Monster Hunter Class

by TyphosTheD

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Monster Hunter

Class Features
The Monster Hunter
Level Proficiency Bonus Features
1st +2 Subclass, Fighting Style
2nd +2 Wire Bug
3rd +2 Expert Maneuver
4th +2 Ability Score Improvement
5th +3 Assault Training
6th +3 Subclass Feature
7th +3 Terrain Bug
8th +3 Ability Score Improvement
9th +4 Subclass Feature
10th +4 Silk Bind
11th +4 Assault Training
12th +4 Ability Score Improvement
13th +5 Subclass Feature
14th +5 Expert Maneuvers (2)
15th +5 Additional Fighting Style
16th +5 Ability Score Improvement
17th +6 Subclass Feature
18th +6 Assault Training
19th +6 Ability Score Improvement
20th +6 Subclass Feature

Class Features

As a monster hunter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per monster hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per monster hunter level after 1st

Proficiencies

Armour: Light armor, shields
Weapons: Simple weapons, Sword and Shield, Light Bowgun
Tools: One of your choice
Saving Throws: Your choice of either Strength, Dexterity, and Constitution, then additionally your choice of either Intelligence, Wisdom, or Charisma
Skills: Choose one from Acrobatics, Athletics, Investigation, Perception, Stealth, Survival

Subclass

Choose one archetype below to designate your combat style. This archetype will determine what additional subclass features you have access to:

  • Melee Master
  • Gunner
  • Artisan
  • Field Expert

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the options of available Fighting Styles. You can’t take a Fighting Style option more than once. You gain an additional fighting style at 15th level.


The following options are only available at 15th level:

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. A creature may only be targetted by this attack once per round.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or martial melee weapon to use this reaction.

Wire Bug

Starting at 2nd level, you've completed your training to utilize the Wire Bug, a device hunters use to gain advantages in facing their quarry.

You gain proficiency on attack rolls with your Wire Bug and may use a bonus action to fire it at a creature you can see within 30 feet, attempting to mount it if it is one or more sizes larger than you. Make a ranged weapon attack, if the attack hits, you may move up to 30 feet towards the creature, mounting it if possible.

An affected creature may use an action to attempt to shake you off with a contested Grapple check, and may only have a single creature mounting it at any time.

Expert Maneuver

At 3rd level, you gain additional ways to use your Wire Bug, called Expert Maneuvers. When you activate your Wire Bug you may use an additional function from the table below, that you may use once per short rest in addition to the base functionality, or twice per short rest at 14th level.

Expert Maneuvers
Maneuver Description
Mounted Attack When you mount a creature with your Wire Bug, you may grant yourself a bonus to To Hit and damage equal to your proficiency score until the start of your next turn.
Net Attack You may use your Wire Bug to attempt to trip a creature. If the attack hits the creature it must succeed a Strength saving throw (DC = 8 + proficiency + dexterity modifier) or be restrained until the end of its next turn.
Blinding Attack You may make a ranged attack with your Wire Bug against a creature within range. If the attack hits the creature it must succeed a Constitution saving throw (DC = 8 + proficiency + dexterity modifier) or be blinded until the end of its next turn.
Summon Wire Scout You may activate your Wire Bug to become an allied construct that shares your initiative. This effect lasts for one hour before it expires.

Wire Bug Scout

Tiny, Unaligned construct


  • Armor Class 12
  • Hit Points 10
  • Speed 30 flying

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 5 (-3) 10 (+0) 14 (+2) 1 (-5)

  • Saving Throws None
  • Skills Perception +4, Investigation +2
  • Senses Darkvision

Actions

Sting. Sting: +4 to hit, 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Scope. As an action, the owner can blind and deafen themselves to perceive through the Scout.

Ability Score Improvement

When you reach 4th level and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Assault Training

Beginning at 5th level, your training has advanced and you gain additional combat prowess. You may gain one of the following features from the list below. When you reach 11th and 18th level, you may learn one additional feature.

  • You may make one additional attack when you take the attack action.
  • You may ignore disadvantage on ranged weapon attacks due to being within 5 feet of a hostile creature.
  • You may use a thrown item to replace a single attack when you take the attack action.

Terrain Bug

At 7th level, your Wire Bug skill has developed, allowing you to scale terrain and heights with greater ease. When you activate your Wire Bug, make a ranged weapon attack against an object or terrain feature within 30 feet that you can see.

If the object is otherwise stable or weighs more than you, you are pulled 30 feet towards it. If the object is instable or weighs less than you, it is pulled 30 feet towards you.

Silk Bind

At 10th level, your mastery of the Wire Bug has culminated in a new skill, Silk Bind attacks, which may be used a number of times equal to your Proficiency Bonus until you complete a long rest. You can access to additional features depending on the weapon you are wielding, as detailed below:


Silk Bind Attacks
Weapon Attack Description
Bow Aerial Aim When you take the attack action, you may use your Wire Bug to launch 15 feet into the air above the creature, gaining advantage on your next attack.
Light Bowgun Fanning Maneuver When you take the attack action, you may use your Wire Bug to gain enhanced ground mobility, gaining +15 movement speed until the start of your next turn.
Heavy Bowgun Countershot When you take the attack action, you may prepare an additional shot as a free action, firing at the next creature that hits you without expending a reaction.
Silk Bind Attacks
Weapon Attack Description
Charge Blade Peak Performance When you take the attack action, if all of your attacks hit you may fill your phials.
Dual Blades Kunai Strike When you take the attack action, you may increase your range by 15 feet until the start of your next turn.
Greatsword Hunting Edge When you take the attack action, you may leap 10 feet forward. If your attack hits, you can one charge.
Gunlance Explosive Thrust When you take the attack action, you may substitute one of the attacks with your Wyvern fire.
Hammer Charging Bludgeon When you take the attack action after moving 20 feet or more, you may make one additional attack as a bonus action.
Hunting Horn Echoed Tone When you take an action to complete a melody, you may create a cocoon within 15 feet of you (AC 15, 20 HP), that reverberates your melody in a 20 foot radius for one minute or until destroyed.
Silk Bind Attacks
Weapon Attack Description
Insect Glaive Aerial Evasion When you take take the attack action, you may take the Dash action as a free action.
Lance Superior Guard When you take the attack action, you may replace one of your attacks with a heavy guard, increasing your AC by 2 until the start of your next turn.
Longsword Helm Breaker When you take the attack action, if all of your attacks hit you may fill your Spirit Gauge.
Magnet Spike Magnetic Attraction When you take the attack action, you can cause a 10 foot radius area centered on the target to become magnetized, it constitutes difficult terrain for 1 minute.
Switch Axe Switch Charger When you take the attack action, you may activate your switch mode as a free action.
Sword and Shield Stunning Strike When you take the attack action you can substitute one of your attacks with a Shield Bash, the target must succeed a Constitution saving throw (DC = 8 + proficiency + strength) or be stunned until the end of their next turn.

Melee Master

Class Features




















The Melee Master
Level Proficiency Bonus Features
1st +2 Ready Up
6th +3 Taunt
9th +4 Indomintable
13th +5 Indomitable (two uses)
17th +6 Rallying Force
20th +6 Fighting Spirit

Subclass Features

As a melee master, you gain the following subclass features.

Proficiencies

Armor: All armor
Weapons: Martial melee weapons
Skills: Choose one from Animal Handling, Insight, Intimidation, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale armor, or (b) chain mail
  • (a) two martial melee weapons
  • (a) one pack of your choice

Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.

Ready Up

A hunter is always ready, and as such, you are always prepared for the hunt. Select a single weapon or piece of armor you are not currently attuned to, until you complete a long rest you may attune to this weapon or armor as an action.

Taunt

At 6th level you've learned how to draw the ire of a creature, encouraging it to focus on you. When you hit a creature with a melee attack, you can choose to mark that target. Whenever a marked enemy that is adjacent to you moves or makes an attack that does not include you, you can make a melee attack against that enemy as a reaction.

The mark lasts until the end of your next turn. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

Indomitable

Beginning at 9th level, when you fail a saving throw you may choose to succeed instead.

You can use this feature twice between long rests starting at 13th level.

Rallying Force

At 17th your stature naturally emboldens your allies. When you roll initiative, choose from one of the following benefits that you and you allies will benefit from for the next minute:

  • Fearless perseverance: You and each creature of your choice that you can see within 30 feet may gain access to a single additional use of your Indomitable feature.
  • Speedy assault: You and each creature of your choice that you can see within 30 feet may add +5 to their initiative roll.
  • Bolstered courage: You and each creature of your choice that you can see gain a number of temporary hit points equal to your level.

Fighting Spirit

At 20th level you have mastered your own abilities, and can now bolster the spirit of yourself and your allies to underheard of levels. As an action you may project an aura of confidence around you. For the next hour you and allies within 30 feet of you gain +2 to all attack rolls, ability checks, and saving throws.

Gunner

Class Features



















The Gunner
Level Proficiency Bonus Features
1st +2 Steady Aim
6th +3 Quick Swap
9th +4 Indomitable (one use)
13th +5 Indomitable (two uses)
17th +6 Inspiring Presence
20th +6 Last Shot

Class Features

As a gunner, you gain the following subclass features.

Proficiencies

Armor: All armor
Weapons: Martial ranged weapons
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail, or (b) leather armour
  • (a) two martial ranged weapons
  • (a) one pack of your choice

Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.

Steady Aim

You've trained how to maximize your ranged effectiveness. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Quick Swap

A hunter is always ready, and as such, you are able to quickly respond to whatever threat you face. Starting at level 6, You may swap ammunition or coatings once per turn as a free action.

Debilitate

Beginning at 9th level, once on your turn when you force a creature to make a saving throw, you can impose disadvantage on that saving throw. You may use this ability once per long rest.

You can use this feature twice between long rests starting at 13th level.

Inspiring Presence

At 17th level you've become a paragon on the battlefield, inspiring your comrades and instilling fear in your prey. You gain a pool of d8s equal to your Charisma modifier that you may use to manipulate those on the battlefield. As a reaction you may:

  • Expend one die to add 1d8 to an attack roll, ability check, or saving throw of an ally you can see within 30 feet.
  • Expend one die to subtract 1d8 from an attack roll, ability check, or saving throw of an enemy you can see within 30 feet.

You regain any expended dice when you finish a long rest.

Last Shot

At 20th level you have mastered your own abilities, and can now bolster the spirit of yourself and your allies to unheard of levels. As an action you may project an aura of stalwartness around you. For the next hour you and allies within 30 feet of you gain resistance to bludgeoning, piercing, or slashing damage. Once you have used this ability you must complete a long rest before you can use it again.

Artisan

Class Features

























The Artisan
Level Proficiency Bonus Features
1st +2 Tool Focus, Quick Build
6th +3 Flexible Crafting
9th +4 Potion Potency
13th +5 Potion Potency (2)
17th +6 Enhanced Attunement
20th +6 Expert Artisan

Class Features

As an artisan, you gain the following class features.

Proficiencies

Tools: One tool kit
Weapons: Improvised Weapons
Skills: Choose two from Acrobatics, Arcana, History, Insight, Nature, Perception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail, or (b) leather armour
  • (a) a sword and shield
  • (a) two tool kits
  • (a) one pack of your choice

Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.

Quick Craft

Artisans are masters of crafting, skilled in making short work of creating any tool they may need. As a bonus action you may attempt to deconstruct an item into its constituent parts or construct an item from materials you are carrying, following the same rules for crafting checks.

Trap Toss

At 6th level you've developed your capacity for hunting, fabricating tools to better enable trapping monsters. You may extend the range in which you can place a trap to 30 feet.

Potion Potency

At 9th level your skill with creating potions, pills, and poisons has reached nearly its peak. When you succeed on a crafting check using your alchemist tools, brewer's supplies, or poisoner's kit, choose one of the following effects to enhance.

  • Extended effect - The time effect of the creation is doubled.
  • Empowered effect - If the effect includes rolling a die, you may reroll a 1 or 2, choosing the new result.
  • Double output - When you craft the item, roll a d100. On a 51 or greater, you craft two of the item.

Once you have used this ability you must complete a long rest to use it again. At 13th level you may use the ability twice between long rests.

Enhanced Attunement

When you reach 17th level, you achieve a profound understanding of how to use and make enhanced items. If you would deal damage to a creature with a melee attack, you may instead deal no damage but collect a vestige of the creature you attacked, gaining a temporary boon.

Roll on the creature's loot table, and you gain the effect of the rolled loot for one minute, then the item is destroyed.

Expert Artisan

At 20th level you have learned how to expand the capabilities of gear which you have sufficient time to work on. You may add a single additional material slot to a number of weapons or armor equal to your Intelligence modifier. This slot functions as a normal material slot. If creating this slot would put the item over the cap, the oldest enhancement ceases to function, destroying the socketed material

Field Expert

Class Features

























Field Expert
Level Proficiency Bonus Features
1st +2 Quick Peek
6th +3 Situational Awareness
9th +4 Designated Quarry
13th +5 Designated Quarry (2)
17th +6 Commune with Nature
20th +6 Globe Trotter

Class Features

As a field expert, you gain the following class features.

Proficiencies

Armor: Medium armor
Weapons: Dual Blades, Bow
Tools: One set of tools
Skills: Choose one of the following from Acrobatics, Animal Handling, History, Insight, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain shirt, or (b) leather armour
  • (a) Two sets of proficient weapons
  • (a) one pack of your choice

Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.

Quick Peek

You have the ability to peer at a creature and innately discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are.

Situational Awareness

By 6th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn.

Designated Quarry

At 9th level your time hunting monsters and exploring the wilderness has taught you how to exploit their various weaknesses. Once per short rest, as a bonus action, choose a creature you can see within 60 feet.

For the next minute you add 1d8 damage on your first weapon attack that hits the designated creature per turn, and gain advantage on Wisdom (Survival) checks to track the creature. You can use this ability twice per short rest at 13th level.

Commune with Nature

At 17th level, with your experience with the various flora and fauna in the world, you've gained the ability to communicate with those natural things. As an action you can temporarily imbue sentience into creatures or plants you encounter in the next hour, granting them the ability to communicate simple thoughts and emotions to you and obey your commands if they are so inclined.

Once you've used this ability you must complete a long rest before you can use it again.

Globe Trotter

At 20th level you have mastered your own abilities, and can now bolster the agility and skills of your allies. As an action you can give yourself and allies within 30 feet of you inspiration and improve their dexterity, gaining +10 movement speed, +5 to Initiative checks, and Advantage on Dexterity saving throws for one hour.

 

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