Monster Hunter Compendium - Weapons

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Great Sword

A slow, heavy weapon with massive damage potential, the Greatsword is the heavy artillery of melee weapons. While simple at first, the Greatsword requires skilled timing and spacing in order to get the most out of it. On offense, the Greatsword attacks with slow, ponderous swings that hit with precision and accuracy.

Nonmagical

50 gp, 2d6 slashing, 6 lb., heavy, two-handed.

This weapon has no special properties.

Uncommon

Charged Slash. When you hit a creature with this weapon, it gains 1 charge. Upon gaining 3 charges the next creature hit by the attack takes an extra 1d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges.

Rare

You gain a +1 bonus on attacks and damage rolls.

Charged Slash. When you hit a creature with this weapon, it gains 1 charge. Upon gaining 3 charges the next creature hit by the attack takes an extra 2d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges.

Guard. As a reaction, you add 2 AC against one melee attack that would hit you. To do so, you must see the attacker and be wielding the greatsword. You have disadvantage on attacks until the end of your next turn.

Very Rare

You gain a +2 bonus on attacks and damage rolls.

Charged Slash. When you hit a creature with this weapon, it gains 1 charge. Upon gaining 3 charges the next creature hit by the attack takes an extra 3d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges.

Guard. As a reaction you add 3 AC against one melee attack that would hit you. To do so, you must see the attacker and be wielding the greatsword. You have disadvantage the next attack you make.

Legendary

You gain a +3 bonus on attacks and damage rolls.

Charged Slash. When you hit a creature with this weapon, it gains 1 charge. Upon gaining 3 charges the next creature hit by the attack takes an extra 4d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges.

Guard. As a reaction you add 4 AC against one melee attack that would hit it. To do so, you must see the attacker and be wielding the greatsword.

Sword and Shield

Lightweight and easy to use, the sword & shield also boasts outstanding attack speed. The shield can be used to guard, though it may not hold up to certain attacks.

Nonmagical

Sword: 10 gp, 1d6 slashing, 2lb., finesse, light.
Shield: 10 gp, 6 lb., +2 Armor Class.

This weapon has no special properties.

Uncommon

+1 bonus on attacks and damage rolls.

Free Hands. When you take the dodge action, you can “use an object” as a bonus action.

Rare

You gain a +1 bonus on attacks and damage rolls; and +1 AC while shield is equipped.

Free Hands. When you take the dodge action, you can “use an object” as a bonus action.

Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, they make the saving throw at disadvantage. Condition causing effects can include spells and abilities such as the Ranger's ensnaring strike, some of the Battlemaster's combat maneuvers, or any magical condition inflicting effect the GM may put on this weapon.

Very Rare

You gain a +2 bonus on attacks and damage rolls; and +2 AC while shield is equipped.

Free Hands. You can “use an object” as a bonus action.

Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, they make the saving throw at disadvantage. Condition causing effects can include spells and abilities such as the Ranger's ensnaring strike, some of the Battlemaster's combat maneuvers, or any magical condition inflicting effect the GM may put on this weapon.

Legendary

You gain a +3 bonus on attacks and damage rolls; and +3 AC while shield is equipped.

Free Hands. You can “use an object” as a bonus action.

Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, they make the saving throw at disadvantage. Condition causing effects can include spells and abilities such as the Ranger's ensnaring strike, some of the Battlemaster's combat maneuvers, or any magical condition inflicting effect the GM may put on this weapon.

MONSTER HUNTER | WEAPONS

Dual Blades

Dual blades unleash a whirlwind of combo attacks on your enemy. Though they're lightweight and relatively simple to use, they cannot be used to guard.

Nonmagical

15 gp, 1d6 slashing, 2 lb., finesse, light. For each blade.

This weapon has no special properties.

Uncommon

Demon Mode (2/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +5 movement speed, and deal an extra 1d4 damage.

Rare

You gain a +1 bonus on attacks and damage rolls.

Demon Mode (3/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +10 movement speed, and deal an extra 1d4 damage.

Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, the save DC is increased by 1.

Very Rare

You gain a +2 bonus on attacks and damage rolls.

Archdemon Mode (4/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +15 movement speed, and deal an extra 2d4 damage.

Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, the save DC is increased by 2.

Legendary

You gain a +3 bonus on attacks and damage rolls.

Archdemon Mode (5/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +20 movement speed, and deal an extra 2d4 damage.

Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, the save DC is increased by 3.

See Sword and Shield's inflict ability for examples of spells, abilities, and other effects that will work with the dual blades inflict

Hammer

The hammer is a powerful blunt weapon with a surprising amount of mobility. It's also possible to stun monsters by delivering a hammer attack to the head.

Nonmagical

35 gp, 2d6 bludgeoning, 10 lb., heavy, two-handed.

This weapon has no special properties.

Uncommon

Mighty weapon (1/short rest). When you hit a creature that is Large or smaller with this weapon, it must succeed a Strength saving throw against a DC of 8 + your proficiency + your Strength modifier or be stunned until the end of your next turn.

Charge. If you move 20 feet in a straight line towards a creature without taking damage. You deal an additional 1d4 against that creature.

Rare

You gain a +1 bonus on attacks and damage rolls.

Mighty weapon (2/short rest). When you hit a creature with this weapon, it must succeed a Strength saving throw against a DC of 8 + your proficiency + your Strength modifier or be stunned until the end of your next turn. A Huge or larger creature has advantage on the saving throw.

Charge. If you move 20 feet in a straight line towards a creature without taking damage. You deal an additional 2d4 against that creature.

Very Rare

You gain a +2 bonus on attacks and damage rolls.

Mighty weapon (3/short rest). When you hit a creature with this weapon, it must succeed a Strength saving throw against a DC of 8 + your proficiency + your Strength modifier or be stunned until the end of your next turn. A Huge or larger creature has advantage on the saving throw.

Charge. If you move 20 feet in a straight line towards a creature without taking damage. You deal an additional 3d4 against that creature.

Legendary

You gain a +3 bonus on attacks and damage rolls.

Mighty weapon (4/short rest). When you hit a creature with this weapon, it must succeed a Strength saving throw against a DC of 8 + your proficiency + your Strength modifier or be stunned until the end of your next turn.

Charge. If you move 20 feet in a straight line towards a creature without taking damage. You deal an additional 4d4 against that creature.

MONSTER HUNTER | WEAPONS

Longsword

An elegant weapon, the Long Sword is a well rounded offensive weapon. On top of its solid base move set, it has a unique Spirit Gauge system. Every non-Spirit attack from the Long Sword charge up a Spirit Gauge that increases attack damage and unlocks Spirit Blade attacks.

Nonmagical

25 gp, 1d10 slashing, 3 lb., two-handed.

This weapon has no special properties.

Uncommon

You gain a +1 bonus on attacks and damage rolls.

  • Spirit Gauge. When you hit with this weapon, you gain 1 spirit up to a maximum of 6. You may expend spirit charges on the effects below. You lose all spirit, if you are knocked unconscious or don't hit a target within 1 minute.
  • Spirit Blade. When you hit a creature with this weapon, you can expend any number of spirits, increase your weapons damage by +1 for each spirit expended.

Rare

You gain a +2 bonus on attacks and damage rolls.

  • Spirit Gauge. When you hit with this weapon, you gain 1 spirit up to a maximum of 6. You may expend spirit charges on the effects below. You lose all spirit, if you are knocked unconscious or don't hit a target within 1 minute.
  • Spirit Blade. When you hit a creature with this weapon, you can expend any number of spirits, increase your weapons damage by +1 for each spirit expended.
  • Foresight Slash (5 spirit charges). When a creature misses you with an attack, you can expend 5 spirits to make an opportunity attack against the target, this opportunity attack does not use your reaction.

Very Rare

+2 bonus on attacks and damage rolls.

  • Spirit Gauge. When you hit with this weapon, you gain 2 spirit up to a maximum of 6. You may expend spirit charges on the effects below. You lose all spirit, if you are knocked unconscious or don't hit a target within 1 minute.
  • Spirit Blade. When you hit a creature with this weapon, you can expend any number of spirits, increase your weapons damage by +1 for each spirit expended.
  • Foresight Slash (5 spirit charges). When a creature misses you with an attack, you can expend 5 spirits to make an opportunity attack against the target, this opportunity attack does not use your reaction.
  • Spirit Thrust (2 spirit charges). When you with this weapon, you can use your bonus action and expend 2 spirits to change the damage type to piercing and move 15 feet in a straight line through the creature without provoking attacks of opportunity.
  • Spirit Roundslash (5 spirit charges). Immediately after you take the Attack action, you can expend 5 spirits to make an attack against a creature within 5 feet of your current target.

Legendary

+3 bonus on attacks and damage rolls

  • Spirit Gauge. When you hit with this weapon, you gain 3 spirit up to a maximum of 6. You may expend spirit charges on the effects below. You lose all spirit, if you are knocked unconscious or don't hit a target within 1 minute.
  • Spirit Blade. When you hit a creature with this weapon, you can expend any number of spirits, increase your weapons damage by +1 for each spirit expended.
  • Foresight Slash (5 spirit charges). When a creature misses you with an attack, you can expend 5 spirits to make an opportunity attack against the target, this opportunity attack does not use your reaction.
  • Spirit Thrust (2 spirit charges). When you with this weapon, you can use your bonus action and expend 2 spirits to change the damage type to piercing and move 15 feet in a straight line through the creature without provoking attacks of opportunity.
  • Spirit Roundslash (5 spirit charges). Immediately after you take the Attack action, you can expend 5 spirits to make an attack against a creature within 5 feet of your current target.
MONSTER HUNTER | WEAPONS

Hunting Horn

The hunting horn is a blunt weapon that can bestow positive status effects on yourself and your allies. Use it to perform melodies that can boost attack power and grant other beneficial effects.

All Rarities

The hunting horn has a number of notes it is capable of playing depending on its rarity.

Melody. When you hit with this weapon, you can choose to elicit notes from your horn as a bonus action. You can string together a number notes equal to your hunting horns cord length to form a melody.

Notes with the same name, such as Attack Up (s) and Attack Up (m) can't be used in the same melody.

As an action on your following turn, you can complete the melody. Once complete, the melody provides the appropriate bonuses to you and all allies within 20 feet of you that is able to hear you.

Duration. A melody's buff lasts for 1 minute, until you create a new melody, are knocked unconscious, or use a bonus action to end the current melody.

Single Note Melody. You can slam the hunting horn into the ground as an action to activate a single note melody. All allies within 20 feet of you, gain the effect of the note for 1 minute.

Nonmagical

50 gp, 1d12 bludgeoning, 8 lb., heavy, two-handed
Hunting Horn chord length: 2.

Notes Available:

  • Attack up (s). +1 bludgeoning, slashing, and piercing damage.
  • Skill up (s). +1 to any one skill chosen by the wielder.
  • Movement up (s). +5 speed.

Uncommon

Hunting Horn chord length: 3.

Additional Notes Available:

  • Defense up (s). +1 AC.
  • Fire Attack up (s). +2 fire damage.
  • Cold Attack up (s). +2 cold damage.
  • Lightning Attack up (s). +2 lightning damage.
  • Poison Attack up (s). +2 poison damage.

Rare

Hunting Horn chord length: 4.

Additional Notes Available:

  • Earplugs. all friendly creatures are deafened while within range.
  • Attack up (M). +2 bludgeoning, slashing, and piercing damage.
  • Acid Attack up (s). +2 acid damage.
  • Thunder Attack up (s). +2 thunder damage.
  • Force Attack up (s). +2 force damage.
  • Psychic Attack up (s). +2 psychic damage.
  • Spell Save up (s). +1 to spell save DC.
  • Temperate. Allies suffer no harm from extreme cold or extreme heat.

Very Rare

You gain a +1 bonus on attacks and damage rolls.
Hunting Horn chord length: 5.

Additional Notes Available:

  • Defense up (L). +2 AC.
  • Skill up (L). +2 to any one skill chosen by the wielder.
  • Saving Throw up. +2 to all saving throws.
  • Movement up (L). +10 speed.
  • Radiant Attack up (s). +2 radiant damage.
  • Necrotic Attack up (s). +2 necrotic damage.
  • Water Walking. Allies can stand on and move across any calm liquid as if it were solid ground.
  • Tremor Sense. Allies can detect and pinpoint the origin of vibrations within 30 foot radius provided that the monster and the source of the vibrations are in contact with the same ground or substance.

Legendary

You gain a +2 bonus on attacks and damage rolls.
Hunting Horn cord length: 6.

Additional Notes Available:

  • Attack up (L). +3 bludgeoning, slashing, and piercing damage.
  • Affinity Up. crit range increased by 1.
  • Death save Up. +1 to death saving throws.
  • Stun Resist. Advantage vs Stunned.
  • Paralysis Resist. Advantage vs Paralyzed.
  • Poison Resist. Advantage vs Poisoned.
  • Frightened Resist. Advantage vs Frightened.
  • Charm Resist. Advantage vs Charmed.
  • Elemental Damage Up. +3 to all elemental damage.
Variant: Notes

Not all notes are immediately available upon obtaining the various hunting horns. Instead notes can be obtained in the following ways:

  • Sold by a Vendor.
  • Obtained as treasure.
  • Quest reward.
  • Crafted by the character using weaver's tools.

These Notes can come in the form of arcane runes, vibrating strings, or other object. Once the character obtains a note, they can add/install it to their hunting horn during a long rest.

MONSTER HUNTER | WEAPONS

Lance

The lance is better at guarding than most weapons. In addition to its long reach, its thrust attacks can be executed with little exposure to enemy attacks. Great for defense-oriented combat.

Nonmagical

Lance: 20 gp, 1d8 piercing, 6 lb., reach, versatile (1d10).
Shield: 20 gp, +2 Armor Class, 6 lb.

This weapon has no special properties.

Uncommon

You gain a +1 bonus on attacks and damage rolls.

Charge. If you move 20 feet in a straight line towards a creature without taking damage. You deal an additional 1d4 against that creature.

Rare

You gain a +1 bonus on attacks and damage rolls; and +1 AC while shield is equipped.

Charge. If you move 20 feet in a straight line towards a creature without taking damage. You deal an additional 1d4 against that creature.

Powerguard. As a reaction you gain +2 AC against one melee or range attack. To do so, the you must be able to see the attacker and be wielding the lance and shield.

Very Rare

You gain a +2 bonus on attacks and damage rolls; and +2 AC while shield is equipped.

Charge. If you move 20 feet in a straight line towards a creature without taking damage. You deal an additional 2d4 against that creature.

Powerguard. As a reaction you gain +3 AC against one melee or range attack. To do so, the you must be able to see the attacker and be wielding the lance and shield.

Counter Thrust. As a reaction when a creature misses a melee attack against you, you may make a opportunity attack against it.

Legendary

You gain a +2 bonus on attacks and damage rolls; and +3 AC while shield is equipped.

Charge. If you move 20 feet in a straight line towards a creature without taking damage. You deal an additional 3d4 against that creature.

Powerguard. As a reaction you gain +4 AC against one melee or range attack. To do so, the you must be able to see the attacker and be wielding the lance and shield.

Counter Thrust. As a reaction when a creature misses a melee attack against you, you may make a opportunity attack against it.

Gunlance

The gunlance offers more offensive power than the lance thanks to the addition of shelling attacks, and it also has good guarding capabilities. It may take time to master.

Common

Gunlance: 30 gp, 1d8 piercing, 6 lb., reach, reload.
Shield: 20 gp, +2 Armor Class, 6 lb.

Uncommon

You gain a +1 bonus on attacks and damage rolls.

Shell (3/short rest). This weapon can fire an explosive shell at a creature. This attack has a range of 60/100 and deals 1d8 fire damage. The lance must be reloaded using a bonus action before this ability can be used again.

Rare

You gain a +1 bonus on attacks and damage rolls; and +1 AC while shield is equipped.

Shell (4/short rest). This weapon can fire an explosive shell at a creature. This attack has a range of 60/100 and deals 1d8 fire damage. The lance must be reloaded using a bonus action before this ability can be used again.

Wyvernfire (1/long rest). As a bonus action, you can load a special shell into the gunlance and use your action release flames in a 5-foot wide, 30-foot line. Each creature hit must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. Taking 3d6 fire damage on a failed save, or half as much on a successful one.

Very Rare

You gain a +2 bonus on attacks and damage rolls; and +1 AC while shield is equipped.

Shell (5/short rest). This weapon can fire an explosive shell at a creature. This attack has a range of 60/100 and deals 1d10 fire damage. The lance must be reloaded using a bonus action before this ability can be used again.

Wyvernfire (1/long rest). As a bonus action, you can load a special shell into the gunlance and use your action release flames in a 5-foot wide, 45-foot line. Each creature hit must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. Taking 4d6 fire damage on a failed save, or half as much on a successful one.

Legendary

You gain a +2 bonus on attacks and damage rolls; and +2 AC while shield is equipped.

Shell (5/short rest). This weapon can fire an explosive shell at a creature. This attack has a range of 60/100 and deals 1d12 fire damage. The lance must be reloaded using a bonus action before this ability can be used again.

Wyvernfire (1/long rest). As a bonus action, you can load a special shell into the gunlance and use your action release flames in a 5-foot wide, 60-foot line. Each creature hit must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. Taking 5d6 fire damage on a failed save, or half as much on a successful one.

MONSTER HUNTER | WEAPONS

Switch Axe

The switch Axe morphs between axe and sword modes. Axe mode boasts long reach, while sword mode features explosive finishers.

All Rarities

Switch Mode. As a bonus action, you can switch the weapon between its axe or sword mode. Each mode having specific benefits only available in that form.

Coat Weapon. As an action you can coat your weapon with a phial able to be used for that switch mode, giving it the benefit of the phial for 1 minute. The benefit disappears if you coat your weapon with another phial or if you switch the weapons mode.

Nonmagical

30 gp, 1d10 slashing, 7 lb., heavy, two-handed.

This weapon has no special properties.

Uncommon

You gain a +1 bonus on attacks and damage rolls.

Power Phial (both). A phial that boosts the weapons raw power, giving it a +1 bonus to damage.

Rare

You gain a +1 bonus on attacks and damage rolls.

Power Phial (both). A phial that boosts the weapons raw power, giving it a +2 bonus to damage.

Element Phial (sword). A phial that boosts the swords elemental power, giving it a +1 bonus to damage, this dam-age is done as your choice of acid, cold, fire, or lightning.

Very Rare

You gain a +2 bonus on attacks and damage rolls.

Power Phial (both). A phial that boosts the weapons raw power, giving it a +3 bonus to damage.

Element Phial (sword). A phial that boosts the swords elemental power, giving it a +2 bonus to damage, this dam-age is done as your choice of acid, cold, fire, or lightning.

Poison Phial (axe). A phial that gives the axe a venomous touch. A creature hit by this phial must succeed a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or become poisoned until the end of your next turn.

Paralysis Phial (sword). A phial that gives the sword a paralytic effect. A creature hit by this phial must succeed a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on a successful save. A creature that succeeds its save against this phial is immune to its effect for 24 hours.

Legendary

You gain a +3 bonus on attacks and damage rolls.

Power Phial (both). A phial that boosts the weapons raw power, giving it a +4 bonus to damage.

Element Phial (sword). A phial that boosts the swords elemental power, giving it a +3 bonus to damage, this dam-age is done as your choice of acid, cold, fire, or lightning.

Poison Phial (axe). A phial that gives the axe a venomous touch. A creature hit by this phial must succeed a Constitution saving throw against a DC of 8 + your profi-ciency bonus + Strength modifier or become poisoned until the end of your next turn.

Paralysis Phial (sword). A phial that gives the sword a paralytic effect. A creature hit by this phial must succeed a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on a successful save. A creature that succeeds a save against this phial is immune to its effect for 24 hours.

Hex Phial (axe). A phial that gives the axe the ability to weaken monsters. A creature hit by this phial must succeed a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature has disadvantage on checks made with one ability score of your choice for 1 minute.

MONSTER HUNTER | WEAPONS

Charge Blade

Sword mode boasts mobility and high guard capabilities, while axe mode boasts more powerful attacks. Store up energy while in sword mode, and then use it to deal high damage in axe mode.

All Rarities

Switch Mode. As a bonus action, you can switch the weapon between its axe or sword and shield mode. As an axe, the weapon deals 1d12 slashing damage, and while as a sword an shield, the weapon deals 1d6 piercing and you gain a +2 bonus to your Armor Class.

Nonmagical

30 gp, 7 lb., heavy, two-handed.

This weapon has no special properties.

Uncommon

Phial Charge. When you hit with this weapons sword and shield mode, it gains 1 phial charge up to a maximum of 5. The charges last until your next short or long rest.

  • Elemental Guard (sword). As a reaction, when you are hit by an attack you can expend 1 phial to deal 1d4 damage to the creature.

Rare

You gain a +1 bonus on attacks and damage rolls; and +1 AC while shield is equipped.

Phial Charge. When you hit with this weapons sword and shield mode, it gains 1 phial charge up to a maximum of 5. The charges last until your next short or long rest.

  • Elemental Guard (sword). As a reaction, when you are hit by an attack you can expend 1 phial to deal 1d4 damage to the creature.
  • Elemental Discharge (axe). As a bonus action upon hitting a creature, you can expend 1 phial to deal an additional 1d6 damage to the target, this damage is done as your choice of acid, cold, fire, or lightning.

Very Rare

You gain a +2 bonus on attacks and damage rolls; and +2 AC while shield is equipped.

Phial Charge. When you hit with this weapons sword and shield mode, it gains 1 phial charge up to a maximum of 5. The charges last until your next short or long rest.

  • Elemental Guard (sword). As a reaction, when you are hit by an attack you can expend 1 phial to deal 1d6 damage to the creature.
  • Elemental Discharge (axe). As a bonus action upon hitting a creature, you can expend 1 phial to deal an additional 1d8 damage to the target, this damage is done as your choice of acid, cold, fire, or lightning.

Legendary

You gain a +3 bonus on attacks and damage rolls; and +2 AC while shield is equipped.

Phial Charge. When you hit with this weapons sword and shield mode, it gains 1 phial charge up to a maximum of 5. The charges last until your next short or long rest.

  • Elemental Guard (sword). As a reaction, when you are hit by an attack you can expend 1 phial to deal 1d6 damage to the creature.
  • Elemental Discharge (axe). As a bonus action upon hitting a creature, you can expend 1 phial to deal an additional 1d10 damage to the target, this damage is done as your choice of acid, cold, fire, or lightning.

Insect Glaive

The insect glaive can be used to control a Kinsect, a small insect that harvests extracts from monsters to boost your abilities. The insect glaive also allows you to vault, so you can perform jumping attacks at any time.

The Kinsect

The Kinsect returns to you at the end of your turn, granting you the benefit of the essence it collected for 1 minute. This duration is refreshed each time the kinsect returns to you with essence of a creature. Upon collecting Red, White, and Orange essences, the damage bonus is doubled and the kinsect will only collect green essence until the essence fades.

The kinsect does not gain bonus damage from essence, magical effects (including the bonus damage from this weapons rarity), or ability modifiers.

All Rarities

Standing Leap. As an action, while not wearing heavy armor, you can make a standing leap forward or upwards, covering a number of feet equal to your Strength score + your proficiency bonus. As part of the same action, you may make a single weapon attack against a target.

Nonmagical

35 gp, 1d10 slashing, 5 lb., two-handed.

This weapon has no special properties.

Uncommon

Kinsect. As part of your Attack action, you can make a range weapon attack (range 60/120 ft) sending out your kinsect towards a creature. On hit it deals 1d6 bludgeoning damage. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

Rare

You gain a +1 bonus on attacks and damage rolls


Kinsect. As part of your Attack action, you can make a range weapon attack (range 60/120 ft) sending out your kinsect towards a creature. On hit it deals 1d8 bludgeoning damage, and absorbs essence in the order of: red, white, orange. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

  • Red. +1 damage.
  • White. +5 speed.
  • Orange. +1 AC.
  • Green. heals for half of the damage done by the kinsect.

Very Rare

You gain a +2 bonus on attacks and damage rolls.


Kinsect. As part of your Attack action, you can make a range weapon attack (range 60/120 ft) sending out your kinsect towards a creature. On hit it deals 1d10 bludgeoning damage, and absorbs essence in the order of: red, white, orange. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

  • Red. +1 damage.
  • White. +10 speed.
  • Orange. +1 AC.
  • Green. heals for half of the damage done by the kinsect.

Legendary

You gain a +3 bonus on attacks and damage rolls.


Kinsect. As part of your Attack action, you can make a range weapon attack (range 60/120 ft) sending out your kinsect towards a creature. On hit it deals 1d12 bludgeoning damage, and absorbs essence in the order of: red, white, orange. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

  • Red. +2 damage.
  • White. +10 speed.
  • Orange. +2 AC.
  • Green. heals for half of the damage done by the kinsect.
MONSTER HUNTER | WEAPONS

Bow

The bow is a mid-range weapon that can perform a variety of attacks. While simple to use, it's mastery requires a detailed knowledge of the best combinations of arrows and coatings.

All Rarities

Coating. As a bonus action, you can coat up to 10 arrows in a special oil to add an effect to your arrows. The oil lasts for 10 minutes before evaporating.

Coating save DC = 8 + your proficiency bonus + your Dexterity modifier

Nonmagical

24 gp, 1d6 piercing, 2 lb. ammunition (range 80/320), two-handed.

This weapon has no special properties.

Uncommon

You gain a +1 bonus on attacks and damage rolls.


Coatings Available.

  • Power Coating. +1 damage.

Rare

You gain a +1 bonus on attacks and damage rolls.


Dragonpiercer (1/Long rest). As an action, you fire a dragonpiercer, striking all creatures in a 5-foot wide, 30-foot line. Each creature in that line must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier, taking 2d6 piercing damage on a failed save, or half as much on a successful one. If a creature is Huge or larger, it takes double damage.


Additional Coatings Available.

  • Power Coating +2. +2 damage.
  • Close Range Coating. You ignore any disadvantages when attacking creatures within 15 feet of you. You have disadvantage on attacks against creatures that are more than 15 feet from you.
  • Poison Coating. A creature struck by this coating must succeed a Constitution saving throw or become poisoned until the end of your next turn.

Very Rare

You gain a +2 bonus on attacks and damage rolls.


Dragonpiercer (1/day). As an action, you fire a dragonpiercer, striking all creatures in a 5-foot wide, 45-foot line. Each creature in that line must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier, taking 3d6 piercing damage on a failed save, or half as much on a successful one. If a creature is Huge or larger, it takes double damage.


Additional Coatings Available.

  • Power Coating +3. +3 damage.
  • Paralysis Coating. A creature struck by this coating must succeed on a Constitution saving throw or become paralyzed for 1 minute. The creature can repeat the save at the end of each of their turns, ending the effect on a successful save. A creature that succeeds a save against this phial is immune to its effect for 24 hours.
  • Sleep Coating. A creature struck by this coating must succeed a Constitution saving throw or fall unconscious for 1 minute, until the creature takes damage, or is shaken awake as an action.

Legendary

You gain a +3 bonus on attacks and damage rolls


Dragonpiercer (1/day). As an action, you fire a dragonpiercer, striking all creatures in a 5-foot wide, 60-foot line. Each creature in that line must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Dexterity modifier, taking 4d6 piercing damage on a failed save, or half as much on a successful one. If a creature is Huge or larger, it takes double damage.


Additional Coatings Available.

  • Blast Coating. A creature struck by this coating takes an additional 1d6 fire damage.

DM's Note

Characters are not supposed to have an infinite amount of coatings or ammunitions available to them, they should be bought at a price that the DM sees fit.

A flask of coating weighs the same as a flask of oil by default, and a holster of ammuntion weighs the same as a bag of ball bearings.

The DM should determine how much coating or ammunition of each type a character have. Generally speaking a character should not have more than a dozen flasks of a coatings, or holsters of ammunition.

MONSTER HUNTER | WEAPONS

Light Bowgun

The Light Bowgun is the smallest ranged weapons. It boasts the highest fire rate of the ranged weapons. It also specializes in support ammo, such as poison, paralysis and recovery, meaning it can reliably inflict a varity of status effects on the monster while still dealing damage.

All Rarities

Inaccurate. The Sharpshooter feat cannot be used with the lightbow gun.


Rapid Fire. When you make an attack as part of the attack action with the light bowgun, you make two attacks instead of one. If the second attack deals damage, it does not add your ability score modifier to it.


Ammo. Your ammo is stored in an ammo pouch that weighs 10 lbs. The pouch can hold a certain amount of each type of ammo as shown in the Vendor table below. All ammo deal normal weapon damage unless otherwise specified. Some of your ammo require your target to make a saving throw to resist the ammo’s effects. The saving throw DC is calculated as follows:

Ammo save DC = 8 + your proficiency bonus + your Dexterity modifier

Nonmagical

24 gp, 1d4 piercing, 5 lb., ammunition (range 80/320), two-handed.

Coatings Available.

  • Normal Ammo. Deals normal weapon damage.
  • Tranq Ammo. Target must succeed on a Constitution saving throw or fall unconscious until the end of your next turn.

Uncommon

Additional Coatings Available.

  • Pierce Ammo. You gain a +1 bonus to damage.
  • Recover lvl 1. You heal the target for 1d4 hit points instead of dealing damage.

Rare

You gain a +1 bonus on attacks and damage rolls.

Additional Coatings Available.

  • Spread lvl 1. You gain a +1 bonus to attack rolls.
  • Poison Ammo. Target must succeed a Constitution saving throw or become poisoned for 1 minute.
  • Flaming Ammo. Your attacks deals fire damage.
  • Water Ammo. Your attacks deal cold damage.

Very Rare

You gain a +2 bonus on attacks and damage rolls.

Additional Coatings Available.

  • Recover lvl 2. You heal the target for 1d6 hit points instead of dealing damage.
  • Paralysis Ammo. Target must succeed a DC 17 Constitution saving throw or become paralyzed until the end of your next turn.
  • Thunder Ammo. Your attacks deal thunder damage.
  • Demon Ammo. This ammo deals no damage, but gives the target a +2 damage bonus for 1 minute.
  • Armor Ammo. This ammo deals no damage, but gives the target +1 Armor Class for 1 minute.

Legendary

You gain a +3 bonus on attacks and damage rolls.

Additional Coatings Available.

  • Spread lvl 2. You gain a +2 bonus to attack rolls.
  • Sticky Ammo. Target must succeed a Strength saving throw or be restrained for 1 minute, the creature can use their action to attempt to break free.
  • Sleep Ammo. This ammo deals no damage, if the target is below 50 hit points it falls unconscious for 1 minute, until it takes damage, or until someone uses an action to shake or slap it awake.

Ammo Vendor

An ammo vendor may be located in a general store, near a blacksmith, or perhaps they have their own shop. A store may have a large supply of ammunition, which will be up to your DM. Below you will find each type of ammo, the amount you can carry, how much they cost.

Type Cost Capacity
Armor Ammo. (1) 8 gp 5
Demon Ammo. (1) 8 gp 5
Dragon Ammo. (20) 3 gp 40
Flaming Ammo. (20) 3 gp 40
Normal Ammo. (20) 1 gp 80
Paralysis Ammo. (1) 4 gp 4
Pierce Ammo. (20) 2 gp 40
Poison Ammo. (1) 4 gp 8
Recover lvl 1. (1) 5 gp 4
Recover lvl 2. (1) 7 gp 4
Sleep Ammo. (1) 5 gp 5
Spread lvl 1. (20) 3 gp 40
Spread lvl 2. (20) 5 gp 40
Sticky Ammo. (1) 1 gp 10
Thunder Ammo. (20) 3 gp 40
Tranq Ammo. (20) 1 gp 20
Water Ammo. (20) 3 gp 40

Variant: Crafting Ammunition

You can craft ammunition to produce for your Bowgun. At the end of each long rest, you can create 20 rounds of ammunition. After each short rest, you can produce 5 rounds. It takes 2 rounds of ammunition when you craft any single round of ammunition that has a maximum capacity below 20.

MONSTER HUNTER | WEAPONS

Heavy Bowgun

The Heavy Bowgun is the artillery of ranged weapons. It specializes in high damage rounds at a range. While it does not have the same special effects of the Light Bowgun, the Heavy Bowgun dishes out damage more reliably.

All Rarities

Ammo. Your ammo is stored in an ammo pouch that weighs 10 lbs. The pouch can hold a certain amount of each type of ammo as shown in the Vendor table below. All ammo deal normal weapon damage unless otherwise specified. Some of your ammo require your target to make a saving throw to resist the ammo’s effects. The saving throw DC is calculated as follows:

Ammo save DC = 8 + your proficiency bonus + your Dexterity modifier

Nonmagical

50 gp, 1d10 piercing, 18 lb., ammunition (range 100/400, heavy, two-handed

Coatings Available.

  • Normal Ammo. Deals normal weapon damage.
  • Tranq Ammo. Target must succeed on a Constitution saving throw or fall unconscious until the end of your next turn.

Uncommon

Additional Coatings Available.

  • Pierce lvl 1. You gain a +1 bonus to damage.
  • Recover lvl 1. You heal the target for 1d4 hit points instead of dealing damage.

Rare

Additional Coatings Available.

  • Pierce lvl 2. You gain a +2 bonus to damage.
  • Spread lvl 1. You gain a +1 bonus to attack rolls.
  • Poison Ammo. Target must succeed a Constitution saving throw or become poisoned for 1 minute.
  • Cluster Ammo. This ammo deals no damage, but explodes on a hit, dealing 1d6 fire damage to each creature within 5 feet of the target, including the target.

Very Rare

You gain a +1 bonus on attacks and damage rolls.

Additional Coatings Available.

  • Pierce lvl 3. You gain a +3 bonus to damage.
  • Recover lvl 2. You heal the target for 1d6 hit points instead of dealing damage.
  • Paralysis Ammo. Target must succeed a DC 17 Constitution saving throw or become paralyzed until the end of your next turn.
  • Wyvern Ammo. You do not make an attack with this ammo, instead each creature in a 5-foot cone in front of you must succeed on a Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one.

Legendary

You gain a +2 bonus on attacks and damage rolls.

Additional Coatings Available.

  • Pierce lvl 4. You gain a +4 bonus to damage.
  • Spread lvl 2. You gain a +2 bonus to attack rolls.
  • Sticky Ammo. Target must succeed a Strength saving throw or be restrained for 1 minute, the creature can use their action to attempt to break free (Escape DC equal to your Ammo save DC)
  • Slicing Ammo. This ammo deals no damage, the target must succeed on a Dexterity saving throw, taking 5d6 slashing damage on a failed save, or half as much on a successful one.

Ammo Vendor

An ammo vendor may be located in a general store, near a blacksmith, or perhaps they have their own shop. A store may have a large supply of ammunition, which will be up to your DM. Below you will find each type of ammo, the amount you can carry, how much they cost.

Type Cost Capacity
Cluster Ammo. (1) 5 gp 5
Normal Ammo. (20) 1 gp 40
Paralysis Ammo. (1) 4 gp 4
Pierce lvl 1. (20) 2 gp 20
Pierce lvl 2. (20) 3 gp 20
Pierce lvl 3. (20) 4 gp 20
Pierce lvl 4. (20) 5 gp 20
Poison Ammo. (1) 4 gp 8
Recover lvl 1. (1) 5 gp 4
Recover lvl 2. (1) 7 gp 4
Slicing Ammo. (1) 5 gp 5
Spread lvl 1. (20) 3 gp 20
Spread lvl 2. (20) 5 gp 20
Sticky Ammo. (1) 1 gp 10
Tranq Ammo. (20) 1 gp 20
Wyvern Ammo. (1) 10 gp 3

Variant: Crafting Ammunition

You can craft ammunition to produce for your Bowgun. At the end of each long rest, you can create 20 rounds of ammunition. After each short rest, you can produce 5 rounds. It takes 2 rounds of ammunition when you craft any single round of ammunition that has a maximum capacity below 20.

MONSTER HUNTER | WEAPONS

Magus Staff

Used more for walking than striking a creature, the magus staves are finely crafted. Inlaid with gems and intricate carvings allowing the casting and storing of spells within them, the Magus Staff are the choice weapon for a spellcaster

Nonmagical

20 gp, 1d6 bludgeoning, 4 lb., Versatile (1d8).


Focus. This weapon acts as a spell focus for your spellcasting.

Uncommon

Focus. This weapon acts as a spell focus for your spellcasting.


Spell Storing. This staff stores Spells cast into it, holding them until the attuned wearer uses them. The staff can store up to 1 level worth of Spells at a time.

Only the wielder can Cast a Spell of 1st level into the staff by touching the staff as the spell is cast. The spell has no effect, other than to be stored in the staff. If the staff can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wielding this staff, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the staff is no longer stored in it, freeing up space.

Rare

Focus. This weapon acts as a spell focus for your spellcasting.


Spell Storing. This staff stores Spells cast into it, holding them until the attuned wearer uses them. The staff can store up to 2 levels worth of Spells at a time.

Any creature can Cast a Spell of 1st through 2nd level into the staff by touching the staff as the spell is cast. The spell has no effect, other than to be stored in the staff. If the staff can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wielding this staff, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the staff is no longer stored in it, freeing up space.


Defense. Holding this staff grants a +1 bonus to armor class.

Very Rare

Focus. This weapon acts as a spell focus for your spellcasting.


Spell Storing. This staff stores Spells cast into it, holding them until the attuned wearer uses them. The staff can store up to 4 levels worth of Spells at a time.

Any creature can Cast a Spell of 1st through 4th level into the staff by touching the staff as the spell is cast. The spell has no effect, other than to be stored in the staff. If the staff can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wielding this staff, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the staff is no longer stored in it, freeing up space.


Defense. Holding this staff grants a +2 bonus to armor class.

Legendary

Focus. This weapon acts as a spell focus for your spellcasting.


Spell Storing. This staff stores Spells cast into it, holding them until the attuned wearer uses them. The staff can store up to 5 levels worth of Spells at a time.

Any creature can Cast a Spell of 1st through 5th level into the staff by touching the staff as the spell is cast. The spell has no effect, other than to be stored in the staff. If the staff can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wielding this staff, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the staff is no longer stored in it, freeing up space.


Defense. Holding this staff grants a +3 bonus to armor class.


http://dc9spot.tumblr.com/post/144645074809/a-lot-of-magic-staff-designs-for-my-friends

MONSTER HUNTER | WEAPONS
 

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