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Monster Hunter (5e Class)

Roles: Melee and Ranged Dps/Utility

Hit Die:​D8
Saving Throws:​Dex, Int
Armor Proficiencies:​Light Armor, Medium Armor
Weapon Proficiencies:​Martial and Simple Weapons. Crossbows.
Tools:​Smith’s Tools
Skills: ​Pick two from:
Acrobatics, Perception, Athletics, Survival, Intimidation, Investigation, Nature, Arcana,
Stealth.

Equipment:​You start with the following equipment in addition to the equipment granted
by your background.
-1 Scimitar or Rapier and (1) Simple Weapon
-1 Light Crossbow and 20 bolts or 1 Simple Weapon
-Leather Armor
-1 Net or Bag of Ball Bearings

Level Prof Class Features Slayer Die Arnaments


Bonus

1rst +2 Chosen Quarry/ Monster Hunter d4 (2) 0


Training

2nd +2 Slayer’s Armaments d4(4) 2

3rd +2 Archetype Feature d4(4) 2

4th +2 Ability Score Increase d4(4) 2

5th +3 Extra Attack d6(5) 3

6th +3 Archetype Feature d6(5) 3

7th +3 Expertise d6(5) 4

8th +3 Ability Score Increase d6(5) 4

9th +4 Archetype Feature d6(6) 5


10th +4 Predator’s Cunning d6(6) 5

11th +4 From the Shadows d8(6) 5

12th +4 Ability Score Increase d8(6) 6

13th +5 Archetype Feature d8(7) 6

14th +5 Fell Footed d8(7) 6

15th +5 Night Huntsman d8(7) 6

16th +5 Ability Score Increase d8(7) 7

17th +6 Archetype Feature d10(8) 7

18th +6 Dogged Determination d10(8) 8

19th +6 Ability Score Increase d10(8) 8

20th +6 Slayer’s Take d12(8) 8

1rst Level: ​ Chosen Quarry


Your tireless devotion to the slaying of the monsters of Amorle has allowed
you greater ease at tracking them. Due to years of research and your
general cerebral nature, you have learned to recognize the signs of
Monsters. Choose one from Aberrations, Undead, Lycanthropes, or Fey.
You innately know the signs of activity from your Chosen Quarry (i.e.
footprints, residual magic, etc.) and can identify them without a skill check.
You do not, however know where your Quarry is, nor would you recognize
them if they are in a disguise or under an illusion.
1rst Level: ​
Monster Hunter Training
Your arduous training has taught you the best ways to strike at your foes.
You gain a special die called a Slayer Die which is a d4. Whenever you roll
damage against a creature, you can expend one Slayer Die and add that
rolled number to the damage you deal to it. Once you expend your Slayer
Die you must finish a short or long rest before regaining them, barring class
features.

2nd Level: ​Slayer’s Armaments


Your ruthless dedication to the Hunt has led you to construct an Arsenal of
Speciality weapons to draw upon. Starting at second level, choose two
Armaments at the end of this class list. You gain more Armaments at the
levels designated by on the class table.

3rd Level:​Monster Hunter Archetype


Starting at 3rd level, you choose an Archetype that you strive to emulate.
This Archetype choice grants you features at 3rd, 6th, 9th, 13th, and 17th
level. The Archetypes are:
-Grave Walker:​A Hunter focused on redealing death to the Undead
-Cunning Champion:​A Hunter focused on covertly rooting out the more
human like monsters.
-Ethereal Huntsman:​A Hunter focused on Monsters that hail from the Far
Realms.

4th Level:​Ability Score Increase


4th, 8th, 12th, 16th, 19th

5th Level: ​Extra Attack


At 5th level, you can attack twice instead of once when you take the Attack
Action.
7th Level: ​Expertise
At 7th level, choose two skills or tools in which you are proficient with. You
may double your proficiency bonus on checks made using these skills or
tools.

10th Level: ​
Predator’s Cunning
Whenever you are forced to make a saving throw against an effect, you
can expend one Slayer Die, rolling it and adding the result to your throw. If
you are made to make a saving throw against your Chosen Quarry, you
instead take the maximum value.

11th Level:​ From the Shadows


When you make an attack against a creature and they are either surprised
or you have advantage on the attack roll, you can add extra Slayer Die to
the damage roll if you expend one. You must finish a short rest before
using this feature again.

14th Level: ​
Fell Footed
At 14th Level, when you expend a Slayer’s Die against a creature you do
not provoke opportunity attacks from that creature for the rest of your turn.

15th Level: ​
Night Huntsman
When you take the Attack Action against a Creature, you can take the Hide
Action as a Bonus Action.

18th Level: ​Dogged Determination


Whenever you make a skill check, you can choose to expend a Slayer Die
and add the result to the overall total. You can do this after rolling but
before the result of the roll is decided.
20th Level: ​ Slayer’s Take
If you roll for initiative and you have no Slayer Die remaining, you regain 3
Dice.

Grave Walker
“What’s done in the dark will be brought to the light.”

3rd Level:​Weaponized Faith


At 3rd Level, your Faith in your purpose has led you to construct the
executor of your vision, the Powder Keg. The Powder Keg is a black
powder Rifle Cannon with the Heavy and Two Handed Properties. It also
has the following properties:
-You must take a full action setting up the Powder Keg.
-You must be fully prone while wielding the Powder Keg.
-The Powder Keg uses your Dex Mod for attack and damage rolls.
-On a hit it deals 2d8+ Dex Mod Piercing Damage
-It has a magazine of 2 rounds and can be reloaded as a bonus action.

6th Level: ​ Holy Arsenal


Your tireless dedication to hunting undead has led you to construct a
special weapon upgrade to better destroy the unliving. You gain one of the
following:
-​
Bipod: ​You can now set up the Powder Keg using one of your attacks,
rather than an Action.
-​
Tracer Rounds:​Once per short rest, when you hit with an attack from the
Powder Keg you can cause all attacks to have advantage against your
target for the next minute. This shot deals 1d6+Dex damage.

9th Level:​Reaffirmation of Faith


Whenever you score a critical hit on an Undead, you regain all expended
Slayer Dice
13th Level:​Turn the Haunted
Your reputation precedes you.Using an action, you can expel a shot from
your Powder Keg into the air. All Undead within a 20 ft radius must make a
Wis Save (DC Your Prof Bonus+ Intelligence Modifier + 8) or be frightened
of you for 1 minute.

17th Level: ​Hallowed Strikes


Your grudge against the Undead deepens, allowing you to strike at the core
of their essence. You’ve constructed a special coating for your weapons to
harm the essence of the Undead. As an action, you coat your weapons
with this mixture, and for 1 minute your attacks ignore resistances of
creatures of the Undead type.

Cunning Champion
“What’s more dangerous than a monster with the mind of a man?”

3rd Level:​Know Your Enemy


When you take this archetype at 3rd level, you learn to use your dedicated
intuition and research skills to better understand those who would try to
pass as human. As a bonus action, you can make an Intelligence (Insight)
or Intelligence (Investigation) check contested by the creature’s Deception
(Charisma). On a success, your weapon attacks score a critical hit on a
19-20 against that creature. This lasts for 1 minute or until you use this
feature against another creature.

3rd Level:​ Charming Intellect


When you take this Archetype at 3rd level, you may use your Intelligence
skill instead of Charisma when you make a Charisma(Persuasion) check.
6th Level:​Hidden Arsenal
It is not always permitted to bring instruments of death into civilized spaces.
That is why you have constructed concealed weapons to better slay those
who hide in plain sight. At 6th level you gain,
-Wrist Crossbow:​This minituraized crossbow has been specially
constructed to fit inside a small golden bracelet. You are proficient with this
weapon and it deals 1d4+Dex Modifier. It has a range of 20/50 ft.
-Sword Cane:​This slender blade has been modified to easily slide into a
cane. You are proficient with this weapon and the blade deals 1d6+Dex
Modifier slashing and the cane deals 1d6+Str Modifier bludgeoning.

Any attempts to perceive or investigate these weapons have disadvantage.

9th Level:​Keen Sense


At 9th Level, your keen investigation sense has granted you insight into the
true nature of your Quarry. Whenever you use your Know Your Enemy
class feature and succeed, you can expend a Slayer Die and add its rolled
value on any insight check to know the true form of your enemy if it is being
actively disguised by magic and to know one other attribute such as:
-Hitpoints
-Armor Class
-If it has the ability to cast spells
-One Ability Score of your Choice

13th Level:​Monstrous Misdirection


At 13th Level, If a target of your “Know Your Enemy” Fighting Style misses
you with an attack you can use your reaction to force the creature to repeat
its attack against itself or a target within 5ft of it. You must finish a short or
long rest before using this ability again.
17th Level:​Knowledge is Power
Your grudge against your Chosen Quarry has grown deeper. Whenever
you use your “Know Your Enemy feature” against your Chosen Quarry, you
deal an extra 2d6 damage to your Quarry.

Ethereal Huntsman
“Those who hunt monsters should take care that they do not become a monster
themselves”

3rd Level:​Mind Shield


The numerous monsters of the Far Realm have uniquely evolved psionic
powers. In response to this, you’ve constructed a special shield to guard
yourself against eldritch energies. Whenever you are struck by a magic or
psionic effect that only targets you, you can use your reaction to flare your
shield. The attacker must succeed on an Intelligence saving throw or have
some of the energy that reflect back on them, dealing half the damage and
making you take half damage from the attack. You can use this a number
of times equal to your Int Modifier(Minimum of 1) before finishing a short
rest.

Note:​I’ve left the description of the Mind Shield vague to leave a lot of
creative freedom to the player to design what the Mind Shield looks like
and what its made of.

6th Level:​Telekill Coating


At 6th Level, your research into the Far Realms has led you to construct a
special alloy to coat your weapons with to thwart those with eldritch
powers. Choose two weapons to coat; whenever you hit with an attack
using these weapons against a creature concentrating on a spell or psionic
ability, they must succeed on a Concentration check against your
Armament Saving Throw DC or be forced to lose concentration on the spell
or psionic.

9th Level:​Ferocious Counter


At 9th Level, whenever you successfully reflect damage using your Mind
Shield you may expend a Slayer Die and add the rolled total to the damage
you deal to the attacker.

13th Level:​Strength in Numbers


At 13th Level, when you see an ally within 5ft of you hit by a spell or psionic
effect, you can expend 2 uses of your Mind Shield to grant your ally the
same benefit your Mind Shield would normally grant you for yourself.

17th Level:​Slayer of Flayers


At 17th Level, your construction of Telekill alloy has reached its Zenith. Any
Armaments that is a weapon (and not just an attachment to a weapon, like
Pneumatic Pump), is considered to be coated in Telekill and gains the
associative benefits.

Monster Slayer Armaments:

Armament Saving Throw DC:​Int Mod + Proficiency Bonus + 8

Pneumatic Pump:
Requirements: 5th Level, A Crossbow
Throughout your travels, you’ve learned to construct a specialized steam pump for the
loading and firing mechanism of a crossbow. This high powered pump increases the
range of a Crossbow by 20 ft.
Special:​As an action you overload the steam, pump shooting an armor piercing bolt out
of the crossbow. When you use this feature, you treat the AC of the target as 10. You
must finish a long rest before using this special attack again.

Perma-Grip Harness:
You’ve learned to construct a special harness for your melee weapons. While wielding a
weapon with this harness attached, you cannot be disarmed of that weapon.

Ghost Dust:
Requirements: Grave Walker Archetype
As a bonus action, you fling a handful of Ghost Dust into the face of a spectre or
undead within 10ft of you. This mixture of hallowed bones, celestial gold, and iron filings
forces the Undead to make a Constitution Saving Throw or be blinded until your next
turn. You can use this Armament an amount equal to your Int Modifier (Minimum of 1).
Your uses replenish on a short rest.

Net Launcher:
Requirements: A Crossbow** or Firearm **Not Compatible with Pneumatic Pump
You’ve modified a Firearm or Crossbow to fire a compressed Net as a projectile. Once
you modified a Crossbow or Firearm in this way, it will only be able to fire Net
Projectiles. You can craft a number of Net Projectiles on a long rest equal to your Int
Modifier. This requires a Net (as seen in the PHB), and one Net equals one Net
Projectile. Whenever you hit a creature with this projectile, they must make a Dex
Saving Throw or be restrained for 1 minute. At the end of each of its turns, the creature
can repeat the Saving Throw, using either Dex or Strength to break free.

Close Combat Spear:


Requirements: Spear
After numerous close calls and scraps, you decided to modify the classic spear into a
form more suited for close combat, reducing the size to fit in one hand and attaching a
counterbalance to the other end. This modified spear loses the ​throwing​property and
gains the ​finesse​property.
Special:​Whenever a hostile creature enters your space for the first time, you can use
your reaction to attack with the heavy counterweight of the spear using your Slayer Die
as the damage if it hits. The affected creature must make a Str Saving Throw or be
knocked prone if it is large or smaller.

Bola:
You’ve constructed a specialized throwing weapon designed to entangle and trip up
your enemies. When you throw this weapon, you must make a ranged attack roll. On a
hit, a medium or smaller creature must make a Dexterity Saving Throw or be knocked
prone and take 1d4 damage. This damage increases by 1d4 for every size category
above medium.

Hidden Dagger:
Requirements: Cunning Champion Archetype
Do to the nature of your chosen quarry, you find yourself being seized and grappled fairly
regularly, so in response you’ve crafted this specialized bladed gauntlet. When are under the
grappled condition as imposed by another creature, you can use your reaction to attack with the
spring loaded dagger located in this gauntlet. On a hit, this deals damage as normal.
Additionally, when struck by this weapon, the grappling creature must succeed on a Constitution
or Dexterity Saving Throw (its choice) or be forced to release the grapple.

Harpoon Launcher:
Requirements: Crossbow, Firearm, 10th Level
You’ve constructed a special type of ammunition that lets you grapple from afar. As an action,
you can fire this projectile, the target must make a Dex Saving Throw or be grappled. While
grappled, the creature cannot move farther than 30 ft away from you but can move closer to
you. All normal effects of the grapple condition apply otherwise.

Ballistic Fist:
Requirements: 5th Level
You’ve constructed a focused explosive charge form fitted to an armored gauntlet. When you
strike with an unarmed attack, you can use your reaction to detonate this charge. The affected
creature must make a Con Saving Throw or take 4d6 Fire Damage and half on a successful
save.

Hypodermic Dart:
Requirements: Cunning Champion Archetype
You’ve modified your dart from your Wrist Crossbow to deliver a debilitating poison. Whenever
you hit with your dart, the affected creature must make a Con Saving Throw or be poisoned for
1 minute.

Radiant Ammunition:
Requirements: Grave Walker Archetype
You mixed the bones of saints with the ammunition in your Powder Keg. Instead of Piercing
Damage, your shots deal Radiant Damage Instead. This ammunition deals an extra 1d8
damage to Undead.
Boom Tube:
Requirements: Grave Walker Archetype, 7th Level
You’ve constructed an underbarrel attachment to your Powder Keg. Once per long rest, you can
launch an explosive projectile. Everyone one within a 15ft of radius of the detonation must make
a Dex Saving Throw or take 8d6 Fire Damage.

Concussion Powder:
Whenever you are hit with a melee attack, you can use your reaction to throw a small bag of
explosive in your attackers face. The attacker must make a Str saving throw or take 3d4 force
damage and be pushed back 10ft. You can use this armament once per short rest, where you
will craft another bag.

Clawed Boots:
Requirements: Cunning Champion Archetype
When wearing these treaded and clawed boots, you have advantage of saving throws against
being knocked prone or pushed back.

Scatter Ammunition:
Requirements: Crossbow, Firearm. Not Compatible with Powder Keg Class Feature
You’ve modified your ammunition to fire multiple small projectiles instead of one large projectile.
This ammunition has a 15ft cone of effect. Creatures within the cone must make a Dexterity
Saving Throw or take 3d6 piercing damage and half on a success. You can only hold 5 pieces
of this ammunition at a time, Replenishing your supply on a short rest.

Smoke Grenade:
As an action, you drop a small glass bead that blooms into a smoke cloud, with effects a la Fog
Cloud.

Bladed Gloves:
You’ve constructed speciality armored bladed gloves. Whenever you strike with your unarmed
attack, they deal damage equal to 1d6 plus your Str Mod.

Static Trap:
Requirements: 11th Level, Ethereal Huntsman Archetype
You’ve used your knowledge of energy and electricity to construct a specialized trap to thwart
those who would call upon eldritch powers. Using an action, you can detonate this trap, forcing
every magic and psionic user to make a Intelligence Saving Throw or be unable to use their
respective abilities for 1 minute. Any affected creatures can repeat the saving throw at the end
or each of their turns with advantage, ending the effects on a success.

Hammer of Intellect:
Requirements: Ethereal Huntsman Archetype
The Hunting of Far Realm monsters is a task not suited for the dim witted. You’ve constructed a
special Warhammer out of Telekill Alloy. When you strike with this Warhammer you can choose
to use either your Intelligence or Strength Modifier for the Attack and Damage Rolls.

Caustic Spray:
Requirements: Alchemy Kit
You’ve concocted a special spray that blinds and stuns enemies it hits. As an action, you can
empty a canister of spray into a creature’s eyes. Whenever a creature is affected by this, they
must make a constitution saving throw or be stunned for 1 minute. The creature may make
another saving throw at the end of each of its turns subsequently, ending the effects on a
success. The subsequent saving throws are made with advantage. After emptying the canister,
you are able to craft more over a short rest.

Note:​This Spray has no effect against creatures that do not have eyes, nor undead or
constructs.

Shield of Elements:
Requirements: Ethereal Huntsman Archetype
You can use 1 charge of your Mind Shield to mimic the effects of the Absorb Elements spell.
Spending more charges mimics a higher level of spell, up to 4 charges.

Staff of Stunning:
Requirements: Staff, 18th Level
You’ve constructed a Metallic and Mechanical Staff that holds a powerful Electric Charge.
Whenever you strike with this staff and deal damage, you can instead choose to deal no
damage and release the powerful Electric Charge housed in the staff. If the affected creature
has no more than 150 hit points remaining it is stunned, making a Con Save at the end of each
of its subsequent turns, ending the effect on a success.

Rope Dart:
Requirements: Dagger, At least 15 ft of rope.
As a bonus action, choose a target within 15 ft. of you. Make a ranged attack roll, and on a hit
the affected creature takes 1d6 + Dex Piercing Damage and must succeed on a Str Saving
Throw or be pulled 15 ft to you.

Flame Tosser:
Requirements: 15th Level, Cunning Champion Archetype, Caustic Spray Armament
You’ve constructed a highly volatile flame projector from a spare canister of your Caustic Spray.
As an action, you can choose to ignite that spray, hurling flames in a 30 ft cone. Every creature
in that cone must make a Dexterity Saving Throw. On a failure, the creature takes 10d8 Fire
Damage and half as much on a success.

Bladed Boomerang:
Requirements: 2 Daggers, Smith’s Tools
In your infinite need for more efficient weapons has led you to construct this amalgamation of
steel. When you attack with this weapon, make a ranged attack roll, on a hit this deals 2d4 +
Dex Modifier Slashing Damage and you lose this weapon for the rest of your turn. On your
subsequent turn, the boomerang returns to you, attacking your target again. The target must
succeed on a Dexterity Saving Throw or take a further 2d4 + Dex Modifier Slashing Damage.
This armament has the thrown (30/60 ft) property.

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