1 gp 0.1 lb
Thunderbug Paralyses for two turns 1 gp 0.1 lb
Frozenbug Freezes for two turns 1 gp 0.1 lb
Sleepbug Deals sleep condition 1 gp 0.1 lb

Ores

Material Name Description Price Weight
Stone Sling it at people, strap bugs to it, pretty variable uses 1 cp 0.1 lb
Iron Ore Used to craft equipment and shells. 5 cp 3 lb
Machalite Ore Used to craft Equipment 1 sp 3 lb
Dragonite Ore Used to craft Equipment 1 gp 3 lb
Mithril Ore Used to craft Equipment 10 gp 1 lb
Eterna Ore Used to craft Equipment 100 gp 5 lb

VI

Cooking

Cooking

Cooks can make an impact on the hunt by making the most incredible meals, increasing the hunter's skills just by preparation.

Cooking Kit

To cook, you must have a cooking kit, and be proficient with it. The attribute added to the Cooking Kit is your choice between Intelligence and Wisdom, alongside your proficiency bonus.

Durations

All effects last until your next long rest, next meal, or until you fall unconscious. This mostly means that the most important meal is the one you take just before the hunt, usually breakfast. You can't have two effects or more active at once. (Exception being the Gluttony Steak, which allows you to have three meals at once.)

Ingredients

Ingredients have tiers from 1 to 5, just like with most materials. Whenever you cook, you must expend as many ingredients of the tier select as people you're cooking for. If you're cooking for 5, you expend 5 meats, for example.

Meats

Meats can be gathered by carving it from monsters. Usual meats, from non-monster animals all count as tier 1. Meats are used to make offensive meals.

Fishes

Fishes are gathered by the fishing system. Fishes are used to make defensive meals.

Vegetables

Vegetables are gathered by planting, or by gathering in specific regions of the world. Vegetables are used for utilitarian meals.

Cooking Meals

Cooking meals is simple. You gather the ingredient, use your cooking kit, and roll against the Meal's DC. On a failure, you have still fed the party, but there is no beneficial effect to the meal.

If you don't have any material to feed the party, you can roll a Gathering Check to find enough food to feed your party. The DC of this gathering check depends on the location you are traversing.

If you fail to feed your party for a day, all of you get a level of exhaustion.

Storable Meals

Some meals can be stored to be eaten later. These usually have the same effect as items, but more potent. Eating a meal is a composite action in combat.

Meals

Meat Meals
Name Effect Tier DC
Meat I The sharpen buff lasts for 5 attacks instead of 4. 1 10
Meat II Your attacks ignore negations. 2 15
Meat III You gain a bonus to your attack rolls equal to the cook's proficiency modifier. 3 18
Meat IV You gain a bonus to your damage equal to the cook's proficiency modifier. 4 20
Meat V Your attacks ignore resistances and negations. 5 25
Fish Meals
Name Effect Tier DC
Fish I Twice per meal, you can gain advantage on a saving throw. The cook choses the saving throw when cooking the meal. 1 10
Fish II Twice per meal, you can gain advantage on a react or guard check. 2 13
Fish III You gain a bonus to your AC equal to the cook's proficiency modifier. 3 15
Fish IV You gain negation to all physical damage equal to the cook's proficiency modifier. 4 18
Fish V Twice per meal, you can choose to completely negate an attack's damage. 5 20
Vegetable Meals
Name Effect Tier DC
Vegetable I You gain a flat +2 to your investigation and perception checks. 1 10
Vegetable II The gatherer gains a bonus to gathering checks equal to the cook's proficiency modifier. 2 13
Vegetable III When you drink a health recovery item, you receive temporary HP equal to the cook's roll to make this meal. 3 15
Vegetable IV You can use items as a bonus action. 4 18
Vegetable V Your items have double their effects. 5 20

Special Meals

Name Effect Recipe Tier DC
Gluttony Steak You can have two meals alongside this one. Great Jagras Meat 1 8
Healing Steak You heal 4d4+4 when you eat this steak. You can store this as an item to consume it later. Tier 1 Meat + 2 Herbs 1 12
Poisoned Steak A creature who eats this steak is damage by xd6, X being the cook's proficiency modifier. Tier 1 Meat + 3 Poison Herbs 1 14

VII

Fishing

Fishing

For the most patient of the hunters, fishing is no mere task. It is a lifestyle of precision, timing, and a contest of nature.

Fishing Check

To fish, you roll a Nature or Survival check, which will be referred to as a Fishing Check. The Fishing check is rolled against the fishing difficulty of the body of water you are fishing. These three all have different fishes and difficulties. Once you pass the Fishing check, you roll a d6 to see what fish you get from the fish table. If you get a fish with a tier that is superior to the bait used, you get the fish closest to the tier.

Fishing Requirements

Fishing Bait

Whenever you fish, you need to craft bait using meats or vegetables of equal Tier. You should consider too that different fishes have different diets, and some fishes even eat ores.

Fishing Kit

You need a Fishing Kit and proficiency with it to fish. The Fishing Kit includes tools to repair fishing tools and hooks, and a Steel fishing rod.

Fish Effects

For a fish to apply it's effects, you must cook it as a meal, using the equivalent tiered fish recipe. If it's a fish that can be used to substitute crafting material, you can just use it instead of the ingredient it substitutes. If it's a fish that gives you an effect when eaten, you use it as an item mid-battle

Example

A'Khul goes to fish in the Lake of Plenty, instead of gathering herbs. He hopes to find a bomb fish to craft cluster ammo for his Bowgun. He decides to use a Tier 3 meat as bait, and rolls nature for his fishing check. His roll is a 9, so he succeeds. He rolls a d6, getting a 2, which nets him a Sharp Fish. He tries again on the next hunting check, and rolls a 6 instead. Since he used Tier 3 meat, the Bomb Fish is the closest Tier 3 fish on the table, netting him a Bomb Fish.

Lake Of Plenty

  • Fishing Difficulty: DC 8. (Very Easy)
  • Body Type: Lake
  • Water Type: Fresh

Fish Tables

Herbivore
Fish Tier Description
Rain Fish 1 A standard Fish.
Herb Fish 1 Can be used in crafting to substitute Herbs. (Increases heal by 1 die.)
Cloud Fish 2 Adds 2 to your nature checks
Shell Fish 3 Increases your AC by 2.
God Fish 4 Can be used to craft 5 catalysts.
Life Fish 5 Restores your HP to max when eaten.
Carnivore
Fish Tier Description
Rye Fish 1 A standard Fish.
Poison Fish 1 Can be used in crafting to substitute Herbs. (3d8 damage)
Sharp Fish 2 Can be thrown using the slinger to deal 4d4 piercing damage.
Bomb Fish 3 Can be used in crafting to substitute gunpowder. (Increases damage by 2 dies.)
God Fish 4 Can be used to craft 5 catalysts.
Death Fish 5 Deals 10d10 necrotic damage when eaten.
Special
Fish Bait Description
Cutting Fish Iron Ore Can be used to make Whetores.

VIII

Armor

Armor

Armor is what stands between you, and fireballs, claw attacks, air blasts, acid sprays, and ice darts. It is your lifeline, and you will learn to rely more and more on your armor, as you grow stronger.

Armor Weights

Light Armor

Light armor base stats is 12 AC + Dex Mod. Light armor has more slots for augmentations in later levels, and cost fewer materials to develop. Weights 10 lb.

Medium Armor

Medium Armor base stats is 14 AC + Dex Mod. (To a max of 2 Dex bonus.) Medium Armor is the middle line. Weighs 15 lb.

Heavy Armor

Heavy armor Base stat is 16. Heavy armor has fewer slots for augmentations, and cost more materials to develop. There are also heavier variants of armor that reduce your move speed, but make you stronger and more resistant to attack. Gives you disadvantage on stealth checks. Weighs 20 lb

Armor Extras

Armor Sphere

Armors can be upgraded in a different way than weapons, utilizing armor spheres. Armor spheres are extremely rare, but increase the armor's base AC depending on the armor sphere used. Ranks of armor sphere vary from Common (+1 AC) to Legendary (+10AC). Once you increase your armor rank with one sphere, you can't increase it again with one of the same level.

Augmentations

Armors can utilize Augmentations to increase a hunter's prowess in battle.

Armor Crafting

Armors have 5 Tiers, from Common to Omega. You can only use each tier of armor if you fit the minimum level. To craft armor, you require respectively tiered scales, which drop from Monsters, and starting from Tier 2, you can use Cores to increase their effectiveness, depending on which monster you got the core from. And even better yet, you can upgrade these armors, even without increasing their tier, to increase their effectiveness! You require a minimum level to utilize the armors.

Name Tier Minimum Level
Common 1 1
Great 2 4
Runic 3 8
Alpha 4 12
Omega 5 16

Armor Example

Anjanath's Cloaked Fury

Great Medium Armor

Description

A armor made mostly out of Anjanath's Hide. It is built much like a hide armor. It comes with a cloak made out of Anjanath's fur. No matter what you do, you can't set the cloak on fire.

Stats
  • AC bonus: +4 + Dex (Max 2 dex bonus)
  • Resistances: Negation 10 to fire damage.
  • Vulnerabilities: Sensibility 10 to water damage.
  • Augmentation Slots: 1 Slots.
  • Decoration Slots: 2 Slots.
  • Weight: 18 lb.
Traits
  • Anjanath's Cloak: As an reaction, you can cover yourself with the cloak, reducing incoming fire damage by 25.
Recipe
Material Number
Tier 2 Scale 2
Iron Ore 4
Fire Herb 10
Anjanath Core 1

IX

Weapons

Weapons

Weapons are the bread and butter of a hunter,

Gaining Experience

By utilizing a weapon, you accumulate experience, called "Weapon Mastery", which allows you to utilize the weapon with better proficiency, unlocking skills and paths. Every time you level up, you can put a point into a weapon, increasing it's W.M.L by 1, but the W.M.L can't surpass the weapon's Tier.

Requirements

Every weapon has a different requirement in stats. Most of them are in Strength or Dexterity, with the exception being the Magus Staff, which you need to be a spellcaster to use.

Sub-Mastery

When you reach level 3 with a weapon, it is most likely you already have access to Tier 3 weapons, which can diversify into specific sub-weapons. Each of these branch of Sub-weapons has a sub-mastery, which grants you different skills.

Movement Speed

Every weapon reduces your movement speed to a certain degree. If one has movement speed penalties or boosts, they apply these changes to the reduced movement speed. Speed can't go lower than 5ft, unless by a status condition. Every weapon also has a different dodge distance.

Special Stats

Some weapons, like the Longsword or the Charge Blade have different stats than the others, such as the Spirit Modifier. These are called the Special Stats, and each weapon (With some exceptions) has one.

Mechanics

Several weapons introduce a different mechanic to the table.

Crafting Weapons

Crafting stronger weapons requires monster bones, and weapons can range from Tier 1 through 10. Most Tier 3 and above weapons also requires monster cores.

Example Weapon

Rathian Katana

Tier 3 Longsword

Description

A Katana Infused with the poison from a Rathian, the blade shimmers a light purple glow in the dark. Can be used in the Samurai Subclass.

Attributes
  • Hit Bonus: +3 to hit.
  • Damage: 2d10 Slashing Damage + 1d10 Poison Damage
  • Spirit Modifier: 5 Poison Damage.
  • Crit: -1 (20 goes to 19)
  • Augmentation Slots: 1 Slots.
  • Decoration Slots: 1 Slots.
  • Weight: 6 lb.
Traits
  • Poisonous Stinger: The Piercer action deals maximized poison damage if hit.
  • Fast Wielding: Sheathing the Longsword is a bonus action. When you unsheathe the Longsword, you can the same action to attack.
Recipe
Material Number
Tier 3 Bone 1
Iron Ore 1
Rathian Poison 1
Rathian Core 1

The Greatsword

Weapon Mastery Level Max Charges Features
1st 0 Lesser guard, Wide Slash
2nd 1 Charging
3rd 1 Sub-Mastery Feature
4th 2 Charged Counter
5th 2 Sub-Mastery Feature
6th 2 Upper Slash
7th 3 - - - - - - -
8th 3 Sub-Mastery Feature
9th 3 Fast Charge
10th 4 Sub-Mastery Feature

Weapon Features

The Greatsword has the following base traits:

Weapon Requirements

The Greatsword requires at least 15 Str. to be wielded.

Weapon Attributes


  • Movement Penalty : -20 ft.
  • Damage Type : Slashing.
  • Dodge Distance: Your dodge distance is 10ft.

Weapon Traits


  • Heavy: Small creatures have disadvantage on attack rolls with the Greatsword.
  • Greatsword Reach: The Greatsword has the reach property, but attacking utilizing this property reduces the damage by half.
  • Light Guard: The Greatsword can use the Guard Reaction to reduce damage from an area attack by half.

Special Attributes

Charge Damage: Damage for charge attacks.

Description

The Greatswords are a range of incredibily powerful, but heavy, weapons. Known for their expertise on dealing devastating blows, they allow for one to charge energy and deliver it on attacks that could cut whole limbs from monsters off. A heavy weapon, not usable for the faint of heart. Timing is everything.

Charge

Beginning at Weapon Mastery Level 2, you can charge your Greatsword. As a composite action, you can charge your Greatsword, allowing the delivery of extremely strong attacks. Once you charge your Greatsword, you can Discharge it with actions that specify so.


Features

Lesser Guard

As a reaction, you can guard with the blade of the Greatsword, lowering the damage by half of an attack on a successful reaction check.

Wide Slash

As a composite action, you can deal a wide, hitting all enemies in a 10ft cone in front of you.

Charged Slash

As a composite action, you can deliver your Discharge as a powerful slash. You add the Charge Damage and Maximize your damage, proportional to how many charges you held.

Charged Counter

You can ready an action to deliver your Discharge as an counter-attack at an incoming monster, potentially stunning the monster. Hitting this requires both a successful attack and React check, and at least one charge.

Upper Slash

As a composite action, you slash upward, sending small or tiny creatures flying into the air. You can launch allies into the air in this manner, allowing them to utilize leaping attacks.

Fast Charge

Your first charge action in every charge chain creates two charges instead of one.

Sub Mastery: Wyvernslayer

The Wyvern Ignition series was a set of fearsome designs, with the true potential of the weapon being unlocked by few. Those who dedicate themselves to the weapon may find a strong partner in combat. The Wyvern Ignition series has Fuel Phials in it,

New Attribute: Fuel Phials

The Ignition series has a capacity for Fuel Phials, that are used to execute the Sub Mastery actions. To craft a Fuel Phial, you require a Herbalist's/Alchemist's kit, and 2 Fire Herbs. You can stock Fuel Phials in your backpack, but loading them into the Ignition Series is an composite action.

Ignited Charge (3rd Level)

The Wyvern Ignition series has a special propulsion system inside it, allowing for one to consume reserve fuel to instantly charge their sword. At will, one can spend a Fuel Phial to instantly charge your Greatsword, each phial generating one charge.

Rocketed Ignition (5th Level)

As a reaction, the Wyvern Ignition allows you to spend a Fuel Phial to boost yourself into any direction. Each fuel phial spent sends you 30ft in any direction, including upwards. This is a perfect dodge.

Flamethrower (8th Level)

As an action, you can use the boosters of the Wyvernslayer to ignite an area, pushing yourself back 10ft, but dealing fire damage in a 15ft cone, each fuel phial increasing the damage.

Wyvernblade (10th Level)

As an action, you can dissipate your charges, turning your charges into heat, heating the blade into a shining red. Every charge dissipates adds the Charge Modifier from the weapon to base damage. If you sheathe your weapon, the buffs dissapear.

The Hammer

Weapon Mastery Level Max Depth Charges Features
1st 0 Counter Smash, Devastating Leap
2nd 1 Depth Charge
3rd 1 Sub-Mastery Feature
4th 1 Spin
5th 2 Sub-Mastery Feature
6th 2 Powerful Smash
7th 3 - - -
8th 3 Sub-Mastery Feature
9th 3 Big Bang
10th 4 Sub-Mastery Feature

Weapon Features

The Hammer has the following base traits:

Weapon Requirements

The Hammer requires at least 15 Str. to be wielded.

Weapon Attributes


  • Movement Penalty : -20 ft.
  • Damage Type : Bludgeoning.
  • Dodge Distance: Your dodge distance is 10ft.

Weapon Traits


  • Heavy: Small creatures have disadvantage on attack rolls with the Hammer.

Special Attributes


  • Depth Damage : Indicates how much damage charged attacks do.

Description

The Hammer. An incredibly powerful weapon fit only for the strongest wielders. It is a heavy, powerful weapon capable of dealing devastating blows.

Main Mechanic

Depth Charge

You can spend an action to charge a blow, generating one Depth Charge. In your next turn, if you attack, you deal extra damage equal to the Depth Damage attribute. If you don't attack or charge, the Depth Charge dissipates.

Features

Counter Smash

You can ready an action to deliver an counter-attack at an incoming monster, potentially stunning the monster. Hitting this requires both a successful attack and React check.

Devastating Leap

Whenever you do a leap attack, you can attack twice.

Spin

When you have a Depth Charge, you can use a composite action to start spinning with the hammer. While you are spinning, you become a moving area attack. You can spend a reaction to stop spinning. Your maximum spin duration is equal to your constitution modifier.

Powerful Smash

Whenever you attack with more than one charges, all depth damage is maximized on an attack.

Big Bang

As a prepared action, you can smash down on a monster, generating a depth damage while striking.

Sub Mastery: Great Hammers

Great hammers are gigantic weapons, drawn only by the mightiest of hunters. They are heav

New Trait: Arc Swings

Whenever you attack, you strike a cone of 5ft in front of you.

Great Swing (3rd Level)

As an action, you can swing your hammer, dealing maximized damage. You can do this three times per short rest. This amount increases by +2 at levels 5, 7 and 9.

Crushing Attack (5th Level)

As a composite action, you can spend a depth charge to destroy a part of a monster. You do a targeted attack, and if you hit, you deal double damage to the part.

Powerful Counter (8th Level)

Your counter-smash feature now deals critical damage.

True Big Bang (10th Level)

Your Big Bang action feature now deals critical damage.

The Hunting Horn

Weapon Mastery Level Features
1st Melody, Perform
2nd Fortissimo
3rd Sub-Mastery Feature
4th Legato
5th Sub-Mastery Feature
6th Acellerato
7th Staccato
8th Sub-Mastery Feature
9th ---
10th Sub-Mastery Feature

Weapon Features

The Hunting Horn has the following base traits:

Weapon Requirements

The Hunting Horn requires at least 13 Str. to be wielded.

Weapon Attributes


  • Movement Penalty : -15 ft.
  • Damage Type : Bludgeoning.
  • Dodge Distance: Your dodge distance is 10ft.

Weapon Traits


  • Heavy: Small creatures have disadvantage on attack rolls with the Hunting Horn.

Special Attributes


  • Melody Power: Affects how much your melodies increase everything.
  • Notes: Affects what notes your Hunting Horn can produce.
  • Range: Affects how long your notes travel.

Description

The Hunting Horn is a peculiar weapon. Part an instrument, part an instrument of destruction, the Hunting Horn allows for one to mix in arts alongside combat, creating bardic melodies that benefit all those who hear it and comprehend it. If you are using the weapon, you must say the name of the features using an Italian accent and to the "Itaaalian" hand gesture at your screen or DM.

Main Mechanic

Melody

Whenever you attack, you can prepare a note from your hunting horn. The note stacks on your Hunting Horn. Each note decides how much damage you will deal on your hunting horn. Different melodies have different note orders and lengths, and deal different effects.

Features

Perform

As a part of an attack, you perform the melodies on your hunting horn. You perform even if you miss.

Fortissimo

When you are performing, you can put extra power into a melody and perform it extremely loud, doubling the range and Melody Power applied to it. You can do this once with each melody per short rest. The amounts of time you can do this with each melody increase by 1 at the 6th and 9th levels.

Legato

When you are performing, you can extend your composite action for another turn to add another note, even if you didn't prepare it. At levels 6th and 9th the number of notes added are increased by 1.

Acellerato

When you attack, you can rapidly create three notes instead of one. You can do this a number of times equal to 2 + your constitution modifier.

Staccato

Whenever you attack, you can accentuate your attack by dealing maximized damage, and not preparing a note.

Sub Mastery: Performer

Performers are those that focus themselves on creating stunning melodies. They take their sweet time with their Hunting Horns, and deal less damage, but their melodies can stun monsters, heal blights, and destroy mountains.

New Trait: Offensive Melodies

You can now execute offensive melodies that deal damage to enemies, debuff them, or knock them unconscious.

Powerful Performances (3rd Level)

Whenever you perform, your damage from your attack is maximized.

Incredible Fortissimo! (5th Level)

When you perform using the Fortissimo feature, you triple the range and melody power instead of doubling it.

Accent, please? (8th Level)

When you perform multiple melodies, you can choose one to accentuate, performing it as if you had used Fortissimo. You can do this once per melody per short rest.

Ear Shatterer (10th Level)

You can perform a melody at it's maximum power, stunning all beings that hear it. The melody power is quintupled.

The Longsword

Weapon Mastery Level Max Spirit Features
1st 0 Piercer
2nd 5 Spirit, Spirit Discharge
3rd 5 Sub-Mastery Feature
4th 10 Foresight Slash
5th 10 Sub-Mastery Feature
6th 10 Helm Breaker
7th 15 - - - - - - - -
8th 15 Sub-Mastery Feature
9th 15 Quick Spirit
10th 20 Sub-Mastery Feature

Weapon Features

The Longsword has the following base traits:

Weapon Requirements

The Longsword requires at least 13 Dex. to be wielded.

Weapon Attributes


  • Movement Penalty : -10 ft.
  • Damage Type : Slashing.
  • Dodge Distance: Your dodge distance is 10ft.

Weapon Traits


  • Fast Wielding: Sheathing the Longsword is a bonus action. When you unsheathe the Longsword, you can the same action to attack.
  • Finesse: You can use your dexterity as your modifier for attacks and damage rolls.

Special Attribute


  • Spirit Modifier : Used for attacks utilizing the spirit feature.

Description

A nimble weapon capable of diverse attackss. Charge up energy with each attack to use your powerful Spirit Blade. The long sword enables fast, fluid movement and combos, but it cannot be used to guard.

Spirit

Beginning at Weapon Mastery Level 2, you begin to feel "Spirit". Whenever you land a successful attack, you get a Spirit Charge. This Spirit can be used in several ways, but it is mostly used to deal more damage. The Spirit max limits increases at the 4th, 7th and 10th level of the Weapon Mastery.

Features

Piercer

You can stab an enemy with your Longsword, dealing piercing damage instead of slashing, and attacking with reach.

Spirit Discharge

As a action, you can slash at the enemy and spend charges to deal extra damage. You can expend any number of spirits, increase your weapons damage by the Spirit Modifier for each spirit expended.

Foresight Slash

As a composite counter attack, you can completely parry an enemy's area attack, and slash him as you move by. You generate 4 Spirit Charges, and deal a normal attack.

Helm Breaker

As a composite action, you use a piercer attack, and on a hit, you are launched 15ft into the air. On the next turn, you come crashing back down, slashing for critical damage. You can use Spirit Discharge on this attack.

Quick Spirit

Each time you would gain a Spirit Charge, you gain twice the Spirit Charge instead.

Sub Mastery: Samurai

Those who choose to study the Katana blade, can become so proficient with the kind of weapons that they can cut through metal and bone as if it was mere flesh.

Unrelenting Spirit (3rd Level)

When you reach your limit of the Spirit Gauge, your attacks deal Spirit Discharges.

Disciplined Counter (5th Level)

As a reaction, you can roll a Reaction check with advantage to parry an attack, and attack back.

Instant Draw (8th Level)

Drawing and Sheathing your weapon is no longer any action.

Unrelenting Strikes (10th Level)

Your attacks can no longer be resisted against.

The Sword and Shield

Weapon Mastery Level Features
1st Guard, Shield Bash
2nd Oil Applications
3rd Sub-Mastery Feature
4th Elemental Oils
5th Sub-Mastery Feature
6th Status Oils
7th ---
8th Sub-Mastery Feature
9th ---
10th Sub-Mastery Feature

Weapon Features

The Sword and Shield has the following base traits:

Weapon Requirements

The Sword and Shield requires at least 13 Dex. to be wielded.

Weapon Attribute


  • Movement Penalty : -10 ft.
  • Damage Type : Slashing and Bludgeoning
  • Dodge Distance : Your dodge distance is 15ft.

Weapon Traits


  • Usability: You can use items as a bonus action. This includes the grappling hook and the slinger.
  • Finesse: You can use your dexterity modifier instead of your strength modifier for damage and attack rolls
  • Medium Guard: You can use the Shield to negate damage from an area attack.

Description

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.

Oil Applications

As a bonus action, you can apply several Oils into your Blade, allowing you to strike monsters and deal special ailments to them.

Features

Quick Guard

As a reaction, you can guard against an attack, negating the damage on a succesful guard check.

Shield Bash

You can bash your shield at an enemy, dealing bludgeoning damage instead of slashing. If this attack criticals, the monster is stunned.

Elemental Oils

You can now apply oils that give different elements to your blade, allowing you to be more versatile than ever.

Status Oils

You can now apply oils that deal status conditions to your blade, allowing you to be more versatile than ever.

Sub Mastery: Battle Shield

Those who dedicate themselves to shielding their friends can be the most powerful support, healing and protecting those who need it. Battle shields are transformative, growing larger and more resilient on command

New Feature: Guard Mode

As an action, you can transform your shield into a Battle Shield. It grows larger, and your guard type changes from Medium to Heavy. Your Moving speed is reduced by an extra 10ft while on Guard mode. You can use another action to transform back.

Battle Guard (3rd Level)

When using the Quick Guard reaction, you can try to protect another ally in a 5ft range from you.

Battle Items (5th Level)

You can use Items on other people as an bonus action, allowing you to cure those around you from ailments or give them healing potions.

Greater Guard (8th Level)

You can now protect 2 allies at the same time.

Powerful Guard (10th Level)

You can guard every ally in a range around you.

The Lance

Weapon Mastery Level Features
1st Heavy Guard, Shield Bash
2nd Stances, Defense Stance
3rd Sub-Mastery Feature
4th Charge Stance
5th Sub-Mastery Feature
6th Power Stance
7th ---
8th Sub-Mastery Feature
9th ---
10th Sub-Mastery Feature

Weapon Features

The Lance has the following base traits:

Weapon Requirements

The Lance requires at least 15 Str. and 13 Con to be wielded.

Weapon Attribute


  • Movement Penalty : -20 ft.
  • Damage Type : Piercing
  • Dodge Distance : Your dodge distance is 5ft.

Weapon Traits


  • Heavy Guard: You can use the Shield to negate damage from an area attack.
  • Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.

Description

One of the heaviest weapons, the Lance is not meant for the weak or faint of heart. Preferring to be staring directly down the monster, the Lance is for those with courage and a tad of foolishness. The Lance has the strongest defense of all weapons.

Main Mechanic

Stances

Beginning at lvl 2, you can have several stances while holding the Lance and Shield. Entering and leaving a stance is a composite action.

Features

Heavy Guard

As a reaction, you can guard against an attack, negating the damage on a successful guard check.

Shield Bash

As a prepared action, you can counter-attack an enemy using your shield. This deals bludgeoning damage equal to your standard piercing damage.

Defense Stance

While in this stance, your movement speed is reduced by 5ft. You have advantage on guard checks, but you can't dodge. Your Shield Bash deals maximized damage in this stance.

Charge Stance

You point your shield forward and start charging in a straight line at double your movement speed. If you make contact with an enemy, you deal critical damage to it. This stance ends when you hit an enemy, or an obstacle.

Power Stance

You sheathe your shield, prohibiting you from using the Heavy Guard feature, but maximizing the damage you deal with the Lance.

Sub Mastery: Switch Shield

The Switch Shield is a mysterious version of the Lance. It has a hole in the middle that allows for one to pierce their lance through it, creating a weapon and a shield in one.

Extra Attribute: Pierce Bonus

A number that indicates how much damage is added to attacks in the Pierce Shield Stance.

Pierce Shield Stance (3rd Level)

While in this stance, you receive the benefits from the Defense stance, but you still can attack. Attacks dealt while in this stance deal extra damage equal to your Pierce Bonus.

Greater Guard (5th Level)

Whenever you defend an Area Attack with the Heavy Guard feature, you stop it from affecting the range behind you, allowing you to protect your allies.

Quick Stance Change (8th Level)

Changing between stances is now a bonus action

Reflex Guard (10th Level)

You can guard without using a reaction.

The Gunlance

Weapon Mastery Level Features
1st Heavy Guard, Shell Discharge, Reload
2nd Burst Discharge
3rd Sub-Mastery Feature
4th Combo Reload
5th Sub-Mastery Feature
6th Wyvernblast
7th ---
8th Sub-Mastery Feature
9th ---
10th Sub-Mastery Feature

Weapon Features

The Gunlance has the following base traits:

Weapon Attribute


  • Movement Penalty : -20 ft.
  • Damage Type : Piercing
  • Dodge Distance : Your dodge distance is 5ft.

Weapon Traits


  • Heavy Guard: You can use the Shield to negate damage from an area attack.
  • Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
  • Heavy:
Special Attribute
  • Shell Damage: How much damage is dealt when using shells.
  • Shell Capacity: How many shells you can use before reloading.

Description

"What if, instead of strapping a blade to a gun, we strap a gun to a blade!?" - The inventor of the Gunlance. The Gunlance is a curious weapon, combining two mechanics into one. While it is an unstoppable behemoth in melee combat, it can unload it's shells to attack enemies from somewhat far away. It combines explosive and piercing damage in a dance of fire.

Main Mechanic

Shells

You can load shells into the Gunlance. The damage is dependent on the shell being used, and the Shell Damage attribute from the weapon. You can load into the clip a number of shells equal to the shell capacity modifier.

Features

Heavy Guard

As a reaction, you can guard against an attack, negating the damage on a successful guard check.

Reload

As a composite action, you reload your shells into the Gunlance. To remove the shells, you must spend them.

Shell Discharge

As a reaction, whenever you attack, you can discharge your shells to deal explosive damage in an area in front of you, equal to the damage of the shell and the weapon's Shell Damage attribute.

Burst Discharge

When you use the Shell Discharge Feature, you can discharge all remaining shells on the clip at once.

Combo Reload

When you land a successful attack, you can use your reaction to load shells into the clip.

Wyvernblast

As a composite action, you can start to warm up your wyvernblast. On the beginning of your next turn, it discharges, exploding in a 15ft cone in front of you, discharging all shells remaining, dealing maximized damage.

Sub Mastery: Wyvernchaser

The Wyvern Avalanche series was a set of fearsome designs, with the true potential of the weapon being unlocked by few. Utilizing the shells of the Gunlance to propel itself, the Wyvern Avalanche series allows for one to utilize it's shells for movement.

Shell Dash (3rd Level)

As a bonus action, you can propel yourself 30 ft in any direction by expending a shell on your clip.

Wyvernchase (5th Level)

Whenever you use a Shell Dash and attack on the same turn, moving at least 15 ft, you deal maximized damage. If you utilize the Shell Discharge feature, the Shell's damage is boosted too.

Power Pierce (8th Level)

Whenever you attack, you can expend a shell backwards to boost your attack, dealing double damage.

Wyvernslayer (10th Level)

The damage from wyvernchase is now an delta attack.

Gunlance Shells

All shells can be crafted with a Gunsmith's tools.

Ammo Name Damage Range Crafting Recipe Weight Price
Normal 1d6 Explosive 20/60ft Blank Shell + Gunpowder 2 lb 2 sp
Wide 2d6 Explosive Melee Normal Shell + Gunpowder 4 lb 5 sp
Long 1d8 Explosive 60/120ft Normal Shell + Catalyst 3 lb 1 gp
Elemental 2d6 Elemental Melee Wide Shell + Elemental Herb 5 lb 2 gp

The Dual Blades

Weapon Mastery Level Demon Mode Rounds Features
1st - Dash Attack, Spinning Attack
2nd 2 Demon Mode, Quick Attack
3rd 2 Sub-Mastery Feature
4th 4 Hurricane
5th 4 Sub-Mastery Feature
6th 4 Quicker Demon
7th 6 -
8th 6 Sub-Mastery Feature
9th 8 -
10th 10 Sub-Mastery Feature

Weapon Features

The Dual Blades has the following base traits:

Weapon Requirements

The Dual Blades requires at least 15 dex to be wielded.

Weapon Statistics


  • Movement Penalty : None.
  • Damage Type : Slashing
  • Dodge Distance : 20ft

Weapon Traits


  • Nimble Weapons: While wielding the Dual Blades, you have have advantage on dodge reactions. You can also use a bonus action to disengage or dash.
  • Dual Attacks: Instead of using a Bonus Action to attack with the second blade, instead you attack twice with each weapon on an attack action.
  • Finesse: You can use your dexterity modifier instead of your strength modifier for damage and attack rolls.

Description

Extremely Agile, the Dual Blades are weapons to be reckoned with. Striking everywhere, moving everywhere in the field amidst combat.

Main Mechanic

Demon Mode

Beginning at Weapon Mastery Level 2, you can unleash Demon Mode. You charge up one round of demon mode every round of combat. Entering Demon Mode is an action, and While in Demon mode, you can attack as a reactions. This allows you to deliver several more attacks.

Features

Dash Attack

You can use Dash and Attack in the same action, in that order. (No attacking THEN dashing.)

Spinning Attack

You can use a composite action to attack all creatures in a 5ft range around you.

Quick Attack

As an reaction, you can use the attack action. This reaction must be declared on the end of your turn.

Hurricane

If you succeed mount a monster, you can choose instead to do an hurricane attack, spinning with your blades over the enemy and attacking four times. This generates 2 Demon Mode

Quick Demon

When using the Demon Blades, your movement speed remains unchanged.

Sub Mastery: Throwing Knives

There are those that practice throwing knifes until they could stab a leaf falling from a tree. Those who dedicate themselves to throwing knifes use a very different type of martial arts, one that allows them to keep in range and be in the front of battle the same time.

New Attribute : Knives Number

Now you have a larger number of Knives, depending on the recipe used to craft the weapon. Ranges from 4-20.

Knife Thrower (3rd Level)

When attacking, you can now throw the Dual Blades in a range of 40/80ft dealing the same damage as an attack, and sticking the blade in the enemy. Sheating or Unsheating the Dual Blades is no longer an action, meaning you can throw a knife, and draw another in the same turn.

Counter Stab (5th Level)

As a reaction, you can counter attack any attack, making a React check, and throwing a knife on the enemy on a success.

Demon Knife (8th Level)

When you throw a knife in demon mode, you can throw another as an bonus action.

Power Throw (10th Level)

Knife throws now deal triple damage on a crit.

The Charge Blade

Weapon Mastery Level Max Phials Features
1st 0 Guard, Transform
2nd 1 Charge Phial, Charge Boost
3rd 2 Sub-Mastery Feature
4th 2 Discharge Attack, Transform Combo
5th 3 Sub-Mastery Feature
6th 4 True Discharge
7th 5 -
8th 3 Sub-Mastery Feature
9th 3 Ultimate Charge Boost
10th 4 Sub-Mastery Feature

Weapon Features

The Charge Blade has the following base traits:

Weapon Requirements

The Charge Blade requires at least 13 Str and Dex to be wielded.

Weapon Statistics


  • Movement Penalty : -15/-20 ft.
  • Damage Type : Slashing.
  • Dodge Distance: 15ft Sword and Shield mode, 10ft Axe mode.

Weapon Traits


  • Transforming: The Charge Blade has two different damage blocks, one for the Sword and Shield mode, and one for the Axe mode.
  • Medium Guard: Allows you to block most attacks using the Guard reaction.

Special Stats


  • Sword Booster : Indicates how much damage does the boost give to your sword
  • Shield Booster : Indicates how much damage does the boost give to your sword
  • Charge Damage : Indicates how much damage the discharge attacks do.

Description

A transforming weapon, the Charge Blade absorbs the blood of the enemy to charge itself up, delivering devastating attacks when completely charged. It is a rather complicated weapon to use, with intricate chains of combos.

Main Mechanic

Charge Phial

As an composite action, you prepare an attack for your next turn. If you hit the attack, you gain a Charge Phial, which you can utilize for the other features of the Charge Blade. You can only use the Charge Phial action in the Sword and Shield Mode.

Features

Guard

As a reaction, you can block an attack, reducing it's damage completely on a successful guard check.

Transform

As an action, you can transform your charge blade, changing it between the modes for

Charge Boost

As an composite action, you can expend a phial to boost either your Sword or Shield. When the sword is boosted, you deal extra damage equal to the Sword Booster stat. When you boost your Shield, your AC is increased by the Shield Booster stat. The boost lasts for a minute.

Discharge Attack

When you attack in Axe Mode, you can choose to spend an Charge Phial to deal extra damage equal to your. Charge Damage attack.

Transform Combo

Whenever you attack in the Sword and Shield mode, you can transform into the Axe mode as a bonus action.

True Discharge

As an composite action, when you have your max capacity of phials filled, you can discharge all of them at once in a thunderous attack, dealing maximized damage. You can perform this if your Shield is Boosted.

Sub Mastery: Blazing Axes

There are Charge Blades that can boost themselves in different forms, allowing them to cut through the hardest of scales as if they were merely flesh. These are the Blazing Axes, passively turning the blood and energy of the enemies into heat and pure battle prowess.

New Attribute: Boost Duration

The Blazing Axes have longer lasting boosts, that can go for way longer than a single minute.

Axe Boost (3rd Level)

When both your shield and sword are boosted, your Axe mode attacks can no longer be resisted, and deal extra damage equal to the Booster Stat.

Flawless Boost (5th Level)

Boosting is now a bonus action.

Agile Boost (8th Level)

You can charge both your sword and shield in the same action.

Blazing Boost (10th Level)

When your Axe is boosted, it will always deal maximized damage.

The Bow

Weapon Mastery Level Max Charge Features
1st 0 Counter Dodge, Coats
2nd 3 Charge, Targeted Shot
3rd 3 Sub-Mastery Feature
4th 4 Arrow Spray
5th 5 Sub-Mastery Feature
6th 5 Dragon Piercer
7th 6 -
8th 6 Sub-Mastery Feature
9th 7 Agile Combo
10th 8 Sub-Mastery Feature

Weapon Features

The Bow has the following base traits:

Weapon Requirements

The Bow requires at least 15 Dex to be wielded.

Weapon Statistics


  • Movement Penalty : -15 ft.
  • Damage Type : Piercing.
  • Dodge Distance: Your dodge distance is 20ft.

Weapon Traits


  • Ranged: 120/240ft.

Special Stats


  • Combo Damage : Indicates how much damage each step of the combo adds.

Description

A mobile and precise weapon, the Bow allows for one to deliver precise shots while running through the battlefield.

Main Mechanic

Combo

Beginning at Sub-Mastery Level 2, your Bow can Combo Charge. Whenever you hit an enemy with an attack, you gain a combo charge. Your damage increases by the amount of Combo Charges you have, according to your Charge damage stat. Missing an attack, getting hit, or not hitting in a turn resets your charges to 0.

Features

Counter Dodge

Whenever you dodge, you can use the same reaction to attack an enemy.

Coats

As an bonus action, you can apply coats to your arrows, as seen in the Coats section.

Targeted Shot

As an composite action, you can shoot at an enemy with careful aim, making a precise attack at a body part without getting disadvantage for it.

Arrow Rain

As an composite action, you shoot four arrows into the air, hitting an square area of 10 ft at the beginning of your next turn. The damage dealt on each square is half your normal attack damage. Each arrow hit accumulates combo.

Dragon Piercer

As an composite action, you shoot a piercing shot that strikes through every part of an enemy. This attack deals maximized damage to each part of the enemy. Using this resets your combo.

Agile Combo

Whenever you hit an attack you generate two charges instead of one.

Sub Mastery: Dragonbows

Dragonbows are instruments of precision, and have many adaptations to their construction that make them more powerful, allowing one to be extremely precise, dealing stronger attacks at the cost of speed. These bows usually are heavier, have a longer range, and deal more damage.

New Attribute: Precision Bonus

This attribute is used for the Precise Shot and Precision attacks features, helping you hit more.

Precise Shot (3rd Level)

Whenever you use the Targeted Shot feature, you add the precision bonus to your attack roll.

Precision Attacks (5th Level)

Whenever you are at your max combo, you add the precision bonus to your damage rolls.

Powerful Piercer (8th Level)

Your dragon piercer attacks each part twice, and doesn't miss, but is an area attack instead, as an 120ft line, hitting only on the beginning of your next turn.

Blazing Arrows (10th Level)

Whenever you use the Targeted Shot Feature, you deal maximized damage.

The Bowgun

Weapon Mastery Level Features
1st Ammo, Reload, Discard
2nd Sub-Mastery Feature
3rd Sub-Mastery Feature
4th Sub-Mastery Feature
5th -
6th Sub-Mastery Feature
7th -
8th Sub-Mastery Feature
9th -
10th Sub-Mastery Feature

Weapon Features

The Bowgun has the following base traits:

Weapon Requirements

The Bowgun requires at least 13 Dex to be wielded.

Weapon Statistics


  • Movement Penalty : -15 ft.
  • Damage Type : Variable.
  • Dodge Speed : Your dodge distance is 15ft.

Weapon Traits


  • Ammo: All of the Bowgun main stats are defined by the bullet type, with each Bowgun produced having different variations.
  • Attachments: The Bowgun has special slots for decorations that can be crafted just for it.

Special Stats


  • Additional Range: How much range your Bowgun adds to shots.
  • Magazine Clip: How much Ammo you can insert at once.
  • Additional Damage: How much damage your Bowgun adds to shots.

Description

The Bowguns were a technological marvel of the time. Blazing guns that didn't need gunpowder to fire, instead utilizing the cores of monsters to fire the bullets. The Bowguns are great, versatile tools, made to hunt down the toughest of monsters from a distance. The Bowgun is much more dependent on positioning and preparation than the other weapons, often called a weapon for patient hunters.

Main Mechanic

Ammo

When you use the Bowgun, you can't fire air at monsters. Instead, you must craft and use Ammo. Once you insert ammo, you don't need to reload until you fire the last bullet from the magazine. Some ammos fill more magazine capacity than others.

Features

Reload

As a composite action, you insert as much ammo as it fits into the Magazine clip of your Bowgun. You can load any bullets in any order, with a few exceptions.

Discard

As a reaction, you can eject all the remaining bullets in your Bowgun.

Sub-Mastery: Light Bow Guns

Light Bow Guns are Bowguns made for scouts. Nimble in nature, and with high firing rates, they usually boast large clips, and less powerful calibers. A popular weapon among the weaker kins, what it lacks in firepower, it compensates in versatility and agility. This class of Bowgun is unable to use the Cluster Ammo.

Extra Traits

The Light Bowguns are considered Light weapons, and have the

New Attribute: Fire Rate

The Light Bowgun fires as many times as it's Fire Rate per attack action.

Counter Shot (2nd Level)

Whenever you dodge, you can use the same reaction to attack an enemy.

Wyvernmines (3rd Level)

As an composite action, you can plant a Wyvern ammo in the ground. The Wyvern ammo stays primed as an mine, and when an enemy walks over them, the Wyvern ammo explodes, dealing the 4d8 explosive damage on a 15 ft radius. This damage increases by 2d8 at level 5, 7, 9, and 10

Agile Reload (4th Level)

As a reaction, you can reload your ammo. This must be declared on your turn. If you are interrupted, you don't reload your ammo.

Wyvern Counter (6th Level)

As an prepared reaction, you can deliver a Wyvern Ammo as an counter-attack at an incoming monster, potentially stunning the monster. This counter attack must be declared in your turn, as an prepared action.

Bullet Time (8th Level)

Twice per long rest, on the beginning of your turn, you can activate Bullet Time. Bullet Time lasts 3 turns, and in these turns, you have a +10 bonus to your attack rolls, dodges, and AC.

Wyvernmine Mk2 (10th Level)

Using Wyvernmines is no longer a composite action, but a reaction.

Sub-Mastery: Heavy Bowguns

Heavy Bowguns are Bowguns made for those who prize power and range. Slow in nature, and with low firing rates, they usually have small clips, and incredibly powerful calibers. A popular weapon among the hunters that want to stay in cover, what it lacks in agility, it compensates in raw power and firing distance. This class of Bowgun is unable to use Status Ammo.

Extra Traits

The Heavy Bowguns are considered Heavy Weapons. Small Artificers can use Heavy Bowguns without disadvantage.

New Attribute: Fire Power

The Heavy Bowgun multiplies Ammo damage by it's Fire Power (Ex: Fire Power of 3 means 1d6 -> 3d6).

New Attribute: Extra Range

The Heavy Bowgun adds extra range to ammos fired from it, excluding Wyvern and Spread Ammo.

Snipe (2nd Level)

As an composite action, you can shoot at an enemy with careful aim, making a precise attack at a body part without getting disadvantage for it.

Wyvernsnipe (3rd Level)

As an composite action, you can blast a Wyvern ammo from a long distance. The Wyvern Ammo can travel twice the Bowgun's range. the Wyvern ammo pierces through the enemy, exploding at first for 4d8 explosive damage, and then dealing 2d8 piercing damage on every part of the monster. Both damages increase by a d8 at levels 5, 7,9 and 10. The damage is dealt at the beginning of your next turn.

Precision Snipe (4th Level)

As an composite action, you go prone, and getting up from this position is also a composite action. While executing Precision Snipe, you have advantage on attack rolls. At 8th level, you also maximize damage while precision sniping.

Sniping Info (6th Level)

You can analyze the vulnerabilities and resistances of a part you previously hit.

Crack Shot (8th Level)

Twice per long rest, you can deal a powerful shot aimed to breaking the enemy's defenses. You use Snipe, and if you hit, you reduce the part's AC by 10. You can't affect the same part twice.

Wyvernsnipe Mk2 (10th Level)

You can fire two Wyvern ammos at once with Wyvernsnipe. This feature also allows you to load two wyvern ammos instead of one.

Ammo

Weights are individually measured per bullet. All Ammo can be crafted with a Tinker's Tools

Ammo Damage Range Effect Recipe Price Weight
(20x) Common 1d6 Piercing 120/240ft. Normal Ammo Shells + Stones 1 sp 0.1 lb
(20x) Heavy 1d10 Piercing 100/200ft. Normal Ammo but stronger Shells + Iron Ore 2 sp 0.2 lb
(20x) Pierce 1d4 Piercing 150/300ft. Deals damage to all parts of a monster. Shells + Iron Ore 2 sp 0.1 lb
(20x) Spread 3d4 Piercing 20/60ft. Shotgun-like Ammo. Can use as melee. Shells + Iron Ore 2 sp 0.1 lb
(20x) Elemental 1d6 Elemental 120/240 Deals elemental damage. Shells + Elemental Herb 4 sp 0.1 lb
(10x) Slashing 1d6 Slashing 120/240 Deals slashing damage. Shells + Iron Ore 1 gp 0.1 lb
(10x) Pummeling 1d6 Bludgeoning 120/240 Deals bludgeoning. Shells + Iron Ore 1 gp 0.2 lb
(2x) Status - 120/240 Can cause status conditions. Shells + Status Bug 1 gp 0.1 lb
(5x) Sticky 2d8 Explosive 100/200ft. Explodes on the beginning of the target's turn. Shells + Gunpowder 1 sp 1 lb
(3x) Cluster 3d8 Explosive 200ft. Ranged Area Attack (2 turns). Choose a 10ft square inside the range. Shells + Gunpowder + Catalyst 8 sp 2 lb
(2x) Wyvern 4d8 Explosive 5ft Area Attack (2 turns). 15ft cone in front of you. Shells + Gunpowder(3x) + Catalyst 1 gp 4 lb
Ammo Ammo Size
Common 1 Slot
Heavy 1 Slot
Pierce 1 Slot
Spread 1 Slot
Elemental 1 Slot
Slashing 1 Slot
Pummeling 1 Slot
Status 2 Slots
Sticky 2 Slots
Cluster 4 Slots
Wyvern Takes up whole magazine.

The Insect Glaive

Weapon Mastery Level Air Dodges Features
1st 2 Vault, Air Dodge
2nd 2 Kinsect, Downward Strike
3rd 3 Sub-Mastery Feature
4th 3 Kinsect Dust
5th 4 Sub-Mastery Feature
6th 4 Expert Mounting
7th 5 -
8th 5 Sub-Mastery Feature
9th 6 -
10th 7 Sub-Mastery Feature

Weapon Features

The Insect Glaive has the following base traits:

Weapon Requirements

The Insect Glaive requires at least 15 Dex. to be wielded

Weapon Attributes


  • Movement Penalty : -15 ft.
  • Damage Type : Slashing.
  • Dodge Speed : Your dodge distance is 15ft.

Weapon Traits


  • Reach: The Insect Glaive has a reach of 10ft.
  • Kinsected: The Insect Glaive allows one to control a Kinsect, who will act when commanded.

Special Attributes


  • Kin Boost: How much extra damage you get for accumulating three essences.

Description

The Insect Glaive is a rather perculiar weapon. Those who place their skills and trusts in their weapons will find a trusty partner, both in the form of the mobile air strikes that it allows, and the trusty Kinsect that hatches from the core inside the Glaive. The Glaive also has the capacity to blast air in any direction, allowing for one to "Chase" flying monsters.

Main Mechanics

Kinsect

Beginning at Weapon Mastery Level 2, your weapon now hatches a Kinsect. As an bonus action, you can order your Kinsect to attack an enemy, extracting the creature's essence. The Kinsect returns at the start of your next turn. Once you have three essences, the Insect Glaive gets a damage bonus equal to the Kin Boost attribute.

Air Combat

When you are in the air with the Insect Glaive, you have advantage on rolls to mount a monster, or attacks to it's wings. Whenever you use the Vault or Air Dodge features, you only begin to fall on the next turn.

Features

Vault

As a bonus action, you can vault into the air using one of your air dodges. You vault 15ft up into the air.

Air Dodge

As a reaction, you can push yourself through air using your Glaive, moving 20ft in any direction, including up and down.

Downward Strike

As a composite action, while you are in the air, you can push yourself straight downward using one of your air dodges, slashing into the enemy with great strength. You roll an attack, and if you hit, you deal maximized damage.

Sub-Mastery: Kinexpert

Those who come to cherish their Kinsects are called the Kinexperts. They raise their Kinsects to be battle machines, fighting alongside them with diversion tactics.

Extra Attributes: Kinsect's Stats

Your Kinsect now has a page dedicated to his own stats, such as HP, AC, Flying speed and Attack. Your Kinsect is now a Monster of small size, and he has his own token in the battlefield.

Kinsect Support (3rd Level)

Whenever you attack, your Kinsect attacks as well, without being ordered. You can also order your Kinsect to do more complicated things as an action, such as set traps, attack parts of a monster, and drop items on heads.

Kinsect Dust (5th Level)

Whenever the Kinsect lands a successful hit, he leaves behind a small cloud of dust, which can have different attacks when attacked.

Aerial Kinsect (8th Level)

Your Kinsect is strong enough to lift you up in the air. As a bonus action, you can gain a flying speed equal to your Kinsect's, but your Kinsect can't take any actions.

Kinsect Master (10th)

You can now have 2 Kinsects at once.

The Magus Staff

Weapon Mastery Level Features
1st Powered Cantrips
2nd Mana, Imbued Cast
3rd Sub-Mastery Feature
4th Powered Cast
5th Sub-Mastery Feature
6th Spell Storing
7th Inbound Mana
8th Sub-Mastery Feature
9th Freeform Casting
10th Sub-Mastery Feature

Weapon Features

The Magus Staff has the following base traits:

Weapon Requirements

The Magus Staff requires you to be a spellcaster to be wielded

Weapon Statistics


  • Movement Penalty : -15 ft.
  • Damage Type : Bludgeoning.
  • Dodge Speed : Your dodge distance is 15ft.

Weapon Traits


  • Arcane: The Magus Staff serves as an Arcane Focus.

Special Stats


  • Arcane Modifier : Extra damage in spells cast.
  • Mana Capacity: How much mana the staff can hold.
  • Imbued Spell: What spells are imbued in the Staff.

Description

The Magus Staff is a weapon created specifically for mages, for spellcasters that don't want to miss out on the fun of bashing a monster's head. The Magus Staff is very versatile, and mobile, allowing for hunters to cast spells with hit and run techniques.

Main Mechanic

Mana

Beginning at Weapon Mastery Level 2, you can generate mana. Whenever you cast a spell using the Magus Staff, you imbue the staff with mana equivalent to the level of the spell slot cast. You can use this mana to cast the Imbued Spell in the staff, or for other actions later on.

Features

Powered Cantrips

When you cast a damaging cantrip using the Magus Staff as an arcane focus, it receives extra damage equal to the Arcane Modifier.

Imbued Cast

As a composite action, as a composite action, cast the spell imbued in the Magus Staff utilizing Mana.

Powered Cast

As a bonus action, when casting a damaging spell, you can use the mana stored in the Magus Staff to deal extra damage equal to the Arcane Modifier.

Spell Storing

As a composite action, You can store a spell into your staff. The spell can be used later as a bonus action or reaction. This action generates mana both when storing, and when using the spell.

Inbound Mana

As a action, you can generate 4 mana.

Freeform Casting

As a composite action, you can cast any spell using the staff's mana.

Sub-Mastery: Mage Blades

Mage blades are a rare branch of Magus Staffs, which condense themselves as peculiar swords, allowing for one to battle in close combat while using spells. While using mageblades, your spellcasting modifier is used for Hit and Damage rolls.

Mana Blades (3rd Level)

Whenever you attack an enemy, you generate one mana in your Mageblade.

Mana Strike (5th Level)

As an action, you can strike an enemy and spend mana to deal extra damage equal to the mage blade's arcane modifier.

Mana Shield (8th Level)

As an reaction, you can guard against an enemy attack, spending 3 manas to block an usual attack, or 6 manas to block an area attack.

Agile Mage (10th Level)

Imbued cast, spell storing, and freeform casting are now normal actions.

X

Decorations

Decorations

Decorations are an Artificer's bread and butter. Decorations serve the same purpose as augments, increasing an equipment's power and sometimes adding different effects to it. There are two types of decorations, Simple and Complex, depending on their effects. You can either have an Artificer craft one, or your local magician, for a tax.

Simple Decorations

Simple Decorations, also called boosters, are decorations with a single purpose that can be crafted out of different ranks of material. X in the table means Rank. Every Decoration requires one Ore, alongside the materials in the recipe column, to be crafted. You can't be affected by multiple decorations of the same type. You can craft decorations of any rank, no matter your Artificer level, but you are limited by the materials you find, and the money you have. Slotting a decoration requires a long rest, and they can be swapped in and out without trouble.

Crafting Costs

It costs some extra material to craft decorations, just like with armor and weapons. These extra materials are represented by a GP cost.

Decoration Tier Crafting Price
1 5 gp
2 15 gp
3 50 gp
4 100 gp
5 1000 gp

Ores Used

These are the Ores you're going to use, depending on the rank of the Decoration.

Decoration Tier Ore Used
1 Iron Ore
2 Machalite Ore
3 Dragonite Ore
4 Mithril Ore
5 Eterna Ore
On Monster Decorations

For decorations detailed on the Monster Manual, you don't need to know their recipes, and crafting costs and materials described on the table above don't apply. By killing the monster, you know enough to craft a Gem associated with it.

Decoration Effect Recipe
Attack Booster Adds to your Attack and Damage rolls by x. Tier 2X Bone + Might Seed
Defense Booster Increases your AC by x. Tier X Scale + Adamant Seed
Speed Booster Increases your speed by 5x ft. Tier X Scale + Speed Seed
Resistance Booster Gives you 5x negation to elemental damage. Tier X Scale + Adamant Seed + Elemental Herb
Elemental Attack Booster Adds to your elemental damage by 2x. Tier 2X Bone + Might Seed + Elemental Herb
Carry Booster Increases your minimum carry weight by 10*x. Tier 2X Bone(x) + Might Seed
Attention Booster Increases your initiative by 2x. Tier 2X Bone + Speed Seed
Attribute Booster Increases one of your attributes by x. Tier X Scale + Catalyst
Dodge Booster Increases your dodge distance by 5x ft. Tier X Scale + Speed Seed
Notes
  • Tier 2X Bone - You should use tier 2,4,6,8 and 10 bones to craft tier 1,2,3,4 and 5 decorations, respectively.
  • Attribute Booster - Can boost stats beyond 20.
  • Carry Booster - If using variant encumbrance rules, Carry booster increases your light encumbrance threshold.

Complex Decorations

Complex decorations, also called Gems, are decorations that serve a very specific purpose very well. They serve complex effects, allowing you to activate them by calling out their name. Artificers are encouraged to give them cool names. Effects

Decoration Effect Recipe
Magical Strength Gem Allows one to use their intelligence in place of their strength, for checks, saves, and attacks. 60 gp worth of materials, and 5 might seeds.
Reactionary Gem Allows one to reroll a react check at will. Can be used twice per short rest. 25gp worth of materials, and 2 speed seeds.
Fly Gem Allows for one to fly at 30ft per turn. This effects last for a minute, and is activated as a bonus action. Can be used twice per short rest. A Flying Wyvern's Core, it's wings, and 100gp worth of materials.
Tool Gem Allows for one to always have an Artisan tool's alongside them. Artisan Tools, and 1gp of material.
Mind Gem While using this decoration, whenever one fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead. Can be used twice per short rest. 10 gp worth of materials.
Radiant Gem As a reaction, one can utilize the gem to flash an enemy, blinding him for one turn. Can use twice per short rest. 10 flashbugs, and 10gp worth of materials.
Repulsion Gem As a reaction, one can utilize the gem after being hit by a melee attack to push the attacker up to 35 feet away, knocking them prone and stunning them if countering a melee area attack. Can be used twice per short rest. 10gp worth of materials.
Returning Gem As a reaction, one can utilize the gem to teleport the infused item to it's owner. 10gp worth of materials.
Mana Recovery Gem While wearing this gem, one can recover a expended spell slot as an composite action. The maximum level of the recovered slot is equal to the Scale tier used to craft this gem. Can be used twice per short rest. A Tier X scale, and 10x mana herbs.
Resistance Gem As a reaction, one can use the gem to negate the damage of an attack of a chosen element. Can't negate 'physical' damage. Can be used once per short rest. A Tier 3 or above Scale, 10x elemental herbs, and a Monster Core, which's monster was resistant to the element.
Prothesis Gem One can insert this gem into a mechanical limb to attune it to the wearer. Checks and attacks made using this limb get a +1 to them. A monster core of a monster CR 8 or above.
Adamant Gem As a reaction, one gains temporary hit points equal to the xd6, x being the Artificer's proficiency. Can be used twice per short rest. An Adamant Seed, and 60gp worth of materials.
Sturdy Gem As a reaction, one can stop themselves from being moved, knocked prone, or stunned from an attack. Can be used twice per short rest. An Adamant Seed, A Might Seed, and 20gp worth of materials.

XI

Augments

Augments

Augments are monster parts that can be fitted into equipment, granting special effects that can save your life in a hunt.

Slotting Augments

You can slot an Augment into any item that has an augment slot. This process requires a forge and a long rest.

Augment types

Simple Augments

Simple augments are augments that offer plain stats, damages and negations that don't need to be activated, and instead are "passive" in nature.

Complex Augments

Complex augments are augments that offer activated skills, and need to be activated by the user. Similar to gems.

Upgrading Augments

You can upgrade Augments, most of the simple ones, by refining them. The price of refining an augment is dependent on the CR of the monster killed, offered by the table at the side. Augments can be refined to the 5th tier, with some augments starting higher up.

Augment Tier Cost to Upgrade
Common -
Great 10 gp
Runic 100 gp
Alpha 1000 gp
Omega 10000 gp
 

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