SIGNING IN

Hit Points

Hit Dice 1d10 per niveau

Vaardigheden

DEX , INT

Monster Hunter

Niveau Proficiency Bonus Eigenschappen Weapon Mastery
1 + 2 Monster Grimoire Weapon Mastery 2
2 + 2 Monster Grimoire Weapon Mastery 2
3 + 2 Monster Grimoire Weapon Mastery 2
4 + 2 Monster Grimoire Weapon Mastery 2
5 + 3 Monster Grimoire Weapon Mastery 3
6 + 3 Monster Grimoire Weapon Mastery 3
7 + 3 Monster Grimoire Weapon Mastery 3
8 + 3 Monster Grimoire Weapon Mastery 3
9 + 4 Monster Grimoire Weapon Mastery 3
10 + 4 Monster Grimoire Weapon Mastery 3
11 + 4 Monster Grimoire Weapon Mastery 4
12 + 4 Monster Grimoire Weapon Mastery 4
13 + 5 Monster Grimoire Weapon Mastery 4
14 + 5 Monster Grimoire Weapon Mastery 4
15 + 5 Monster Grimoire Weapon Mastery 4
16 + 5 Monster Grimoire Weapon Mastery 4
17 + 6 Monster Grimoire Weapon Mastery 5
18 + 6 Monster Grimoire Weapon Mastery 5
19 + 6 Monster Grimoire Weapon Mastery 5
20 + 6 Monster Grimoire Weapon Mastery 5

Klasse-eigenschappen

Niveau 1

Monster Grimoire
Weapon Mastery

Niveau 10

Subclass Feature

Niveau 11

Extra Attack

Niveau 12

Ability Score Improvement

Niveau 13

Improved Monster Grimoire

Niveau 14

Lair Sense

Niveau 15

Subclass Feature

Niveau 16

Ability Score Improvement

Niveau 17

Slayer's Aid

Niveau 18

Subclass Feature

Niveau 19

Epic Boon

Niveau 2

Fighting Style
Studied Response

Niveau 20

Grave Strike

Niveau 3

Monster Hunter Subclass

Niveau 4

Ability Score Improvement

Niveau 5

Expert Strike

Niveau 6

Improved Monster Grimoire

Niveau 7

Subclass Feature

Niveau 8

Ability Score Improvement

Niveau 9

Knowledgeable Defense

Vaardigheden

Armor

light

medium

shield

Weapons

simple

martial

Skills

Startuitrusting

Klasse-eigenschappen

Monster Grimoire (Level 1)

You create or inherit a repository of knowledge known as a Monster Grimoire. Each Monster Hunter carries a grimoire, a manual on dangerous creatures. A Monster Hunter's grimoire is an object entirely unique to each hunter. It may be a leather tome recovered from a dusty library with notes made in the margins, a set of blood-stained scrolls inherited from a previous hunter, or a precious stone with a communing spirit held within.

If a Monster Hunter ever loses a grimoire, the hunter has retained enough knowledge to not suffer immediate drawbacks. However, the hunter can't add to the grimoire until it is restored and therefore can't take another Monster Hunter level until a lost grimoire has been replaced. A grimoire can be recreated by spending 8 hours and 50 GP worth of materials such as books, scrolls, and ink.

Choose two types of creatures that you are specialized in hunting from the following list: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead.

You add your Proficiency Bonus to Intelligence and Wisdom checks you make that relate to the creature types in your grimoire. For example, if Undead are in your grimoire, you add your Proficiency Bonus to an Intelligence (History) check to recall lore about an Undead creature you're investigating or a Wisdom (Medicine) check to identify claw marks left on a corpse by an Undead creature. If you are already proficient in a skill when asked to make an Intelligence or Wisdom ability check relating to the monster types in your grimoire, you add double your Proficiency Bonus instead.

When you gain this feature, you also learn one language based on the chart below. (You can add languages to this chart based on your own campaign world.)

Monster Type Language
Monster TypeLanguages

Aberration

Deep Speech or Undercommon

Beast

Sylvan

Celestial

Celestial

Construct

Draconic

Dragon

Draconic

Elemental

Primordial

Fey

Sylvan

Fiend

Abyssal or Infernal

Giant

Giant

Monstrosity

Deep Speech

Ooze

Deep Speech or Undercommon

Plant

Sylvan

Undead

Abyssal or Infernal

Weapon Mastery (Level 1)

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longbows and Longswords. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.

Fighting Style (Level 2)

You gain a Fighting Style feat of your choice.

Studied Response (Level 2)

You have learned the most effective way to slay a monster is to strike its most vulnerable area at the right moment. Too early, and your attack glances away. Too late, and the monster may eviscerate you.

When a creature you can see within 60 feet of you targets you or another creature with a melee or ranged attack, you can take a Reaction before the attack roll to make one attack with a weapon or an Unarmed Strike against that creature.

If the attack misses, you regain the use of your Reaction.

Monster Hunter Subclass (Level 3)

You gain a Monster Hunter subclass of your choice. The Carver Guild, Devourer Guild, Occultist Guild, and Trapper Guild subclasses are detailed below. A subclass is a specialization that grants you features at certain Monster Hunter levels. The guild you choose grants you features when you reach Monster Hunter levels 3, 7, 10, 15, and 18.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Monster Hunter levels 8, 12, and 16.

Expert Strike (Level 5)

You learn the weaknesses of monsters so that you know exactly where to strike to inflict the most damage. You can add your Intelligence modifier to the attack and damage rolls of your weapons and Unarmed Strikes.

Improved Monster Grimoire (Level 6)

You have expanded your Monster Grimoire with your experience and knowledge.

You can select a third creature type to add to your Monster Grimoire from the following list: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. You can't choose a creature type you have chosen before. All the benefits you gain from your Monster Grimoire now also apply to this new type.

Additionally, your attack rolls with weapons and Unarmed Strikes against creature types in your Monster Grimoire can score a Critical Hit on a roll of 19 or 20 on the d20.

Subclass Feature (Level 7)

You gain a feature from your Monster Hunter Subclass.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Knowledgeable Defense (Level 9)

You can rely on your knowledge to anticipate a monster's actions and summon your best defense.

Whenever a creature type in your Monster Grimoire forces you to make a saving throw, you can make an Intelligence saving throw in place of that saving throw instead.

Subclass Feature (Level 10)

You gain a feature from your Monster Hunter Subclass.

Extra Attack (Level 11)

You can attack twice instead of once whenever you take the Attack action on your turn.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Improved Monster Grimoire (Level 13)

Your Monster Grimoire is further expanded by your encounters and studies.

You can select a fourth creature type to add to your Monster Grimoire from the following list: Aberrations, Beasts, Constructs, Celestials, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. You can't choose a monster type you have chosen before. All the benefits you gain from your Monster Grimoire now also apply to this new monster type.

Lair Sense (Level 14)

You are experienced at navigating the threats that arise near a monster's lair. You have Advantage on saving throws and Resistance to the damage of lair actions and regional effects caused by creatures. In addition, you have Advantage on saving throws and Resistance to damage against the Legendary Actions of creature types in your Monster Grimoire.

Subclass Feature (Level 15)

You gain a feature from your Monster Hunter Subclass.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Slayer's Aid (Level 17)

You're able to coordinate with your allies to quickly slay dangerous monsters.

When you use Studied Response, choose a Friendly creature that can see or hear you. That creature can use its Reaction to make one attack with a weapon or Unarmed Strike against the creature that triggered your Studied Response. If the ally does not have their Reaction, they regain it but then must use it to make the attack. Your ally's attack occurs after yours but before the target creature rolls its own attack. This ability refreshes at the start of your turn.

Subclass Feature (Level 18)

You gain a feature from your Monster Hunter Subclass.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Grave Strike (Level 20)

You gain the ability to strike mortal blows against the creatures you have studied.

Your attack rolls with weapons and Unarmed Strikes against creature types in your Monster Grimoire can now score a Critical Hit on a roll of 18 through 20 on the d20. When you score a Critical Hit against a creature type in your Monster Grimoire, the creature must make a Constitution saving throw. The DC equals the damage taken, up to a maximum DC of 30. On a failed save, the creature drops to 0 Hit Points. On a successful save, the creature takes the attack's normal damage.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Multiklassen

Verworven Vaardigheden

Armor light , medium , shield
Weapons martial

Subklasses

Carver Guild
GrimHollowPG24
Devourer Guild
GrimHollowPG24
Occultist Guild
GrimHollowPG24
Trapper Guild
GrimHollowPG24

Subklasse-eigenschappen

Carver Guild

Carver Guild (Level 3)

Slay Monsters Fearlessly and Recklessly

Since the beginning of time, the brave glared into danger's ferocious eyes and fought monsters. Those who survived were the ones smart enough to arm themselves properly and know precisely where to strike—or those who knew when to flee and return with a new plan.

Members of the Carver Guild are the Monster Hunters typically called upon when immediate danger threatens a settlement and there is no army or militia available. Carvers stride unflinchingly toward death, armed with years of training and the knowledge passed down from those before them.

Equipped for Battle

You gain training with Heavy armor.

Close Quarters

Your skill in close combat enables you to inflict crushing blows while keeping your opponent off balance. When you hit a creature with an attack roll using a Melee weapon, you can take a Reaction to deal an extra 1d6 damage of the same type dealt by the weapon. That creature has Disadvantage on its next attack roll before the start of your next turn.

True Grit (Level 7)

You have Advantage on saving throws you make to avoid or end the Frightened condition, and you are Immune to the Frightened condition caused by creature types in your Monster Grimoire.

Additionally, when you hit a creature with an attack as part of a Reaction, you can choose a Frightened creature within 60 feet that can see you (including yourself). The condition ends on that creature.

Terrorize the Terrors (Level 10)

Your reputation has become such that monsters preying on the fearful have come to fear you. When you hit a creature with an attack as part of a Reaction, you can force the creature to make a Wisdom saving throw or have the Frightened condition until the end of your next turn. The DC for the saving throw equals 8 plus your Intelligence modifier and your Proficiency Bonus.

Deadly Redirect (Level 15)

Your strikes have become even deadlier. The extra damage of your Close Quarters increases to 3d6. In addition, if you deal damage to a creature with Close Quarters, the target has Disadvantage on all attack rolls until the end of your next turn.

Controlled Footwork (Level 18)

You are such an effective combatant that you are always in control and never off balance. You can take a Reaction twice in a round instead of once.

Devourer Guild

Devourer Guild (Level 3)

Gain Power by Consuming Monster Flesh

Folk in Etharis don't always speak highly of Monster Hunters, and many consider them to be just as depraved and inhuman as the evils they vanquish. Many of the appalling tales about Monster Hunters can be attributed, directly or indirectly, to the Devourer Guild, who are accused of being monstrous cannibals.

The truth is barely any better. Devourers have spent their days consuming the flesh and blood of the monsters they slay, and, over time, their metabolism has changed to tolerate this disgusting practice. Devourers adopt mutations shortly after consuming their prey.

Alchemical Gastronomy

You gain proficiency with Alchemist's Supplies and Cook's Utensils.

Transmuting Metabolism

You gain the ability to consume monster remains, which causes your body to adopt powerful and frightening mutations. These appear in the "Mutations" section later in the subclass's description.

Salvaging Portions

As a Utilize action, you can harvest a single portion from the physical remains of a creature. Only one portion can be harvested from each creature. Record the monster's creature type. A harvested portion lasts until you finish a Long Rest, at which point it loses its potency.

Consuming Portions

As a Bonus Action, you can consume a portion. After you consume the portion, you choose a mutation to gain, depending on the creature's type. You can gain the benefits of consumed portions a number of times up to 1 plus your Intelligence modifier (minimum of 1). When you finish a Long Rest, you regain the ability to safely consume portions.

You can benefit from multiple portions simultaneously, but you can't gain the same mutation more than once at the same time.


Mutations

The mutations are presented here in alphabetical order, with required creature types shown in brackets after the mutation's name.

Acid Blood (Aberration, Ooze, Plant)

For 1 minute, your blood becomes acidic. Each time a creature hits you with an attack while within 5 feet of you, it takes 2d6 Acid damage.

Acumen (Celestial, Fiend, Fey)

For 1 hour, you have Advantage on Wisdom (Insight) checks. Additionally, choose either Intimidation or Persuasion. You have Advantage on ability checks using the chosen skill.

Awareness (All)

For 10 minutes, you know the location of creatures that are the same type as the creature you consumed within 60 feet of you that are not behind Total Cover.

Flight (Celestial, Dragon, Elemental)

For 10 minutes, you grow feathery, feathery, or spectral wings from your back. You gain a Fly Speed equal to your Speed. You can't benefit from this mutation while wearing Heavy Armor.

Infused (Dragon, Elemental, Ooze)

Choose one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder. For 10 minutes, whenever you hit with an attack, you can cause it to deal the chosen type rather than its normal damage type.

Invisibility (Fey, Fiend, Undead)

For 10 minutes, you have the Invisible condition. This effect ends early if you dismiss it (no action required), or you attack or cast a spell.

Might (Beast, Construct, Giant)

For 1 minute, you have Advantage on Strength checks and saving throws. You also have Advantage on attack rolls using Strength, and you deal 1d6 extra damage to targets you hit with a Strength-based attack. The damage is the same type dealt by the attack.

Natural Weapons (Beast, Dragon, Monstrosity)

For 1 hour, you gain natural weapons. You can roll 1d6 in place of the normal damage of your Unarmed Strike. This damage can be Piercing or Slashing. You choose each time you make an attack. You can also make an Unarmed Strike as a Bonus Action. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes.

Regeneration (Beast, Giant, Monstrosity)

You regain Hit Points equal to 2d8 plus your Monster Hunter level.

Resistance (Construct, Elemental, Undead)

For 1 minute, you have Resistance to Bludgeoning, Piercing, and Slashing damage.

Telepathy (Aberration, Fiend, Plant)

For 1 hour, you can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Additionally, you have Resistance to Psychic damage.

Synchronized Response (Level 7)

Your ingestion of monsters heightens your understanding of them and their behaviour. You gain this additional effect when you consume a monster portion: For 1 minute, when you make an attack as part of a Reaction, you deal an extra 1d6 damage. This damage has the same type as the weapon or Unarmed Strike used for the attack.

Gnawing Hunger (Level 10)

Your hunger for your enemy allows you to partake of its essence during battle. When you deal damage to a creature with a melee attack using a weapon or Unarmed Strike, you gain Temporary Hit Points equal to half the damage dealt. If the target is a creature type in your Monster Grimoire, you instead gain Temporary Hit Points equal to the damage dealt instead.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.

Alchemical Decoctions (Level 15)

You can spend 1 hour and 20 GP worth of alchemical ingredients (such as special herbs or monster salvage) to use your Alchemist's Supplies to convert a monster portion into a decoction. A decoction is a magic potion that grants the benefits of a consumed monster portion. You can have 4 unconsumed decoctions active. You can destroy a decoction as a Utilize action.

A creature other than you can consume 1 decoction without adverse effects. A creature gains 1 Exhaustion level for each decoction it consumes after the first. A creature must finish a Long Rest before it regains the ability to safely consume a decoction.

Acquired Taste (Level 18)

Your hunger for monster portions has increased to the point of being insatiable. You can now consume 1 additional portion safely. Additionally, for 1 minute when you consume a portion, you have Advantage, on attack rolls made as part of a Reaction.

Occultist Guild

Occultist Guild (Level 3)

Hunt Mages and Magical Adversaries

In Etharis, there are those who fear magic, and those who seek to understand it. Monster Hunters from the Occultist Guild know folk from both sides are equally dangerous. An Occultist investigates the arcane, the supernatural, and the uncanny, while avoiding the influence of superstition or ideology. Despite their reputation as mage hunters, Occultists don't burn their enemies at the stake—Occultists put them to the sword, as that's what swords are for. Knowledge and magic give Occultists an edge over their mystical adversaries. Their spells are used to detect and defend against dangerous arcana, and, above all, magic is used to destroy monsters that can't be harmed by steel.

Acolyte of the Occult

You gain proficiency in the Arcana skill.

Spellcasting

Your study of the occult gives you the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the Wizard spell list. Whenever you gain a Monster Hunter level, you can replace one of these cantrips with another of your choice from the Wizard spell list.

When you reach Monster Hunter level 10, you learn another Wizard cantrip of your choice.

Spell Slots

The Occultist Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Burning Hands, Detect Magic, and Protection from Evil and Good are recommended.

The number of spells on your list increases as you gain Monster Hunter levels, as shown in the Prepared Spells column of the Occultist Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Monster Hunter, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells

Whenever you gain a Monster Hunter level, you can replace one spell on your list with another Wizard spell.

Spellcasting Ability

Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus

You can use an Arcane Focus as Spellcasting Focus for your Wizard spells.

Arcane Interference

You have Advantage on saving throws against spells cast by creature types in your Monster Grimoire. Additionally, when a creature you can see within 60 feet of you casts a spell or makes a spell attack, you can use Studied Response against that creature before the spell is cast.

Mage Hunter (Level 7)

You consider Humanoids that can cast spells as being a creature type in your Monster Grimoire.

Additionally, when you damage a creature type in your Monster Grimoire that is Concentrating, it has Disadvantage on the saving throw it makes to maintain its Concentration.

Occult Knowledge (Level 10)

Your knowledge of magic has increased so that you learn to cast Rituals. You can cast any spell as a Ritual if that spell has the Ritual tag and it's a spell you have prepared.

In addition, you learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class's section for its spell list). A spell you choose must have the Ritual tag.

When you reach Monster Hunter level 14, you can replace one of the spells you know from this feature with another spell of your choice from any spell list. The new spell must have the Ritual tag.

Magical Aegis (Level 15)

You gain the ability to extend a protective charm. You radiate an unseeable aura in a 20-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and allies in your aura have Advantage on saving throws against spells cast by creature types in your Monster Grimoire.

Additionally, you always have the Counterspell spell prepared. You can cast Counterspell once without expending a spell slot. Once you cast the spell with this feature, you can't do so in this way again until you finish a Long Rest.

Arcane Response (Level 18)

You have learned to anticipate your enemies well enough to rapidly cast spells in response to their attacks. When you use Studied Response, you can cast a spell. The spell must have a casting time of an action and must target only that creature.

Trapper Guild

Trapper Guild (Level 3)

Dispatch Monsters with Cunning Traps

Legends say that the founding members of the Trapper Guild were game hunters who had grown bored of stalking common elk and dreamed of taking down bigger game. Trappers take pride in their kills and the ingenuity exhibited when a trap works perfectly.

The legacy of the Trapper Guild is a consistent testament to the benefits of lying in wait. The element of surprise is paramount to the trapper, whose kit can flourish before the hunter and monster even meet. Preparation is key, and the resourceful trapper has devices to assist in bringing down even the strongest foes.

Sneaky and Crafty

You gain proficiency in the Stealth skill and with Tinker's Tools.

Trapper Gadgets

You learn to create gadgets and mechanisms that help you during the hunt.

As part of a Long Rest, you can craft two Trapper Gadgets if you have materials and Tinker's Tools on hand. Also, with 1 hour of work with such a kit and expending 20 GP worth of materials (such as equipment or monster salvage), you can create one Trapper Gadget from the list below.

Some Trapper Gadgets allow your target to make an ability check or saving throw to resist the gadget's effects. The saving throw DC is calculated as follows:

Trapper Gadgets

Ambusher's Advantage (Level 7)

You have become a ferocious ambusher. When you roll Initiative, you can add your Intelligence modifier to the roll. Additionally, you can't be surprised by enemies that include creature types in your Monster Grimoire.

Agile Response (Level 10)

You can leap aside to avoid enemies rushing toward you. When a creature makes a melee attack roll against you, you can take a Reaction to impose Disadvantage on that roll and use your Studied Response as part of the same Reaction. Whether the attack hits or misses, you can then move up to half your Speed. This movement doesn't provoke Opportunity Attacks.

Monster-Hide Armor (Level 15)

You have learned to craft a set of Light or Medium armor by using dragon scales, werewolf hide, troll leather, or a similar monster component. The armor takes on the appearance of your choice, reflecting the component it is made from.

The armor has the same properties as Light or Medium armor (your choice when the armor is crafted) and gains two modifications from the Armor Modifications list. Whenever you gain a Monster Hunter level, you can replace one of these modifications with another modification.

Modifications require the armor to be worn to function.

Rapid Tinkerer (Level 18)

You have become capable of crafting trapper tools at a much faster rate. You can spend 1 minute to make a Trapper Gadget without spending GP or components.

You can use this feature twice, and you regain all expended uses when you finish a Long Rest.