Monster Hunter (5e Class)
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Monster Hunter
You come from a long line of hunters, a secret organization created long ago to protect the world from supernatural danger. Monster Hunter's have many responsibility's from collecting data on creatures of the night to slaying them, there are few choices for descendants of the order though you either hunt or become the hunted.
Creating a Monster Hunter
- Quick Build
You can make a monster hunter quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score followed by Intelligence then Constitution. Second, choose the Outlander background. Third, choose the leather armor, a rapier for the martial weapon and a shield and the dungeoneer's pack.
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: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Monster Hunter level after 1st
- Proficiencies
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Tools: Cook's utensils and choose one from alchemist's supplies, poisoner's kit, woodcarver's tools or leatherworker's tools.
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) hide armor
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a explorer's pack or (b) a dungeoneer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Crafting Slots | Spot Weakness |
---|---|---|---|---|
1st | +2 | Fighting Style, Behemoth Slayer | - | — |
2nd | +2 | Harvesting and Crafting, Spot Weakness | 2 | 1d4 |
3rd | +2 | Rustic Cook | 2 | 1d4 |
4th | +2 | Ability Score Improvement | 2 | 1d4 |
5th | +3 | Extra Attack | 2 | 1d6 |
6th | +3 | Behemoth Slayer Improvement | 3 | 1d6 |
7th | +3 | — | 3 | 1d6 |
8th | +3 | Ability Score Improvement | 3 | 1d6 |
9th | +4 | Poison Resilience | 3 | 1d8 |
10th | +4 | Advanced Prey | 4 | 1d8 |
11th | +4 | Veteran Hunter | 4 | 1d8 |
12th | +4 | Ability Score Improvement | 4 | 1d8 |
13th | +5 | — | 4 | 1d10 |
14th | +5 | — | 5 | 1d10 |
15th | +5 | Mortal Strike | 5 | 1d10 |
16th | +5 | Ability Score Improvement | 5 | 1d10 |
17th | +6 | — | 5 | 1d12 |
18th | +6 | — | 6 | 1d12 |
19th | +6 | Ability Score Improvement | 6 | 1d12 |
20th | +6 | Legendary Slayer | 6 | 1d12 |
Behemoth Slayer
Beginning 1st level, you have advantage on Wisdom (Survival) checks to track giants, monstrosities, beasts and dragons, as well as on Intelligence checks to recall information about them.
At 6th level, you have advantage on Wisdom (Insight) checks and Dexterity saving throws against such creatures.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spot Weaknesses
Beginning at 2nd level, you can use your bonus action to detect the weak spot of monsters. As a bonus action, choose a creature within 60 feet. All attacks made by you against that creature for the next minute deal additional damage equal to 1d4. The additional damage increase as you gain levels in this class, as shown on the Spot Weaknesses column on the Monster Hunter table.
Harvesting and Crafting
Starting at 2nd level, you learn how to harvest monster's body parts to craft equipment. Each type of creature grants you benefits depending on their type and traits. You can have two items created from your crafting at the same time, and you gain more as you finish a long rest.
If you craft more items than you have slots to create, the previous item worn out or break, as appropriated. To craft an item, you also need a specific tool and a certain supplies, as shown in the Crafting Recipes section bellow.
Whenever a craft requires a save DC to resist its effects, you calculate as follows: DC 8 + your proficiency bonus + your Intelligence modifier.
In addition, you can replace your items whenever you finish a long rest. If the item is a consumable, each portion of the consumable takes 1 crafting slot.
Rustic Cook
Starting at 3rd level, you learn how to prepare special meals, that not also prepare your body for a long hunt, but also can give you some of the properties from the monster you have slain. You need to have your cook's supplies to use this feature.
Over the course of a short or a long rest, you can use prepare a meal using a dead corpse of your prey. The meal can sustain one creature for each hit die that creature had, up to a maximum equal to your proficiency bonus. Any creature who eats from the meal gain the maximum amount of hit points if it decides to use hit dice to regain hit points during the short rest.
In addition, the meal can give for those who participate in the feast one of the creature's traits, depending on the number rolled on the d6: 1 (one of its condition immunities), 2 (one of the creature's senses), 3 (one of the creature's damage resistances), 4 (one of the creature's damage immunity), 5 (one of the creature's skill proficiency), 6 (10 feet of one of the creature's movement speeds).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Poison Resilience
Beginning at 9th level, you have advantage on saving throws against poisoned, and you have resistance against poison damage.
Advanced Prey
At 10th level, you can choose one additional prey to hunt. You choose one of the following creature types: oozes, fiends, undead or aberration. You gain the benefits of the Behemoth Slayer feature against the chosen creature type.
Veteran Hunter
Starting at 11th level, whenever you make an attack roll, skill check or saving throw that adds your proficiency bonus, you can add twice your proficiency bonus instead.
In addition, whenever you are hit by an attack, you can add your proficiency bonus to your AC until the end of your turn.
You can use this feature three times, and regain your uses after finishing a short or a long rest.
Mortal Strike
Starting at 15th level, whenever you fight beasts, dragons, giants or monstrosities, the first attack you make in each of your turns is made at advantage. In addition, you roll the spot weaknesses die twice and add to the damage of that attack on a hit.
Legendary Slayer
Beginning at 20th level, your Dexterity and Constitution increase in 4, to a maximum of 24.
Crafting Recipes
Dragons
- Blood Elixir (Consumable)
pre-requisite: alchemist supplies proficiency, blood of a true dragon, 6th-level
The dragon blood elixir it is a concoction brewed from the concentrated blood of a dragon. A single dragon grant you a enough raw material for a number of elixirs equal to its amount of hit die. The blood elixir grants you advantage on Strength checks (if brewed from a Chromatic Dragon) or Charisma checks (if brewed from a metallic dragon), as well as an additional effect based on its color. The effects of the blood elixir last for 24 hours.
Additional Effect:
- Black. Darkvision up to a range of 120 feet
- Blue. You can mimic sounds of animals or creatures, which require a Wisdom saving throw to discern the trick
- Brass. speak with animals at will
- Bronze. water breathing at will
- Copper. spider climb at will
- Gold. polymorph once during the elixir duration, lasting for the duration of the elixir.
- Green. suggestion once during the elixir duration, lasting for the duration of the elixir.
- Red. dragon's breath once during the elixir duration, lasting for the duration of the elixir.
- Silver. flight speed of 20 feet
- White. you can move across and climb icy surfaces without needing to make an ability check. Ignore difficult terrain composed of ice or snow.
- Dragonbone Bow
woodcarver's tools, dragon bones of a dragon with size large or higher This bow is carved from a large bone of the dragon. The short range of this bow is increased in 20 feet and the long range in 60 feet. In addition, you can add your Strength modifier to the damage rolls of attacks made with this bow.
- Dragoncraft Armor or Shield
leatherwork tools, dragon hide, 10th-level
These are armor and shields made out of dragon hide. You can craft any type of armor out of dragon hide, and the armor is considered one category lighter for the purposes of proficiency.
You can craft the following types of armor, that require a dragon with a minimum size shown in parenthesis: shield (small), hide armor (medium), half plate (large), full plate (huge).
In addition, the armor grants you resistance to the damage type the dragon is immune to. The hide of a Wyvern grants you advantage on saving throws against the poisoned condition instead.
This armor requires attunement.
- Dragonfang Weapon
woodcarver's tools, dragon bones of a dragon with size medium or higher
Dragonfang weapons are weapons made out of claws and teeth of dragons. It grants +1 to attack rolls, and deal 1 additional point of damage. This additional damage is from the same type of the dragon's immunity, or poison in the case of a Wyvern.
You can only create slashing and piercing dragonfang weapons.
- Dragonhide Mantle
leatherwork tools, dragon hide, 6th-level
You can use the dragon hide of a dragon medium sized or higher to craft a cloak. This cloak grants you resistance to the dragon's damage type. In addition, you gain advantage on Charisma (Intimidation) checks against dragons.
This cloak requires attunement.
Monstrosities
- Oil of Petrification
pre-requisite: alchemist supplies proficiency, bile of cockatrice or gorgon, 6th-level
You can concoct an oil that petrifies a target hit by it. You can hurl the vial containing this oil against a creature within 20 feet, making a ranged weapon attack.
On a hit, the creature is petrified for 1 minute. The amount of vials you can concoct on total depend on the amount of hit dice the creature has.
- Gorgon Armor
pre-requisite: smith's tools proficiency, skin of a gorgon
This armor is made out of the organic metal skin from a gorgon. This is considered a full plate armor, but give you +1 to your AC. In addition, you gain immunity to petrification while wearing it.
Wearing this armor requires attunement.
- Mummified Head of Petrification
pre-requisite: alchemist supplies, medusa or basilisk head, 14th-level
The head of a medusa or basilisk can be embalmed and preserved, allowing the user to uncover its eyes using, directing its gaze towards a creature within 30 feet as an action. That creature must succeed on a Constitution saving throw or it is incapacitated until the end of its turn.
- Grick Mantle
pre-requisite: leatherworks tools, skin of a grick
You can use the skin of a grick to make a mantle that allow you to merge with the rocks. While wearing this cape, you have advantage in Dexterity (Stealth) checks to hide in rocky terrain.
- Grick Armor
pre-requisite: leatherworks tools, skin of a grick, 14th-level
This is a leather armor. While wearing this leather armor, you have resistance to slashing, piercing and bludgeoning damage from non-magical weapons.
In addition, you have advantage in Dexterity (Stealth) checks to hide in rocky terrain.
This armor requires attunement.
- Maticore Tail Crossbow
pre-requisite: smith's tools, leatherworks tools, tail of a manticore, 6th-level
You can make a semi-organic crossbow made out of the tail from a manticore embalmed and linked to a mechanism. This is considered a light crossbow, but you can fire 24 shots with it without needing to reload it. After the 24th shot, you can't use this again until the next dawn.
- Minotaur Hide
pre-requisite: leatherworks tools, hide of a minotaur, 6th-level
You can make a hide armor out of the hide from a minotaur. This is considered a hide armor +2.
- Bullete Hide
pre-requisite: leatherworks tools, hide of a bullete, 14th level
You can make a hide armor out of the hide from a bullete. This is considered a half-plate +2. In addition, this plate reduces up to 10 points of fall damage, and give you tremorsense up to a range of 10 feet.
Multiclassing
Prerequisites. To qualify for multiclassing into the monster hunter class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Wisdom.
Proficiencies. When you multiclass into the demon hunter class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.
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