MH: TTRPG Guidebook

by Nytefury99

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Monster Hunter: The TTRPG

To-Do List, Please Ignore

  • Image Credits
  • Flavor Text
  • Hunting Styles
    • Aerial Style
    • Alchemy Style
    • Claw Style
    • Dash Style
    • Guild style
    • Silk Style
    • Striker Style
    • Valor Style
  • Create Mounting System
  • Create Buddies and Companions
    • Palicos
    • Palimutes
    • Monster Companions
      • How to Capture
      • Training
      • Limitations
  • Finish Items
  • Create Proper System for Baiting w/ Traps
  • Create Proper Tracking/Hunting System
  • Endemic Life
    • Carry Helpers
    • Localized Helpers
  • Abnormal Hunting Conditions
  • Finish Weapons
    • Hunting Horn
      • Finish Tunings
      • Add Melody Costs
    • Insect Glaive
    • Tonfas
    • Magnet Spike
    • Hunters' Throw
    • Bowgun
      • LBG (Standard)
      • Alt. LBG (Twin Bowguns)
      • MBG (Standard)
      • Alt. MBG (Bowgun & Shield)
      • HBG (Wyvernheart/Wyvernsnipe)
      • Alt. HBG (Siege Mode)
  • Create Crossover Monster
    • Examples: DMC King Cerberus, HZD Thunderjaw
  • Add New Skills
    • ?
  • Cross-Over Skills
    • Bloodborne - Trick Weapon
    • Dark Souls -
    • Devil May Cry - Devil Trigger
    • DOOM -
    • Dungeons & Dragons -
    • Final Fantasy -
    • Genshin Impact - Delusion
    • Godzilla -
    • Hades -
    • Hollow Knight -
    • Horizon Zero Dawn -
    • Magic: The Gathering -
    • Minecraft -
    • Metal Gear -
    • Pokemon -
    • Project Moon -
    • Shin Megami Tensei -
    • Witcher -

Contents


Topic Page

Topic Page

Welcome to Monster Hunter!

Creating a Character

Main Player Stats

Your main stats are what determines what your hunter is good at! Each of your stats starts out at a base of 13. When something calls for a stat modifier, that is equal to the base stat's value minus 10 and divided by 2 rounded down. For example, a Strength score of 15 has a Strength modifier of +2, while a Constitution score of 18 has a Constitution modifier of +4.

Strength (STR)

Strength represents the power your hunter wields. The stronger your hunter, the harder you can hit the monster and the more powerful you will be! This stat is key for hunters wielding close range weapons like the Greatsword, Hammer, or Dual Blades.

Dexterity (DEX)

Dexterity represents your hunter's finesse. How quick on your feet you are, how quick your aim is, and how fast your reflexes are! This stat is key for hunters wielding long range weapons like the Bow or Bowguns.

Constitution (CON)

Constitution represents how hardy you are. The higher your Constitution, the higher health you will have and the more resistant to ailments and afflictions you will be!

Wits (WIT)

Wits is a representation of how your hunter thinks. The higher your Wits, the easier it will be to locate tracks, hunt down monsters, learn their weaknesses, and more! This stat is key for those wanting to truly learn the secrets of the monsters.

Resolve (RSV)

Not everyone can stare a Rathalos in the face. Resolve represents how fearless you are. As a hunter, you are by nature brave, but even some hunters tremble at the mention of names like Yian Garuga, Rajang, or Gore Magala.

Extra Player Stats

Health

Your health (or hit points) is a representative of your life. When this reaches 0, you faint! You're sent back to the nearest camp and the quest rewards decrease. Try to keep this up with health potions, skills, and more.
Your health is calculated in the following way: 25 + (5 x your Constitution modifier). This can be increased with skills and by upgrading your armor!

Action Points

In this system, you have 3 action points per turn (represented as AP). You may spend AP to make all of your actions. For example, in order to make a basic attack or move up to your movement speed, you must spend 1 AP.

Armor Class

Your armor class (represented as AC) is the strength of your armor and its ability to shrug off blows. When an attack is made against you, the attack will miss you if the total is less than your AC. This also applies for the monsters. When you make an attack against the monster, you must either meet or exceed their armor class to land a hit.

Damage Resistance

Damage resistance and elemental damage resistances (represented as DR or EDR) shows how well your armor can take a blow and absorb it. Your DR reduces the amount of damage you take from attacks by its value to a minimum of 1. Due note that this also applies to elemental damage. Your EDR starts at 0, but certain skills can increase it and allow you to completely absorb elemental attacks. Remember that most monsters have an element, so stacking DR and EDR and preparing in advance is highly suggested.

Player Skills

Crafting (WIT)

?

Mounting (STR or DEX)

?

Nature (WIT)

?

Perception (WIT)

?

Stealth (DEX)

?

Tracking (WIT)

?

Equipment

Armor

?

Weapons

?

Talismans

?

Equipment Appearance

?

Ability Score Points

?

Upgrading Your Gear

?

Equipment Upgrades

Weapon Upgrades

Rarity Damage Mod Attack Mod Mod Slots MR Part for Upgrades Gp Cost
R1 +0 +0 1 N/A None
R2 +1 +0 1 2 ???
R3 +2 +1 1 3 ???
R4 +3 +1 2 4 ???
R5 +1d? +2 2 5 ???
R6 +1d? + 1 +2 3 7 ???
R7 +1d? + 2 +3 3 8 ???
R8 +1d? + 3 +3 4 9 ???
R9 +2d? +4 4 10 ???
R10 +2d? +5 4 12 ???

Armor Upgrades

Rarity AC Dam. Resist HP Boost Mod Slots Ability Score Points MR Part for Upgrade Gp Cost
R1 14 0 +0 1 +5 N/A None
R2 14 1 +10 1 +6 2 ???
R3 15 2 +20 1 +6 3 ???
R4 15 3 +30 2 +7 4 ???
R5 16 4 +40 2 +7 5 ???
R6 16 5 +50 3 +8 7 ???
R7 17 6 +60 3 +9 8 ???
R8 18 7 +70 4 +10 9 ???
R9 19 8 +80 4 +11 10 ???
R10 20 9 +100 4 +12 12 ???

Talisman Upgrades

Rarity # of Talismans Max Equippable Part MR MR Part for Upgrade Gp Cost
R1 1 3 N/A None
R2 2 7 4 ???
R3 3 N/A 8 ???

Mod Slots and Skills

Combat

Rounds and Turns

Combat is played in a series of turns, which is collectively called a round. The total time passed in 1 round of combat is 6 seconds. Keep this information in mind, as certain abilities, items, and effects only last for a limited amount of time.

Initiative

When combat begins, you roll for initiative. This is done by rolling a d20 and adding your Dexterity modifier. Then, you start the round with the hunter or monster that rolled the highest and move your way down. Once the last hunter or monster has been reached, the next round starts and the turn order resumes back at the top of the list.

Making Attacks

When you wish to make an attack against a monster, you must make an attack roll against their armor class. If you tie or exceed their AC, your attack lands and you may roll for damage.
In addition when using a melee weapon, when the monster moves out of your range you may make an attack of opportunity. This attack is simply a basic attack and cannot target parts (Targeting parts and part breaks will be mentioned on the following page).

Damage Types

Monster Hunter has a variety of damage types that each have a variety of effects in combat. There are 3 main types: Raw damage, Elemental damage, and Status damage.

Raw damage is non-elemental and non-dtatus damage with no special effects. It ignores monsters resistances and serves as the base damage for all weapon types.

Elemental damage is specialized and classifies as one of the 7 elements: Dragon, Earth, Fire, Ice, Thunder, Water, and Wind. Each monster has a variety of elemental weaknesses and resistances to the elements. If a monster is weak to an element, they take 50% more damage (rounded down) of that elemental damage. If a monster is resistant to an element, they take half damage (rounded down) of that element. Note that many monsters are neither resistant or weak to some elements, and the damage is taken as normal. In addition, keep in mind that most monsters are resistant to the elements that they use.

Status damage is unique and can trigger a variety of effects against the monsters. These damage types are dealt in sets of 5 and deal a flat damage value unlike the dice rolls required for other types. While these damage types do not deal direct additional damage, they build up a gauge that the game master keeps track of until the effect triggers. The primary statuses are Blast, Bleed, Paralysis, Poison, and Sleep, while the secondary are Elderseal, Exhaust, Mount, and Stagger. The effects of these statuses will be explained to the right.

Advantage and Disadvantage

Under certain circumstances, you may have to make a roll with either advantage or disadvantage. When rolling with advantage, you roll 2d20 and take the higher result. When rolling with disadvantage, you roll 2d20 and take the lower result. These effects cannot stack, and if you would roll with both advantage and disadvantage, you roll once as though you had neither.

Critical Hits

?

Status Effects

The statuses and their effects on monsters are listed below:
Blast.
Bleed.
Elderseal.
Exhaust.
Mount.
Paralysis.
Poison.
Sleep.
Stagger.

Special Mechanics

Part Breaks

?

Mounting Monsters

?

Capturing the Monster

?

Reaping the Rewards

?

Set Bonuses

?

Hunting Styles

?

Aerial Style

?

The Vaulting Boots

?

Aerial Style Hunter Arts

While using the Aerial Style, you gain access to special abilities with each weapon. These are listed below and alphabetized by weapon.

Accel Axe

?

Bow

?

Bowgun

?

Chain Sword

?

Charge Blade

?

Dual Blades

?

Gauntlets & Greaves

?

Greatsword

?

Gunlance

?

Hammer

?

Hunters' Throw

?

Hunting Horn

?

Impact Buster

?

Insect Glaive

?

Lance

?

Longsword

?

Magnet Spike

?

Switch Axe

?

Sword & Shield

?

Throwing Scythe

?

Tonfas

?

Alchemy Style

?

The Alchemy Barrel

A special item you can utilize to create a variety of special items. Your barrel can store up to 10 alchemy points which are gained whenever you land an attack. You can spend a number of AP and alchemy points to craft certain items shown in the table below. Some of these items can be passed to allies to further augment their effectiveness with your alchemy items.

Alchemy Items


Name AP Cost Capacity Sharable?
Alchemy Snack x2 1 10 Yes
Alchemy Whetstone x2 1 5 Yes
Alchemy Shot x10 1 50 Yes
Alchemy Coating x1 1 5 Yes
Alchemy Oil 2 3 Yes
Alchemy Earplugs 2 3 Yes
Alchemy Sonic Bomb 2 1 No
Alchemy Shaker 3 X No
Alchemy Bazooka 3 1 No
Alchemy Heal Barrel 3 1 No

Alchemy Snack

Serves as a free ration, consumed for 1 AP. Grants 1 extra AP for the next 3 rounds.

Alchemy Whetstone

Serves as an improved whetstone, used for 1 AP. Grants the next 3 melee hits 1 extra damage die of Raw damage.

Alchemy Shot

Counts as normal ammo and scales in the same way. Deals 1d8 base damage instead of 1d6.

Alchemy Coating

Shots deal +1 R damage based on weapon rarity (+1 at R1, +4 at R4, +10 at R10).

Alchemy Oil

Serves as an extra oil specific for the Sword & Shield. Lasts for 3 rounds, grants +2 Raw damage at R1, increases to +4 Raw damage at R4 and to +6 Raw damage at R8.

Alchemy Earplugs

Serves as mid-grade earplugs.

Alchemy Sonic Bomb

Serves as a sonic bomb. When used, also scares off all small monsters in the area.

Alchemy Shaker

Boosts the effectiveness of your shaking of the alchemy barrel. All items cost 1 less AP (minimum of 1) to make for 3 rounds.

Alchemy Bazooka

?

Alchemy Heal Barrel

?

Alchemy Style Hunter Arts

While using the Alchemy Style, you gain access to special abilities with each weapon. These are listed below and alphabetized by weapon.

Accel Axe

Alchemy Fuel.

Bow

?

Bowgun

?

Chain Sword

?

Charge Blade

Healing Phials.

Dual Blades

Blood for Blood.

Gauntlets & Greaves

?

Greatsword

?

Gunlance

Healing Shells.

Hammer

?

Hunters' Throw

?

Hunting Horn

?

Impact Buster

?

Insect Glaive

?

Lance

Healing Shield.

Longsword

Spirit Revive.

Magnet Spike

?

Switch Axe

?

Sword & Shield

Healing Oil. Functions in the same manner as other oils. When landing attacks, regain 5 hit points. This increases to 10 at R6.

Throwing Scythe

Alchemy Soul.

Tonfas

?

Claw Style

?

The Clutch Claw

?

Claw Style Hunter Arts

While using the Claw Style, you gain access to special abilities with each weapon. These are listed below and alphabetized by weapon.

Accel Axe

?

Bow

?

Bowgun

?

Chain Sword

?

Charge Blade

?

Dual Blades

?

Gauntlets & Greaves

?

Greatsword

?

Gunlance

?

Hammer

?

Hunters' Throw

?

Hunting Horn

?

Impact Buster

?

Insect Glaive

?

Lance

?

Longsword

?

Magnet Spike

?

Switch Axe

?

Sword & Shield

?

Throwing Scythe

?

Tonfas

?

Dash Style

?

The Dasher Greaves

?

Dash Style Hunter Arts

While using the Dash Style, you gain access to special abilities with each weapon. These are listed below and alphabetized by weapon.

Accel Axe

?

Bow

Dodge Shot.

Bowgun

?

Chain Sword

?

Charge Blade

?

Dual Blades

Whirlwind Dodge.

Gauntlets & Greaves

?

Greatsword

Strengthened Sprint.

Gunlance

Reload Run.

Hammer

Momentum Sprint (Replaces Momentum Charging). Instead of moving up to half of your movement speed, you move up to your whole movement speed.

Hunters' Throw

?

Hunting Horn

Musical Movement.

Impact Buster

?

Insect Glaive

?

Lance

Superior Charge (Replaces Charge).

Longsword

Spirit Dash.

Magnet Spike

?

Switch Axe

?

Sword & Shield

?

Throwing Scythe

Ricochet.

Tonfas

?

Guild Style

?

The Rally Banner

?

Guild Style Hunter Arts

While using the Guild Style, you gain access to special abilities with each weapon. These are listed below and alphabetized by weapon.

Accel Axe

?

Bow

?

Bowgun

?

Chain Sword

?

Charge Blade

?

Dual Blades

?

Gauntlets & Greaves

?

Greatsword

?

Gunlance

?

Hammer

?

Hunters' Throw

?

Hunting Horn

?

Impact Buster

?

Insect Glaive

?

Lance

?

Longsword

?

Magnet Spike

?

Switch Axe

?

Sword & Shield

?

Throwing Scythe

?

Tonfas

?

Silk Style

?

The Ironsilk Wirebug

?

Silk Style Hunter Arts

While using the Silk Style, you gain access to special abilities with each weapon. These are listed below and alphabetized by weapon.

Accel Axe

?

Bow

?

Bowgun

?

Chain Sword

?

Charge Blade

?

Dual Blades

?

Gauntlets & Greaves

?

Greatsword

?

Gunlance

?

Hammer

?

Hunters' Throw

?

Hunting Horn

?

Impact Buster

?

Insect Glaive

?

Lance

?

Longsword

?

Magnet Spike

?

Switch Axe

?

Sword & Shield

?

Throwing Scythe

Silk Soul.

Tonfas

?

Striker Style

?

The Weapon Charger

?

Striker Style Hunter Arts

While using the Striker Style, you gain access to special abilities with each weapon. These are listed below and alphabetized by weapon.

Accel Axe

?

Bow

?

Bowgun

?

Chain Sword

?

Charge Blade

Energy Blade.

Dual Blades

Archdemon Mode.

Gauntlets & Greaves

?

Greatsword

?

Gunlance

?

Hammer

?

Hunters' Throw

?

Hunting Horn

?

Impact Buster

?

Insect Glaive

?

Lance

?

Longsword

Spirit Roundslash.

Magnet Spike

?

Switch Axe

?

Sword & Shield

Shoryugeki.

Throwing Scythe

Blood Soul.

Tonfas

?

Valor Style

?

The Valor Shield

?

Valor Style Hunter Arts

While using the Valor Style, you gain access to special abilities with each weapon. These are listed below and alphabetized by weapon.

Accel Axe

?

Bow

?

Bowgun

?

Chain Sword

?

Charge Blade

?

Dual Blades

?

Gauntlets & Greaves

?

Greatsword

?

Gunlance

?

Hammer

?

Hunters' Throw

?

Hunting Horn

?

Impact Buster

?

Insect Glaive

?

Lance

?

Longsword

Valor Parry.

Magnet Spike

?

Switch Axe

?

Sword & Shield

?

Throwing Scythe

Valor Soul.

Tonfas

?

Status Effects


Below is a comprehensive list of all status effects used by the monsters. Take note of what can be used to counteract and cure these ailments, as failure to prepare is preparing to fail.

Blastblight

  • Take 20 Blast damage after 3 rounds.
  • Cured: Pass a DC 18 DEX saving throw as an action, each success reduced damage by 10, or take a Nulberry.

Blastscourge

  • Take 50 Blast damage after 3 rounds.
  • Cured: Pass a DC 18 DEX saving throw as an action, each success reduced damage by 10 and delays the onset by 1 round, or take a Nulberry.

Bleed

  • Take 5 Bleed damage per action taken.
  • Cured: Wait 5 rounds, spend 3 actions curing, or use a bandage.

Bloodblight

  • All healing item effectiveness reduced by half (rounded down)
  • If you deal no damage this turn, you take 5 Bleed damage.
  • Landing attacks heals 5hp.
  • Cured: Wait 5 rounds.

Bubbleblight

  • Gain +5ft. movement speed
  • Gain +3 to DEX saving throws.
  • Take -5 on attack rolls.
  • Cured: Cleanser or wait 3 rounds.

Deafened, Ringing

  • Loose 1 AP on next turn.
  • Reduce movement speed by 10ft.
  • Cured: Wait 1 round or have used low-grade or higher consumable earplugs.

Deafened, Shellshocked

  • Loose 2 AP on next turn.
  • Reduce movement speed by 20ft.
  • Cured: Wait 1 round or have used mid-grade or higher consumable earplugs.

Deafened, Pained

  • Loose 3 AP on next turn.
  • Reduce movement speed by 30ft.
  • Cured: Wait 1 round or have used high-grade consumable earplugs.

Defense Down

  • Reduce AC by 5.
  • Cured: Wait 5 rounds or use Armorskin.

Dragonblight

  • Cannot deal elemental (Dragon, Fire, Ice, Thunder, Water) or status (Blast, Paralysis, Poison, Sleep) damage.
  • Cured: Nulberry or wait 5 rounds.

Earthblight

  • Take -3 on attack rolls.
  • Base weapon damage dice reduced by 1 size.
    • (1d12 -> 1d10 -> 1d8 -> 1d6 -> 1d4 -> 1d2)
  • Cured: Nulberry or wait 5 rounds.

Effluvium

  • Reduce maximum HP to half rounded down, deals damage if health is currently higher than the halfway point.
  • Cured: Nulberry or wait 5 rounds.

Fireblight

  • 5 Fire damage per round. Damage cannot be reduced with elemental resistances.
  • Cured: Nulberry or pass a DC 16 DEX saving throw as an action.

Frenzied

  • When infected, you have 3 rounds to deal (12 x Weapon Rarity) points of damage or suffer all effects listed below. If you deal enough damage, you only gain the first two effects below.
    • Critical hit zone increased by 2
    • Deal 1 extra weapon die of damage
    • Cannot heal in any way
    • Elemental resistances ignored
    • +5 elemental damage taken
  • Cured: Nulberry delays onset by 1 round. Wait 5 rounds after onset.

Iceblight

  • Actions taken cost an additional action to perform.
  • Cured: Nulberry or wait 5 rounds.

Paralysis

  • You cannot take any actions.
  • Cured: Wait 3 rounds, hit by an opponent, ally spends 2 action to get you back up.

Poison

  • 5 Poison damage per round.
  • Cured: Antidote, Herbal Medicine, or Herbal Powder or wait 5 rounds.

Status Effects (Cont.)

Prone

  • You cannot perform any actions except to spend 3 to regain your footing.
  • Cured: Wait 1 round or regain your footing by spending 3 actions.

Sleep

  • You cannot perform any actions and are blinded to all of your senses.
  • The next attack to hit you deals double damage.
  • Cured: Wait 3 rounds, take damage, or have an ally spend 2 actions to wake you.

Snowman

  • Can only use movement actions.
  • Movement speed decreased by 20ft.
  • Cured: Wait 5 rounds, cleanser, or ally spends 2 action to get you back up.

Soiled

  • Cannot use items except for deodorant.
  • Cured: Deodorant or wait 5 rounds.

Stunned

  • Cannot take any actions except for DEX saving throws.
  • Cured: Pass a DC 16 DEX saving throw, have an ally spend 2 actions to help you, or wait 2 rounds.

Tarred

  • Reduce movement speed by 25ft.
  • Take 35 Blast damage after 3 rounds. This is immediately triggered if you take Fire damage.
  • Cured: Cleanser or wait till explosion.

Thunderblight

  • Adds disadvantage to all DEX saving throws.
  • Cured: Nulberry or wait 5 rounds.

Venom

  • 10 Poison damage per round.
  • Cured: Antidote, Herbal Medicine, or Herbal Powder or wait 5 rounds.

Waterblight

  • Reduce movement speed by half (rounded up and to nearest 5).
  • Cured: Nulberry or wait 5 rounds.

Webbed

  • Reduce movement speed by 25ft.
  • Cured: Cleanser or wait 3 rounds.

Windblight

  • When an attack hits you, make a DEX saving throw with a DC of 15 or be knocked prone.
  • Cured: Nulberry or wait 5 rounds.

Meals and Food Skills


?

Ingredients


Ingredient Name Skill Name Effect Type
Seared Apceros Steak Felyne Assault (Lo) Attack
Bullfango Sirloin Felyne Assault (Lo) Attack
Buttered Konchu Felyne Slugger (Lo) Attack
Pokara Foie Gras Felyne Slugger (Lo) Attack
Seabream Caviar Felyne Specialist (Lo) Attack
Fortress Crab Sushi Felyne Specialist (Lo) Attack
Diced Slagtoth Felyne Elemental (Lo) Attack
Kestodon Marrow Felyne Elemental (Lo) Attack
Molten Mango Smoothie Felyne Pyro Attack
Gargwa Wings Felyne Sharpshooter Attack
Aptonoth Egg Felyne Rider Attack
Barbequed Mosswine Ribs Felyne Defender (Lo) Defense
Larinoth Filet Felyne Defender (Lo) Defense
Roasted Remobra Head Felyne Resistor (Lo) Defense
Toasted Bombadgy Felyne Resistor (Lo) Defense
Gajau Tacos Felyne Acrobat (Lo) Defense
Kut-Ku Bean Chili Felyne Acrobat (Lo) Defense
Sushifish and Chips Felyne Protector (Lo) Defense
Hermitaur Legs Felyne Protector (Lo) Defense
Aromaticelery Soup Felyne Health (Lo) Support
Simmering Anteka Stew Felyne Health (Lo) Support
Baked Shroomcaps Felyne Medic (Lo) Support
Sauteed King Truffles Felyne Medic (Lo) Support
Kelbi Burger Felyne Feet (Lo) Support
Millionfold Cabbage Chips Felyne Feet (Lo) Support
Kokoto Rice Felyne Tailor (Lo) Support
Stonecorn Cob Felyne Tailor (Lo) Support
Sovereign Squid Calamari Felyne Safeguard Support
Fried Gastodon Felyne Moxie Support
Miscellaneous Fruit Wedges Felyne Carver Misc.
Plumpkin Pie Felyne Fat Cat Misc.
Burukku Cheese Felyne Zoomaster Misc.

Food Skill Effects

Attack Skills

Felyne Assault

  • (Lo) Weapon attacks deal +3 Raw damage.
  • (Hi) Weapon attacks deal +5 Raw damage.

Felyne Slugger

  • (Lo) Weapon attacks deal +5 Stagger damage when targeting the head.
  • (Hi) Weapon attacks deal +10 Stagger damage when targeting the head.

Felyne Specialist

  • (Lo) Weapon attacks deal +5 Status damage.
  • (Hi) Weapon attacks deal +10 Status damage.

Felyne Elemental

  • (Lo) Weapon attacks deal +3 Elemental damage.
  • (Hi) Weapon attacks deal +5 Elemental damage.

Felyne Pyro

  • Barrel bombs you place deal an extra 15 Blast damage when detonated.

Felyne Sharpshooter

  • Normal arrows and normal shots deal +5 Raw damage.

Felyne Rider

  • When landing aerial attacks, they fill up the mounting meter for 2 points instead of 1.

Defense Skills

Felyne Defender

  • (Lo) Gain +2 DR.
  • (Hi) Gain +4 DR.

Felyne Resistor

  • (Lo) Gain +2 EDR for all elements.
  • (Hi) Gain +4 EDR for all elements.

Felyne Acrobat

  • (Lo) Gain a +1 to DEX saving throws.
  • (Hi) Gain a +2 to DEX saving throws.

Felyne Protector

  • (Lo) Gain a +1 to your AC.
  • (Hi) Gain a +2 to your AC.

Support Skills

Felyne Health

  • (Lo) Gain +15 max hp for the duration of the hunt.
  • (Hi) Gain +30 max hp for the duration of the hunt.

Felyne Medic

  • (Lo) Healing items heal you for an additional 5 hp.
  • (Hi) Healing items heal you for an additional 10 hp.

Felyne Feet

  • (Lo) Gain a +3 to DEX saving throws made against being knocked prone.
  • (Hi) Gain a +5 to DEX saving throws made against being knocked prone.

Felyne Tailor

  • (Lo) Specialized hunter equipment cooldowns are reduced by 1 round.
  • (Hi) Specialized hunter equipment cooldowns are reduced by 2 round.

Felyne Safeguard

  • Prevents your group from being penalized the first time a member faints.

Felyne Moxie

  • Once per hunt, if you are reduced to zero hp, you are instead reduced to 1 hp.

Misc. Skills

Felyne Carver

  • Gain an additional carve at the end of the hunt.

Felyne Fat Cat

  • Earn 25% more gold at the end of the hunt.

Felyne Zoomaster

  • Rarer endemic life appear more.

Daily Food Skills

When preparing meals before a hunt, there are always daily skills available. When choosing a meal, the Game Master will roll 4d20, with each result matching a skill listed below, rerolling any duplicate numbers. When you eat a meal, you choose a number of daily skills to compliment your meal skills until there are 4 total skills. The daily skill effects are listed below.

  • 1. Felyne Gamechanger: Ensure a monster from outside the standard locale in the next hunt.
  • 2. Felyne Cleats: Your movement is unaffected by difficult terrain.
  • 3. Felyne Weathercat: The next hunt will have more severe weather (thunderstorms, sandstorms, etc.)
  • 4. Felyne Parting Gift: Once on the next hunt, allies are healed for half of their max hp when you faint.
  • 5. Felyne Coating: Negate the damage from environmental hazards.
  • 6. Felyne Buddy Booster: For the duration of the next hunt, buddies deal +5 Raw damage when attacking.
  • 7. Felyne Dungmaster: Monsters gain disadvantage when rolling against dung bombs thrown by you.
  • 8. Felyne Oracle: At the start of the hunt, you know which side of the map the target monster is located.
  • 9. Felyne Temper: Increase bowgun and bow damage by +5 Raw damage while giving a -3 to attack rolls.
  • 10. Felyne Deflector: When spending charges of any kind on an attack, you regain those charges if the attack misses.
  • 11. Felyne Courage: Gain advantage on all RSV saving throws for the next hunt.
  • 12. Felyne Bomb Expert: Increase the DC of all bombs thrown by you by +3.
  • 13. Felyne Hurler: Thrown items deal double damage.
  • 14. Felyne Weakener: The target monster is slightly weaker than normal.
  • 15. Felyne Booster: You gain +3 AC and +5 Raw damage for the first 5 rounds of combat on the next hunt.
  • 16. Felyne Insurance: Prevents your group from being penalized the first time a member faints.
  • 17. Felyne Sprinter: Gain 5ft of movement speed.
  • 18. Felyne Slider: Gain a +3 bonus to DEX saving throws made to free yourself from grab attacks.
  • 19. Felyne Hurler: Increase the damage of thrown items by 5 Raw damage.
  • 20. Felyne Foodie: Gain a daily food skill of your choice.

Buddies and Companions!


Items and Consumables


In order to properly prepare for the hunt, you're gonna need something to keep you topped off. An ill-prepared hunter is as good as dead, as without the right items to match their equipment, they'll go down just as fast as a hunter with bad gear. Here you'll find a list of all the items you can purchase for your hunts.

Restoratives

  • Potion (10). 1 AP, restore 15 HP.
  • Mega Potion (10). 1 AP, restore 35 HP.
  • Max Potion (2). 1 AP, restore 60 HP.
  • Ancient Potion (1). 1 AP, restore 100 HP.
  • Life Powder (5). 1 AP or RP, restore 15 HP to all hunters.
  • Dust of Life (5). 1 AP or RP, restore 30 HP to all hunters.
  • Herbal Medicine (5). 1 AP, cure Poison and restore 15 HP.
  • Herbal Powder (3). 2 AP, cure poison and restore 25 HP to all hunters.

Curatives

  • Antidote (10). 1 AP, cures Poison.
  • Energy Drink (10). 1 AP, grants immunity to Sleep for 3 rounds.
  • Cleanser (10). 1 AP, cures a variety of ailments.
  • Nulberry (10). 1 AP, cures a variety of blights.
  • Bandage (3). 1 AP, cures Bleed.
  • Deodorant (5). 1 AP, cures Soiled
  • Hot Drink (5). 1 AP, grants immunity to negative effects from extreme cold. Lasts for 1 minute in combat and 1 hour out of combat.
  • Cold Drink (5). 1 AP, grants immunity to negative effects from extreme heat. Lasts for 1 minute in combat and 1 hour out of combat.

Enhancements

  • Armorskin (5). 1 AP, increases AC and DR by 1. Lasts for 5 rounds. Incompatible with Mega Armorskin.
  • Mega Armorskin (3). 1 AP, increases AC and DR by 2. Lasts for 7 rounds. Incompatible with Armorskin.
  • Dash Juice (5). 1 AP, increases movement speed by 10 ft. Lasts for 5 rounds. Incompatible with Mega Dash Juice.
  • Mega Dash Juice (3). 1 AP, increases movement speed by 20 ft. Lasts for 7 rounds. Incompatible with Dash Juice.
  • Demon Drug (5). 1 AP, increases Raw damage dealt by 3. Lasts for 5 rounds. Incompatible with Mega Demon Drugs.
  • Mega Demon Drug (3). 1 AP, increases Raw damage dealt by 7. Lasts for 7 rounds. Incompatible with Demon Drugs.
  • Nutrients (5). 1 AP, increases your maximum hp by 10. Lasts for 5 rounds. Incompatible with Mega Nutrients.
  • Mega Nutrients (3). 1 AP, increases your maximum hp by 20. Lasts for 7 rounds. Incompatible with Nutrients.

Equipment

  • Throwing Knife (10).
  • Flash Bombs (3).
  • Screamer Bombs (3).
  • Smoke Bombs (5).
  • Dung Bombs (5).
  • Tranq Bombs (5).
  • Farcaster (1).
  • Barrel Bomb (2).
  • Large Barrel Bomb (2).
  • Mega Barrel Bomb (2).
  • Low-Grade Earplugs (3).
  • Mid-Grade Earplugs (3).
  • High-Grade Earplugs (3).
  • Blood Bomb (3).
  • Bubble Bomb (3).
  • Frenzy Bomb (3).
  • Dim Lantern (1).
  • Bright Lantern (1).
  • Pitfall Trap (1).
  • Shock Trap (1).

Bait

  • Basic Bait (5).
  • Herbivore Bait (2).
  • Carnivore Bait (2).
  • Drowsy Bait Drug (3).
  • Poison Bait Drug (3).
  • Paralyzing Bait Drug (3).

Endemic Life


A variety of critters found across the land, these little guys can help out your hunts in a number of ways, from helping defend you to increasing your capabilities in numerous ways! Each helper costs 1 action point to use and then leaves you unless specified otherwise.

Carry Helpers

Aurortle

A large tortoise with an anthill on its back. Aurortles and the ants live in symbiosis, where the ants protect the shell in exchange for food scraps and such.


When you fall to 0 hp, you instead fall to 1 hp. Once this occurs, the Aurortle leaves you.

Antidobra

A large snake with an unusually developed neck frill, this little guy creates a potent antivenom that works on all sorts of poisons.


When used, cures the Poison status effect and you become immune for 5 rounds. After this, the Antidobra leaves you.

Blightbeetles

Large beetles that push around balls of dirt, clay, and such from their local environment. Includes Dragonbeetles, Earthbeetles, Firebeetles, Icebeetles, Thunderbeetles, Waterbeetles, and Windbeetles.


When used, make a ranged attack roll against a monster within 30 feet. If the attack hits, the monster suffers from the respective elemental blight for 3 rounds.

Brewhares

A seemingly fluffy rabbit with mold-coated fur. By allowing bacteria to grow on it, it gains increased nutrition from its food.


Activates for 5 uses of restoratives or enhancements. Restoratives heal an additional 10 hp. Demon Drugs increase damage dealt by +2. Armorskins increase AC and DR by an additional +1. Dash Juice further increases your movement speed by an additional +5 ft. After the Brewhare activates for the 5th time, it leaves you.

Butterflames

A crimson winged butterfly who's dust can increase one's physical strength.


Activates for 5 attacks. While active, deal an extra 3 Raw damage with your attack. After the Butterflame activates for the 5th time, it leaves you.

Clothflies

A small yellow butterfly that, when disturbed, releases a dust that toughens one's skin.


Activates for 3 attacks against you. When targeted by an attack, your AC increases by 1. After the Clothfly activates for the 3rd time, it leaves you.

Clover Bats

???


???

Cutterflies

A dragonfly with a sharp red stinger that releases concentration boosting pheromones when disturbed.


Activates for 5 attacks. While active, your critical hit zone is increased by 1. After the Cutterfly activates for the 5th time, it leaves you.

Escuregot

A large green snail that stores a variety of restorative fluids within its shell.


When placed for 1 AP, creates a healing cloud of vapors 15ft. in radius around itself. Any allies that enter the field regain 10 hit points once per round. Lasts for 3 rounds. Once placed and its effect has ended, the Escuregot leaves you.

Felicicrows

A large crow with black and blue feathers. Its tail is so well developed it can use it as a third leg.


When found, the whole party gains one extra carve or capture reward at the end of the hunt.

Fortune Owls

A strange owl with golden feathers and a strangely cat-like face and whiskers.


When found, the party earns 25% more gold at the end of the quest.

Gamatoads

A unique species of colorful toads that when threatened release a dangerous toxin. Includes Paratoads, Nitrotoads, Poisontoads, Sleeptoads, and Cuttertoads.


When used, throw the Gamatoad at a location within 30 feet. The Gamatoad releases a gas that inflicts its respective status effect. Lasts for 3 rounds and deals 50 status damage for each round the monster remains within the 15 foot radius. Once throw and the effect has ended, the Gamatoad leaves you.

Lanternbugs

A large glowing caterpillar that coats itself in an explosive sticky substance.


When you take more than 15 damage in one melee attack, reduce the damage by 10 and the monster that triggered the attack takes 20 Blast damage. Once the effect is triggered, the Lanternbug leaves you.

Marionette Spiders

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Peepersects

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Puppet Spiders

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Spiritbirds

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Stinkminks

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Thornytoads

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Trapbugs

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Tricktoads

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Wailnards

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Wigglers

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Localized Helpers

Echobats

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Flashflies

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Giganha

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Pincercrabs

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Slicercrabs

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Spearsquids

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Starburst Bugs

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Vigorwasps

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Abnormal Hunting Conditions


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Ash Storms

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Dragon Storm

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Earthquake

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Eclipse

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Flooding

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Night Hunts

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Sandstorms

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Thunderstorms

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Whiteouts

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Wildfire

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Weapon Archetypes

Accel Axe

A special weapon type designed for massive rapid strikes with incredible mobility, this weapon excels at hit and run tactics for larger hits while building up its heat gague.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Massive Weapon. The sheer size of your weapon debilitates all attempts at hiding. You have a -5 to Stealth checks while wielding this weapon.
  • Vertical Launch. You may spend 1 AP to launch an ally upwards. Unless hit, their next attack counts as an aerial attack and deals mounting damage.
  • Heat Gauge. As you use your weapon, it generates excessive amounts of heat that can be expended on the following actions. Each time you land a hit with an attack, you gain a charge for your heat gauge. You can hold a maximum of 7 charges. Note that you loose all charges if you are knocked prone or you are out of combat for 1 minute.
    • Dash/Dash Slash. As a part of your movement, you may choose to expend 1 heat charge to boost your movement speed by 5ft. This bonus increases to 10ft. at R5 and 15ft. at R9. If you are within range of a target at the end of this movement, you may choose to expend another heat charge to make an attack against the target that deals an extra 1d6 Raw damage. This increases to 2d6 R at R6.
    • Blast Escape. As a reaction to being attacked, you may expend any number of heat charges in order to attempt to dodge the attack. Each charge you expend grants a +1 to your AC, and even if the attack still lands, you are blasted (5 times the number of charges expended) ft. away from the target.
    • Blast Jump/Blast Spiral Dive. You may spend 1 AP and 2 heat charges to blast yourself upwards and towards the monster. You move 15ft. in a direction ignoring obstacles in the way. If you spend 1 extra heat charge, you may make an aerial attack against the monster if the movement would leave you within range.
    • Spinning Burst Slash. By spending 2 AP and all 7 heat charges, you unleash a spinning volley of swings that end in an explosive finisher to your foe. Make 2 attacks against a target within 10ft. and increase the size of all dice used for the attack to a maximum of a d12.

Rarity Basic Attack Dash Dash Slash
R1 1d8 R 5ft. 1d6 R
R2 1d8+1 R 5ft. 1d6 R
R3 1d8+2 R 5ft. 1d6 R
R4 1d8+3 R 5ft. 1d6 R
R5 2d8 R 10ft. 1d6 R
R6 2d8+1 R 10ft. 2d6 R
R7 2d8+2 R 10ft. 2d6 R
R8 2d8+3 R 10ft. 2d6 R
R9 3d8 R 15ft. 2d6 R
R10 3d8 R 15ft. 2d6 R

Bow

A specialized ranged weapon that excels at inflicting status effects, the bow is fast and effective. It also comes with multiple specialized arrows, including wire shots, arc bursts, and the dragonpiercer.

Weapon Skills

  • Ranged Weapon. Attacks made with this weapon benefit from your Dexterity and add the user's dexterity modifier to the damage dealt. This weapon has a range of 30 feet.
  • Wire Shot. Using 2 AP, you wrap a metal wire around your arrows and shoot off two at once in a 15 foot cone, slicing anything between them. Targets caught in the area take damage equal to your basic attack damage as well as an extra 1d4 damage to all parts. This damage increases to 2d4 at R5 and 3d4 at R9.
  • Arc Burst. Using 2 AP, you loose a volley of shots that rain down over a target location within 15 feet of you. This deals damage equal to your basic attack damage as well as an additional 5 Stagger damage. This increases to 10 at R5 and 15 at R9.
  • Dragonpiercer. Using 3 AP, you charge up a rocket-powered arrow that fires off in a 30 foot line. For each space that a target takes within the line, deal 1d4 damage. This increases to 2d4 at R5 and 3d4 at R9.
  • Coating Charges. Each time you successfully land a basic attack, you gain 1 coating charge. You can hold a maximum of 5 charges and can spend them on the following attacks. Note that you do not gain a coating charge when landing the following attacks.
    • Close Range Coatings. Costs 1 charge, reduce range to 15 feet, gain a +3 to attack rolls. Also deals 1 additional weapon damage die on hit at R6.
    • Blast Coatings. Costs 2 charges, deals 10 additional Blast damage on hit. Increases to 15 at R4, 20 at R7, and 30 at R10.
    • Bleed Coatings. Costs 2 charges, deals 10 additional Bleed damage on hit. Increases to 15 at R4, 20 at R7, and 30 at R10.
    • Paralysis Coatings. Costs 2 charges, deals 10 additional Paralysis damage on hit. Increases to 15 at R4, 20 at R7, and 30 at R10.
    • Poison Coatings. Costs 2 charges, deals 10 additional Poison damage on hit. Increases to 15 at R4, 20 at R7, and 30 at R10.
    • Power Coatings. Costs 3 charges, deals double basic damage on hit.
    • Sleep Coatings. Costs 2 charges, deals 10 additional Sleep damage on hit. Increases to 15 at R4, 20 at R7, and 30 at R10.

Rarity Basic Attack Wire Shot Arc Burst
R1 1d6 R +1d4 R +5 Stagger
R2 1d6+1 R +1d4 R +5 Stagger
R3 1d6+2 R +1d4 R +5 Stagger
R4 1d6+3 R +1d4 R +5 Stagger
R5 2d6 R +2d4 R +10 Stagger
R6 2d6+1 R +2d4 R +10 Stagger
R7 2d6+2 R +2d4 R +10 Stagger
R8 2d6+3 R +2d4 R +10 Stagger
R9 3d6 R +3d4 R +15 Stagger
R10 3d6 R +3d4 R +15 Stagger

Rarity Dragonpiercer CR Coat Status Coat
R1 1d4 R/Space +10 Status
R2 1d4 R/Space +10 Status
R3 1d4 R/Space +10 Status
R4 1d4 R/Space +15 Status
R5 2d4 R/Space +15 Status
R6 2d4 R/Space +1 Damage Die +15 Status
R7 2d4 R/Space +1 Damage Die +20 Status
R8 2d4 R/Space +1 Damage Die +20 Status
R9 3d4 R/Space +1 Damage Die +20 Status
R10 3d4 R/Space +1 Damage Die +30 Status

Bowgun

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Weapon Skills

  • Ranged Weapon. Attacks made with this weapon benefit from your Dexterity and add the user's dexterity modifier to the damage dealt. This weapon has a range of 30 feet.
  • Ammunition. Your weapon uses a variety of unique ammunition that each have special abilities. Ammo will be listed below the bowgun variants, showing their scaling damage and their special mechanics.
  • Reload. You can only hold a certain amount of ammo in your magazine at one time before needing to reload. At the cost of 2 AP, you can reload one ammo type you currently are using back to its maximum capacity.
  • Attachments. A mechanic unique to bowguns is customizable attachments that can further modify how your weapon functions. Attachments will be listed below the bowgun variants, along with their unique mechanics.
  • Deviation. Certain ammo types have a harder time landing shots than others. Deviation serves as a negative attack roll modifier for these ammo types, and deviation can be reduced with attachments, and with enough can grant you a positive modifier.
  • Recoil and Rapidfire. Certain ammo types have more recoil than others, determining the speed at which you can fire the rounds. Recoil determines the number of AP required to fire certain rounds, and can be reduced with attachments. If your recoil is low enough for 1 AP per shot, you can use an attachment slot to gain rapidfire for that ammo type, allowing you to spend 1 AP to make two shots with that ammo. You must still reload, but this allows for you to expend more ammo faster.
  • Bowgun Variant. You may choose one of the following 6 bowgun variants as your official weapon type. These count as separate weapons, however to remain concise the basic features have been compiled here. Individual specifics will be specified below with each type.

Light Bowgun, Standard

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Subtype Weapon Skills

  • Wyvernburst Mines.

Light Bowgun, Dual

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Subtype Weapon Skills

  • Wyvernburst Bombs.

Medium Bowgun, Standard

???

Subtype Weapon Skills

  • Wyvernbreath.

Medium Bowgun, Shield

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Subtype Weapon Skills

  • Counterburst.

Heavy Bowgun, Standard

???

Subtype Weapon Skills

  • Wyvernheart/Wyvernsnipe.

Heavy Bowgun, Siege

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Subtype Weapon Skills

  • Siege Mode. By spending 1 AP (to enter or exit Siege Mode), you can plant your bowgun on a mounted stand and unleash even heavier firepower. You may no longer spend AP to move or dodge. In addition, attacks have advantage to hit you due to your stationary position. In return, however, you recieve +1 to your AC and DR, your total ammo capacity between reloads is tripled, and you gain a +1 to your attack rolls. The AC, DR, and attack roll bonuses increase to +2 at R3, +3 at R5, +4 at R7, and +5 at R9.

Normal Ammo

  • Max Capacity: Infinite
  • Range: 30 ft.
Rarity Damage Mag Size Recoil/RPDF
R1 1d6 R 3 1 AP/Shot
R2 1d6+1 R 3 1 AP/Shot
R3 1d6+2 R 4 1 AP/Shot
R4 1d6+3 R 4 1 AP/Shot
R5 2d6 R 5 1 AP/Shot
R6 2d6+1 R 5 1 AP/Shot
R7 2d6+2 R 6 1 AP/Shot
R8 2d6+3 R 6 1 AP/Shot
R9 3d6 R 7 1 AP/Shot
R10 3d6 R 7 1 AP/Shot

Piercing Ammo

  • Max Capacity: 30
  • Range: 60 ft.
Rarity Damage Mag Size Recoil/RPDF
R1 1d4 R/Space 3 2 AP/Shot
R2 1d4 R/Space 3 2 AP/Shot
R3 1d4 R/Space 3 2 AP/Shot
R4 1d4 R/Space 4 2 AP/Shot
R5 1d4 R/Space 4 2 AP/Shot
R6 2d4 R/Space 4 2 AP/Shot
R7 2d4 R/Space 5 2 AP/Shot
R8 2d4 R/Space 5 2 AP/Shot
R9 2d4 R/Space 5 2 AP/Shot
R10 2d4 R/Space 5 2 AP/Shot

Spread Ammo

  • Max Capacity: 30
  • Range: 20 ft.
Rarity Damage Mag Size Recoil/RPDF
R1 2d4 R 3 1 AP/Shot
R2 2d4 R 3 1 AP/Shot
R3 2d4 R 3 1 AP/Shot
R4 2d4 R 4 1 AP/Shot
R5 3d4 R 4 1 AP/Shot
R6 3d4 R 4 1 AP/Shot
R7 3d4 R 5 1 AP/Shot
R8 3d4 R 5 1 AP/Shot
R9 4d4 R 5 1 AP/Shot
R10 4d4 R 5 1 AP/Shot

Shrapnel Ammo

  • Max Capacity: 30
  • Range: 10 ft.
Rarity Damage Mag Size Recoil/RPDF
R1 3d4 R 3 1 AP/Shot
R2 3d4 R 3 1 AP/Shot
R3 3d4 R 3 1 AP/Shot
R4 4d4 R 4 1 AP/Shot
R5 4d4 R 4 1 AP/Shot
R6 4d4 R 4 1 AP/Shot
R7 5d4 R 5 1 AP/Shot
R8 5d4 R 5 1 AP/Shot
R9 5d4 R 5 1 AP/Shot
R10 6d4 R 5 1 AP/Shot

Sticky Ammo

  • Max Capacity: 5
  • Range: 30 ft.
Rarity Damage Mag Size Recoil/RPDF
R1 3d6 R 1 3 AP/Shot
R2 3d6 R 1 3 AP/Shot
R3 3d6 R 1 3 AP/Shot
R4 4d6 R 2 3 AP/Shot
R5 4d6 R 2 3 AP/Shot
R6 4d6 R 2 2 AP/Shot
R7 5d6 R 3 2 AP/Shot
R8 5d6 R 3 2 AP/Shot
R9 5d6 R 3 2 AP/Shot
R10 6d6 R 3 2 AP/Shot

Slicing Ammo

  • Max Capacity: 5
  • Range: 30 ft.
  • Always Deal Additional 1d6 R to all parts. Scales to 2d6 at R5 and 3d6 at R9.
Rarity Damage Mag Size Recoil/RPDF
R1 3d6 R 1 3 AP/Shot
R2 3d6 R 1 3 AP/Shot
R3 3d6 R 1 3 AP/Shot
R4 3d6 R 2 3 AP/Shot
R5 4d6 R 2 3 AP/Shot
R6 4d6 R 2 2 AP/Shot
R7 4d6 R 3 2 AP/Shot
R8 4d6 R 3 2 AP/Shot
R9 5d6 R 3 2 AP/Shot
R10 5d6 R 3 2 AP/Shot

Cluster Ammo

  • Max Capacity: 5
  • Range: 60 ft.
Rarity Damage Mag Size Recoil/RPDF
R1 3d8 R 2 3 AP/Shot
R2 3d8 R 2 3 AP/Shot
R3 3d8 R 2 3 AP/Shot
R4 4d8 R 2 3 AP/Shot
R5 4d8 R 2 3 AP/Shot
R6 4d8 R 3 3 AP/Shot
R7 5d8 R 3 3 AP/Shot
R8 5d8 R 3 3 AP/Shot
R9 5d8 R 3 3 AP/Shot
R10 6d8 R 3 3 AP/Shot

Chain Sword

A form of middle ground between the greatsword and the longsword in scale and speed, this unique broadsword is capable of sturdy hits while maintaining a fast swing speed. The real trick to this weapon is when you unlock the blade and unleash the full length as a deadly cutting whip, capable of latching onto monsters and releasing any built up energy in the form of a deadly shock.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Shift Forms. Using 1 AP, you can switch the form of your weapon between Blade form and Chain form.
  • Chain Reach. While in Chain form, your basic attacks have a range of 10 ft. instead of 5.
  • Restrain. while in Chain form, you can spend 2 AP in order to attempt to hold the monster in place. You make a contested Strength check against the monster. You gain a +1 to this check at R1, +2 at R3, +3 at R5, +4 at R7, and +5 at R9. If you succeed, the monster cannot move on its next turn unless it is to move directly in your direction. If the monster is already restrained or another hunter has attempted to restrain the monster and failed, the monster rolls with disadvantage for the second hunter's contested check.
  • Shocking Burst. Each time you land a successful hit in Blade form, you gain 1 shock charge and can hold a maximum of 5 charges. When you make an attack in Chain form you can choose to expend any number of these charges to deal an extra 1d4 Raw damage per charge expended. This increases to 1d6 at R5 and 1d8 at R9. If you successfully restrain the monster, you can also choose to expend any number of charges to deal an extra 1d8 Raw damage per charge expended. This increases to 1d10 at R5 and 1d12 at R9. For the sake of skills, restraining the monster counts as an attack if you expend shock charges while doing so. Note that you loose all charges if you are knocked prone or you are out of combat for 1 minute.

Rarity Basic Attack (Blade) Basic Attack (Chain) Restrain SB Damage SB Restrain Damage
R1 1d8 R 1d6 R +1 S 1d4 R 1d8 R
R2 1d8+1 R 1d6+1 R +1 S 1d4 R 1d8 R
R3 1d8+2 R 1d6+2 R +2 S 1d4 R 1d8 R
R4 1d8+3 R 1d6+3 R +2 S 1d4 R 1d8 R
R5 2d8 R 2d6 R +3 S 1d6 R 1d10 R
R6 2d8+1 R 2d6+1 R +3 S 1d6 R 1d10 R
R7 2d8+2 R 2d6+2 R +4 S 1d6 R 1d10 R
R8 2d8+3 R 2d6+3 R +4 S 1d6 R 1d10 R
R9 3d8 R 3d6 R +5 S 1d8 R 1d12 R
R10 3d8 R 3d6 R +5 S 1d8 R 1d12 R

Charge Blade

A complex weapon capable of switching between a sword and shield and a large great axe, this weapon utilized a special phial charge system capable of charging up both your attacks and defense. Mastery of this weapon is difficult, but those willing to learn will wield the power of an explosive storm in their hands.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Shift Forms. Using 1 AP, you can switch the form of your weapon between Sword & Shield form and Great Axe form.
  • Vertical Launch. While in Great Axe form, you may spend 1 AP to launch an ally upwards. Unless hit, their next attack counts as an aerial attack and deals mounting damage.
  • Shield. You gain +1 to your armor class and damage resistance while in Sword & Shield form. This increases to +2 at R3 and +3 at R6.
  • Guard Points. Certain actions can grant you guard points, that when earned last for 1 round of combat. You gain +1 to AC per guard point you have, and when an attack is made against you while you have at least 1 guard point and the attack misses, the attacker takes 1d8 Elemental damage or 5 Status damage depending upon what type of damage your weapon does. If your weapon does not deal Elemental or Status damage, it instead deals 1d8 Raw damage. These extra damages increase to 2d8 or 10 at R6.

Rarity Basic Attack (S&S) Basic Attack (GA) ED Dam. CS Dam. CES Dam. GP Dam.
R1 1d6 R 1d8 R 3d8 or 20 1d10 or 10 1d6 R 1d8 or 5
R2 1d6+1 R 1d8+1 R 3d8 or 20 1d10 or 10 1d6 R 1d8 or 5
R3 1d6+2 R 1d8+2 R 3d8 or 20 1d10 or 10 1d6 R 1d8 or 5
R4 1d6+3 R 1d8+3 R 3d8 or 20 1d10 or 10 1d6 R 1d8 or 5
R5 2d6 R 2d8 R 4d8 or 25 1d10 or 10 1d6 R 1d8 or 5
R6 2d6+1 R 2d8+1 R 4d8 or 25 2d10 or 15 2d6 R 2d8 or 10
R7 2d6+2 R 2d8+2 R 4d8 or 25 2d10 or 15 2d6 R 2d8 or 10
R8 2d6+3 R 2d8+3 R 4d8 or 25 2d10 or 15 2d6 R 2d8 or 10
R9 3d6 R 3d8 R 5d8 or 30 2d10 or 15 2d6 R 2d8 or 10
R10 3d6 R 3d8 R 5d8 or 30 2d10 or 15 2d6 R 2d8 or 10

Weapon Skills (Cont.)

  • Charging Slash. When you make an attack in Sword & Shield form, you may choose to spend 1 additional AP to deal an additional 1d6 Raw damage and gain 1 guard point from the action.
  • Phial Charges. Each time you land a successful hit in Sword & shield form, you gain 1 phial charge. You can hold a maximum of 5 charges and can spend them on the following actions. Note that you loose all charges if you are knocked prone or you are out of combat for 1 minute.
    • Morph Slash. While in Sword & Shield form, you can spend 1 AP and 1 phial charge to morph your weapon and make an attack in Great Axe form. While in Great Axe form, you can also spend 1 AP to morph your weapon back and make an attack in Sword & Shield form. You gain 1 guard point from this action.
    • Axe Slash. In order to make a basic attack while in Great Axe form, you must expend 1 energy charge per attack.
    • Element Discharge. While in Great Axe form, you can spend 2 AP and 3 phial charges to unleash a burst of explosive energy that deals 3d8 Elemental damage or 20 Status damage. If your weapon does not deal Elemental or Status damage, it deals 3d8 extra Raw damage instead. This damage increases to 4d8 or 25 at R5 and 5d8 or 30 at R9. You gain 1 guard point from this action.
    • Charge Shield. While in Sword & Shield form, you may spend 2 AP and 3 phial charges to charge your shield with elemental energy. While in this form and when an attack is made against you and the attack misses, the attacker takes 1d10 Elemental damage or 10 Status damage depending upon what type of damage your weapon does. If your weapon does not deal Elemental or Status damage, it instead deals 1d10 Raw damage. These extra damages increase to 2d10 or 15 at R6. You gain 1 guard point from this action. This effect stacks with guard points.
    • Condensed Energy Slash. While in Sword & Shield form, you may spend 2 AP and 3 phial charges to charge your sword with elemental energy. Each attack in this mode deals an extra 1d6 Raw damage. This effect lasts for 3 rounds. This increases to 2d6 at R6.
    • Savage Axe. While in Great Axe mode, you can expend 3 AP to spin the axe blade into a whirring saw. Each attack you make in Great Axe form deals 3d8 base damage instead of 1d8, and each attack in this form costs 2 phial charges to make. This form ends when you switch back to Sword & Shield form.

Dual Blades

A short ranged weapon designed to hit fast and whip out quick bursts of damage, this weapon is especially popular with newer hunters. Capable of dicing foes to bits in minutes, it's hard to overlook its effectiveness in battle.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Combo Chain. Each successive attack after your first that hits deals an additional +1 Raw damage. This increases to +2 at R4, +3 at R7 and +4 at R10.
  • Blood Meter. Each time you land a basic attack with this weapon, you gain a blood point to spend on the following abilities. You can hold a maximum of 5 blood points. You loose all points if you are knocked prone or you are out of combat for 1 minute.
    • Spiral Slice. By spending 2 blood points and 1 AP, you launch yourself towards the monster, blades spinning around you like a whirlwind. You make an attack and charge 15ft. through the monster. Attacks made in this way deal an extra damage die of Raw damage, and your critical hit range is doubled. You do not gain a blood point for attacks made in this way.
    • Wolf's Maw. By spending 2 blood points and 2 AP, you unleash a dreadful howl and channel your rage into your strikes. All attacks you make for the following 3 rounds deal an extra weapon die of Raw damage. This increases to two damage dice of Raw damage at R6. Attacks made while this is active do not grant you blood points.
    • Demon Mode. By spending 3 blood points and 1 AP, you release the demon inside you and become stronger and faster. For the next 3 rounds, your movement speed increases by 10ft. and you deal an additional +2 Raw damage. These increase to 15ft. and +4 at R5 and 20ft. and +6 at R9. Attacks made while this is active do not grant you blood points.

Rarity Basic Attack Combo Wolf's Maw Demon Mode
R1 2d4 R +1 +1 Die 10ft, +2
R2 2d4+1 R +1 +1 Die 10ft, +2
R3 2d4+2 R +1 +1 Die 10ft, +2
R4 2d4+3 R +2 +1 Die 10ft, +2
R5 3d4 R +2 +1 Die 15ft, +4
R6 3d4+1 R +2 +2 Dice 15ft, +4
R7 3d4+2 R +3 +2 Dice 15ft, +4
R8 3d4+3 R +3 +2 Dice 15ft, +4
R9 4d4 R +3 +2 Dice 20ft, +6
R10 4d4 R +4 +2 Dice 20ft, +6

Gauntlets & Greaves

A strange new weapon heavily requested by the hunters who wished to "punch a Rathalos in the face," these special gauntlets and greaves are designed to add a special wallop to your punches and kicks. Powered by a form of explosive propulsion, they allow for strong and rapid strikes to weak points, allowing for proper close quarters combat.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Blunt Weapon. Deal +5 Stagger damage on all attacks.
  • Free Hands. You can use consumable items while using an action to move.
  • True Close Combat. Reduce the penalty to part targeting to -3 instead of -5. Skills that modify this penalty are adjusted to fit the new value for this weapon instead.
  • Burst Flow. By tuning yourself to the flow of combat, you can achieve a flow state where you weave together combos between timed dodges in order to truly become a force of nature. Each time you land a basic attack, you gain 1 charge of flow state which can be spent on the following abilities. You loose all charges if you are knocked prone or you are out of combat for 1 minute.
    • Flowing Speed. You may expend 1 charge of flow state to increase your movement speed by 5 ft. per charge expended. This increases to 10 ft. per charge at R6.
    • Burst Dodge. As a reaction to being attacked, you may expend 2 charges of flow state to boost your armor class by 2 against that singular attack. This increases to +3 at R4 and +4 at R8.
    • Flash Strike. Channeling the explosive power of your weapon, you launch towards your foe and expend 3 charges and 1 AP to make an attack against any target within 15 ft. that deals 1d8+2 Raw damage. This scales in the same manner as your basic attack damage.
    • Whirlwind Kick. You unleash a flurry of kicks against your opponent. By expending 2 charges and 2 AP, you make an attack against your opponent that deals +10 Stagger damage. This increases to +15 at R5 and +20 at R9.

Rarity Basic Attack Speed Dodge Kick Stun
R1 2d4 R +5 ft. +2 AC +10
R2 2d4+1 R +5 ft. +2 AC +10
R3 2d4+2 R +5 ft. +2 AC +10
R4 2d4+3 R +5 ft. +3 AC +10
R5 3d4 R +5 ft. +3 AC +15
R6 3d4+1 R +10 ft. +3 AC +15
R7 3d4+2 R +10 ft. +3 AC +15
R8 3d4+3 R +10 ft. +4 AC +15
R9 4d4 R +10 ft. +4 AC +20
R10 4d4 R +10 ft. +4 AC +20

Greatsword

A classic hunting weapon, this is one of the original weapons that hunters used when hunting became a tradition and career. Capable of massive damage output, this weapon is slow and simple. Timing and positioning are key with this weapon type.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Massive Weapon. The sheer size of your weapon debilitates all attempts at hiding. You have a -5 to Stealth checks while wielding this weapon.
  • Vertical Launch. You may spend 1 AP to launch an ally upwards. Unless hit, their next attack counts as an aerial attack and deals mounting damage.
  • Strength Charging. Every time you land a basic hit with this weapon or make an action to do so, you gain 1 strength charge. You can store up to 3 charges at one time. You loose all charges if you are knocked prone or you are out of combat for 1 minute. This increases to 4 charges at R4 and 5 charges at R7.
    • Charged Slash. When make an attack, you can expend any number of charges to deal an extra 1d6 raw damage per charge expended if the attack hits. You do not gain a charge on this hit.
    • Charged Roundslash. You may expend 2 charges and 2 AP to make a sweeping slash that hits everything within 5 feet. You make one attack against every target within range. You do not gain charges from any of these hits.
    • Charged Combo. Using three actions and 2 AP, you can make an attack against a target within 10 feet and expend 3 or more charges to deal an extra 1d8 raw damage per charge expended. You do not gain a charge on this hit.
  • Guard. As a reaction, you can expend 2 charges to gain a +2 to your armor class and damage resistance. This bonus increases to +3 at R4 and +4 at R6.

Rarity Basic Attack Max Charges Guard Bonus
R1 2d6 R 3 +2
R2 2d6+1 R 3 +2
R3 2d6+2 R 3 +2
R4 2d6+3 R 4 +3
R5 3d6 R 4 +3
R6 3d6+1 R 4 +3
R7 3d6+2 R 5 +4
R8 3d6+3 R 5 +4
R9 4d6 R 5 +4
R10 4d6 R 5 +4

Gunlance

While not as mobile as it's pure melee cousin, the Gunlance is truly an explosive force to be reckoned with. By combining the fortress-like nature of the Lance with the raw power of explosive might, this weapon is truly capable of dishing out some massive attacks while keeping its wielder safe.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Massive Weapon. The sheer size of your weapon debilitates all attempts at hiding. You have a -5 to Stealth checks while wielding this weapon.
  • Shield. You gain +2 to your armor class and damage resistance. This increases to +3 at R3 and +4 at R6.
  • Shelling. The heart and soul of the Gunlance, you can spend 1 AP unleash an explosive shell to obliterate any and all opponents in your way. You have three options for shell types, listed below. Shell type can be changed at camp.
    • Wide Shells. Only having a 5ft. range, these destructive shells deal 1d8 damage per shot with a maximum capacity of 1 shell between reloads. The damage increases to 1d10 damage at R3, 1d12 at R6, and 1d20 at R9. The capacity increases to 2 shells at R4 and 3 shells at R7.
    • Normal Shells. Having a larger range of 10 ft., these shells deal 1d6 damage per shot with a maximum capacity of 2 shells between reloads. The damage increases to 1d8 damage at R3, 1d10 at R6, and 1d12 at R9. The capacity increases to 4 shells at R4 and 6 shells at R7.
    • Long Shells. Serving as better artillery fire, these shells have a 20ft. range and deal 1d4 damage per shot with a maximum capacity of 2 shells between reloads. The damage increases to 1d6 damage at R3, 1d8 at R6, and 1d10 at R9. The capacity increases to 3 shells at R4 and 4 shells at R7.
  • Blast Dash. For extra mobility, instead of firing your shells at your foes, you can flip your gunlance behind you and charge a shell to launch you 15ft. in any direction for 1 AP.
  • Reloading. When you run out of shells, you can reload all of your shells by spending 2 AP.
  • Wyvernfire Blast. Once per hunt, you can unleash all of your Gunlance's explosive might and release the Wyvernfire Blast for 3 AP, dealing 6d4 damage. This increases to twice per hunt at R5 and three times per hunt at R10. The damage increases to 6d6 at R5 and 6d8 at R9.

Rarity Basic Attack WS Dam. WS Cap. NS Dam. NS Cap.
R1 1d6 R 1d8 R 1 1d6 R 2
R2 1d6+1 R 1d8 R 1 1d6 R 2
R3 1d6+2 R 1d10 R 1 1d8 R 2
R4 1d6+3 R 1d10 R 2 1d8 R 4
R5 2d6 R 1d10 R 2 1d8 R 4
R6 2d6+1 R 1d12 R 2 1d10 R 4
R7 2d6+2 R 1d12 R 3 1d10 R 6
R8 2d6+3 R 1d12 R 3 1d10 R 6
R9 3d6 R 1d20 R 3 1d12 R 6
R10 3d6 R 1d20 R 3 1d12 R 6

Rarity LS Dam. LS Cap. WF Dam. WF Charges Shield Bonus
R1 1d4 R 2 6d4 R 1 +2
R2 1d4 R 2 6d4 R 1 +2
R3 1d6 R 2 6d4 R 1 +3
R4 1d6 R 3 6d4 R 1 +3
R5 1d6 R 3 6d6 R 2 +3
R6 1d8 R 3 6d6 R 2 +4
R7 1d8 R 4 6d6 R 2 +4
R8 1d8 R 4 6d6 R 2 +4
R9 1d10 R 4 6d8 R 2 +4
R10 1d10 R 4 6d8 R 3 +4

Hammer

Specialized in dealing mass blunt trauma, the hammer is known as the knockout king for a reason. Taking forth the power of momentum to swing hits home, this mighty weapon is sure to leave foes reeling.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Massive Weapon. The sheer size of your weapon debilitates all attempts at hiding. You have a -5 to Stealth checks while wielding this weapon.
  • Blunt Weapon. Deal +10 Stagger damage on all attacks.
  • Vertical Launch. You may spend 1 AP to launch an ally upwards. Unless hit, their next attack counts as an aerial attack and deals mounting damage.
  • Momentum Charging. While wielding this weapon you may spend 1 AP to move up to half of your movement speed rounded down and gain 1 momentum charge. These charges can be spent on special attacks listed below, and you may only store up to 3 at a time. This increases to 4 charges at R4 and 5 charges at R7. You loose all charges if you are knocked prone or you are out of combat for 1 minute.
    • Charged Swing. When making an attack, you can choose to expend 1 charge to gain +3 Raw damage if the attack hits. This damage is increased to +5 at R4, +7 at R7, and +10 at R10.
    • Charged Uppercut. At the cost of 2 charges and 1 AP, you make an attack against a target within 10 feet. The attack deals double stun damage if it lands.
    • Charged Whirlwind. At the cost of 3 charges and 2 AP, you make 2 attacks against all targets within 10 ft. that aren't affected by weapon and armor skills.

Rarity Basic Attack Max Charges Swing
R1 1d10 R 3 +3 R
R2 1d10+1 R 3 +3 R
R3 1d10+2 R 3 +3 R
R4 1d10+3 R 4 +5 R
R5 2d10 R 4 +5 R
R6 2d10+1 R 4 +5 R
R7 2d10+2 R 5 +7 R
R8 2d10+3 R 5 +7 R
R9 3d10 R 5 +7 R
R10 3d10 R 5 +10 R

Hunters' Throw

A unique weapon brought from a far off land, this strange contraption stores up rotational energy to release a series of blades contained within. Through a mix of maintaining its spin force and a variety of specialized tricks and attacks, this weapon will surely tear through any beast that stands in your path.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.

Hunting Horn

Dubbed the support of the party by those out of the know, the Hunting Horn is a force of nature itself. Capable of both buffing itself and its comrades in the heat of combat, this weapon can massively multiply the power of any party with the right player. Capable of dishing out massive damage and maintaining a variety of situational buffs and bonuses, this truly is a versatile weapon.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Massive Weapon. The sheer size of your weapon debilitates all attempts at hiding. You have a -5 to Stealth checks while wielding this weapon.
  • Blunt Weapon. Deal +10 Stagger damage on all attacks.
  • Vertical Launch. You may spend 1 AP to launch an ally upwards. Unless hit, their next attack counts as an aerial attack and deals mounting damage.
  • Note Charges. In order to harness the musical nature of the Hunting Horn, you gain note charges to play your melodies in the following ways listed below. You loose all charges if you are knocked prone or you are out of combat for 1 minute.
    • Basic Attack. When landing a basic attack, you gain 2 note charges. This increases to 3 charges at R4 and 4 charges at R8
    • Melody Sprint. You may expend 1 AP to move up to half of your movement speed and gain 1 note charge. This increases to 2 charges at R5.
    • Spinning Song. You may expend 2 AP to make an attack against an opponent that deals twice as much stagger damage, as well as gaining 1 note charge.
  • Melodies. You may use your gained note charges to play a variety of melodies which will be listed on the next page. Each different melody and each level will cost a different amount of charges determined by the tunings, and certain melodies will only be unlocked at certain weapon rarities. If you have enough charges, you can chain up to 3 melodies together at once. It costs 1 AP per melody you play and each melody lasts for 3 turns after you play it.
  • Encore. You may spend 1 extra AP when playing a series of melodies or play those melodies again while they're still active in order to encore the melodies and increase their potency by 1 level. Final level melodies or melodies with a single level cannot be encored.
  • Tunings. A hunting horn can only have 7 melodies tuned at a time, with three always being Self Improvement, Melody Duration Up, and a version of Echo Note. You can custom create your own tunings or use the preset tunings listed on the page following the melodies. These tunings can be swapped out at camp or between hunts.

Rarity Basic Attack Basic Charge Sprint Charge
R1 1d8 R 2 1
R2 1d8+1 R 2 1
R3 1d8+2 R 2 1
R4 1d8+3 R 3 1
R5 2d8 R 3 2
R6 2d8+1 R 3 2
R7 2d8+2 R 3 2
R8 2d8+3 R 4 2
R9 3d8 R 4 2
R10 3d8 R 4 2

Melodies (Note Cost)

Self Improvement

  • Self Improvement I (1 Note). Your movement speed is increased by 5 ft.
  • Self Improvement II (1 Note). Your movement speed is increased by 10 ft. and you gain a +1 to your attack rolls.

Assault Boost

  • Assault Boost I (1 Note). All hunters gain +1 to their attack rolls.
  • Assault Boost II (1 Note). All hunters gain +2 to their attack rolls.
  • Assault Boost III (2 Notes). All hunters gaun +3 to their attack rolls.

Affinity Boost

  • Affinity Boost I (2 Notes). All hunters' critical hit zones are increased by 1.
  • Affinity Boost II (3 Notes). All hunters' critical hit zones are increased by 2.

Raw Damage Boost

  • Raw Damage Boost I (3 Notes). All hunters gain +3 Raw damage.
  • Raw Damage Boost II (4 Notes). All hunters gain +6 Raw damage.
  • Raw Damage Boost III (5 Notes). All hunters gain +9 Raw damage.

Elemental Damage Boost

  • Elemental Damage Boost I (2 Notes). All hunters gain +3 Elemental damage if their weapon deals that type of damage.
  • Elemental Damage Boost II (2 Notes). All hunters gain +5 Elemental damage if their weapon deals that type of damage.
  • Elemental Damage Boost III (2 Notes). All hunters gain +7 Elemental damage if their weapon deals that type of damage.

Status Damage Boost

  • Status Damage Boost I (2 Notes). All hunters deal +5 Status damage if their weapon deals that type of damage.
  • Status Damage Boost II (2 Notes). All hunters deal +10 Status damage if their weapon deals that type of damage.
  • Status Damage Boost III (2 Notes). All hunters deal +15 Status damage if their weapon deals that type of damage.

Defense Boost

  • Defense Boost I (1 Notes). All hunters gain +1 DR.
  • Defense Boost II (2 Notes). All hunters gain +3 DR.
  • Defense Boost III (2 Notes). All hunters gain +5 DR.

Elemental Defense Boost

  • Elemental Defense Boost I (2 Notes). All hunters take -1 Elemental damage.
  • Elemental Defense Boost II (2 Notes). All hunters gain -3 Elemental damage.
  • Elemental Defense Boost III (3 Notes). All hunters gain -5 Elemental damage.

Status Defense Boost

  • Status Defense Boost I (1 Notes). Lower the DC for avoiding status afflictions by 1.
  • Status Defense Boost II (2 Notes). Lower the DC for avoiding status afflictions by 2.
  • Status Defense Boost III (3 Notes). Lower the DC for avoiding status afflictions by 3.

Earplugs

  • Earplugs I (2 Notes). Immunity to the Deafened, Ringing status effect.
  • Earplugs II (2 Notes). Immunity to the Deafened, Ringing and Deafened, Shellshocked status effects.
  • Earplugs III (2 Notes). Immunity to the Deafened, Ringing, Deafened, Shellshocked, and Deafened, Pained status effects.

Environmental Effect Negate

  • Environmental Effect Negate I (1 Notes). All hunters take half damage from natural environmental effects.
  • Environmental Effect Negate II (1 Notes). All hunters take no damage from natural environmental effects.

Health Boost

  • Health Boost I (2 Notes). All hunters gain +10 maximum HP.
  • Health Boost II (3 Notes). All hunters gain +15 maximum HP.
  • Health Boost III (5 Notes). All hunters gain +20 maximum HP.

Recovery Up

  • Recovery Up I (1 Notes). All hunters gain +5 health when using healing items.
  • Recovery Up II (1 Notes). All hunters gain +10 health when using healing items.
  • Recovery Up III (2 Notes). All hunters gain +15 health when using healing items.

Movement Speed Up

  • Movement Speed Up I (1 Notes). All hunters gain +5 ft. of movement speed. Does not stack with Self Improvement.
  • Movement Speed Up II (2 Notes). All hunters gain +10 ft. of movement speed. Does not stack with Self Improvement.
  • Movement Speed Up III (2 Notes). All hunters gain +15 ft. of movement speed. Does not stack with Self Improvement.

Melody Duration Up

  • Melody Duration Up (1 Notes). All currently active melodies last for 1 round longer.

Echo Note (Raw)

  • Echo Note (Raw) (3 Notes). Deals 1d10 Raw and 5 Stun damage to a target within a 5 ft. radius.

Echo Note (Element or Status)

  • Echo Note (Element or Status) (3 Notes). Deals 1d8 Elemental or 10 Status, and 5 Stun damage to a target within a 5 ft. radius.

Tunings

Steel Strings (R1)

  • Self Improvement I
  • Assault Boost I
  • Raw Damage Boost I
  • Defense Boost I
  • Health Boost I
  • Melody Duration Up
  • Echo Note (Raw)

Song of Ice and Fire (R3)

  • Self Improvement I
  • Affinity Boost I
  • Ice Defense Boost I
  • Fire Defense Boost I
  • Melody Duration Up
  • Echo Note (Ice)
  • Echo Note (Fire)

Rath Bane (R4)

  • Self Improvement I
  • Dragon Damage Boost I
  • Defense Boost I
  • Fire Defense Boost I
  • Poison Defense Boost I
  • Melody Duration Up
  • Echo Note (Dragon)

Impact Busters

A new weapon designed by the guild built to rely on charging thermal energy, these twin busters are fast blunt weapons capable of dishing out occasional staggers and mass amounts of burst damage. The unique sheaths mounted on the back and over the shoulders help to absorb the heat generated by the busters and can expend that energy to supercharge them or grant hunters a quick burst of speed.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Blunt Weapon. Deal +5 Stagger damage on all attacks.
  • Thermal Charging. Each time you land a successful hit with the Impact Busters, you gain a charge of thermal energy. You can hold a maximum of 7 charges, and when maxed, you enter the Thermal Impact state which is detailed below. Note that you loose all charges if you are knocked prone or you are out of combat for 1 minute.
    • Thermal Impact. Thermal Impact cost one charge per round, though it innately boosts your movement speed by 5ft. This increases to 10 ft. at R5 and 15 ft. at R9.
    • Thermal Dash. You may expend 1 charge and 1 AP to dash 10ft. in any direction. This increases to 15 ft. at R4, 20 ft. at R7, and 25 ft. at R10.
    • Impact Burst. You may expend 3 charges when making an attack. If the attack hits it deals double Stun damage, Elemental damage, and Status damage. If the weapon doesn't deal Elemental or Status damage, deal 2d4 bonus damage instead.

Rarity Basic Attack Thermal Speed Thermal Dash
R1 2d4 R 5 ft. 10 ft.
R2 2d4+1 R 5 ft. 10 ft.
R3 2d4+2 R 5 ft. 10 ft.
R4 2d4+3 R 5 ft. 15 ft.
R5 3d4 R 10 ft. 15 ft.
R6 3d4+1 R 10 ft. 15 ft.
R7 3d4+2 R 10 ft. 20 ft.
R8 3d4+3 R 10 ft. 20 ft.
R9 4d4 R 15 ft. 20 ft.
R10 4d4 R 15 ft. 25 ft.

Insect Glaive

???

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Vault. By spending 1 AP, you can launch yourself into the air using your glaive as leverage. Any attacks you make until the end of your turn count as aerial attacks and deal mounting damage.
  • Aerial Dash. While airborne (either by using your vault or being launched by another hunter) you can spend 1 AP to boost yourself 10 feet in a direction of your choice. This distance increases to 15 at R4, 20 at R7, and 25 at R10.
  • Aerial Slash/Aerial Whirlwind. While airborne, your attacks deal an additional 5 mounting damage. When you have the red extract, all aerial attacks have their base damage dice changed to d8's from d6's.
  • Kinsect Companion.
  • Essence Extract.
    • Red Extract. When you collect this extract, your basic attacks deal an additional 2 Raw damage. This increases to 4 at R5 and 6 at R9. In addition, this extract changes your Aerial Slash into Aerial Whirlwind.
    • Orange Extract. When you collect this extract, you gain +1 DR. This scales to +2 at R4, +3 at R7, and +4 at R10.
    • White Extract. When you collect this extract, you gain an additional 5 feet of movement speed. In addition, the distance of your Aerial Dash is increased by 5 feet. Both increase to 10 feet at R6.
    • Green Extract. When you collect this extract, you heal 5 hp. This increases to 10 hp at R5 and 15 hp at R9.
  • Triple Extract.

Rarity Basic Attack Whirlwind Kinsect Damage Red Ex. Orange Ex. White Ex. Green Ex. Triple Ex.
R1 1d6 R 1d8 R ??? +2 Raw +1 DR +5ft. 5 HP ???
R2 1d6+1 R 1d8+1 R ??? +2 Raw +1 DR +5ft. 5 HP ???
R3 1d6+2 R 1d8+2 R ??? +2 Raw +1 DR +5ft. 5 HP ???
R4 1d6+3 R 1d8+3 R ??? +2 Raw +2 DR +5ft. 5 HP ???
R5 2d6 R 2d8 R ??? +4 Raw +2 DR +5ft. 10 HP ???
R6 2d6+1 R 2d8+1 R ??? +4 Raw +2 DR +10ft. 10 HP ???
R7 2d6+2 R 2d8+2 R ??? +4 Raw +3 DR +10ft. 10 HP ???
R8 2d6+3 R 2d8+3 R ??? +4 Raw +3 DR +10ft. 10 HP ???
R9 3d6 R 3d8 R ??? +6 Raw +3 DR +10ft. 15 HP ???
R10 3d6 R 3d8 R ??? +6 Raw +4 DR +10ft. 15 HP ???

Lance

A walking fortress, an untouchable tank, the Lance is truly the embodiment of safety. Capable of dishing damage and tanking more than any other, this weapon is designed to keep its wielder safe at all costs.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Massive Weapon. The sheer size of your weapon debilitates all attempts at hiding. You have a -5 to Stealth checks while wielding this weapon.
  • Shield. You gain +3 to your armor class and damage resistance. This increases to +4 at R3 and +5 at R6.
  • Charge. You may spend 2 AP to make a special attack where you charge forwards up to your movement speed +10 ft. You make make an attack against any opponents in your path so long as you have moved 15 ft. in a straight line before the attack. This attack deals 2d4 Raw damage and increases to 3d4 at R4 and 4d4 at R7.
  • Powerguard. As a reaction to being attacked, you may boost your armor class by +2 against that attack. This bonus increases to +3 at R3, +4 at R6, and +5 at R9.
  • Counter Thrust. If a creature misses an attack against you due to a powerguard, you may make a free weapon attack that is unmodified by weapon and armor skills. At R6 this changes and instead will allow weapon and armor skills to affect the attack.

Rarity Basic Attack Charge Powerguard Counter Thrust Shield Bonus
R1 1d8 R 2d4 R +2 AC No Skills +3
R2 1d8+1 R 2d4 R +2 AC No Skills +3
R3 1d8+2 R 2d4 R +2 AC No Skills +4
R4 1d8+3 R 3d4 R +3 AC No Skills +4
R5 2d8 R 3d4 R +3 AC No Skills +4
R6 2d8+1 R 3d4 R +4 AC Yes Skills +5
R7 2d8+2 R 4d4 R +4 AC Yes Skills +5
R8 2d8+3 R 4d4 R +4 AC Yes Skills +5
R9 3d8 R 4d4 R +5 AC Yes Skills +5
R10 3d8 R 4d4 R +5 AC Yes Skills +5

Longsword

A weapon capable of whipping through fast combos and with wide arcs, the longsword is a weapon to be feared in the right hands. With enough skill and practice one can become a leaf flowing through battle, untouched by the harshest of storms.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Spirit Gauge. Your weapon can store up to 7 charges which are gained whenever you land an attack. These charges can be used on the following abilities. You loose all charges if you are knocked prone or you are out of combat for 1 minute.
    • Spirit Slash. When you make an attack, you may expend any number of spirit charges to boost your damage by 1d6 raw damage if the attack hits. You do not gain a charge for this hit.
    • Spirit Thrust. When you hit with this weapon, you may choose to expend 2 spirit points and 1 AP to make an attack and charge 15ft. through the monster. You do not gain a charge for this hit.
    • Spirit Parry. As a reaction to a melee attack, you may expend any number of spirit points to add +1 to your armor class. If the attack fails to hit, you gain 3 spirit charges and make a free attack. The number of charges gained increases to 4 at R4 and to 5 at R7.
    • Spirit Combo. When you make an attack action, you may expend 3 spirit points and make another attack against the same target. You do not gain an extra charge from the extra attack.
    • Spirit Finisher. Using 3 AP, you can choose to expend 7 spirit points and choose a target within 15 feet. You then charge at them make two attacks that each deal +1d8 Raw damage.

Rarity Basic Attack Parry Charges
R1 1d8 R 3
R2 1d8+1 R 3
R3 1d8+2 R 3
R4 1d8+3 R 4
R5 2d8 R 4
R6 2d8+1 R 4
R7 2d8+2 R 5
R8 2d8+3 R 5
R9 3d8 R 5
R10 3d8 R 5

Magnet Spike

Switch Axe

A weapon capable of rapidly switching between both axe and sword form to utilize the phantasmagorical energy contained within, this special weapon is truly powerful in skilled hands.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Massive Weapon. The sheer size of your weapon debilitates all attempts at hiding. You have a -5 to Stealth checks while wielding this weapon.
  • Shift Forms. Using 1 AP, you can switch the form of your weapon between Axe form and Sword form.
  • Vertical Launch. You may spend 1 AP to launch an ally upwards. Unless hit, their next attack counts as an aerial attack and deals mounting damage.
  • Energy Charges. Each time you land a successful hit in Axe form, you gain 1 energy charge. You can hold a maximum of 9 charges and can spend them on the following actions. Note that you loose all charges if you are knocked prone or you are out of combat for 1 minute.
    • Sword Slash. In order to make a basic attack while in Sword form, you must expend 1 energy charge.
    • Explosive Discharge. By expending 5 charges and 2 AP, you may make a special attack that deals either 2d6 bonus Elemental (or Raw) damage or 10 bonus Status damage based on what your weapon deals. These bonuses increase to 3d6 or 15 damage at R5 and 4d6 or 20 damage at R9. Your weapon automatically switches back to Axe form after this attack.
    • Zero Sum Discharge. By expending all 9 charges and 2 AP, you unleash a massive burst of explosive energy in an attack that either 2d10 bonus Elemental (or Raw) damage or 20 bonus Status damage based on what your weapon deals. These bonuses increase to 3d10 or 30 damage at R5 and 4d10 or 40 damage at R9. Your weapon automatically switches back to Axe form after this attack.

Rarity Basic Attack (Axe) Basic Attack (Sword) ED Damage ZSD Damage
R1 1d8 R 1d10 R 2d6 or 10 2d10 + 20
R2 1d8+1 R 1d10+1 R 2d6 or 10 2d10 + 20
R3 1d8+2 R 1d10+2 R 2d6 or 10 2d10 + 20
R4 1d8+3 R 1d10+3 R 2d6 or 10 2d10 + 20
R5 2d8 R 2d10 R 3d6 or 15 3d10 + 30
R6 2d8+1 R 2d10+1 R 3d6 or 15 3d10 + 30
R7 2d8+2 R 2d10+2 R 3d6 or 15 3d10 + 30
R8 2d8+3 R 2d10+3 R 3d6 or 15 3d10 + 30
R9 3d8 R 3d10 R 4d6 or 20 4d10 + 40
R10 3d8 R 3d10 R 4d6 or 20 4d10 + 40

Sword & Shield

A versatile weapon when in capable hands, the sword and shield is one of the simplest weapons to use and hardest to master. With a mix of oils allowing for situational diversity no matter the occasion, this weapon can truly be prepared for anything.

Weapon Skills

  • Melee Weapon. Attacks made with this weapon benefit from Strength and add the user's strength modifier to the damage dealt.
  • Shield. You gain +1 to your armor class and damage resistance. This increases to +2 at R3 and +3 at R6.
  • Free Hands. You can use consumable items while using an action to move.
  • Oils. The Sword and Shield's unique design allows the blade to be coated in a variety of specialized oils to boost its combat effeciveness. This oil can also be made during combat, usually mixed from the blood of monsters and a variety of other items and herbs found around. Each time you land a successful melee attack against a foe, you gain 1 oil charge and can hold a maximum of 7 oil charges. You may expend 3 oil charges to gain 1 oil of your choice of the following. Each oil takes 1 AP to trigger and has a duration of 3 rounds. You can hold up to 2 oils at once, which increases to 3 at R4, 4 at R7, and 5 at R10. You loose all excess oil charges if you are knocked prone or you are out of combat for 1 minute.
    • Assault Oil. Grants a +1 to attack rolls. This increases to +2 at R4 and to +3 at R8.
    • Critical Oil. Your critical hit range increases by 1. This increases to 2 at R6.
    • Destroyer Oil. You deal an extra weapon damage die of Raw damage to parts. This increases to 2 additional weapon damage dice at R6.
    • Stamina Oil. Deal an extra 5 Exhaust damage with your attacks. This increases to 10 at R4 and to 15 at R8.
  • Chaos Oil. When you have 7 oil charges, you can choose to expend them all with 1 AP to unleash the power of the chaos oil; a special creation designed by a lazy hunter who didn't want to individually apply each oil. You gain the effects of all other oils at once for 3 rounds. This effect can stack with other oils, although you cannot gain oil charges while this is active.

Rarity Basic Attack Max Oils A. Oil C. Oil D. Oil S. Oil
R1 1d6 R 2 3
R2 1d6+1 R 2 3
R3 1d6+2 R 2 3
R4 1d6+3 R 3 4
R5 2d6 R 3 4
R6 2d6+1 R 3 4
R7 2d6+2 R 4 5
R8 2d6+3 R 4 5
R9 3d6 R 4 5
R10 3d6 R 5 5

Throwing Scythe

A vicious new hunting weapon designed in part by the old Wyverians, this weapon is capable of stealing the very essence of monsters' strengths and allows you to channel them into yourself. This versatility will allow hunters a new approach when hunting monsters, as picking your targets carefully is key.

Weapon Skills

  • "Ranged" Weapon. Attacks made with this weapon benefit from Dexterity and add the user's dexterity modifier to the damage dealt.
  • Massive Weapon. The sheer size of your weapon debilitates all attempts at hiding. You have a -5 to Stealth checks while wielding this weapon.
  • Vertical Launch. You may spend 1 AP to launch an ally upwards. Unless hit, their next attack counts as an aerial attack and deals
  • Throws. Using 2 AP, you may throw your scythe in either of the following ways, hitting all foes within range. The damage for throw attacks is listed in the table.
    • Straight Throw. You throw your scythe in a 15 ft. line starting from yourself in a direction you choose.
    • Orbit Throw. You throw your scythe in a 5ft. radius around yourself.
  • Soul Energies. When you make a throwing attack with your scythe you can choose to steal a sliver of the target's soul energy. The type of soul energy is determined by where the target is hit. You can have a maximum of 3 soul energies at once. This increases to 4 at R4 and 5 at R7. You may only have 1 of each energy at a time. This increases to 2 at a time at R5 and 3 at a time at R9.
    • Swift Soul. By targeting the wings or back of the monster, you gain a Swift Soul. Your straight throw range and orbit throw radius are increased by 5 ft. per Swift Soul. Finishers gain 5ft. bonus range per Swift Soul.
    • Steel Soul. By targeting the head or horns of the monster, you gain a Steel Soul. Your throw attacks deal an extra 5 Stagger damage per Steel Soul and melee attacks deal an extra 10 Stagger damage per Steel Soul. Finishers gain +15 Stagger damage per Steel Soul.
    • Assault Soul. By targeting the body of the monster (or by not specifying a target), you gain an Assault Soul. You gain a +1 to your attack rolls per Assault Soul. Finishers gain the same benefit or the DC required to avoid damage is increased by the same amount.
    • Strength Soul. By targeting the forelimbs of the monster, you gain a Strength Soul. You deal +3 Raw damage on throw attacks and +5 Raw damage on melee attacks per Strength Soul. Finishers gain +5 Raw damage per Strength Soul.
    • Critical Soul. By targeting the tail of the monster, you gain a Critical Soul. Your critical hit zone is increased by 1 per Critical Soul.

Weapon Skills (Cont.)

  • Reapers' Finishers. When you have at least 3 soul energies, you may choose to burn them all to release a special soulfire attack. These special attacks gain the benefits of the souls spent to use them, though you burn all of your souls when you do.
    • Soulfire Arc. Release an arc of soulfire in a 25 ft. line that deals 2d4 Elemental (or Raw if none) damage or 5 Status damage per tile (eg. Larger targets take more damage). This damage increases to 4d4 or 10 Status damage at R6.
    • Soulfire Blaze. Release a burst of soulfire in a 15ft. cone that deals 3d6 Elemental (or Raw if none) damage or 15 Status damage. Targets within range must pass a DC 13 Dexterity check to take half damage instead. This increases to DC 14 at R4, DC 15 at R7, and DC 16 at R10.

Rarity Basic Attack Throwing Damage Soul Cap Multi-Souls SF Arc SF Blaze
R1 1d10 R 1d6 R 3 1 2d4 or 5 DC 13
R2 1d10+1 R 1d6+1 R 3 1 2d4 or 5 DC 13
R3 1d10+2 R 1d6+2 R 3 1 2d4 or 5 DC 13
R4 1d10+3 R 1d6+3 R 4 1 2d4 or 5 DC 14
R5 2d10 R 2d6 R 4 2 2d4 or 5 DC 14
R6 2d10+1 R 2d6+1 R 4 2 4d4 or 10 DC 14
R7 2d10+2 R 2d6+2 R 5 2 4d4 or 10 DC 15
R8 2d10+3 R 2d6+3 R 5 2 4d4 or 10 DC 15
R9 3d10 R 3d6 R 5 3 4d4 or 10 DC 15
R10 3d10 R 3d6 R 5 3 4d4 or 10 DC 16

Tonfas

Equipment Skills

Below is a list of all the skills used in the game. They will be listed in alphabetical order for your convenience, allowing you to search to your heart's content. All skills will also display all possible levels, allowing you to see the maximum potential for builds. Use this to see what skills could be useful for any new and unique build ideas. This list is subject to change based on future play testing and personal opinion.

Agitator

  • Agitator 1. Deal an extra 3 weapon damage if the monster is enraged.
  • Agitator 2. Deal an extra 5 weapon damage if the monster is enraged.
  • Agitator 3. Deal an extra 7 weapon damage if the monster is enraged.
  • Agitator 4. Deal an extra 10 weapon damage if the monster is enraged.
  • Agitator 5. Deal an extra 13 weapon damage if the monster is enraged.

Airborne

  • Airborne. Damage dealt while airborne is increased by one die of damage.

Alarm Clock

  • Alarm Clock. Damage dealt to a sleeping monster is tripled instead of doubled.

Ammo Up

  • Ammo Up 1. Increase the maximum number of bowgun shells you can load at once by 1.
  • Ammo Up 2. Increase the maximum number of bowgun shells you can load at once by 2.
  • Ammo Up 3. Increase the maximum number of bowgun shells you can load at once by 3.

Anti-Theft

  • Anti-Theft. Prevents items from being stolen.

Artillery

  • Artillery 1. Increase the damage of the following attacks by +2: gunlance shells, wyvern's fire, charge blade phial attacks, bowgun sticky ammo cluster bomb ammo, and wyvern ammo.
  • Artillery 2. Increase the damage of the following attacks by +5: gunlance shells, wyvern's fire, charge blade phial attacks, bowgun sticky ammo cluster bomb ammo, and wyvern ammo.
  • Artillery 3. Increase the damage of the following attacks by 1 extra damage die + 5: gunlance shells, wyvern's fire, charge blade phial attacks, bowgun sticky ammo cluster bomb ammo, and wyvern ammo.

Attack Boost

  • Attack Boost 1. Increase weapon damage by 1d4.
  • Attack Boost 2. Increase weapon damage by 1d6.
  • Attack Boost 3. Increase weapon damage by 1d8.
  • Attack Boost 4. Increase weapon damage by 2d6.
  • Attack Boost 5. Increase weapon damage by 2d8.
  • Attack Boost 6. Increase weapon damage by 3d6. Increase your critical hit zone by 1.
  • Attack Boost 7. Increase weapon damage by 3d8. Increase your critical hit zone by 1.
  • Attack Boost 8. Increase weapon damage by 3d10. Increase your critical hit zone by 2.

Ballistics

  • Ballistics 1. Increase the range of Bows and Bowguns by 5 ft.
  • Ballistics 2. Increase the range of Bows and Bowguns by 10 ft.
  • Ballistics 3. Increase the range of Bows and Bowguns by 15 ft.

Blast Attack

  • Blast Attack 1. deal an extra 5 Blast damage.
  • Blast Attack 2. deal an extra 10 Blast damage.
  • Blast Attack 3. deal an extra 15 Blast damage.
  • Blast Attack 4. deal an extra 20 Blast damage.
  • Blast Attack 5. deal an extra 25 Blast damage.

Blast Resistance

  • Blast Resistance 1. Reduce Blast damage by 2.
  • Blast Resistance 2. Reduce Blast damage by 4.
  • Blast Resistance 3. Reduce Blast damage by 6. DC for DEX saving throws made to cure Blastblight and Blastscourge is now 15.
  • Blast Resistance 4. Reduce Blast damage by 8. You are immune to Blastblight. DC for DEX saving throws made to cure Blastscourge is now 15.
  • Blast Resistance 5. Reduce Blast damage by 10. You are immune to Blastblight, as well as the damage from Tarred. DC for DEX saving throws made to cure Blastscourge is now 15.
  • Blast Resistance 6. Reduce Blast damage by 12. You are immune to Blastblight and Blastscourge, as well as the damage from Tarred.

Bleed Attack

  • Bleed Attack 1. deal an extra 5 Bleed damage.
  • Bleed Attack 2. deal an extra 10 Bleed damage.
  • Bleed Attack 3. deal an extra 15 Bleed damage.
  • Bleed Attack 4. deal an extra 20 Bleed damage.
  • Bleed Attack 5. deal an extra 25 Bleed damage.

Bleed Resistance

  • Bleed Resistance 1. Reduce Bleed damage by 2.
  • Bleed Resistance 2. Reduce Bleed damage by 2. Reduce number of actions needed to cure down to 2
  • Bleed Resistance 3. You are immune to Bleed.

Blight Resistance

  • Blight Resistance 1. Gain a reduced effect of each elemental blight. If an elemental blight is already reduced in effect, gain immunity to that blight.
  • Blight Resistance 2. Gain immunity to all elemental blights.

Bloodblight Resistance

  • Bloodblight Resistance 1. When afflicted with Bloodblight, you no longer take Bleed damage if you fail to deal damage on your turn. In addition, you regain 10 hit points when you land an attack.
  • Bloodblight Resistance 2. When afflicted with Bloodblight, you no longer take Bleed damage if you fail to deal damage on your turn. In addition, healing item effectiveness is instead reduced to 75% and you regain 10 hit points when you land an attack.
  • Bloodblight Resistance 3. When afflicted with Bloodblight, you no longer take Bleed damage if you fail to deal damage on your turn. In addition, healing item effectiveness is returned to normal and you regain 10 hit points when you land an attack.

Botanist

  • Botanist 1. ?

Bubbly Dance

  • Bubbly Dance 1. When afflicted with bubbleblight, reduce the penalty to attack rolls to -3 instead of -5.
  • Bubbly Dance 2. When afflicted with bubbleblight, reduce the penalty to attack rolls to 0 instead of -5.
  • Bubbly Dance 2. When afflicted with bubbleblight, reduce the penalty to attack rolls to 0 instead of -5. In addition, further increase your movement speed by 10ft.

Buddy Rally

  • Buddy Rally 1. ?
  • Buddy Rally 2. ?
  • Buddy Rally 3. ?

Capacity Boost

  • Capacity Boost 1. Increase the number of gunlance shells, bowgun ammo loaded at a time, and charge blade phials by 1.
  • Capacity Boost 2. Increase the number of gunlance shells, bowgun ammo loaded at a time, and charge blade phials by 2.

Capture Master

  • Capture Master. You gain one additional roll when rolling for capture rewards. This cannot stack in any way.

Carnivore

  • Carnivore 1. ?

Carving Master

  • Carving Master. You can carve large monster corpses one additional time. This cannot stack in any way.

Chain Crit

  • Chain Crit 1. When landing attacks on a target against which you have already landed an attack this round, your critical hit zone is increased by 1. This effect can only stack once (Max of +1).
  • Chain Crit 2. When landing attacks on a target against which you have already landed an attack this round, your critical hit zone is increased by 1. This effect can stack two times (Max of +2).
  • Chain Crit 3. When landing attacks on a target against which you have already landed an attack this round, your critical hit zone is increased by 1. This effect can stack three times (Max of +3).

Constitution Boost

  • Constitution Boost 1. Your Constitution Ability Score increases by 1.
  • Constitution Boost 2. Your Constitution Ability Score increases by 2.
  • Constitution Boost 3. Your Constitution Ability Score increases by 3.
  • Constitution Boost 4. Your Constitution Ability Score increases by 4.
  • Constitution Boost 5. Your Constitution Ability Score increases by 5.
  • Constitution Boost 6. Your Constitution Ability Score increases by 5. You gain advantage on Constitution Saving Throws.

Cold-Blooded

  • Cold-Blooded 1. When in a cold environment, deal an extra 1d4 Raw damage. Deal an additional 1d6 Raw damage if you are under the effects of a Cool Drink.
  • Cold-Blooded 2. When in a cold environment, deal an extra 2d4 Raw damage. Deal an additional 2d6 Raw damage if you are under the effects of a Cool Drink.

Counterstrike

  • Counterstrike 1. If an attack is made against you and fails to connect, deal 1d4 Raw damage to the attacker.
  • Counterstrike 2. If an attack is made against you and fails to connect, deal 1d6 Raw damage to the attacker.
  • Counterstrike 3. If an attack is made against you and fails to connect, deal 1d8 Raw damage to the attacker.
  • Counterstrike 4. If an attack is made against you and fails to connect, deal 1d10 Raw damage to the attacker.

Crisis

  • Crisis 1. Deal +5 Raw damage when afflicted with an abnormal status effect.
  • Crisis 2. Deal +10 Raw damage when afflicted with an abnormal status effect.
  • Crisis 3. Deal +15 Raw damage when afflicted with an abnormal status effect.

Critical Boost

  • Critical Boost 1. Roll an aditional damage die when determining damage on a critical hit.
  • Critical Boost 2. Roll an aditional two damage dice when determining damage on a critical hit.
  • Critical Boost 3. Roll an aditional three damage dice when determining damage on a critical hit.

Critical Element

  • Critical Element 1. Critical hits deal an extra damage die of elemental damage. The damage die is based on your current elemental damage dice.
  • Critical Element 2. Critical hits deal an extra two damage dice of elemental damage. The damage die is based on your current elemental damage dice.

Critical Eye

  • Critical Eye 1. Increase your critical hit range by 1.
  • Critical Eye 2. Increase your critical hit range by 2.
  • Critical Eye 3. Increase your critical hit range by 3.
  • Critical Eye 4. Increase your critical hit range by 4.
  • Critical Eye 5. Increase your critical hit range by 5.

Critical Status

  • Critical Status 1. Critical hits deal an extra 5 points of status damage.
  • Critical Status 2. Critical hits deal an extra 10 points of status damage.

Dash Master

  • Dash Master 1. When using multiple actions to dash, gain +5 movement speed on subsequent movement actions.
  • Dash Master 2. When using multiple actions to dash, gain +10 movement speed on subsequent movement actions.
  • Dash Master 3. When using multiple actions to dash, gain +15 movement speed on subsequent movement actions.

Deadeye

  • Deadeye 1. Reduce monster part targeting modifier to -4 instead of -5.
  • Deadeye 2. Reduce monster part targeting modifier to -3 instead of -5.
  • Deadeye 3. Reduce monster part targeting modifier to -2 instead of -5.
  • Deadeye 4. Reduce monster part targeting modifier to -1 instead of -5.
  • Deadeye 5. Reduce monster part targeting modifier to 0 instead of -5.

Defense Boost

  • Defense Boost 1. Gain 2 damage resistance.
  • Defense Boost 2. Gain 4 damage resistance.
  • Defense Boost 3. Gain 6 damage resistance.
  • Defense Boost 4. Gain 8 damage resistance.
  • Defense Boost 5. Gain 10 damage resistance.
  • Defense Boost 6. Gain 12 damage resistance.
  • Defense Boost 7. Gain 15 damage resistance.

Defense Down Resistance

  • Defense Down Resistance 1. Defense Down only reduces AC by 4.
  • Defense Down Resistance 2. Defense Down only reduces AC by 3.
  • Defense Down Resistance 3. Defense Down only reduces AC by 2.
  • Defense Down Resistance 4. You are immune to Defense Down.

Detect

  • Detect 1. You are aware of the locations of monsters on the map, though you do not know what they are.
  • Detect 2. You are aware of the locations of monsters on the map, as well as what they are.

Dexterity Boost

  • Dexterity Boost 1. Your Dexterity Ability Score increases by 1.
  • Dexterity Boost 2. Your Dexterity Ability Score increases by 2.
  • Dexterity Boost 3. Your Dexterity Ability Score increases by 3.
  • Dexterity Boost 4. Your Dexterity Ability Score increases by 4.
  • Dexterity Boost 5. Your Dexterity Ability Score increases by 5.
  • Dexterity Boost 6. Your Dexterity Ability Score increases by 5. You gain advantage on Dexterity Saving Throws.

Divine Blessing

  • Divine Blessing 1. If an attack hits you and the roll is only 2 or less above your armor class, reduce the raw damage taken by 3. This can reduce the Raw damage taken to 0.
  • Divine Blessing 2. If an attack hits you and the roll is only 2 or less above your armor class, reduce the raw damage taken by 5. This can reduce the Raw damage taken to 0.
  • Divine Blessing 3. If an attack hits you and the roll is only 4 or less above your armor class, reduce the raw damage taken by 5. This can reduce the Raw damage taken to 0.
  • Divine Blessing 4. If an attack hits you and the roll is only 4 or less above your armor class, reduce the raw damage taken by 7. This can reduce the Raw damage taken to 0.

Dragon Attack

  • Dragon Attack 1. Deal an extra 1d4 Dragon damage with your weapon attacks.
  • Dragon Attack 2. Deal an extra 1d4 + 2 Dragon damage with your weapon attacks.
  • Dragon Attack 3. Deal an extra 2d4 Dragon damage with your weapon attacks.
  • Dragon Attack 4. Deal an extra 2d4 +2 Dragon damage with your weapon attacks.
  • Dragon Attack 5. Deal an extra 3d4 Dragon damage with your weapon attacks.
  • Dragon Attack 6. Deal an extra 3d4 +2 Dragon damage with your weapon attacks.
  • Dragon Attack 7. Deal an extra 4d4 Dragon damage with your weapon attacks.

Dragon Resistance

  • Dragon Resistance 1. Take -2 Dragon damage. The damage cannot be reduced below 1.
  • Dragon Resistance 2. Take -4 Dragon damage. The damage cannot be reduced below 1.
  • Dragon Resistance 3. Take -6 Dragon damage. The damage cannot be reduced below 1. Elemental and status damage dealt is only reduced by half when afflicted with Dragonblight.
  • Dragon Resistance 4. Take -8 Dragon damage. The damage cannot be reduced below 1. Elemental and status damage dealt is only reduced by half when afflicted with Dragonblight.
  • Dragon Resistance 5. Take -10 Dragon damage. The damage cannot be reduced below 1. Gain immunity to Dragonblight.
  • Dragon Resistance 6. Take -12 Dragon damage. Gain immunity to Dragonblight.

Dragonsoul

  • Dragonheart 1. While under half health, you loose the ability to deal elemental and status damage, but gains 1 extra weapon die of Raw damage and +3 Elemental resistance.
  • Dragonheart 2. While under half health, you loose the ability to deal elemental and status damage, but gains 2 extra weapon dice of Raw damage and +5 Elemental resistance.

Earplugs

  • Earplugs 1. Immunity to the Deafened, Ringing status effect, Reduce the effect of the Deafened, Shellshocked status to that of Deafened, Ringing and the effect of the Deafened, Pained status to that of Deafened, Shellshocked
  • Earplugs 2. Immunity to the Deafened, Ringing and Deafened, Shellshocked status effects. Reduce the effect of the Deafened, Pained status to that of Deafened, Ringing.
  • Earplugs 3. Immunity to all forms of the Deafened status effect.

Earth Attack

  • Earth Attack 1. Deal an extra 1d4 Earth damage with your weapon attacks.
  • Earth Attack 2. Deal an extra 1d4 + 2 Earth damage with your weapon attacks.
  • Earth Attack 3. Deal an extra 2d4 Earth damage with your weapon attacks.
  • Earth Attack 4. Deal an extra 2d4 +2 Earth damage with your weapon attacks.
  • Earth Attack 5. Deal an extra 3d4 Earth damage with your weapon attacks.
  • Earth Attack 6. Deal an extra 3d4 +2 Earth damage with your weapon attacks.
  • Earth Attack 7. Deal an extra 4d4 Earth damage with your weapon attacks.

Earth Resistance

  • Earth Resistance 1. Take -2 Earth damage. The damage cannot be reduced below 1.
  • Earth Resistance 2. Take -4 Earth damage. The damage cannot be reduced below 1.
  • Earth Resistance 3. Take -6 Earth damage. The damage cannot be reduced below 1. Earthblight no longer reduces your attack rolls.
  • Earth Resistance 4. Take -8 Earth damage. The damage cannot be reduced below 1. Earthblight no longer reduces your attack rolls.
  • Earth Resistance 5. Take -10 Earth damage. The damage cannot be reduced below 1. Gain immunity to Earthblight.
  • Earth Resistance 6. Take -12 Earth damage. Gain immunity to Earthblight.

Elderseal Boost

  • Elderseal Boost 1. +10 Elderseal damage.
  • Elderseal Boost 2. +15 Elderseal damage.
  • Elderseal Boost 3. +20 Elderseal damage.
  • Elderseal Boost 4. +25 Elderseal damage.

Elemental Acceleration

  • Elemental Acceleration 1. For each turn you land a hit on the monster, you deal an additional ramping bonus elemental damage. This bonus increases each round and progresses as follows: 1d4, 1d6, 1d8, 1d10, 1d12. If you go for 1 round without hitting the monster, the bonus regresses a level. If you are knocked prone or are out of combat for 1 minute, the progression resets.
  • Elemental Acceleration 2. For each turn you land a hit on the monster, you deal an additional ramping bonus elemental damage. This bonus increases each round and progresses as follows: 1d6, 1d8, 1d10, 1d12, 1d20. If you go for 1 round without hitting the monster, the bonus regresses a level. If you are knocked prone or are out of combat for 1 minute, the progression resets.

Elemental Conversion

  • Elemental Conversion 1. For each point of elemental damage resistance you have that matches the element of your weapon, deal half of that value (rounded down) in aditional elemental damage.
  • Elemental Conversion 2. For each point of elemental damage resistance you have that matches the element of your weapon, deal that much aditional elemental damage.

Enduring

  • Enduring 1. Consumable effects that last for a number of rounds last for an additional round.
  • Enduring 2. Consumable effects that last for a number of rounds last for an additional 2 rounds.

Escape Runner

  • Escape Runner 1. When using a movement action to move away from the monster for the whole distance, you gain +5 to your movement speed.
  • Escape Runner 2. When using a movement action to move away from the monster for the whole distance, you gain +10 to your movement speed.
  • Escape Runner 3. When using a movement action to move away from the monster for the whole distance, you gain +15 to your movement speed.

Evade Extender

  • Evade Extender 1. When an attack is made against you and fails to hit, you may choose to move up to 5ft. in any direction. This may occur only once per turn.
  • Evade Extender 2. When an attack is made against you and fails to hit, you may choose to move up to 10ft. in any direction. This may occur only once per turn.
  • Evade Extender 3. When an attack is made against you and fails to hit, you may choose to move up to 15ft. in any direction. This may occur only once per turn.

Evade Window

  • Evade Window 1. Gain 1 Dodge charge. If you are hit by an attack, you can choose to not be hit by the attack by expending a charge. If you choose to do so, you only have two actions on your next turn. You may only spend one Dodge charge each round.
  • Evade Window 2. Gain 2 Dodge charge. If you are hit by an attack, you can choose to not be hit by the attack by expending a charge. If you choose to do so, you only have two actions on your next turn. You may only spend one Dodge charge each round.
  • Evade Window 3. Gain 3 Dodge charge. If you are hit by an attack, you can choose to not be hit by the attack by expending a charge. If you choose to do so, you only have two actions on your next turn. You may only spend one Dodge charge each round.
  • Evade Window 4. Gain 3 Dodge charge. If you are hit by an attack, you can choose to not be hit by the attack by expending a charge.

Fire Attack

  • Fire Attack 1. Deal an extra 1d4 Fire damage with your weapon attacks.
  • Fire Attack 2. Deal an extra 1d4 + 2 Fire damage with your weapon attacks.
  • Fire Attack 3. Deal an extra 2d4 Fire damage with your weapon attacks.
  • Fire Attack 4. Deal an extra 2d4 +2 Fire damage with your weapon attacks.
  • Fire Attack 5. Deal an extra 3d4 Fire damage with your weapon attacks.
  • Fire Attack 6. Deal an extra 3d4 +2 Fire damage with your weapon attacks.
  • Fire Attack 7. Deal an extra 4d4 Fire damage with your weapon attacks.

Fire Resistance

  • Fire Resistance 1. Take -2 Fire damage. The damage cannot be reduced below 1.
  • Fire Resistance 2. Take -4 Fire damage. The damage cannot be reduced below 1.
  • Fire Resistance 3. Take -6 Fire damage. The damage cannot be reduced below 1. Reduce DC on DEX saving throw to cure Fireblight to 12.
  • Fire Resistance 4. Take -8 Fire damage. The damage cannot be reduced below 1. Reduce DC on DEX saving throw to cure Fireblight to 12.
  • Fire Resistance 5. Take -10 Fire damage. The damage cannot be reduced below 1. Gain immunity to Fireblight.
  • Fire Resistance 6. Take -12 Fire damage. Gain immunity to Fireblight.

Focus

  • Focus 1. If you were to gain any number of charges for an ability of any kind, gain that many plus 1 instead.
  • Focus 2. If you were to gain any number of charges for an ability of any kind, gain that many plus 2 instead.

Fortitude

  • Fortitude 1. For each faint in a quest, you gain +5 weapon damage and +1 to your armor class.
  • Fortitude 2. For each faint in a quest, you gain +10 weapon damage and +2 to your armor class.

Free Element

  • Free Element 1. Your weapon deals an additional 2 elemental damage of your choice. The damage type may not change during a hunt except when at camp. This damage is ignored by Non-Elemental Boost, allowing it to still trigger.
  • Free Element 2. Your weapon deals an additional 4 elemental damage of your choice. The damage type may not change during a hunt except when at camp. This damage is ignored by Non-Elemental Boost, allowing it to still trigger.
  • Free Element 3. Your weapon deals an additional 6 elemental damage of your choice. The damage type may not change during a hunt except when at camp. This damage is ignored by Non-Elemental Boost, allowing it to still trigger.

Free Meal

  • Free Meal 1. When you consume an item, roll a d4. On a 4, you do not loose that item.
  • Free Meal 2. When you consume an item, roll a d4. On a 3 or higher, you do not loose that item.
  • Free Meal 3. When you consume an item, roll a d4. On a 2 or higher, you do not loose that item.

Frenzy Boost

  • Frenzy Boost 1. While Frenzied, Increase critical hit zone by 3 and deal 1 extra weapon die of damage + 3 instead.
  • Frenzy Boost 2. While Frenzied, Increase critical hit zone by 4 and deal 2 extra weapon dice of damage instead.

Frenzy Resistance

  • Frenzy Resistance 1. Reduce the required damage to ignore negative effects of Frenzied to (10 x Weapon Rarity).
  • Frenzy Resistance 2. Reduce the required damage to ignore negative effects of Frenzied to (8 x Weapon Rarity).

Geologist

  • Geologist 1. ?

Good Luck

  • Good Luck 1. Gain a +1 to hunt reward rolls.
  • Good Luck 2. Gain a +2 to hunt reward rolls.
  • Good Luck 3. Gain a +3 to hunt reward rolls.

Guard

  • Guard 1. Shields provide +2 damage resistance.
  • Guard 2. Shields provide +3 damage resistance.
  • Guard 3. Shields provide +4 damage resistance.
  • Guard 4. Shields provide +5 damage resistance.
  • Guard 5. Shields provide +6 damage resistance.

Guard Up

  • Guard Up 1. When attacked by an AoE attack, you may spend your reaction to create a blockade with your shield and create a cone behind you that is unaffected by the AoE. The cone starts at your position and faces away from the center of the AoE. If you are at the center of the AoE, create a 10ft. radius circle around you that is unaffected by the AoE. You automatically fail any checks associated with the attack if you choose to do this.
  • Guard Up 2. When you make this reaction, you may still attempt the saving throw as normal.

Guts

  • Guts 1. Once per hunt when you fall to 0hp, you instead fall to 1hp.
  • Guts 2. Twice per hunt when you fall to 0hp, you instead fall to 1hp.

Heavy Polish

  • Heavy Polish 1. ?

Heroics

  • Heroics 1. While below 15 hp, deal an extra damage die of damage.
  • Heroics 2. While below 20 hp, deal an extra 2 damage dice of damage.
  • Heroics 3. While below 30 hp, deal an extra 2 damage dice of damage.

Heroic Shield

  • Heroic Shield 1. Gain +5 damage resistance against basic attacks from foes.
  • Heroic Shield 2. Gain +10 damage resistance against basic attacks from foes.
  • Heroic Shield 3. Gain +15 damage resistance against basic attacks from foes.

Horn Maestro

  • Horn Maestro 1. Increase the duration of melodies you play by 2 rounds.
  • Horn Maestro 2. Increase the duration of melodies you play by 4 rounds.

Hot-Blooded

  • Hot-Blooded 1. When in a hot environment, deal an extra 1d4 Raw damage. Deal an additional 1d6 Raw damage if you are under the effects of a Hot Drink.
  • Hot-Blooded 1. When in a hot environment, deal an extra 2d4 Raw damage. Deal an additional 2d6 Raw damage if you are under the effects of a Hot Drink.

Hunger Resistance

  • Hunger Resistance 1. ?

Ice Attack

  • Ice Attack 1. Deal an extra 1d4 Ice damage with your weapon attacks.
  • Ice Attack 2. Deal an extra 1d4 + 2 Ice damage with your weapon attacks.
  • Ice Attack 3. Deal an extra 2d4 Ice damage with your weapon attacks.
  • Ice Attack 4. Deal an extra 2d4 +2 Ice damage with your weapon attacks.
  • Ice Attack 5. Deal an extra 3d4 Ice damage with your weapon attacks.
  • Ice Attack 6. Deal an extra 3d4 +2 Ice damage with your weapon attacks.
  • Ice Attack 7. Deal an extra 4d4 Ice damage with your weapon attacks.

Ice Resistance

  • Ice Resistance 1. Take -2 Ice damage. The damage cannot be reduced below 1.
  • Ice Resistance 2. Take -4 Ice damage. The damage cannot be reduced below 1.
  • Ice Resistance 3. Take -6 Ice damage. The damage cannot be reduced below 1. When afflicted with Iceblight, only attack actions cost an extra action to perform.
  • Ice Resistance 4. Take -8 Ice damage. The damage cannot be reduced below 1. When afflicted with Iceblight, only attack actions cost an extra action to perform.
  • Ice Resistance 5. Take -10 Ice damage. The damage cannot be reduced below 1. Gain immunity to Iceblight.
  • Ice Resistance 6. Take -12 Ice damage. Gain immunity to Iceblight and Snowman.

Incitement

  • Incitement 1. The monster is somewhat more more likely to target you.
  • Incitement 2. The monster is much more likely to target you.

Iron Wall

  • Iron Wall 1. Gain a +1 to your armor class.
  • Iron Wall 2. Gain a +2 to your armor class.
  • Iron Wall 3. Gain a +3 to your armor class.
  • Iron Wall 4. Gain a +4 to your armor class.
  • Iron Wall 5. Gain a +5 to your armor class.

Item Prolonger

  • Item Prolonger 1. Consumable items with durations (excluding meats) last for 1 additional round.
  • Item Prolonger 2. Consumable items with durations (excluding meats) last for 2 additional rounds.
  • Item Prolonger 3. Consumable items with durations (excluding meats) last for 3 additional rounds.

Latent Power

  • Latent Power 1. ?

Lone Wolf

  • Lone Wolf 1. ?

Marathon Runner

  • Marathon Runner 1. Gain a +5 to movement speed.
  • Marathon Runner 2. Gain a +10 to movement speed.
  • Marathon Runner 3. Gain a +15 to movement speed.
  • Marathon Runner 4. Gain a +20 to movement speed.

Master Mounter

  • Master Mounter 1. ?
  • Master Mounter 2. ?

Master's Touch

  • Master's Touch. ?

Maximum Might

  • Maximum Might 1. While at full hp, increase your critical hit range by 1.
  • Maximum Might 2. While at full hp, increase your critical hit range by 2.
  • Maximum Might 3. While at full hp, increase your critical hit range by 3.

Mind's Eye

  • Mind's Eye 1. Gain a +1 to attack rolls.
  • Mind's Eye 2. Gain a +2 to attack rolls.
  • Mind's Eye 3. Gain a +3 to attack rolls.
  • Mind's Eye 4. Gain a +4 to attack rolls.

Monstrous Mastery

  • Monstrous Mastery 1. Monster set bonus abilities that have multiple uses can be used 1 additional time.
  • Monstrous Mastery 2. Monster set bonus abilities that have multiple uses can be used 2 additional times.

Muck Resistance

  • Muck Resistance 1. ?

Mushroomancer

  • Mushroomancer 1. ?

Non-Elemental Boost

  • Non-Elemental Boost 1. Weapons that deal no elemental or status damage gain a damage boost of one weapon damage die.
  • Non-Elemental Boost 2. Weapons that deal no elemental or status damage gain a damage boost of two weapon damage dice.

Pack Rat

  • Pack Rat 1. ?

Paralysis Attack

  • Paralysis Attack 1. deal an extra 5 Paralysis damage.
  • Paralysis Attack 2. deal an extra 10 Paralysis damage.
  • Paralysis Attack 3. deal an extra 15 Paralysis damage.
  • Paralysis Attack 4. deal an extra 20 Paralysis damage.
  • Paralysis Attack 5. deal an extra 25 Paralysis damage.

Paralysis Resistance

  • Paralysis Resistance 1. Reduce duration of Paralysis to 2 rounds.
  • Paralysis Resistance 2. Reduce duration of Paralysis to 2 rounds. Only cost 1 action for ally to get you back up.
  • Paralysis Resistance 3. Reduce duration of Paralysis to 1 round. Only cost 1 action for ally to get you back up.
  • Paralysis Resistance 4. You are immune to Paralysis.

Part Breaker

  • Part Breaker 1. Deal an extra weapon damage die against unbroken parts. This damage only applies to part HP.
  • Part Breaker 2. Deal an extra two weapon damage dice against unbroken parts. This damage only applies to part HP.
  • Part Breaker 3. Deal an extra three weapon damage dice against unbroken parts. This damage only applies to part HP.

Physique

  • Physique 1. ?

Poison Attack

  • Poison Attack 1. deal an extra 5 Poison damage.
  • Poison Attack 2. deal an extra 10 Poison damage.
  • Poison Attack 3. deal an extra 15 Poison damage.
  • Poison Attack 4. deal an extra 20 Poison damage.
  • Poison Attack 5. deal an extra 25 Poison damage.

Poison Resistance

  • Poison Resistance 1. Reduce Poison duration to 3 rounds.
  • Poison Resistance 2. Reduce Poison duration to 3 rounds. Reduce Poison effect damage to 3.
  • Poison Resistance 3. You are immune to Poison.
  • Poison Resistance 4. You are immune to Poison and Venom.

Polar Resistance

  • Polar Resistance. You are immune to negative effects from extreme cold.

Rapid Morph

  • Rapid Morph 1. For weapons that can switch forms, you may switch forms as a free action once per round.
  • Rapid Morph 2. For weapons that can switch forms, you may switch forms as a free action twice per round.
  • Rapid Morph 2. For weapons that can switch forms, you may switch forms as a free action an unlimited number of times.

Razor Sharp

  • Razor Sharp 1. Increase the size of melee weapon damage dice by 1. (1d4 to 1d6, 1d6 to 1d8, max of 1d12)
  • Razor Sharp 2. Increase the size of melee weapon damage dice by 2. (1d4 to 1d8, 3d10 to 3d12+6, max of Xd12+6)

Recovery Up

  • Recovery Up 1. Increase the effectiveness of healing items by 5hp.
  • Recovery Up 2. Increase the effectiveness of healing items by 10hp.
  • Recovery Up 3. Increase the effectiveness of healing items by 15hp.

Reflection

  • Reflection 1. Successfully blocking an attack deals 3 damage to the monster.
  • Reflection 2. Successfully blocking an attack deals 7 damage to the monster.

Reload Speed

  • Reload Speed 1. ?

Resentment

  • Resentment 1. If you took damage in the previous round of combat, you deal an extra die of damage with your basic attacks.
  • Resentment 2. If you took damage in the previous round of combat, you deal two extra dice of damage with your basic attacks.

Resolve Boost

  • Resolve Boost 1. Your Resolve Ability Score increases by 1.
  • Resolve Boost 2. Your Resolve Ability Score increases by 2.
  • Resolve Boost 3. Your Resolve Ability Score increases by 3.
  • Resolve Boost 4. Your Resolve Ability Score increases by 4.
  • Resolve Boost 5. Your Resolve Ability Score increases by 5.
  • Resolve Boost 6. Your Resolve Ability Score increases by 5. You gain advantage on Resolve Saving Throws.

Sleep Attack

  • Sleep Attack 1. deal an extra 5 Sleep damage.
  • Sleep Attack 2. deal an extra 10 Sleep damage.
  • Sleep Attack 3. deal an extra 15 Sleep damage.
  • Sleep Attack 4. deal an extra 20 Sleep damage.
  • Sleep Attack 5. deal an extra 25 Sleep damage.

Sleep Resistance

  • Sleep Resistance 1. The duration of sleep is only 2 rounds.
  • Sleep Resistance 2. The duration of sleep is only 2 rounds. Only cost 1 action for ally to wake you.
  • Sleep Resistance 3. The duration of sleep is only 2 rounds. Only cost 1 action for ally to wake you. You don't take double damage while slept.
  • Sleep Resistance 4. You are immune to Sleep.

Slugger

  • Slugger 1. Deal +5 Stagger damage when landing attacks on the head or other such locations against targets.
  • Slugger 2. Deal +10 Stagger damage when landing attacks on the head or other such locations against targets.
  • Slugger 3. Deal +15 Stagger damage when landing attacks on the head or other such locations against targets.
  • Slugger 4. Deal +20 Stagger damage when landing attacks on the head or other such locations against targets.

Sneak

  • Sneak 1. Gain a +2 to Stealth checks.
  • Sneak 2. Gain a +3 to Stealth checks.
  • Sneak 3. Gain a +4 to Stealth checks. Monsters are less likely to target you.
  • Sneak 4. Gain a +5 to Stealth checks. Monsters are less likely to target you.

Spare Shot

  • Spare Shot 1. When making a ranged attack with a Bowgun or Bow using ammo or coatings, roll a d6 after each attack. If the value is a 6, you do not expend the ammo or coating.
  • Spare Shot 2. When making a ranged attack with a Bowgun or Bow using ammo or coatings, roll a d6 after each attack. If the value is a 5 or higher, you do not expend the ammo or coating.
  • Spare Shot 3. When making a ranged attack with a Bowgun or Bow using ammo or coatings, roll a d6 after each attack. If the value is a 4 or higher, you do not expend the ammo or coating.

Speed Eating

  • Speed Eating 1. Items that take multiple rounds to consume take only 1 round to consume.
  • Speed Eating 2. Items that take multiple rounds to consume take only 1 round to consume. You may consume 1 item for free each round on your turn.

Stamina Thief

  • Stamina Thief 1. deal an extra 5 Exhaust damage.
  • Stamina Thief 2. deal an extra 10 Exhaust damage.
  • Stamina Thief 3. deal an extra 15 Exhaust damage.
  • Stamina Thief 4. deal an extra 20 Exhaust damage.
  • Stamina Thief 5. deal an extra 25 Exhaust damage.

Steady Shot

  • Steady Shot 1. ?

Sticky Resistance

  • Sticky Resistance 1. ?

Strength Boost

  • Strength Boost 1. Your Strength Ability Score increases by 1.
  • Strength Boost 2. Your Strength Ability Score increases by 2.
  • Strength Boost 3. Your Strength Ability Score increases by 3.
  • Strength Boost 4. Your Strength Ability Score increases by 4.
  • Strength Boost 5. Your Strength Ability Score increases by 5.
  • Strength Boost 6. Your Strength Ability Score increases by 5. You gain advantage on Strength Saving Throws.

Stun Resistance

  • Stun Resistance 1. Reduce the DC of the DEX saving throw to cure stunned to 14.
  • Stun Resistance 2. Reduce the DC of the DEX saving throw to cure stunned to 12.
  • Stun Resistance 3. Reduce the DC of the DEX saving throw to cure stunned to 12. Only cost 1 action for ally to help you.
  • Stun Resistance 4. You are immune to Stun.

Super Recovery

  • Super Recovery 1. You gain a passive regeneration of 3hp per round.
  • Super Recovery 2. You gain a passive regeneration of 5hp per round.
  • Super Recovery 3. You gain a passive regeneration of 7hp per round.

Talisman Boost

  • Talisman Boost 1. Increase the level of skills equipped in your talisman by 1 if possible. If this goes above the maximum level, increase the effect by +1. Effects may vary based on the skill in question.
  • Talisman Boost 2. Increase the level of skills equipped in your talisman by 2 if possible. If this goes above the maximum level, increase the effect by +2. Effects may vary based on the skill in question.

Thermal Resistance

  • Thermal Resistance. You are immune to negative effects from extreme heat.

Thunder Attack

  • Thunder Attack 1. Deal an extra 1d4 Thunder damage with your weapon attacks.
  • Thunder Attack 2. Deal an extra 1d4 + 2 Thunder damage with your weapon attacks.
  • Thunder Attack 3. Deal an extra 2d4 Thunder damage with your weapon attacks.
  • Thunder Attack 4. Deal an extra 2d4 +2 Thunder damage with your weapon attacks.
  • Thunder Attack 5. Deal an extra 3d4 Thunder damage with your weapon attacks.
  • Thunder Attack 6. Deal an extra 3d4 +2 Thunder damage with your weapon attacks.
  • Thunder Attack 7. Deal an extra 4d4 Thunder damage with your weapon attacks.

Thunder Resistance

  • Thunder Resistance 1. Take -2 Thunder damage. The damage cannot be reduced below 1.
  • Thunder Resistance 2. Take -4 Thunder damage. The damage cannot be reduced below 1.
  • Thunder Resistance 3. Take -6 Thunder damage. The damage cannot be reduced below 1. Thunderblight only gives a -3 to DEX saving throws.
  • Thunder Resistance 4. Take -8 Thunder damage. The damage cannot be reduced below 1. Thunderblight only gives a -3 to DEX saving throws.
  • Thunder Resistance 5. Take -10 Thunder damage. The damage cannot be reduced below 1. Gain immunity to thunderblight.
  • Thunder Resistance 6. Take -12 Thunder damage. Gain immunity to thunderblight.

Trump Card

  • Trump Card 1. ?

Unity

  • Unity 1. ?
  • Unity 2. ?
  • Unity 3. ?

Vampire

  • Vampire 1. ?

Vitality Boost

  • Vitality Boost 1. Gain a +10 to your maximum hp.
  • Vitality Boost 2. Gain a +20 to your maximum hp.
  • Vitality Boost 3. Gain a +30 to your maximum hp.

Water Attack

  • Water Attack 1. Deal an extra 1d4 Water damage with your weapon attacks.
  • Water Attack 2. Deal an extra 1d4 + 2 Water damage with your weapon attacks.
  • Water Attack 3. Deal an extra 2d4 Water damage with your weapon attacks.
  • Water Attack 4. Deal an extra 2d4 +2 Water damage with your weapon attacks.
  • Water Attack 5. Deal an extra 3d4 Water damage with your weapon attacks.
  • Water Attack 6. Deal an extra 3d4 +2 Water damage with your weapon attacks.
  • Water Attack 7. Deal an extra 4d4 Water damage with your weapon attacks.

Water Resistance

  • Water Resistance 1. Take -2 Water damage. The damage cannot be reduced below 1.
  • Water Resistance 2. Take -4 Water damage. The damage cannot be reduced below 1.
  • Water Resistance 3. Take -6 Water damage. The damage cannot be reduced below 1. Waterblight only reduces movement speed by 15ft.
  • Water Resistance 4. Take -8 Water damage. The damage cannot be reduced below 1. Waterblight only reduces movement speed by 15ft.
  • Water Resistance 5. Take -10 Water damage. The damage cannot be reduced below 1. Gain immunity to waterblight.
  • Water Resistance 6. Take -12 Water damage. Gain immunity to waterblight.

Weakness Exploit

  • Weakness Exploit 1. Attacks against a monster's weakpoint have their critical hit zone increased by 1.
  • Weakness Exploit 2. Attacks against a monster's weakpoint have their critical hit zone increased by 2.
  • Weakness Exploit 3. Attacks against a monster's weakpoint have their critical hit zone increased by 3.

Wide Range

  • Wide Range 1. Allies gain 5 HP when you use a healing item. The healing given cannot exceed that of the item used.
  • Wide Range 2. Allies gain 10 HP when you use a healing item. The healing given cannot exceed that of the item used.
  • Wide Range 3. Allies gain 15 HP when you use a healing item. The healing given cannot exceed that of the item used.
  • Wide Range 4. Allies gain 20 HP when you use a healing item. The healing given cannot exceed that of the item used. Allies also gain the effects of curatives you use.
  • Wide Range 5. Allies gain 25 HP when you use a healing item. The healing given cannot exceed that of the item used. Allies also gain the effects of curatives and boosters you use.

Wind Attack

  • Wind Attack 1. Deal an extra 1d4 Wind damage with your weapon attacks.
  • Wind Attack 2. Deal an extra 1d4 + 2 Wind damage with your weapon attacks.
  • Wind Attack 3. Deal an extra 2d4 Wind damage with your weapon attacks.
  • Wind Attack 4. Deal an extra 2d4 +2 Wind damage with your weapon attacks.
  • Wind Attack 5. Deal an extra 3d4 Wind damage with your weapon attacks.
  • Wind Attack 6. Deal an extra 3d4 +2 Wind damage with your weapon attacks.
  • Wind Attack 7. Deal an extra 4d4 Wind damage with your weapon attacks.

Wind Resistance

  • Wind Resistance 1. Take -2 Wind damage. The damage cannot be reduced below 1.
  • Wind Resistance 2. Take -4 Wind damage. The damage cannot be reduced below 1.
  • Wind Resistance 3. Take -6 Wind damage. The damage cannot be reduced below 1. The DC to resist being knocked over is 10 instead of 15.
  • Wind Resistance 4. Take -8 Wind damage. The damage cannot be reduced below 1. The DC to resist being knocked over is 10 instead of 15.
  • Wind Resistance 5. Take -10 Wind damage. The damage cannot be reduced below 1. Gain immunity to Windblight.
  • Wind Resistance 6. Take -12 Wind damage. Gain immunity to Windblight.

Wits Boost

  • Wits Boost 1. Your Wits Ability Score increases by 1.
  • Wits Boost 2. Your Wits Ability Score increases by 2.
  • Wits Boost 3. Your Wits Ability Score increases by 3.
  • Wits Boost 4. Your Wits Ability Score increases by 4.
  • Wits Boost 5. Your Wits Ability Score increases by 5.
  • Wits Boost 6. Your Wits Ability Score increases by 5. You gain advantage on Wits Saving Throws.
 

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