Monster Hunter, Variant (5e Class)
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A human lays in a bush waiting. Weeks pass and a group of spined devils stalk pass where he hides. A second later a 4 bolts shoot out from the bush hitting each in the head. The human then comes out of his hiding place and proceeds to cut off their heads, taking his trophies.
An orc walks into a camp of giants. She grabs her maul made from a dragon she made work of last week. She then charges into the thick of them swinging and dodging masterfully causing the group to kill each other. After each had fallen she only left with few scratches. She then got back to town and collected her reward.
A dragonborn sets a trap and waits. Days pass and then a crash. He looks where the trap was set and sees a griffin has fallen for his trick. The dragonborn then climbs down from his tree and walks slowly to the griffin with his hand raised. The griffin screeches for a moment for it fears it will die. The dragonborn then lays his hand on the griffin and feeds it; taming it. He then climbs onto his new mount and takes to the skies to start his next hunt.
You are the hunter that makes the dragon run in fear. You make the earth elementals look over their shoulders. You make the undead fear death. A Monster Hunter is the best of the best at slaying creatures they hate. They use any weapon they can get their hands on for they only have a unrelenting hatred for the monster type they choose. Monster Hunters are a class that is favored by the townspeople for the Hunters make the world a little safer for each civilization.
Creating a Monster Hunter (variation)
Have you ever wanted to be the person who can destroy the dragon that wipes the whole party? Have you wanted to be the one the monsters fear? Have you ever wanted to be like Geralt of Rivia from the witcher?
- Quick Build
You can make a Monster Hunter (variation) quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the The Haunted background. Third, choose a martial melee weapon, then a Heavy crossbow or longbow( you start with 20 bolts or arrows). Then you have the choice of a holy symbol or a trinket from your first kill.
As a Monster Hunter you gain the following class features.
- Hit Points
Armor: Light, medium and heavy armor
Tools: Leatherworker's tools
Saving Throws: Dexterity and Charisma
Skills: Choose two from Acrobatics, Athletics, Intimidation, Deception, Persuasion, Investigation, Perception, or Animal Handling
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chainmail or (b) Hide armor and a shield
- (a) two simple weapons or (b) any martial melee weapon
- (a) Longbow (20 arrows) or (b) Heavy Crossbow (20 bolts)
- (a) Adventurer's pack or (b) Dungeoneer's Pack
- If you are using starting wealth, you have 5d12 gold in funds.
|1st||+2||Hated Enemy, Fighting Style|
|4th||+2||Ability Score Improvement, Ability score improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement, Extra Attack (2)|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
Hunters knowledge about the supernatural have been handed down for generations. Starting at 1st level: Choose a type of favored enemy: Aberrations, Beasts, Celestials, constructs, dragons, elementals, fey, Fiends, Giants, Monstrosities, oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Werewolf's and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them. When you gain this feature, you also learn one Language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated Language, at 13th and 17th, level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures.
At 1st level, you adopt a 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 and damage rolls you make with ranged weapons.
Great-Weapon Fighting When you roll a 1, or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
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.
Two Weapon fighting When you engage in Two-Weapon fighting, you can add your ability modifier to the damage of the second attack, and you can use any one handed weapons, provided they do not have the heavy feature.
You can choose an area and it will become your hunting grounds
By favoring a terrain you and your party will be able to transverse it with ease. Anything that would be considered rough terrain in your favored hunting grounds is considered regular because of your expertise there. Your party will also have this effect. ie. the underdark.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 18th and 20th 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.
You get to attack twice instead of once on your attack action. When you reach 15th level, you may attack three times instead.
At level 6 you are able to make your own armor and weapons.
You gain proficiency with smith's tools, and you get advantage when using a forge with the help of another who has proficieny in smith's tools.
At Level 7 you have become so in tune with your fellow hunters, you can send rudimentary instructions and messages to other hunters you have met.
At level 9 you can go without food for 1 week.
Starting at Level 10 when dealing damage to a monster who is one of your Favored Enemy's you may add 1d8 to your damage roll.
Your training as a Monster Hunter has made sure you have learned how to use all types of poisons.
Starting at level 11 you can use a single application of poison on your weapon that will last 10 rounds, dealing 1d6 poison damage.
At level 14 you have become so adept at tracking your prey you now have clairvoyance to certain prey.
Once a day you can use your Hunters Clairvoyance to gain direct path to where your hunted target is. This only works for your hated enemies, cannot be used on humans.
You have become a master of concoctions. Your poisons are renowned to monster hunters.
At level 18 you can take three days to begin fermenting a poison, that when delivered to an enemy has the power to kill within an hour. The by-product of the poison creates an antidote, that if administered will leave the victim incapacitated for 24 hours but completely cured.
This poison can be administered via attack (one application equals one attack with it).
Through food or drink.
Or even through use of a surgical needle.
Starting at Level 20 monsters now fear your name. If the monster is one of your Favored Enemy's and they are within 30 feat from you they must make a CHA saving throw with disadvantage at the start of there turn, If they fail they are frightened of you.
Prerequisites. To qualify for multiclassing into the monster hunter class, you must meet these prerequisites: 13 Dexterity or Strength and 15 Constitution.
Proficiencies. When you multiclass into the monster hunter class, you gain the following proficiencies: melee martial weapons and leatherworker's tools.