Final Warning
Beware, brave adventurers, for a treacherous and untamed land awaits those who dare to set foot on the Elder Isles. Within these perilous isles, a realm known as the Monster Hunter World unfolds—a place teeming with savage and awe-inspiring creatures of unimaginable power.
As you embark upon this epic campaign, prepare to unleash your skills and abilities like never before. For within the depths of the Elder Isles, you will encounter not only fearsome monsters but also the means to harness their very essence.
But heed this warning: the items, weapons, and armor you acquire on the Elder Isles are bound to that land alone. Once you leave its shores, their extraordinary properties fade, leaving only memories of the battles fought and triumphs achieved.
The Elder Isles have been shaped by the relentless hunt for these formidable beasts, a pursuit that requires the utmost bravery, strength, and cunning. The creatures that roam these lands are unlike any encountered elsewhere—a true testament to their ferocity and the need for caution.
In this dangerous wilderness, you will be granted access to unique items and abilities, specifically crafted to aid you in your daunting quests. From powerful weapons forged from the very scales and bones of fallen monsters to specialized skills learned through years of study and practice, you will find yourself armed with the means to challenge even the most fearsome of adversaries.
But let it be known, the Elder Isles are no place for the faint of heart. The path ahead is fraught with danger, and only the most skilled and dedicated hunters will triumph. Take heed, for each encounter will test your mettle, pushing you to the very limits of your abilities.
Now, brace yourself, noble adventurer, as you venture forth into the unforgiving wilderness of the Elder Isles. Prepare to face monstrous adversaries, claim their bounties, and etch your name into the annals of Monster Hunter World. May your skills be honed, your resolve unyielding, and your courage unwavering. The hunt begins now.
Welcome To The Elder Isles
The Elder Isles, a massive island surrounded by treacherous seas, is a haven for some of the most awe-inspiring and dangerous creatures imaginable. It serves as both a preservation sanctuary and a thrilling hunting ground for brave adventurers seeking the ultimate challenge.
Geographical Features
The Elder Isles are a diverse and expansive landmass, encompassing a variety of distinct environments that house an array of formidable creatures. The main island is characterized by vast, untamed wilderness, including dense jungles, towering mountains, sprawling plains, and winding rivers.
Two smaller islands, situated on either side, provide additional habitats for the exotic and fearsome creatures that call the isles home. The terrain is as varied as the creatures themselves, from dense and impenetrable forests to treacherous cliff faces and deep, murky swamps.
Dangers & Creatures
The dangers on the Elder Isles are as numerous as they are deadly. Dinosaurs of immense size and power roam the ancient jungles, their thunderous footsteps shaking the ground. Mighty dragons with scales of impenetrable armor dominate the skies, their fiery breath capable of reducing entire landscapes to ashes.
Monstrous beasts with ferocious appetites and insatiable hunger lurk in the shadows, waiting for unsuspecting prey to cross their path. Gigantic sea creatures, capable of swallowing ships whole, inhabit the treacherous waters surrounding the isles.
In addition to these iconic creatures, the Elder Isles are home to a plethora of other deadly and unique beasts. Savage predators with razor-sharp claws and teeth, massive serpents capable of constricting their victims, and elusive creatures with supernatural abilities that defy comprehension.
Each encounter presents a formidable challenge, testing the skills, wit, and courage of those who venture into these untamed lands.
Environmental Hazards
Beyond the menacing creatures, the Elder Isles present a host of environmental hazards that further increase the danger.
Venomous plants with toxic spores and deadly thorns, treacherous quicksand that can swallow the unwary, and turbulent weather that can unleash ferocious storms or extreme heat.
Volcanic activity, earthquakes, and treacherous cliffs add to the unpredictable nature of the environment, making every step a potential life-or-death decision.
Legendary Treasures
Despite the inherent risks, the allure of the Elder Isles lies in the potential rewards for those who overcome the challenges. Ancient relics, rare and valuable materials, and legendary treasures are said to be hidden within the depths of the isles. These artifacts hold immense power and can bestow extraordinary abilities to those who wield them.
However, retrieving such treasures requires not only defeating the formidable creatures that guard them but also navigating the treacherous terrain and unraveling the island's secrets.
Survival & Adventure
Surviving in the Elder Isles requires more than just brute strength and skill. It demands resourcefulness, strategic thinking, and the ability to adapt to the ever-changing circumstances. Hunters must study their prey, exploit their weaknesses, and use the environment to their advantage.
The isles offer a thrilling and perilous adventure, attracting hunters and explorers from far and wide who seek to test their mettle against the most dangerous creatures nature has to offer.
The Elder Isles stand as a testament to the untamed beauty and untold dangers of the natural world, offering a sanctuary for magnificent creatures and a proving ground for those brave enough to face them. It is a realm where only the strongest and most cunning survive, and where the line between hunter and hunted is blurred in a world of primal power and raw ferocity.
Fainting
While on the Elder Isles, dropping to 0 hit points has an unusual effect. Rather than becoming unconscious, when you reach 0 hit points, you are instantly teleported to the nearest camp.
Once there, you regain half your maximum hit points. You then must travel on foot, or mount, back to the combat zone.
If the party is engaged with a monster and there are 3 faints, the combat will end and the monster will leave and its stats will reset.
Returning To The Fray
After leaving camp, it will take a number of rounds for you to return to the fight.
Based on your movement speed, the number of rounds can differ depending on the distance between the fray and the camp.
Venandi
Venandi, the bustling hub for hunters, is a grand ship that sails the vast seas, serving as a mobile city and gathering point for adventurers. With its bustling atmosphere, diverse amenities, and lively community of hunters, serves as the heart of adventure and camaraderie before hunters set foot on the Elder Isles.
Majestic Ship:
Venandi is a massive vessel, towering above the waters like a floating fortress. Its size surpasses that of a typical cruise liner, making it an awe-inspiring sight to behold.
The ship's architecture blends elements of grandeur and practicality, with sturdy masts, sails, and a reinforced hull that withstands the rigors of long journeys across treacherous waters. Central Courtyard:
At the heart of Venandi lies a sprawling central courtyard, surrounded by multiple levels of interconnected buildings. This vibrant space serves as a meeting point and social hub for hunters from all walks of life. The courtyard is adorned with lush greenery, vibrant flowers, and decorative statues, creating a serene and welcoming atmosphere amidst the bustling activity.
Hunter Facilities:
Venandi is equipped with numerous facilities tailored to the needs of hunters. These include armories where hunters can purchase and upgrade weapons, armor, and various equipment.
Training grounds and weapon ranges provide ample space for hunters to sharpen their skills, practice combat techniques, and test their arsenal. Infirmary and rest areas offer medical services and a place for weary hunters to recover from their arduous journeys or injuries sustained during hunts.
Gathering Spots:
Venandi boasts an array of establishments where hunters can gather and share their tales of triumphs and hardships. Taverns, inns, and communal dining areas offer respite and nourishment.
Marketplaces and specialty shops provide a wide range of goods, including rare materials, potions, traps, and other essential items necessary for successful hunts. Expert trainers and seasoned hunters can be found offering guidance, sharing knowledge, and even recruiting fellow adventurers for challenging quests.
Administrative Facilities:
Venandi houses administrative offices responsible for managing the logistics of hunts, issuing permits, and organizing expeditions to the Elder Isles.
Guild representatives, quest boards, and information centers serve as vital sources of mission details, allowing hunters to choose their next targets and embark on thrilling hunts.
Residential Quarters:
As a thriving city, Venandi offers residential quarters where hunters can find temporary or long-term lodging. These quarters range from comfortable cabins to spacious suites, accommodating the diverse needs and preferences of hunters.
Nautical Marvels:
Venandi's design incorporates impressive nautical innovations, such as advanced propulsion systems, magical enhancements, and defensive mechanisms to navigate treacherous waters and protect its inhabitants from sea monsters and other dangers.
The Last Guard
The Last Guard, a formidable group of warriors, mages, and scholars, stands as the guardians of the Elder Isles, dedicated to ensuring the safety and containment of the monstrous inhabitants within.
The Last Guard comprises highly skilled individuals handpicked from various disciplines, including seasoned warriors, skilled archers, powerful mages, and knowledgeable scholars.
The Last Guard operates from a fortified headquarters strategically positioned near the shores of the Elder Isles. This bastion serves as a base of operations and a hub for coordination and intelligence gathering.
The Last Guard possesses advanced weaponry, armor, and magical artifacts specially crafted to combat the formidable monsters of the Elder Isles.
Specialized traps, alchemical concoctions, and enchanted gear are among the tools at their disposal, designed to neutralize and subdue creatures while minimizing collateral damage.
The Last Guard stands as a stalwart protector, shielding the world from the horrors of the Elder Isles. Their unwavering dedication, specialized skills, and collective knowledge ensure that the containment of the monsters remains intact, preserving the delicate balance between humanity and the untamed creatures that roam the isles.
Weapons
The Elder Isles is home to some of the most savage and fierce creatures on the plane. As such, there are special weapons developed for these special monsters. There are 14 weapons in total. A hunter can only take one weapon with them at a time, but the hunter can return to Venandi or a near by camp to resupply and exchange weapons.
Greatsword:
A massive, two-handed sword with immense power. It's slow but deals devastating damage with each swing. Perfect for delivering heavy, bone-crushing strikes.
Longsword:
A versatile weapon with fluid and elegant movements. It offers a good balance of speed and power, allowing skilled hunters to perform precise strikes and combos.
Sword & Shield:
A lightweight weapon that offers both offense and defense. Its versatility allows for quick attacks, blocking incoming hits, and using items without sheathing the weapon.
Dual Blades:
A pair of fast, dual-wielded blades that excel in rapid attacks and combos. They are nimble and allow hunters to unleash a flurry of strikes on their prey.
Hammer:
A blunt weapon designed to deliver powerful concussive blows. It's perfect for stunning monsters and dealing massive damage to their heads.
Hunting Horn:
A musical weapon that combines offense and support. It can be used to play melodies that buff allies, while also dealing damage with its crushing attacks.
Lance:
A defensive weapon with a long reach. It provides excellent blocking capabilities and allows hunters to perform precise thrusts and stabs with its sharp tip.
Gunlance:
A combination of a lance and a firearm. It can deliver powerful thrusts and also shoot explosive shells at close range, adding explosive firepower to its attacks.
Switch Axe:
A transforming weapon that can switch between an axe and a sword form. It offers versatility, allowing hunters to switch between powerful axe strikes and swift sword combos.
Charge Blade:
A complex weapon that can switch between a sword and shield form and a massive axe form. It requires careful management of its phial energy to unleash powerful elemental attacks.
Insect Glaive:
A polearm that allows hunters to vault into the air and perform acrobatic maneuvers. It comes with a Kinsect companion that can extract essences from monsters and provide buffs to the hunter.
Bow:
A ranged weapon that excels at precision and mobility. It allows hunters to rain down arrows on their targets from a distance, making it a versatile choice for both offense and support.
Light Bowgun:
A lightweight firearm that offers rapid fire and maneuverability. It can unleash a barrage of bullets and special ammo types, making it effective for sustained ranged damage.
Heavy Bowgun:
A heavy, high-powered firearm that specializes in dealing massive damage from a distance. It has access to powerful ammo types and can even utilize specialized Wyvernheart or Wyvernsnipe attacks.
Armor
With the weapons on the island being crafted specifically for the monsters there, the armor is no different. Most armor, whether metal or leather, can be adorned and fortified with different parts of monsters the hunter's kill or capture. Below are a few examples of fortified armor.
Odogaron Armor Set
Grants advantage on Dexterity (Stealth) checks. Increases movement speed. Grants the ability to enter a frenzied state, gaining bonus damage and additional attacks for a limited duration, once per short rest.
The Odogaron Armor Set is crafted from blood-red scales and sharp bone spikes. The armor has a ferocious and predatory design, with angular plates and a menacing silhouette. The helm features the monster's fierce visage with sharp fangs and glowing yellow eyes.
Tzitzi Ya-Ku Armor Set
Grants advantage on saving throws against being blinded or stunned. Grants the ability to emit a blinding flash of light, temporarily blinding creatures in a cone in front of the wearer, once per short rest.
The Tzitzi Ya-Ku Armor Set is made from colorful feathers and vibrant scales. The armor has a unique and exotic design, with feathered accents and intricate patterns. The helm features the monster's distinctive head crest and vibrant, glowing frills.
Barroth Armor Set
Grants resistance to acid damage. Increases damage with charging attacks. Grants the ability to create a muddy barrier, granting temporary hit points and resistance to physical damage, once per short rest.
The Barroth Armor Set is crafted from hardened mud and rugged plating. The armor has a sturdy and earthy design, with layered plates and muddy textures. The helm features the creature's horned head with a thick, protective shell.
Rathalos Armor Set
Grants resistance to fire damage. Increases damage with fire-based attacks. Grants the ability to perform a fire breath attack once per short rest.
The Rathalos Armor Set is made of sturdy red scales, resembling the fearsome Rathalos creature. The armor has intricate designs and fiery patterns, with a large crest on the helm resembling the monster's head.
Diablos Armor Set
Grants resistance to piercing damage. Increases damage with melee attacks. Grants the ability to charge through enemies, knocking them prone, once per short rest.
The Diablos Armor Set is crafted from the thick hide and horns of the mighty Diablos. The armor is dark brown and adorned with spikes and intimidating features. The helm is shaped like the monster's head, complete with large curved horns.
Nergigante Armor Set
Grants resistance to slashing damage. Increases damage when health is below a certain threshold. Grants the ability to regenerate a portion of hit points after scoring a critical hit.
The Nergigante Armor Set is crafted from the black, jagged scales and spikes of the formidable Nergigante. The armor has a sleek, predatory design, with sharp edges and angular plates. The helm resembles the monster's skull, complete with menacing spikes.
Consumables
Before departing for the island as well as on the island, hunters can collect consumables to assist on their hunt. There are many types of consumables from healing items, stamina, buffing, debuffing, status effects, and specialized items.
Any items, meals, or consumables acquired on Venandi or the Elder Isles will only function properly on the island. Any items that someone attempts to use off the island, can result in catastrophic disaster.
Potion:
This small vial contains a magical concoction that restores vitality. When you drink a Potion, you regain 25 hit points.
Mega Potion:
This larger vial holds a potent restorative elixir. When you drink a Mega Potion, you regain 50 hit points.
Life Powder:
Life Powder is a fine, glittering powder that, when released, creates a healing aura. As an action, you can sprinkle Life Powder in a 15-foot radius centered on yourself. All creatures of your choice within that area regain 30 hit points
Ancient Powder:
This mysterious potion holds ancient magical properties. As an action, you can drink the potion, releasing a burst of restorative energy. You regain all hit points.
Nulberry:
You can use an action to end a multitude of conditions and aliments, such as poison.
Blinkstone
Modeled after the Farcaster, a blinkstone allows a hunter to instantly return to camp at any time.
Serpent's Bane
A small vial that end the poison condition and grants resistance to poison damage as well as advantage against poison effects.
Lifeflower Herb
The Lifeflower Herb is a small, vibrant blue herb found exclusively in the Elder Isles. When consumed, it offers restorative properties and provides relief from certain ailments.
Barrel Bombs
there are different types of barrel bombs that hunters can use to deal explosive damage to monsters. Here are the descriptions of the barrel bomb types and their respective damage stats:
Small Barrel Bomb:
A small, compact bomb that explodes upon impact. It deals moderate explosive damage to a targeted area.
Damage: Typically around 50-70 damage depending on the monster's vulnerability and the hunter's attack skills.
Large Barrel Bomb:
A larger and more powerful version of the small barrel bomb. It causes a more significant explosion and deals higher explosive damage to the target.
Damage: Typically around 100-120 damage. It can vary based on the monster's vulnerability and the hunter's attack skills.
Mega Barrel Bomb:
The most potent and destructive barrel bomb available. It produces a massive explosion and inflicts substantial explosive damage to the surrounding area.
Damage: Typically around 200-250 damage. It can vary based on the monster's vulnerability and the hunter's attack skills.
Slinger:
Slinger s are special devices that attach to a hunter's arm. It can launch ammunition and special projectile to "sling" at monster. The slinger can be used in a variety of ways, including firing poison darts, sleep darts, and of course, dung. That's right, monster hate the smell of poop and will do their best to avoid it. If you need a monster to leave the area, slinging caca at it will normally do the trick. Below are three examples.
Slinger Shot:
The basic ability of the Slinger is to shoot various types of slinger ammo. These shots can be used to distract monsters, create openings for attacks, or trigger environmental traps.
Flash Pods:
Hunters can load Flash Pods into the Slinger to create blinding flashes of light. When used against monsters, it can disorient them, causing them to pause or become temporarily blinded.
Dung Pods:
Dung Pods can be loaded into the Slinger to fire at monsters. When hit by a Dung Pod, monsters become annoyed and may leave the area, allowing hunters to avoid unnecessary encounters or redirect the monster's attention.
Slaying & Trapping
On the Elder Isles, when a hunter is close to defeating a monster, the hunter has two choices; the hunter can slay the monster or the hunter can trap it. Trapping monster is generally more difficult, due to having to wear the monster down until its weak enough for the trap to work properly.
Likewise slaying a monster provides challenges as well as monster become enraged and more powerful as they approach death.
Traps
There are two types of traps commonly used by hunters: the Vine Trap and the Shock Trap.
Vine Trap:
The Vine Trap is a large, sturdy trap made of vines and other natural materials. It is designed to immobilize monsters by ensnaring their limbs.
When triggered by a monster, the Vine Trap quickly springs up from the ground and wraps around the monster's legs or other body parts, restricting its movement. This provides an opportunity for hunters to attack the trapped monster freely or set up other offensive strategies.
The Vine Trap can be represented as a special item or a trap set by the hunters. When activated, it requires a successful Dexterity or Strength saving throw by the target monster to resist being entangled. If the monster fails the saving throw, its movement speed is reduced to 0, and it suffers from the restrained condition for a certain duration. Hunters can use this time to deal damage or perform other actions more safely.
Shock Trap:
The Shock Trap is an electrically charged trap constructed with conductive materials. It emits electrical currents to immobilize monsters and disrupt their movements.
When triggered, the Shock Trap releases a burst of electrical energy, stunning and immobilizing the trapped monster. This provides hunters with an opportunity to attack without fear of retaliation or to set up powerful combos.
The Shock Trap can be represented as a magical or mechanical device that harnesses electricity. When activated, it requires a successful Dexterity or Constitution saving throw by the target monster to resist being stunned.
If the monster fails the saving throw, it is incapacitated for a short duration, leaving it vulnerable to attacks. Hunters can strategically plan their actions or coordinate with allies to maximize the damage dealt during this time.
Carving
Carving Process:
After defeating a monster, hunters have the opportunity to carve its body to obtain valuable materials. This is done by using a specialized carving knife or tool.
Hunters carefully approach the fallen monster and initiate the carving process. They make precise cuts to extract specific parts, such as scales, claws, fangs, horns, or hides.
Each monster has different parts that can be carved, and the quality and rarity of these parts vary. Some parts are more challenging to obtain and may require multiple carvings.
Purpose of Carving:
Weapon and Armor Upgrades: Monster parts are crucial for improving weapons and crafting stronger armor. Different monsters provide unique materials that possess distinct properties and attributes.
Monster Research and Understanding: By examining monster parts, hunters can gain insights into the creatures they face. Analyzing their anatomy, elemental properties, or weaknesses allows hunters to develop better strategies in future hunts.
Some monster parts can be used to create consumables, traps, or other tools that aid hunters during hunts. These items can provide buffs, healing effects, or tactical advantages.
Importance of Carving:
Carving monster parts is essential for a hunter's progression. Obtaining rare materials allows for the creation of stronger weapons and armor, enabling hunters to face more challenging monsters.
Different monsters have different strengths, weaknesses, and elemental affinities. By collecting a variety of monster parts, hunters can craft specialized gear that enhances their abilities and provides an advantage against specific monsters.
Carving also contributes to the understanding of monster ecology and helps in the conservation efforts of the ecosystem. By studying and utilizing monster parts, hunters gain respect for the natural balance and the significance of protecting these creatures.
It's important to approach carving with care and respect for the monsters you hunt. Remember that the materials obtained through carving are a testament to your achievements as a hunter and serve as valuable resources for your continued growth and success.
Meals
On the Elder Isles, meals play a crucial role in preparing hunters for their dangerous hunts. In addition to a full belly, different meals and ingredients can provide different benefits to the hunter or allow the hunter to cause detriments to the monster they are hunting. There are different types of meals, ranging from entrees to desserts.
Pre-Hunt Meal:
Before embarking on a hunt, hunters visit the canteen in their base camp or village to enjoy a hearty meal. These meals are specially prepared by skilled chefs who understand the nutritional needs of hunters.
Hunters can choose from a variety of dishes on the menu, each offering different benefits and buffs. These meals consist of ingredients sourced from the local environment and are tailored to provide the necessary sustenance for the upcoming hunt.
Benefits and Bonuses:
Meals provide various benefits and bonuses to hunters, enhancing their physical and mental capabilities during hunts. These bonuses can include increased health, stamina, defense, attack power, elemental resistance, or special abilities.
Different ingredients and combinations used in the meal preparation offer unique effects. For example, a meal rich in meat might increase attack power, while a seafood-based meal could improve resistance against elemental attacks.
Additionally, certain dishes may grant temporary skills or abilities such as increased critical hit rate, faster sharpening speed, or resistance to specific status ailments.
Importance of Consuming a Meal:
Enhanced Performance: Consuming a meal before a hunt significantly enhances a hunter's performance. The added health, stamina, and other buffs help in enduring long and challenging battles against powerful monsters.
Survival and Endurance: The extra health and stamina provided by the meal can be the difference between success and failure in a dangerous encounter. It allows hunters to withstand devastating attacks, evade more efficiently, and continue fighting with resilience.
Tactical Advantage: The bonuses from a well-prepared meal can also provide a tactical advantage against specific monsters. For instance, consuming a meal that boosts fire resistance before facing a fire-breathing monster can mitigate the impact of its attacks.
Team Coordination: Meals are often shared among a team of hunters before embarking on group hunts. This ensures that everyone is well-prepared and can coordinate their efforts effectively, increasing the overall chances of success.
In summary, meals in Monster Hunter are more than just a means of sustenance. They provide hunters with valuable buffs, bonuses, and essential sustenance to tackle the challenges that await them. Consuming a well-prepared meal before a hunt is a tradition upheld by hunters as a way to optimize their abilities, increase their chances of survival, and overcome the formidable monsters that inhabit the world.
Meal Types
There are different types of meals with examples listed below. Main Dishes, sides, drinks, and desserts are consumed on Venandi before departing to the Elder Isles or consumed at a camp once on the isles. When consumed, a the benefits a meal provide will last until you complete a long rest, or faint while on the island.
Snacks are smaller meals that can be purchased or found and carried with a hunter. A hunter can only carry one snack at a time and can refill at camp if any snacks are available.
Main Dish
The main dish provides the largest benefit to the hunter. There are three main dish options to choose from, as well as a special wild card meal.
Meat
Steak, burgers, kabobs, stews, whole chickens, the meat platter has it all. Meat platters provide offensive bonuses, such as a bonus to attack and damage rolls, extra damage, and bonus attacks.
Fish
A giant bowl full of fish, shrimp, clams, mussels, scallops, and more. Fish platters provide defensive attributes such as increase hit points, improved AC, and resistance to damage types.
Veggie
Veggie platters are an acquired taste. Anyone may consume a veggie platter, but spellcasters receive the largest benefit. With improved spell attacks, increased spell save dc, and extra spell slots, these meals are designed to improve and empower the spellcasting abilities of the hunter.
Chef's Choice
When you choose a meal, you choose your main, side, drink, and desert, based on your tastes and the benefits provided. Should you find yourself unable to choose from the delicious delicacies, the Chef's Choice is for you. It randomizes all of the meals for you.
Side Dish
THe side dishes are generally common dishes, such as potatoes, leafy greens, breads, etc. When choosing a side dish, its important to remember that it fortifies you in a specific way. When consumed, a side dish provides you with proficiency in a saving throw.
Drink
Refreshing and exquisite, drinks such as the matcha latte, the herbal infused tea, and the sparkling berry lemonade will have the taste buds dancing, as well as offer a special trait of feature. This trait or feature is a special ability learned from the Palicos on the island.
Dessert
Don't forget the dessert. Tiramisu, cheesecake, berry pies, and more can provide a great benefit. The dessert provides a +4 to an ability score of your choice.
Snack
As mentioned before, snacks are a little different. Rather than consuming them with a meal, you can carry up to one snack on you at a time. As a bonus action, you can consume the snack and gain its benefit for 1 minute. You can gain extra movement speed, proficiency in a skill, and more depending on the snack.
Mantles
Mantles are special pieces of equipment that hunters can wear to gain additional abilities and advantages during hunts. Here's an explanation of how mantles work and four examples of popular mantles:
Mantles are worn over the hunter's armor and provide temporary bonuses or special effects. They have limited duration but can be activated and deactivated as needed during a hunt.
Each mantle has a specific function and unique ability, allowing hunters to adapt to different situations and monsters they encounter. Mantles are obtained through various means, such as completing quests, defeating powerful monsters, or crafting them using specific materials.
Examples of Mantles:
Ghillie Mantle:
Function: The Ghillie Mantle provides camouflage and stealth abilities. Ability: When worn, the hunter becomes almost invisible to monsters, allowing for strategic positioning, surprise attacks, or evading dangerous encounters.
Vitality Mantle:
Function: The Vitality Mantle enhances the hunter's survivability. Ability: While active, the mantle provides additional defense and absorbs a portion of incoming damage, allowing the hunter to withstand powerful attacks with reduced harm.
Temporal Mantle:
Function: The Temporal Mantle grants temporal distortion abilities. Ability: When activated, the mantle creates a temporal distortion field around the hunter, making them immune to most attacks and status effects for a limited time. This provides a window for aggressive actions without fear of interruption.
Rocksteady Mantle:
Function: The Rocksteady Mantle offers stability and resistance. Ability: While equipped, the hunter gains resistance to knockbacks, tremors, and roars from monsters. This allows for uninterrupted attacks and provides stability during intense combat situations.
Evasion Mantle:
Appearance: The Evasion Cloak is a flowing and lightweight cloak made of ethereal fabric. It shimmers with faint colors and seems to blur the wearer's outline, creating an illusion of fleeting movement. Function: When wearing the Evasion Cloak, the wearer gains advantage on Dexterity saving throws to avoid area of effect spells and effects. They also have advantage on Dexterity (Acrobatics) checks to avoid or reduce the damage from traps or hazards.
Duration and Cooldown:
Mantles have a specific duration during which their effects remain active. This duration varies depending on the mantle type and can range from a few minutes to several seconds.
Once the mantle's duration expires, it goes into a cooldown phase where it cannot be used again until the cooldown timer elapses. This cooldown period prevents hunters from continuously relying on the mantle's benefits and encourages strategic use.
Strategic Use and Customization:
Hunters often choose mantles based on their hunting style, the monster they are facing, or the objectives of the hunt. Mantles can be upgraded and customized using special materials to improve their effects or unlock additional abilities.
The selection and timing of mantle usage play a vital role in successful hunts, allowing hunters to exploit weaknesses, survive dangerous encounters, or gain an advantage over formidable foes.
Overall, mantles in Monster Hunter World provide hunters with temporary enhancements, tactical advantages, and specialized abilities. They are versatile tools that hunters can utilize to adapt to various challenges and make their hunts more efficient and successful.
Mounting (New as of 6/17)
Initiating the Mount:
The player must first position themselves in a suitable location to attempt a mount. This typically requires being in close proximity to the creature and having a clear path to jump onto it.
Athletics or Acrobatics Check:
The player attempting the mount must make either an Athletics or Acrobatics check, representing their physical prowess and agility. The DC for the check depends on the size and difficulty of the creature being mounted. A larger or more challenging creature would have a higher DC.
Assistance from Allies:
The player may receive advantage on the Athletics or Acrobatics check if they receive assistance from allies. For example, another character could use their action to aid in the mounting attempt.
Creature's Reaction:
Once the player successfully mounts the creature, the DM determines the creature's reaction. This can vary depending on the nature of the creature and the circumstances. The creature might try to shake the player off, attack them, or react in a different way based on its temperament.
Mounted Combat:
Once successfully mounted, the player gains certain advantages and disadvantages. The first attack on their turn is an automatic hit and then all other attacks have advantage against the creature they are mounted on, but they also become a more prominent target and may have a disadvantage on Dexterity saving throws due to limited mobility.
Maintaining the Mount:
The player must make subsequent checks (Athletics or Acrobatics) to maintain their position on the creature during combat or if the creature makes sudden movements or attempts to dislodge them. The DC for these checks can vary depending on the situation.
Sleep
On the Elder Isles, there are special darts and ammunition that allow a hunter to put a monster to sleep. Not every monster is affected by sleep and sleep darts, but those that are become extremely vulnerable when put to sleep.
Acquiring Sleep Darts:
The player must acquire or craft sleep darts, which can be specialized ammunition for a ranged weapon or a specific item. The number of sleep darts available to the player should be limited to maintain balance.
Hitting the Creature:
To attempt to put a creature to sleep, the player must successfully hit the creature with a sleep dart. This requires a ranged attack roll, using the appropriate modifiers for their weapon or item.
Constitution Saving Throw:
Once hit by a sleep dart, the creature makes a Constitution saving throw against a predetermined DC (e.g., DC 15). On a failed save, the creature becomes drowsy, indicating the onset of sleep.
Tracking Sleep Dart Hits:
The DM keeps track of the number of successful sleep dart hits on the creature. The player needs to hit the creature successfully with a specific number of sleep darts to achieve the desired effect.
Creature Falling Asleep:
Once the creature has been hit by the required number of successful sleep darts, it falls unconscious and enters a sleep state. This sleep state lasts for a predetermined duration, such as a number of rounds or until the creature is disturbed.
Increased Damage to Sleeping Creature:
Any damage dealt to a sleeping creature is doubled. This represents the vulnerability of a creature while it is asleep.
Awakening the Creature:
The creature can be awakened prematurely if it takes a certain amount of damage or if another character uses an action to shake or rouse it.
Traps
One of the main focus points of the Elder Isles is to kill and carve the creatures to make weapons and armor. Rather than killing a creature, hunters can equip supplies that allow them to capture a monster. A captured monster is returned to the nearest camp for processing. Traps can also be used to temporarily contain a monster, allowing hunters to plan and execute devastating attacks.
Acquiring Traps:
The player must acquire or craft traps specific to their chosen trap type, such as a Shock Trap or Vine Trap. These traps can be obtained through various means, such as crafting or purchasing from specialized vendors.
Setting the Trap:
The player must find a suitable location to set the trap, typically on the ground or in an area where the creature is likely to pass. Setting the trap requires an action or bonus action, depending on the trap type.
Creatures and Trap Interactions:
The effectiveness of traps can vary depending on the creature's size, abilities, and resistances. The DM should consider these factors when determining the saving throw DCs and the duration of the immobilization or entanglement effects.
Additional Actions and Damage:
While a creature is immobilized or restrained by the trap, players may have an advantage on attack rolls against the creature or deal additional damage due to the creature's restricted movement. This represents the strategic advantage gained from trapping the creature.
Countermeasures:
Some creatures may have resistances or immunities to electrical damage or may possess abilities that allow them to resist or bypass the effects of the Shock Trap. The DM should consider the creature's characteristics when determining the effectiveness of the trap.
Shock Trap:
Effect:
The Shock Trap delivers an electrical shock to the creature when triggered, immobilizing it temporarily.
Activation:
The Shock Trap is activated when the creature moves into the space where it is set. The creature must make a Dexterity saving throw against a predetermined DC (e.g., DC 15).
On a failed save, the creature becomes shocked and is unable to move or take actions for a specific duration (e.g., 1 minute).
Vine Trap:
Effect:
The Vine Trap ensnares the creature, restricting its movement and potentially restraining it.
Activation:
The Vine Trap is triggered when the creature moves into the space where it is set. The creature must make a Strength saving throw against a predetermined DC (e.g., DC 15).
On a failed save, the creature becomes entangled by the vines, reducing its movement speed to 0 and potentially restraining it.
Escape:
The creature can attempt to escape the Vine Trap using an action to make a Strength check against the same DC. On a success, the creature breaks free from the entanglement.
Carving
Defeating the Monster:
The player must defeat the monster in combat, reducing it to 0 hit points or killing it through other means as determined by the DM.
Carving Time:
After defeating the monster, the player must spend a certain amount of time carving the creature to obtain materials. The carving time can vary depending on the size and complexity of the monster, typically ranging from a few minutes to an hour.
Carving Roll:
The player makes a Carving roll to determine the quality and quantity of materials obtained. The Carving roll can be a Wisdom (Survival) check or a tool proficiency check if the player has proficiency with a carving tool or kit.
The DC for the Carving roll is determined by the DM based on the rarity and value of the materials.
Carving Success:
On a successful Carving roll, the player obtains materials from the monster's body.
The DM determines the specific pieces that can be carved based on the monster's anatomy, lore, and the desired rewards for the players.
Types of Carved Pieces:
The types of pieces the player can obtain from carving a monster can include:
Monster Parts:
These are specific body parts or components of the monster that can be used for crafting weapons, armor, or other valuable items. Examples include scales, claws, horns, fangs, or wings.
Materials:
These are generic materials obtained from the monster's body that can be used for crafting or sold for gold. Examples include hide, bone, fur, or essence.
Rare Drops:
Occasionally, the player may carve rare drops from the monster, such as gems, rare organs, or unique materials that have special properties or uses.
Carving Limitations:
The DM may impose limitations on carving based on the size and nature of the monster. For example, some creatures may not have carveable parts or may require specific tools or conditions to extract certain materials.
Party Assistance:
Other players in the party can provide assistance during the carving process, granting advantage on the Carving roll or reducing the carving time. This encourages teamwork and collaboration.
The Carver's Kit
The Carver's Kit is a specialized set of tools designed specifically for hunters in the Monster Hunter-inspired campaign. This kit contains various instruments and accessories to assist hunters in the delicate and efficient process of carving monsters. Here are the components of the Carver's Kit and their benefits:
##@ Carving Knife:
A finely crafted, razor-sharp knife with a durable blade designed for precision carving. It allows hunters to make clean cuts and extract valuable materials from monster carcasses more effectively.
Bone Saw:
A sturdy saw with serrated teeth specially designed to cut through tough monster bones and cartilage. It enables hunters to remove larger bone fragments and extract hard-to-reach materials.
Harvesting Pick:
A sturdy pickaxe-like tool with a sharpened tip for extracting tough materials, such as monster scales or chitinous shells. It assists in breaking through armored sections and removing valuable components.
Blowtorch:
A handheld blowtorch fueled by a combination of alchemical reagents and elemental essence. It provides controlled bursts of intense heat, allowing hunters to cauterize wounds, separate fused materials, and extract specific monster parts without damaging their integrity.
Tweezers and Forceps:
Fine, precision tools used for delicate work, such as removing small organs, extracting venom glands, or dislodging embedded monster projectiles. They assist hunters in retrieving fragile or intricate components intact.
Carving Hammer:
A specialized hammer designed for cracking open large monster bones or shells. It assists hunters in accessing marrow, extracting rare gems, or creating flat surfaces for carving detailed designs.
Mechanical Benefits:
When using the Carver's Kit, the hunter gains advantage on any ability checks related to carving and extracting materials from monsters.
The Carver's Kit reduces the time required to carve a monster by half, allowing the hunter to complete the process swiftly and efficiently.
With the Carver's Kit, the hunter has a 10% chance of extracting additional rare materials or obtaining bonus components from monsters they carve, providing an additional reward for their expertise.
Crafting
Obtaining Monster Parts:
Players obtain monster parts through the carving process as described earlier. These parts can include scales, claws, fangs, horns, and other components specific to the defeated monster.
Crafting Proficiency:
To craft armor and weapons, a character must have proficiency with the appropriate crafting tools or kits. For example, a character proficient with blacksmith's tools can craft weapons, while a character proficient with leatherworker's tools can craft armor.
Crafting Time:
Crafting armor or weapons requires time and dedication. The DM determines the amount of time required to craft an item based on its complexity and rarity. This can range from a few days to several weeks.
Crafting Check:
When a player attempts to craft an item, they make a crafting check using the appropriate crafting tools or kits. The DC for the check depends on the rarity and complexity of the item being crafted, as determined by the DM.
Crafting Success:
On a successful crafting check, the player successfully creates the item. The specific statistics and properties of the item depend on the player's design, the materials used, and the DM's guidance. The DM can refer to the Dungeon Master's Guide for guidance on creating custom weapons and armor.
Enhancement and Customization:
Players can enhance or customize the crafted item further using additional materials, enchantments, or modifications. These enhancements can grant additional properties, bonuses, or abilities to the item. The availability of enhancements should be balanced and subject to the DM's approval.
Crafting Restrictions:
The DM may impose restrictions on crafting based on the availability of materials, access to crafting facilities, and the availability of specialized crafting NPCs or locations. This adds depth to the crafting process and encourages players to seek out rare materials and resources.
Tracking
Scouting and Investigation:
The player characters actively search for tracks, signs, or any other clues left behind by the monster. This requires them to make Wisdom (Survival) checks or Intelligence (Investigation) checks, depending on the nature of the tracking.
Tracking Difficulty Class (DC):
The DM sets a DC for the tracking checks based on the terrain, weather conditions, and the creature's abilities. A more elusive or cunning creature may have a higher DC, while a creature leaving obvious tracks or signs may have a lower DC.
Success and Failure:
If the tracking check succeeds, the characters discover the trail or follow the signs left by the monster. On a failed check, they may lose the trail or be misled by false clues.
The DM can provide hints or alternative paths to continue the search in case of failure.
Tracking Progression:
As the characters continue to track the monster, they make subsequent tracking checks to stay on the trail. The DC for these checks may increase or decrease based on changes in the environment or the creature's behavior.
Trail Difficulty:
The DM can introduce elements that make the tracking more challenging or interesting, such as crossing difficult terrain, encountering other creatures, or navigating through hazardous environments.
Tracking Rewards:
Successful tracking can provide advantages in combat encounters, such as surprise rounds, advantageous positioning, or bonuses to attack rolls against the tracked monster.
It can also lead to valuable information about the creature's weaknesses, resistances, or behavior.
Tracking Duration:
The time required to track a monster varies depending on the creature's speed, the distance covered, and the complexity of the trail. The DM determines the duration based on the narrative flow and pacing of the campaign.
Special Abilities or Spells:
Certain abilities or spells, such as a ranger's Natural Explorer feature or the Locate Creature spell, may provide bonuses or advantages when tracking monsters. These abilities should be considered in conjunction with the tracking mechanics.
Palicos
Palicos are small, anthropomorphic feline companions that assist hunters in their quests. They are agile, resourceful, and fiercely loyal. These intelligent creatures possess a range of abilities that make them valuable assets in both combat and non-combat situations.
Palicos can provide healing and support, engage in combat alongside the party, and possess utility skills such as tracking and trap detection. With their charming personalities and sharp instincts, Palicos bring an element of companionship and versatility to the hunting party.
Acquiring a Palico:
The player characters have the opportunity to acquire a Palico assistant, a small, anthropomorphic feline creature. This can be achieved through a quest, a special encounter, or by befriending a wild Palico.
Palico Abilities:
Palico assistants possess unique abilities and traits that aid the party in various ways. These abilities can include:
Healing:
The Palico can use its skills to provide healing and support to the party, such as a limited number of cure wounds or healing word spells.
Combat Support:
The Palico can engage in combat alongside the party, using its own set of attacks or abilities to assist in combat encounters. These can include distracting enemies, providing flanking advantage, or dealing damage with its small weapons or tools.
Utility Skills:
The Palico may possess utility skills to aid the party in exploration and survival, such as tracking abilities, trap detection, or navigating through difficult terrain.
Palico Proficiency:
The Palico's abilities and skills improve as it gains experience alongside the party. The DM can determine the rate of progression based on the campaign's pacing and the party's level.
Palico Command:
The player characters can issue commands to their Palico assistant during combat or exploration. This can be done as a bonus action or through simple verbal cues. The DM determines the effectiveness of the Palico's actions based on the situation and the player's commands.
Palico Interaction:
Palico assistants can engage in non-combat interactions with NPCs and other creatures. Their charming and charismatic nature can assist in negotiations, gathering information, or providing entertainment to NPCs.
Palico Equipment:
The player characters can acquire or craft specialized equipment for their Palico assistant. This includes weapons, armor, and accessories that enhance their combat abilities or provide utility bonuses. The availability and balance of Palico equipment should be determined by the DM.
Palico Bond:
Over time, a bond forms between the player characters and their Palico assistant. This bond can be strengthened through shared experiences, acts of kindness, or successful adventures. The strength of the bond may unlock additional abilities or unique interactions with the Palico.
Palamutes
Palamutes are loyal and agile canine companions that excel in mobility and tracking. These canines have a strong bond with their masters and can be ridden into battle, providing increased movement speed and the ability to traverse difficult terrain.
Palamutes possess heightened senses and tracking abilities, making them invaluable in detecting hidden enemies, traps, and valuable resources. In combat, they can bite and claw at enemies, distract foes, and perform combat maneuvers. With their unwavering loyalty and impressive mobility, Palamutes enhance the party's mobility, combat prowess, and survival skills in the wild.
Acquiring a Palamute:
The player characters have the opportunity to acquire a Palamute companion, a loyal and agile canine creature. This can be achieved through a quest, a special encounter, or by earning the trust of a wild Palamute.
Palamute Abilities:
Palamutes possess unique abilities and traits that aid the party in various ways. These abilities can include:
Mounting:
Palamutes can be ridden by the player characters, providing increased movement speed and the ability to traverse difficult terrain with ease. While mounted, the character gains advantages in certain situations, such as increased movement, jumping, or making ranged attacks while on the move.
Tracking and Detection:
Palamutes have heightened senses and tracking abilities, allowing them to detect hidden enemies, traps, or valuable resources. They can assist the party in survival situations, navigation, and locating hidden or obscured paths.
Combat Support:
Palamutes can engage in combat alongside the party, using their sharp teeth and claws to deal damage to enemies. They can also provide flanking advantage, distract enemies, or perform combat maneuvers, such as trip attacks or harrying tactics.
Palamute Proficiency:
The Palamute's abilities and skills improve as it gains experience alongside the party. The DM determines the rate of progression based on the campaign's pacing and the party's level.
Palamute Command:
The player characters can issue commands to their Palamute companion during combat or exploration. This can be done as a bonus action or through simple verbal cues. The DM determines the effectiveness of the Palamute's actions based on the situation and the player's commands.
Palamute Interaction:
Palamute companions can engage in non-combat interactions with NPCs and other creatures. They can aid in negotiations, provide assistance with animal handling or tracking, or perform tricks and stunts to entertain or impress others.
Palamute Equipment:
The player characters can acquire or craft specialized equipment for their Palamute companion. This includes saddles, armor, and accessories that enhance their combat abilities, provide utility bonuses, or grant additional features. The availability and balance of Palamute equipment should be determined by the DM.
Palamute Bond:
A bond forms between the player characters and their Palamute companion. This bond strengthens through shared experiences, acts of loyalty, or successful adventures. The strength of the bond may unlock additional abilities, unique interactions, or special bonuses for the Palamute.
Palico Gadgets
Gadgets are specialized tools or equipment used by Palicos, the feline companions of hunters. These gadgets are designed to enhance the Palicos' abilities and provide various benefits in combat and exploration. Each gadget serves a specific purpose and grants unique abilities that assist the Palico in supporting the hunter and the party.
Vigorwasp Spray:
Description:
The Palico releases a cloud of restorative spores that heal wounds and restore vitality.
Mechanical Benefit: As a bonus action, the Palico can use the Vigorwasp Spray to heal a target within 30 feet, restoring a certain amount of hit points based on the Palico's level.
Flashfly Cage:
Description: The Palico deploys a cage filled with luminescent Flashflies that emit blinding flashes, disorienting enemies.
Mechanical Benefit: Once per short rest, the Palico can use the Flashfly Cage to create a burst of light, imposing disadvantage on attack rolls for enemies within a 15-foot radius for a round.
Shieldspire:
Description: The Palico erects a sturdy shield that absorbs enemy attacks, providing temporary protection.
Mechanical Benefit: Once per short rest, the Palico can activate the Shieldspire, granting temporary hit points to all allies within 10 feet for a duration.
Coral Orchestra:
Description: The Palico plays enchanting melodies on a coral instrument, providing buffs and support to the party.
Mechanical Benefit: Once per short rest, the Palico can use the Coral Orchestra to provide a variety of beneficial effects to the party, such as temporary bonuses to ability checks, saving throws, or attack rolls for a duration.
Meowlotov Cocktail:
Description: The Palico concocts a volatile explosive cocktail that can be thrown at enemies, dealing fire damage.
Mechanical Benefit: Once per short rest, the Palico can throw a Meowlotov Cocktail at a target within range, dealing fire damage and potentially causing the target to catch fire and take ongoing damage.
Plunderblade:
Description: The Palico wields a modified blade that enhances its ability to harvest resources from fallen enemies.
Mechanical Benefit: After successfully defeating a creature, the Palico can use the Plunderblade to extract additional resources or valuable materials from the creature's body.
Autera
Each character's journey on the Elder Isles is marked by the acquisition of these unique abilities, honed through trials and tribulations. These newfound powers grant them the means to face the monstrous challenges that lie ahead, providing an edge against the most formidable adversaries.
As you venture deeper into the heart of the Elder Isles, remember that these abilities are tethered to this land alone. The island's essence weaves itself into your very essence, empowering you with the tools needed to survive and thrive. Embrace this transformative power and unleash your full potential, for within its embrace lies the key to conquering the formidable trials that await.
As you step foot upon the treacherous shores of the Elder Isles, a transformative power stirs within you. The very essence of this untamed realm permeates your being, unlocking hidden potential within your chosen class. For each character, the island bestows unique abilities, specially tailored to their existing skills and talents.
Azariah
The Ranger's connection to the wilds becomes amplified, granting unparalleled tracking prowess and deadly precision against the monstrous quarry that roam the isles.
Noct
The Artificer delves deep into the ancient secrets of the Elder Isles, discovering new infusions and crafting techniques that enhance their arsenal of technological marvels. These newfound abilities push the boundaries of their artifice, empowering them to face the island's daunting challenges head-on.
Loo
The Wizard finds herself immersed in the mystic energies that course through the Elder Isles. She taps into primal forces, mastering unique spells and incantations that harness the elements and shape reality itself. Her magical prowess becomes a force to be reckoned with, capable of wielding unimaginable power.
Wesley
The Paladin is imbued with an unwavering sense of purpose, fueled by his unwavering faith and determination. The Elder Isles bestows upon him infernal blessings and sacred techniques, empowering him to channel his infernal might with greater fervor against the malevolent creatures that threaten the land.
Hamish
The Artificer/Sorcerer hybrid, discovers an unprecedented harmony between his innate sorcerous abilities and his technological prowess. The Elder Isles gifts him with newfound spells and metamagic techniques, allowing him to unleash devastating arcane forces alongside his inventive creations.
Class Abilities
Artificer
Trapmaster: Noct excels in setting up complex traps to control and hinder monsters. Noct can create sophisticated traps that have varied effects, such as ensnaring a monster, inflicting status conditions, or providing tactical advantages to the party.
Barbarian
Isle's Fury: The primal rage of the Barbarian is further fueled by the raw energy emanating from the Elder Isles. While raging, the Barbarian gains additional damage resistance against the elemental damage types associated with the Elder Isles, such as fire, cold, or lightning.
Bard
Eldritch Harmonies: The Bard's musical talents resonate with the mystical energies of the Elder Isles, allowing them to create enchanting melodies that have additional effects. When using Bardic Inspiration or casting certain spells, they can grant temporary resistances, enhance movement, or provide other benefits related to the Elder Isles.
Blood Hunter
Elder's Senses: The Blood Hunter's unique connection to the Elder Isles grants them heightened senses and an innate understanding of the monsters they face. They gain advantage on Wisdom (Perception) and Wisdom (Survival) checks related to tracking or detecting monsters on the Elder Isles.
Cleric
Elder's Blessing: The Cleric's unwavering faith is rewarded by the Elder Isles, granting them additional divine blessings. Once per long rest, the Cleric can call upon the powers of the Elder Isles to regain a number of expended spell slots or gain temporary hit points equal to their cleric level.
Druid
Form of the Ancient: The Druid's shapeshifting abilities are enhanced on the Elder Isles. While in Wild Shape, the Druid can choose to take the form of ancient and powerful creatures native to the island, gaining additional hit points, resistances, or even special abilities associated with those forms.
Fighter
Isle's Endurance: The Fighter's relentless training and indomitable spirit allow them to resist the oppressive forces of the Elder Isles. They gain advantage on saving throws against fear, exhaustion, or other debilitating effects associated with the island's hostile environment.
Monk
Elemental Flow: The Monk's disciplined control over their ki energy is further honed on the Elder Isles, allowing them to harness the elemental forces present there. As a bonus action, the Monk can temporarily imbue their unarmed strikes with elemental damage, choosing from fire, cold, or lightning.
Paladin
Divine Vessel: The Paladin becomes a conduit for the divine energy of the Elder Isles, channeling its power through their weapon strikes. Once per long rest, the Paladin can infuse their weapon with radiant or elemental energy, granting their attacks additional damage of a chosen type associated with the Elder Isles for a limited duration.
Ranger
Hunter's Mark: Azariah can mark a specific target as their quarry, gaining increased accuracy and damage against it. While the mark is active, Azariah gains a bonus to attack rolls and deals extra damage to the marked monster.
Rogue
Eldritch Strikes: The Rogue's precise strikes gain an otherworldly edge on the Elder Isles. Once per turn, when hitting a creature with a sneak attack, the Rogue can choose to deal additional force damage, bypassing resistances or immunities the target may have.
Sorcerer
Chaos Surge: Hamish can tap into the raw chaos of their sorcerous power, unleashing a surge of unpredictable energy. Once per long rest, Hamish can cast a random spell from any spell list, mimicking a monster's unique ability or unleashing a powerful burst of elemental energy.
Warlock
Eldritch Pact of the Isles: The Warlock's patron establishes a special pact with the mysterious forces of the Elder Isles, granting them unique boons. The Warlock gains access to additional spells or invocations that are thematically tied to the Elder Isles, such as summoning elemental spirits or communing with ancient entities bound to the island.
Wizard
Monster Lore: Loo's extensive study and observation of monsters grant them insight into their weaknesses and abilities. Loo gains advantage on Intelligence (Arcana) checks related to identifying and understanding monsters, allowing them to provide valuable information to the party.
Class Specialties
Artificer
Additional Infusion
While on the Elder Isles, you may have one additional Infusion active.
New Infusion
You learn a new Infusion that are be equipped only on the Elder Isles.
Barbarian
Additional Rage damage
While on the Elder Isles, you gain one additional use of your Rage.
Resistance
While on the Elder Isles, when you begin your Rage, you may gain resistance to an elementaldamage type of your choice.
Bard
Additional Bardic Inspiration
While on the Elder Isles, you gain one additional Bardic Inspiration.
Persistant Inspiration
While on the Elder Isles, if an ally expends a Bardic Inspiration and the roll fails, the Bardic Inspiration is not expended.
Blood Hunter
Increase Hemocraft Die
While on the Elder Isles, the size of your Hemocraft die increases by 1 size (1d4 becomes a 1d6, etc.)
Expert Hunter
While on the Elder Isles, you know the Hex and Hunter's Mark spells, and can cast one of them once per day, without expending a spell slot.
Cleric
Additional Channel Divinity
While on the Elder Isles, you gain one additional use of your Channel Divinity.
Special Channel Divinity
As a bonus action, you channel the revitalizing energies of the Elder Isles, allowing you and up to six willing creatures you can see within 30 feet to regain hit points equal to 6d8 + your Wisdom modifier. Additionally, the targets gain temporary hit points equal to your Cleric level + your Wisdom modifier.
Druid
Additional Wild Shape
While on the Elder Isles, you gain 1 additional use of your Wild Shape.
Island Forms
You gain access to Wild Shape options found only on the Elder Isles. These Wild Shapes will differ depending on the character level.
Fighter
Increased Crit Range
While on the Elder Isles, you score a critical hit on a roll of 19-20.
Additional Attack
While on the Elder Isles, when you take the attack action, you may make one additional attack.
Monk
Improved Flurry
While on the Elder Isles, when you use your Flurry of Blows, you can make three unarmed strikes, instead of two.
Improved Ki
While on the Elder Isles, you gain additional Ki points equal to your Wisdom modifier.
Paladin
Channel Divinity
While on the Elder Isles, you gain one additional use of your Channel Divinity.
Improved Smite
You roll one additional damage die when you use a Divine Smite, to a maximum of 6d8, or 7d8 against undead creatures.
Ranger
Hunter
While on the Elder Isles, you can cast Hunter's Mark once without a spell slot and it doesn't require concentration.
Animal Whisperer
While on the Elder Isles, you are always under the effects of the Speak With Animals spell.
Rogue
Improved Sneak Attack
While on the Elder Isles, when you roll Sneak Attack damage, you may roll one additional die. The number of dice increase as your level increases, becoming two additional dice when you reach 12th level, and three additional dice at 17th level.
Additional Proficiencies
While on the Elder Isles, you gain proficiency with a skill and a tool of your choosing.
Sorcerer
Additional Sorcery
While on the Elder Isles, you gain additional Sorcery Points equal to your Charisma modifier.
Metamagic
While on the Elder Isles, you gain access to special Metamagics.
Warlock
Eldritch Grasp (Invocation):
While on the Elder Isles, you gain access to new, unique Invocations.
Pact Slots
While on the Elder Isles, you have one additional Pact slot.
Wizard
Additional Spell Slots
While on the Elder Isles, you gain one additional spell slot for each spell level you have access to.
Prepared Spells
While on the Elder Isles, you may prepare an additional number of spells equal to your proficiency bonus.