Amellwind's Guide to Monster Hunting

by Amellwind

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Amellwind's Guide to
Monster Hunting

Welcome to Monster Hunter


In Monster Hunter, the player takes the role of a Hunter. Slaying or trapping large monsters across various landscapes as part of quests given to them by the locals. As part of its core gameplay, players use loot gained from slaying monsters, gathering resources, and quest rewards to craft improved weapons, armor, and other items that allows them to face more powerful monsters. This gameplay holds the same in this version of fifth edition of d&d. Throughout this book you will find the lore, gods, rules, equipment, and information about the Old World to help you create your own campaign or adventure in the Monster Hunter Universe.

What is different

The biggest difference between your standard D&D game and a Monster Hunter styled D&D game is the equipment and magical items. In a standard D&D game, players are rewarded as they travel through their game by finding magical equipment or purchasing it from a magic shop.

Monster Hunter is a high magic setting game, but magical armor, weapons, and other items that do not have a limited amount of uses do not exist in the world though. Instead you gain materials from hunting creatures, gathering resources, or finding a merchant who offers materials for a cost. These materials provide magical effects that you slot into your weapons, armor, and trinkets to gain some type of magical benefit.

How do I obtain Materials?

Obtaining materials to upgrade your weapon and armor is a core part of Monster Hunter. The 2 most common ways to obtain material for you is carving materials off your kills or capturing larger creatures in the field. Occasionally a hunter may get lucky and come across a discard material in the field, possibly from a creature shedding, or what was left over from another creature's kill. There is rumored to be a tradesman that travels from location to location that offers materials for a price.

Carving

Carving your kills is one of 2 ways to obtain materials while on a hunt. When you attempt to carve a creature, make a Dexterity (Survival) check against the creatures Carve DC. On a success, roll a d20 and compare the results to the creatures loot table (Monster Hunter Loot Table PDF). On a failed save, treat the roll as if they rolled a 1 on the loot table.

Carve DC = 10 + 1/2 of the creatures CR rounded down

Variant Carve Rule: Rewarding the natural 20


When you roll a natural 20 on a Carve check, you roll an additional d20 and add that number to the loot table roll. The new number is the material found on that carve check.


Any total higher than 20, counts as if a 20 was rolled.

Capturing

Certain creatures can be captured. A creature that can be captured will have a captured section of their loot table. A captured creature may provide loot that you are unable to obtain, an increased or decreased chance to obtain certain loot that you may have gotten from carving. When you capture a creature, you obtain a number of materials as labeled in the creatures loot table. No check is made, but the material is not gathered until you return to town.


See Tranq Bomb (AGtMH p.62) for capturing rules.

Table of Contents

 

Chapter 1

Campaigns in Monster
Hunter

The Tale of the Five

Once there was a world without time. The world was nothing but white light, inhabited only by people and five dragons.


In that world, there was only eternity, and a sun that burned without beginning or end. And because there was only timeless eternity, nothing was ever lost … yet nothing was ever gained.


One day, the people began to wonder why their world had no beginning or end, so they asked the dragons.


The dragons opened their mouths as if to answer, but from their mouths poured water instead of words. It rushed out in streams to create the sky and the oceans, and the dragons swam away. The dragons swam to the center of the ocean and there they began to transform into an island.


One dragon sank into the sea and became the land.


One dragon lifted its gaze to the sky and became the mountains.


One dragon stooped low and became the lakes, and scattered its scale to create the rain.


One dragon fell into a deep slumber and became the forests.


The last dragon climbed far into the sky to become a Star of Sapphire Blue, shining brightly above the island.


The people could not understand why the dragons had left, or why they had transformed. Eventually, a lone youth decided to go to the island to seek the answers from the dragons themselves. He donned a simple cloak, climbed into a simple boat, and cast off alone into the murky seas.


At last, guided by the light of Sapphire Star, he reached the Island of The Five.


Some time passed, and the youth returned.


“Did you speak with the Dragons?” the people asked.


“Yes, I spoke with them,” he replied.


“Then tell us, why did they create the island?”


But the youth did not answer. Instead, he reached into his cloak and pulled out five Dragon Scales, which he gave to the people. And then, before anyone realized, the youth disappeared.


The people left their white world and sailed across the ocean.


Using the five scales, they created their own lands, their own mountains, their own lakes, and their own forests. Last of all they created a bright moon, so that the Sapphire Star, which had guided the youth during his voyage to seek the dragons, would no longer shine alone in the sky.


The land grew large enough to obscure the sun, and day and night were born.


The mountains, lakes and forests breathed together, and the seasons were born. The moon casts its light on the ocean, and waves were born.


And thus time was also born.


Swept up on the almighty current of time, the people came to know death. But the people also came to know life.


Countless days and countless nights have passed since people first came to live on the islands they had created. As time passed, they lost their memory of the Five Dragons, and even the memory of how Time itself had been born.


But deep in their hearts there dwelt a quiet knowledge of the Island of The Five, the most sacred place in the world, which to this day sleeps in the middle of the ocean, uninhabited by people, and unchanged even by the relentless flow of time.

From the village chiefs, who protect and guide young hunters, to academics of the Wycademy, who research the mysteries of the world, everyone has their own ideas about the origins of the Old World, but the widely accepted version of this worlds creation is the Tale of the Five Dragons.

There are many myths and unknowns to what happened after the creation of the five continents. In villages, village chiefs pass down myths and tales of godlike creatures that continue to shape the world in the dragons' image to this day. Father tells the stories of great heroes and ferocious beasts to their sons and daughters. Others remain focused on the few existing truths, exploring beneath the rot and ruin that hides the technology of the ancients, scars of old battles, and forgotten hunters of old. The details are often debated, and while the common folk may live their entire lives with little care for the question of where we all came from, the question remains, consuming the curious, calling those hungry for purpose, and fueling the business of adventuring to delve into the dangerous shadows of ancient ruins.

The History and Myths of the Old World

The following information outlines what is known within scholarly circles and historical archives, kept by the Wycademy, Royal Paleontology Scriveners, and the Wyverians. The learned student may begin their journey with seeds of this history to explore, while others uncover its truths as they wander along their path. Regardless, we all came from somewhere, and to learn from history is to write a better destiny.

The Myth of the Old World

The Tale of the Five
Once there was a world without time. The world was nothing but white light, inhabited only by people and five dragons. In that world, there was only eternity, and a sun that burned without beginning or end. And because there was only timeless eternity, nothing was ever lost … yet nothing was ever gained. One day, the people began to wonder why their world had no beginning or end, so they asked the dragons.

The dragons opened their mouths as if to answer, but from their mouths poured water instead of words. It rushed out in streams to create the sky and the oceans, and the dragons swam away. The dragons swam to the center of the ocean and there they began to transform into an island. One dragon sank into the sea and became the land. One dragon lifted its gaze to the sky and became the mountains. One dragon stooped low and became the lakes, and scattered its scale to create the rain. One dragon fell into a deep slumber and became the forests. The last dragon climbed far into the sky to become a Star of Sapphire Blue, shining brightly above the island.

The people could not understand why the dragons had left, or why they had transformed. Eventually, a lone youth decided to go to the island to seek the answers from the dragons themselves. He donned a simple cloak, climbed into a simple boat, and cast off alone into the murky seas. At last, guided by the light of Sapphire Star, he reached the Island of The Five. Some time passed, and the youth returned.

“Did you speak with the Dragons?” the people asked. “Yes, I spoke with them,” he replied. “Then tell us, why did they create the island?” But the youth did not answer. Instead, he reached into his cloak and pulled out five Dragon Scales, which he gave to the people. And then, before anyone realized, the youth disappeared.

The people left their white world and sailed across the ocean. Using the five scales, they created their own lands, their own mountains, their own lakes, and their own forests.

Last of all they created a bright moon, so that the Sapphire Star, which had guided the youth during his voyage to seek the dragons, would no longer shine alone in the sky.

The land grew large enough to obscure the sun, and day and night were born. The mountains, lakes and forests breathed together, and the seasons were born. The moon casts its light on the ocean, and waves

Swept up on the almighty current of time, the people came to know death. But the people also came to know life. Countless days and countless nights have passed since people first came to live on the islands they had created. As time passed, they lost their memory of the Five Dragons, and even the memory of how Time itself had been born.

But deep in their hearts there dwelt a quiet knowledge of the Island of The Five, the most sacred place in the world, which to this day sleeps in the middle of the ocean, uninhabited by people, and unchanged even by the relentless flow of time.

Time Began

As the hand of time ticked its first second, the five looked down on their creation and found it empty. Vast oceans, islands, mountains, and forests filled the world, but it contained only humans.

Thus, the Five formed the first creatures, the Elder Dragons, created with physical power reflecting the Five themselves. The Elder Dragons had the power to shape the land, adapt and change it to fit the Five's image. As the first minute went by, the second creatures were molded — the leviathans, amphibians, and other sea creatures; including the ancestors of the desert piscine wyverns who lived in the sea at this time.

As Jhen Mohran and Ceadeus's ancestors modeled the seas to provide its new occupants a place to dwell, islands dotted the landscape and enormous coral reefs that seemed to stretch forever into the depths formed, creating a colorful display beneath clear ocean waves. The sea flourished and the humans who set sail began to take notice. Believing the mohran's and ceadeus to be the sea architect of the Five, the humans began to pray and worship the Elder Dragons.

Touched by the humans’ worship of the dragons, the first of the Five Dragons infused its worshipers with the power of the sea, creating the first tritons, or sea people, as they are commonly known.

As time continued to tick, the second of the Five Dragons wrought the elves. Worshipers of Kirin and other powerful and beautiful Elder Dragons, the elves have an unearthly grace and fine features, that is sometimes compared to the Five's own divinity.

The Five continued to create as the day went on. Creatures began to appear in the sky and large beasts patrolled the land. Many races were formed as the human's continued to discover new Elder Dragons to worship.

Satisfied with their creation, the Five departed this world, but not before leaving aspects of themselves as the new gods, or The Aspects as they are typically known to the common man, to watch over the world from the Outer Planes.

In the time after the five dragons, ancient species of monsters ruled the world. The world was at peace, many species of Elder Dragons thrived in their environments, living in harmony with other creatures. Nature was truly at peace with itself in this age.

The Age of the Ancients

It is unknown when the age of the ancients began, but most researchers and scholars believe it started when the first races experienced death for the first time. Having been immortal before time began, the first races feared this unending sleep and prayed to the Five who blessed them with these forms to save them. The Aspects heard their plight and were crushed to see the pain in the hearts of the first races, and so the Aspects sought to ease their suffering. First, by extending the life of the halflings by a hundred years or so, hoping that this extended time would ease their pain before the unending sleep. To their dismay, it only prolonged the inevitable. The Aspects continued to experiment, extending the life of dwarves, gnomes, elves, and lastly the wyverians far beyond that of humans, but they found it was not within their power to extend the life of the first races indefinitely, but they could mold it. Death was not the end, but instead it was the beginning and end of a cycle. When a creature died, the Aspects welcomed the first races and all other creations of the five to the Outer Planes where they remained until they were infused with new life and returned to the material plane. This is commonly referred to as "The Wheel."

But the Wheel was flawed. Unknown to the Aspects, the twisting and contorting of the Five's original creation had corrupted it. This corruption slowly seeped into the pores of the Outer Plane, forming the Fatalis, the lord of the newly formed Lower Planes. Thought to be created by the mixing of energy between Limbo, the Abyss, and the Nine Hells the Fatalis sought to destroy and recreate in its own image. In the beginning it started small, first influencing small monsters making them rabid and territorial. The harmony of nature had been broken, but the Aspects did not take notice. Their concern for the first races blinded them to small changes in the world. As the wheel turned, the Fatalis grew in power and began twisting and contorting the monsters under its command into the first demons.

Next it moved its sights to the first races, offering power and knowledge to the weakest of them. The ones who accepted the Fatalis's offer became the first devils. The ones who attempted to resist the Fatalis but failed, were twisted into the monstrous races like the orcs, goblins, or kobolds.

The Aspects looked on in horror as these abominations to nature invaded the Five's creation. Monsters and humanoids alike were being slaughtered, forests were burning, mountains were demolished, and seas became sand. The War of the Ancients had begun.

War of the Ancients

The War of the Ancients threatened to undo everything the Five created. The battle took place across all creation and the Aspects were unable to focus their assistance in just one area. So they shared their knowledge with the first races, showing them how to fortify themselves by creating walled settlements. They taught them how to harness the nature around them to fight, how to bend the earth to their will, use the bodies of fallen monsters to strengthen themselves, harness the destructive power of the magic they possessed, and work with the uncorrupted monsters of the world. A century went by, but inch by inch the monsters and first races forged ahead together. They pushed back the corruption from the world, winning skirmish after skirmish until the emergence of a new threat.

The Fatalis released its generals across the Material and Upper Planes. Created from granting its most powerful warriors fused with its own essence, the Archdevils were the ones to invade the Upper Planes in an attempt to break the Wheel and spread the corruption further. On the material plane Demon Lords, created from elder dragons under its influence of the Fatalis, trampled armies and once again threatened the existence of the Five's creation. With hope waning, the first races once again turned to the Aspects again, praying for assistance.

It was never in the Aspect's power to grant immortality to all of the first races and they knew that, but it was within their power to gift it to a select few. In doing so they would weaken themselves, but it was what was required. And so, the Aspects called upon the most faithful, wise, and powerful of the first races and ascended them to godhood. These lesser pantheons of gods took to the battlefield against the Archdevils and Demonlords, pushing them back into the Nine Hells and the Abyss. The Aspects themselves took the fight to the Fatali's lair where they sealed Fatalis away, preventing it from ever physically leaving its lair for eternity, but at the cost of the first Aspect Io's life.

Notable Events and Locations during the War of the Ancients

Heaven's Mount
In the small village of Cathar, old folktales are told of Heaven's Mounts creation during the War of the Ancients. It has been said that the peak of Heaven's mount is a gateway to the Upper Planes and was guarded by a number of elder dragons known as dalamadur. When the Archdevils attacked the Upper Planes, they used the gate atop the mountain to invade, but not before the dalamadurs massacred much of the Devil's army. Now the mountains have markings all over them, showing where each of these elder dragons dug. In the present, chunks of the mountains are falling to the ground and the formations don't look natural in the slightest. It is said that these giant elder dragons went underground under the mountain and still guard the gate to this day.


Great Forest Brawl
In the War of the Ancients, a brawl took place in the Great Forest. This fight was between an espinas and an unknown elder dragon, believed to be the first of many created by the Fatalis.

Espinas was the ruler and protected its home with all of its might, even going as far as taking on the elder dragon solo to stay. Through determination and power, espinas was able to defeat the elder dragon and claim its title as Lord of the Great Forest. This made espinas one of the few monsters equal to an elder dragon during this age, but there is no known sighting of espinas in recent years.


The Great Seas
In Ancient times, the desert region of the Old World was covered by a great sea filled with the ancestors of some monsters seen today. The Jhen Mohran's ancestors ruled the region and defended it with the tritons against the Demon Lord Dagon and its army during the War of the Ancients. These sea battles did untold damage not only to the sea itself, but it remained in a constant stalemate between the two forces until the end of the war. Whenever one side would win a battle, the other would counter attack somewhere else, canceling out the territory each gain. It wasn't until the lesser gods entered the battle that Dagon was forced back to the abyss, but not before he opened a portal to the Shadowsea that would consume the entirety of the region's water before vanishing. For centuries after the war, the region remained an inhospitable barren waste of sea creature bones and decayed vegetation until the Sand God, Odibatorasu transformed the region into the deserts found in the present.

The End of the War

The war finally came to a close when Fatalis and its generals were finally pushed back to their respective planes. The second Aspect, Pelor, filled the void that the First Aspect left behind, becoming the leader of the other Aspects and gods. The lesser gods, or guardians as they came to be known as, said their goodbyes to the first races and joined the remaining Aspects in the Upper Planes. The first races and the monsters of the material plane went their separate ways, nature was once again in harmony, for now...

Though the Fatalis was sealed, the corruption of the Five's creation still seeped into the Lower Plane, forming new devils, creatures, and other abominations. It was only a matter of time before the corruption once again leaked into the Material Plane. So, the Aspects and Guardians set forward their plans to protect the world.

Unlike the original five Aspects, the Guardians did not agree on how exactly to go about protecting the world and split into smaller pantheons that reported to one of the Aspects. They were known as: The Platinum Court, The Wild Lords, and the Radiant Eye. Some believed the creation of new monsters and expansion of nature was the best solution, and so they went to the Beastlands to begin their work. Others believed that the first races were the answer. After all the Aspects choose them to become gods. So they shared their power and knowledge with those deserving and created what is now known as the ancient civilization. Finally, a select few sought to contain the corruption, hoping to prevent its spread. In doing so, the world would remain in harmony forever, or so they thought.

The Time of the Ancient Civilization

The Platinum Court
When the Guardians formed the Platinum Court they presented themselves to the new leaders of the first races at the request of the third Aspect Bahamut. The pantheon nurtured the first races, expanding their knowledge and power beyond their wildest dreams. Thousands of years passed and the ancestors of the first races came to be known as the ancient civilization. In time they used their newfound knowledge and the materials they collected from the monster corpses during the War of the Ancients to build giant towers that reached to the heavens, cities of stone within the mountains, elegant towns in the forests, and settlements of all different types across the world. They became a highly-advanced society with technology that the races of today still can't figure out.


The Wild Lords
The Wild Lords under the leadership of the Fifth Aspect Eldath, spent their time repairing the world and creating monsters to inhabit it. They started with the creation of three monsters; the akantor, odibatorasu, and ukanlos. To the races of the present day they are known respectively as the black, white, and sand gods. The odibatorasu created the deserts from the now empty sea, while the ukanlos and akantor repaired the damage from the demons within the Northern El De regions. They filled the world with warrior monsters to defend the land. These formidable beasts could mold the world around them and bend the elements to their will.


The Radiant Eye
Before the world could return to what it once was, the Radiant Eye under the command of the Fourth Aspect, Tiamat, set out to rid the material plane of the corruption that remained after the War of the Ancients. They enlisted the members of the ancient civilization and monsters alike to hunt down the rabid beasts, and sanctify the lands across the world. Using the technology of the ancient civilization and with the assistance of the Platinum Court they crafted weapons and armor to combat the new monsters born from the corruption. They used the powers granted to them by the gods, blessing the land, and sending the corruption back to the Lower Plane, but in doing so they strengthened the demons, devils, and the Fatalis himself.

The Great Dragon War

Nobody knows exactly when the war that wiped out almost every monster and race began, but scholars and other researchers suggest it started long before the ancient civilization attempted to create the equal dragon weapon. A set of dominos that fell into place if you will. Though it is mostly unknown what exactly happened in the war, The Legend of the Black Dragon is said to describe all that happened in the Great Dragon War. The war ended with most of the dragons extinct and with ancient civilization gone for good.


The Unknown History.
It all started with the Great Wheel. Tiamat along with the assistance of the Radiant Eyes attempted to patch the holes in the Great Wheel where the corruption emanated from. If successful, the corruption would grow no stronger, and the Lower Planes and Fatalis would no longer be able to use it to enter the material plane without first weakening themselves in the process. The patch for a time was a success, but it was applied at an unknown and devastating cost. The corruption had taken hold of Tiamat and as it grew within her, so did the Fatalis's influence.

With Tiamat as its new vestige, the Fatalis set its plan in motion. Tiamat slowly spread the corruption through the Radiant Eyes and its followers, twisting and contorting them into the pantheon known as the Eyes of the Abyss. Soon the corrupt monsters roamed free, spreading Fatalis's influence to the Wild Lord's creations.

During this time, the ancient civilization had stalled. Reports of Tiamat's successful patching of the Great Wheel brought celebration to the ancients, but with their resources running dry from the War of the Ancients and with the now corrupt followers of the Radiant Eye no longer killing new monsters, the ancients grew desperate. After much discussion and a bit of influence by Fatalis, the decision was made to begin hunting the monsters throughout the world. Waiting for them to die was too slow and would only ever be enough for repairs.

At the same time the other gods began to take notice of the spreading corruption throughout the Five's world. The three confronted Tiamat who responded by opening a portal for the Archdevils and their army to enter the Upper Plane, sending the heavens into chaos. The Great Dragon War had begun.

As the war raged in the heaven's above, the ancient civilization continued to advance on the material plane. Their advancement did not come without sacrifices as an innumerable amount of dragons were hunted, killed, and captured for the sake of research; to improve the quality of life for the ancients. Because of this, many of the species were left on the brink of extinction. This wanton destruction of the their kin angered the dragons. No longer would they sit idly by and let their kind be killed or be used as mere cattle. It was time to break away from the ancients who had forgotten the rules of nature, and destroy them.

Eventually the wars converged, Tiamat and the archdevils were pushed out of the Upper Planes into the Material Plane. In an attempt to weaken the Aspects army, Fatalis sent an aspect of itself to destroy the kingdom of Schrade. The material plane became the battle field for all sides. The monsters of the world had been fully consumed by the corruption and joined the demons and devils in the war. This began a long, violent war between the ancients, dragons, devils, and demons that spread worldwide, leaving behind mass destruction just about everywhere.

At the end of the war, the ancient civilization and almost every creature in the world was wiped out. Tiamat was banished to the Nine Hells, along with the Archdevils. Those within her pantheon were scattered across the Planes of Limbo and Pandemonium, a punishment for their treason. The Aspect of Fatalis was sealed away in the ruins of Castle Schrade and the Platinum Court with the Wild Lords returned to the Upper Planes victorious in the war at the cost of everything.

Rebuilding the World

Centuries passed before the gods regained their power, and many were devastated by the destruction of their creations. Some gods were so filled with despair and grief they wished to leave and start anew. Others wished to stay and rebuild. After much debate and input from the remaining three Aspects, the gods looked to rebuild. There was just one complication.

When the Great Wheel was patched by Tiamat, the corruption had only one place to go, into the life of the new creations. The corruption and fatalis's influence would always remain within anything the gods created and they no longer had the power to change or create a new system. So they did only what they could, they poured their own divine influence into the wheel. Their creations from this point forward would be capable of both good and evil, and the war with Fatalis would continue through their creations, but so long as they guided them towards the light, the balance would remain.

The Wild Lords filled the world with new creatures, big and small, but none as powerful as the warrior monsters that existed before. They adapted nature to work with the corruption and keep it in balance with the help of the wyverians, who became the first druids and rangers.

The Platinum Court created the races once more. Using religion and worship, the Platinum Court guided the masses indirectly towards the light. They shared their power with those they deemed worthy and limited the knowledge they gave, letting the races advance their technology slowly through the information found in the ruined settlements of the ancient civilization.

The Rise of Hunting

Hundreds of years after the rebuilding of the world, some wyverians began to hunt down monsters at the request of the Wild Lords. This was the beginning of the hunting career. These wyverians were known to wander the world in search of creatures that fell to the Fatalis's corruption but also to be one with nature itself, due to having a great compassion for it and its many life forms. Besides hunting, some wyverians became merchants and began to take requests from people to do certain things, such as gathering mushrooms or mining for rare ore. The main reason why the wyverians started hunting is because the other races were defenseless against the harsh monsters that haunted many areas, due to the Platinum's Court decision to limit the knowledge they passed down. This led to wyverians protecting the other races against said monsters due to the will of the Wild Lords and taking pity on the other races. Some of the other races saw this act and followed in the footsteps of the wyverians. This eventually led to the Hunter's Guild forming some time later.

The Hunter's Guild is Formed

The Hunter's Guild was formed when the other races saw what the wyverians were doing in order to help preserve all species and to harmonize all races with nature. This led to the corporation growing overtime and becoming well-known among the world for its hunters and hunting restrictions. Other corporations soon formed, such as the Royal Paleontology Scriveners and Elder Dragon Observation Team.

Generations

Generations passed since the founding of the Hunter's guild. In this time, new rules were founded in the hunters guild and technology continued to progress as hunters and other explorers searched the ruins of the ancient civilization that were dotted across the world. But those are stories for another time.


Additional history will be added in future updates to Amellwind's Guide to Monster Hunting

The Gods of Monster Hunter

The gods found within these pages are not set in stone and you should feel free to add or remove them as you see fit. In addition you will find that some of the lore may have changed from a standard dungeons and dragons setting so that the gods would fit within this new setting.

The Five

The Five were the creators of the world and the Upper Planes. They populated the universe with creatures and blessed the many of the first humans with their power, creating the first races. Once their work was done, the Five left aspects of themselves to watch over their creation before leaving the Universe. The Five were never named, and only ever referenced by their number.

The Aspects

The Aspects were created from a portion of the Five's power. They are the leaders of all lesser gods and the creators of "The Great Wheel". They are also responsible, albeit unintentionally, for the creation of the god, Fatalis, and the Lower Planes.

The First Aspect Io

Alignment: Neutral • Domains: Dragons, Knowledge, Magic, Spells, Strength, Travel, and Wealth.


Io cared for all of the Five's “children,” but favored the dragons, and their continued existence in the world. Io was considered to be the greatest dragon of them all and as such was the leader of the Aspects, granting him the title of the Prime Deity. He is the Concordant Dragon, encompassing good and evil, law and chaos, and transcends them all. It was said that Io only manifested once on the material plane, during the War of the Ancients, when he ascended the first human to godhood.

At the end of the War of the Ancients Io sacrificed himself to seal Fatalis away in its lair. Though Io is dead, he is remembered and celebrated through the teachings of the Platinum Court and the Wild Lords. To this day, a few wyverians and dragonborn pay homage and live in service to Io through Bahamut.

His symbol was a multi-coloured disk.


Remembrance of Io
When Io was still alive, one of his rituals involved the blending of many things together, reflecting Io's own nature. One common ritual involved drinking wine with a drop of blood from each participant dissolved in it. After Io's death, the followers of both the Wild Lords and the Platinum court honor this rite during the Autumn Harvest Festival. Those who can't drink, such as children, instead hold a potluck in the middle of town.

The Second Aspect Pelor

Alignment: Neutral Good • Domains: Good, Healing, Strength, Sun, Travel


The God of the sun and summer, Pelor is the keeper of time. He supports those in need and opposes all that is evil and for that reason, he took it upon himself to become the Prime Deity after Io's death. As the Prime Deity, Pelor guides and lords over the remaining aspects and the lesser pantheons. He believes justice and freedom are brought about through charity, modesty, and perseverance.

Pelor's leadership and resolve was tested with the betrayal of Tiamat, but he did not falter. Instead his wrath and the wrath of his followers were more focused than ever on the corruption of the world.

Pelor’s strength is a spiritual strength, opposed to physical strength. His strength is the power of will and hope, the need to face evil in the face of insurmountable odds. Pelor is wrathful against the forces of evil, corruption, and darkness, and is especially opposed to the undead. However, Pelor urges his followers to remember that excessive attention to things of evil can blind one to the truly important things: compassion and goodness.

Pelor's priests teach that the truly strong don't need to prove their power. Pelorians strive to perform so many good acts that evil has no room in which to exist, though they will fight if necessary.

In times of war, his clerics heal the sick, bless the crops, and destroy any evil that threatens the balance of the world. Pelorian paladins, known as Crusaders, are at the forefront of almost every battle. They see themselves as the burning light of the sun which scours away darkness and evil and brings strength and comfort to the innocent.

Pelor’s services involve communal prayer, the singing of hymns, and the distribution of alms. Prayers to Pelor are often affirmations in the first person, for example, “I am merciful, just as the Sun of Mercy shines on me.” Weddings and rites of passage often take place at the beginning of a new season. Farmers often request a ritual known as the Blessing of the Sun-Kissed Field.

Pelor’s temples are tall, with large windows; many are stained-glass cathedrals. They are arranged so that the sun shines into most of the rooms during the day, and many feature large courtyards. They tend to be airy and blindingly white. Temple trappings are typically yellow or gold. They are always kept clean. Many Pelorian temples have hospital wings.


Commandments of Pelor

  • Alleviate suffering wherever you find it.
  • Bring Pelor’s light into places of darkness, showing kindness, mercy, and compassion.
  • Be ever vigilant for evil. People are quick to forget the lessons of the past.

The Third Aspect Bahamut

Alignment: Lawful Good • Domains: Life, War


Bahamut, also known as "The Platinum Dragon", is revered in many locales. The pillar of justice, protection, nobility, and honor, Bahamut stands as the leader of the Platinum Court. He stood vehemently against all evil and as such, was the first to take up arms against Fatalis in the War of the Ancients and against his own sister Tiamat during the Great Dragon War.

After the Great Dragon War, Bahamut was a beacon in the darkness to all the races and revered by the elder dragons. He, along with the Platinum Court, sought to guide the races of the world on how to survive and live with nature.

In agreement with the remaining Aspects, Bahamut locked away the knowledge of the ancient civilization within his hoard, only sharing the information to those in need and that he deemed worthy. However he also pursued viciously, (usually sending his champions and followers) those who tried to steal the hoard from his palace as, after all, he was a god of justice.

In spite of his stance against evil, Bahamut is also considered one of the most compassionate beings in the multiverse. He has limitless empathy for the downtrodden, the dispossessed, and the helpless. He usually preferred to polymorph those who had offended him into kelbi, and other herbivores, instead of killing them.

Bahamut accepts only good clerics. Clerics of Bahamut, be they dragons, half-dragons, or other beings attracted to Bahamut’s philosophy, strive to take constant but subtle action on behalf of good, intervening wherever they are needed but trying to do as little harm as possible in the process. Many wyverians maintain simple shrines to Bahamut in their homes, usually nothing more elaborate than Bahamut’s symbol scribed on a wall.

Temples to Bahamut were extremely rare, as the Platinum Dragon didn't appreciate being honored by objects, taking into account deeds instead. The few temples that were made to honor him were beautiful and elegant buildings with simple furniture and no embellishment or adornment.

Bahamut's worshipers and clergy had no formal rituals or ceremonies. Those who followed the Platinum Dragon believed in the philosophy of "praying through their deeds". The only activity that was considered as something like a ritual was the Rite of Rebirth, the magical process by which non-dragon humanoids transformed themselves into dragonborn.


Commandments of The Platinum Dragon

  • Stand as a paragon of honor and justice.
  • Smite evil wherever it is found, yet show compassion to those who have strayed from righteousness.
  • Defend the weak, bring freedom to those without, and protect the ideals of just order.

The Fourth Aspect Tiamat

Alignment: Lawful Evil, Chaotic Evil • Domains: Trickery


Also known as "The Undying Queen", Tiamat once sought to contain the corruption of the world, but during her attempts to contain it, she instead succumbed to it. Once a god who followed in the footsteps of her brother Bahamut and the Prime Deity, Pelor. Tiamat has since become arrogant, greedy, hateful, spiteful and vain. She never forgives any kind of slight and is focused on obtaining more power and wealth. She disdained mortals, regarding them as mere disposable tools in her schemes.

Tiamat resides in the Lower Planes after her banishment during the Great Dragon War. After being abandoned by Fatalis for her failures during the war, Tiamat's maliciousness and insanity grew. As such, she constantly seeks to extend the power and dominion of her rule over the land, particularly by twisting creatures made by the Wild Lords into her servants. She believes deities of all creeds and from every pantheon are inherently tyrannical, and therefore her rivals. She considered herself the only being powerful enough to defy these gods, including Fatalis, and overthrow their despotic rule.

Tiamat has an insatiable greed for treasures, but prefers that her followers bring it to her in the form of gifts instead of searching for riches on her own. As such, Tiamat only accepts those with evil in their heart. Her followers work tirelessly toward her agenda of world domination. When Tiamat assumed her throne as the only goddess of the Realms, her draconic children would serve her as dukes, or so her followers believed, and her clergy struggled to gain the position vassals when that move came.

In her natural form, Tiamat is a thick-bodied dragon with five heads and a wyvern’s tail. Each head is a different color: white, black, green, blue, and red. Her massive body is striped in those colors.

Though many evil beings honor Tiamat, few keep shrines dedicated to her in their lairs because they don’t want Tiamat’s greedy eyes gazing at their treasure hoards. Instead, they dedicate vast, gloomy caverns to their deity and keep them stocked with treasure and sacrifices


Commandments of The Undying Queen

  • Amass wealth, and spend little. The gold, and the power that comes with it, is sufficient reward.
  • Do not forgive nor forget an indignity to yourself. Let no affront go unpunished.
  • Take what you covet. Those without the strength to defend their dominion are not worthy to have a dominion.

The Fifth Aspect Eldath

Alignment: Neutral good • Domains: Life, Nature


Also known as "The Green Goddess", the Fifth Aspect Eldath acts as the guardian of nature, her presence is felt wherever there is calm. She is a pacifist who avoids hostile action, even if threatened. Although shy, quiet and enigmatic, Eldath possesses unknown depths of character and unexpressed resolve that could not be broken.

As leader of the Wild Lords, Eldath protects rivers, streams, and druids' groves; her dogma is pacifistic, and her followers only resort to violence in defense of themselves, of their friends and loved ones, and of pools and groves. As such wyverians, elves, and other peaceful monstrous races typically worship her.

Her worshipers, known as Eldathyns, are organized into a simplistic hierarchy, where priests report to a local high priest responsible for a realm or larger region. Most followers dwelt in quiet forest communities with open-air sacred places of worship or in woodside cottages.

Many people came to Eldath for help in overcoming memories of a violent past, sometimes a single event that affected them but it could also have been an accumulation of battles fought by the individual.

Her clergy often followed migratory patterns traveling from holy site to holy site in a local area. They took care of the holy sites and allied with the local druids who followed the Wild Lords, of which Eldath was the leader of. Violence of any kind against an Eldathan priest was considered taboo, and murdering one was said to bring extremely bad luck. Even so, most servants of Eldath preferred to avoid conflict rather than trying to pacify it because they understood that peace cannot be forced. They would happily preside over peaceful meetings and witness political treaties.


Commandments of The Green Goddess

  • Seek stillness and thereby find peace.
  • Tend to nature
  • Nurture and aid, and do not restrict or punish.
  • Work violence only to defend, and slay no thing of the forest except to prevent it from slaying themselves or another under their protection.
  • Share with all beings the beneficial things that grow in or come from running water that all may know of and praise Eldath.

The Lesser Gods

Also known as "The Guardians", were originally members of the first races that ascended to godhood during the War of the Ancients. The members of the Platinum Court and the Wild Lords guide the first races and nature itself to this day, but the lesser gods who were once part of the Radiant Eye now corrupted serve themselves.

The Platinum Court

The Platinum Court was formed after the War of the Ancients, around the same time as the Wild Lords and Radiant Eye. Located on the Celestial plane, the court is led by the third aspect, Bahamut. Under his leadership the Platinum Court guides the races of the world, sharing their knowledge with those they believe to be pillars of the communities and punishing those that stray from their teachings.

The All-Father

Alignment: Lawful Good • Domains: Forge, Knowledge


Moradin is the god of the dwarves and troverians; and the patron of craft and creation. He is worshipped by smiths, artisans, and miners alike, granting inspiration where respect and prayer are given. After the Great Dragon War, Moradin recreated the dalamadur and other creatures to form and shape the mountains, providing homes for his followers.

The All-Father is a harsh but fair judge, he is strength and force of will embodied. Moradin inspires dwarven and troverian inventions and constantly sought to improve the races, encouraging their good nature, intelligence, and harmonious existence with other good races while battling their pride and isolationist tendencies.

Moradin’s avatar appears as a stern faced male dwarf with powerful musculature, especially in the upper body, and with flowing black hair and beard. He always wears a field plate and carries a large shield and a war hammer.

Moradin is worshipped at forges and hearths. Melted metals are sacrificed to him monthly during the crescent moon. The church of Moradin has an active role in guiding the morals of dwarven and troverian communities. They emphasize the All-Father’s hand in everyday activities such as mining, smithing, and engineering, and invoke his blessings when these tasks are begun. They take an active role in teaching the young of the communities and oversee most formal ceremonies.

His symbol is a hammer and anvil.


Commandments of The All-Father

  • Honor him by emulating his principles and workmanship in smithing, stoneworking, and other tasks.
  • Found new kingdoms and clan lands, defending the existing ones from all threats.
  • Innovate with new processes and skills.

The Broken God

Alignment: Lawful Good • Domains: Life


Ilmater is the god of those who suffered, the oppressed, and the persecuted, who offered them relief and support, encouraged them to endure, and who encouraged others to help them, to take their burdens or take their places. He is the incarnation of compassion, and the eternal foe of suffering.

Those who were oppressed, sick, lame, or poor are likely to be worshipers of Ilmater, and people who had been injured or were otherwise suffering would often call upon him for aid. His faith is popular among the poor in big cities, and with serfs and slaves, as well as merchants, thieves, and a few guards. Although people of any alignment can worship Ilmater, he is largely followed by folk of a lawful and good bent, especially among his own clergy.

Ilmater appeared as a short man with a burly build and wearing only a breechcloth, with a plain but kind and comforting face, balding head, and a hairy body. But this body bore the marks of mutilation and torture on the rack, covered with open cuts, closed scars, burns, and a range of other wounds. Ilmater's joints were broken, his limbs were ravaged, and his hands were smashed yet still functional. Moving caused him a great deal of pain as he dragged himself around. No matter how much his avatar healed, it still showed these terrible wounds.

His Symbol is hands bound at the wrist with a red cord.


Commandments of The Broken God

  • Help ease the suffering of all,
  • Stand against those who enjoy causing destruction and spreading pain and suffering for others.
  • Encourage those to endure, encourage others to help, and take their burdens or take their place.

The Even-Handed

Alignment: Lawful Good • Domains: Order, War


Tyr, also known as "The God of Justice", rules over the concepts of courage, law, protection, trust, strategy, tactics, war, and writing.

Among Tyr's worshipers were guards, judges, lawyers, magistrates, the oppressed, and paladins. The highly organized church of Tyr was strong in the more civilized lands of the Realms. They were known for never refusing service or aid to the faithful when they were in distress. Followers of Tyr were expected to show fairness, wisdom, and kindness to the innocent. Tyrrans never enforced an unjust law.

Commoners view Tyr and his clerics as stern arbiters of justice, often missing the paternal philosophical nuances of Tyrran doctrine for its more obvious black-and-white teachings on the nature of morality. They tend to view Tyr as something of a divine constant. They know that Tyr expects fairness, good judgment, and kindness toward the innocent from his followers, and hence afford Tyr’s clerics a great deal of trust.

Tyr was portrayed as blind or with a bloody bandage over his eyes and missing his right hand, for which he bore his title of the Maimed God. (His title of the Even-Handed, though it referred to his position of god of justice, was also seen as dark humor.) His wounded eyes were seen as symbolic of "blind justice" and the sometimes cost of living a lawful life. He usually was shown as a burly, noble warrior with a powerful build and a bearded face.

His symbol is balanced scales resting on a warhammer.


Commandments of The Even-Handed

  • Reveal the truth, punish the guilty, right the wrong, and always be true and just in your actions.
  • Uphold the law wherever you go and punish those who do wrong under the law.
  • Be vigilant in your observations and anticipations so you may detect those who plan injustices before their actions threaten law and order.
  • Deliver vengeance to the guilty for those who cannot do it themselves.

The Hand of Righteousness

Alignment: Lawful Good • Domains: Law, Protection, Strength, War


Torm the True, patron of paladins and an unswerving enemy of corruption and evil, serves the people of the Old World by exemplifying the chivalric ideal. An ascended hero who lived his mortal life in service to a just sovereign, Torm eschews the pretense of his fellow deities, instead adopting a humble position that he exists to serve the common good and the rule of law as established by honorable mortal rulers.

Torm's worshipers consisted mainly of human males and females who favored the causes of both good and law. Righteousness, honesty, loyalty and truth were their primary pursuits. After the Great Dragon War, the number of dwarven and elvish members was increasing. In the present generations, Torm's followers shine as beacons of hope and courage.

Temples of Torm frequently double as Fortresses. Often constructed high on mountains to offer their residents a clear view of the surrounding area, such structures feature drilling grounds, high towers, austere quarters for resident and visiting knights, and plainly adorned, simple worship halls. White granite walls and statues of teostras and armored figures predominate, with badges of knights who fell in duty lining the high-ceilinged hallways.

His symbol was a right-hand gauntlet held upright with palm forward


Commandments of The Hand of Righteousness

  • Salvation may be found through service.
  • Strive to maintain law and order.
  • Bring painful, quick death to traitors.
  • Question unjust laws by suggesting improvement or alternatives, not additional laws.
  • Your fourfold duties are to faith, family, masters, and all good beings of the Old World.

The Moonmaiden

Alignment: Chaotic Good • Domains: Knowledge, Life


Selûne is the goddess of the moon, moonlight and stars; beauty and purity; love and marriage; navigation and navigators; tracking, wanderers, and seekers; diviners and dreams; good and non-evil lycanthropes; and autumn. Hers was the moon's mysterious power, the heavenly force that governed the world's tides and a mother's reproductive cycles, caused lycanthropes to shift form, and drew one to the brink of madness, and back again. Her nature, appearance, and mood all changed in turn with the phases of the moon and as such worked closely with the Wild Lords during the creation of the mizutsune, zinogre, and nargacuga.

Selûne and her teachings of compassion and guidance were appealing to all folk who lived their lives by the moonlit night sky, and hence her faithful were a very diverse group. She was followed by those who were lost and those who were questing. In particular, she was commonly worshiped by tritons and many of his temples mark the center of their settlements.

The appearance of Selune’s temples vary as much as her clerics, from small shrines in the wilderness to huge open-air or skylit buildings the size of great mansions. Reflecting ponds, small gardens, and feminine zymology dominate Selûnite architecture.

Her holy symbol is a bright pair of eyes of a darkly beautiful human woman, encircled by seven silver stars.


Commandments of The Moonmaiden

  • Let all on whom Selûne’s light falls be welcome if they desire.
  • As the silver moon waxes and wanes, so too does life.
  • See all other beings as equals.
  • Turn to the moon, and she will be your true guide.
  • Promote acceptance and tolerance.
  • Aid fellow Selûnites as if they were your dearest friends.

The Wild Lords

Under the leadership of the Fifth Aspect Eldath, the Wild Lords maintain the sanctity of nature, life and their respective creations. During the reemergence, the Wild Lords set out to balance nature and sought to minimize Fatalis and Tiamat's influence over it. While some of the gods within the pantheon disagree on how exactly to go about this (creating creatures of all different shapes and sizes, and shaping the land based on their own vision), they all agree that the corruption must be contained.

The Forest Father

Alignment: Neutral • Domains: Nature


Silvanus, also known as "The Old Oak" is a god of nature and one of the oldest of the sentient races when he ascended. His worshipers protect places of nature from the encroachment of civilization with vigor and were implacable foes of industrious peoples. It is due to these ideals that both wyverians and firbolgs are the Forest Fathers most common worshippers.

The church of Silvanus endlessly strives to preserve the sacred Balance, despite population pressures that lead to too-heavy hunting or farming. Members of the clergy work to redirect development and control populations through covert sponsorship of brigands, breeding and selective placing of predators, and other means. It is essential that such work be as secretive as possible, so that most folk view the servants of Silvanus as essentially benign lovers of trees. Wildlife breeding, nursing sick animals, and replanting trees and wild shrubs are all work that should be done as publicly as possible to support this perception--and as necessary work to redress the slipping Balance, of course

The Forest Father appears to mortals most commonly as a withered, timeworn, bearded man, usually levitating amongst scenes of nature, like trees, possibly springing from an old, large oak tree. To druids and rangers, however, he appears as a long-limbed young man covered in armor made of oak leaves. He carries an enchanted maul hammer, "The Great Mallet of Silvanus", and mauls are his clergy's favored weapon.

Many rituals of worship to the deity take place in a crown stand or tall, ancient trees on a hilltop. The deity must always be worshiped by sacrifice, but never by blood sacrifice. Instead, something made from material taken from wood must be ceremonially broken and buried--not burned.

His symbol is a green living oak tree leaf.


Commandments of the Forest Father

  • Hold your distance and take in the total situation, rather than latching on to the popular idea of what is best.
  • It is the duty of the devout to see the cycle and the sacred Balance as clearly as possible.
  • Make others see the Balance and work against those that would disturb it.
  • Watch, anticipate, and quietly manipulate.
  • Resort to violence and open confrontation only when pressured by time or hostile action.
  • Fight against the felling of forests, banish disease wherever you find it, defend the trees, and plant new flora wherever possible.

Guardian of the Deep

Alignment: Good • Domains: Deep Wilds


Sculptor and architect of many wonders throughout the multiverse, Persana is best known for recreation of the seas on the material plane. After the Great Dragon War, Persana took it upon himself to bring life back to the seas. First with the reemergence of the tritons. Then the elder dragons and so forth until the sea was once again a majestic body of beauty. The Architect of the Deep works in many mediums, from stone and shell to coral and water, and even his foes cannot in good faith say his creations are ugly or uninspired. Little interests him besides his creations, but more than one of his enemies has been fooled into thinking that means he maintains no associations with other powers of the sea.

Persana rarely manifested his power to directly aid his followers. Instead, he favors communicating to his followers in dreams and sendings, sometimes directing them to build someplace or something, he may also indicate a place or object must be guarded or defended; often these are places or objects of great magical power or great evil.

Persana’s priesthood tends to have an aloof and superior attitude towards other clergies, even those they are on good terms with. They willingly work with and help allied clergies and communities, but it can often take a substantial effort and great evidence to mobilize them; once mobilized, however, they are a force to be reckoned with under the waves.

Temples honoring Persana can be found in most triton communities, with only the smallest settlements lacking one. These temples are grand constructions, featuring the best architecture tritons can muster, and are widely regarded as among the most beautiful buildings to be found under the waves, although sea elves often disagree. They are built upon a geometric plan, with soaring spires regularly placed around the structure.

His symbol is a silver trident against a silhouetted conch.


Commandments of Guardian of the Deep

  • Protect both the depths and the shallows against the great evils that lurk in the deep trenches.
  • Evil always rises, and good will always confront it; justice is found in the balance between these forces
  • Always strive to better your skills and improve your creations
  • Nature dictates the shape of the world, for good or ill, so the only concern of the creatures that inhabit it is survival.

The Huntsman

Alignment: Chaotic good • Domains: Nature, War


Solonor Thelandira, the god of hunting, archery, and survival in wild and harsh places. He teaches his followers the arts of hunting; including archery, moving unseen and hiding in the wild places. He is always in pursuit of quarry, and he rarely remains in one location for very long. Unlike many hunters, the Great Archer stalks prey only out of concern for the overall balance between the species and to destroy evil-doers, particularly the creations of Fatalis and Tiamat.

The Huntsman is a well-respected member of the Wild Lords, answering to Eldath. He counts his allies as practically all good-aligned nature deities as well as Silvanus and several beast cults. Solonor considers Lolth his worst foe. His worshipers are invariably elves or half-elves of a natural bent, usually rangers, or other warriors who were particularly skilled at archery.

The church of Solonor is a disparate one, with little communication among groups of clerics except to exchange information. Solonor’s clerics serve as scouts and archers in elven armies, as bowyers, fletchers, archery instructors in elven settlements, and as hunters and providers for far-flung rural communities.

Solonor manifests as a lean & muscular male elf clad in a cloak of leaves. Wolf, a Beast Totem Spirit worshiped by wood elves, is often depicted at the side of Solonor in religious iconography.

Solonor’s faithful generally eschew frivolous celebrations, considering them unnecessary distractions to the tasks at hand. Once per lunar month, under the soft light of the full moon, the Great Archer’s faithful assemble to give thanks for the skills Solonor has taught and the bounty thus provided. Hunters sacrifice hunting trophies that cannot otherwise be employed, and unbroken arrows engraved with the symbol of Solonor are fired into the sky to poke holes in the firmament and allow the light of Solonor’s teachings to shine forth on his people. Each Harvest Festival, the followers of Solonor assemble to compete in great archery meets. The winners of such contests are said to receive Keen-Eye’s blessing.


Commandments of The Huntsman

  • Walk in harmony with nature and oppose the efforts of those who would disturb her delicate balance.
  • Preserve the wild places from excessive encroachment, and work with those who would settle the land to preserve the beauty that first attracted them.
  • Hunt only for sustenance, culling the old and the weak from the herd so that all species may prosper.
  • Choose your targets carefully, for an ill-considered action can have a long-reaching impact.

The Lady of the Woods

Alignment: Good • Domains: Deep Wilds


Shilallia is the patron and protector of pregnant forest creatures, a planter of trees and nurturer of seedlings. She rejoices in life and shields against death. She is said to be earthy and winsome, and when not taking care of their needs delights in frolicking in the woods and playing with the woodland creatures who are her charges.

Shiallia's church is casually organized, without much of a formal structure or hierarchy. Her followers are sometimes known as the Silent Helpers, perhaps for the tales of their quiet and unseen aid in guiding lost children and fools past the dangers of the Great Forest. Certain particularly dedicated priests of The Lady of the Woods are known as Woodwives, and it is said that they possess spells which can increase fertility and ease childbirth. She has been known to confer acorns of desire on especially favored worshipers, which can grant them wishes.

The Lady of the Woods usually appears as a voluptuously beautiful female korred whose long blond hair was festooned with garlands of oak leaves and golden acorns.

Her symbol is a golden acorn.


Commandments of The Lady of the Woods

  • The only true goal of any living thing is to procreate.
  • Death is not to be feared, for it is part of the natural cycle of life.
  • Life, particularly the birth of new life, is to be encouraged and nurtured whenever and wherever possible.
  • Nature dictates the shape of the world, for good or ill, so the only concern of the creatures that inhabit it is survival.

Lord Firemane

Alignment: Chaotic good • Domains: Nature, War


Nobanion, also known as "Lord Firemane", leads his faithful along a noble path, without force or coercion, and never takes the rear in command. He genuinely wants his pride to willingly choose benevolent and good actions over the alternatives by their own accord. He is a deity of virtue, and would never ask another to take an action that he himself would not, including the sacrifice of their own life.

Nobanion's worshipers included druids and rangers of the Old World, of mixed lawful and good alignments in areas such as the Verdant Hills and the Terosu Jungle. Nobanion’s followers are strictly ordered in rank but not otherwise organized. The Pride of Nobanion fills leadership roles in many communities where he is revered. Many serve as benevolent monarchs, judges, militia, constables, or as guardians against evil.

When Lord Firemane manifests in the world he appears as a Great Teostra radiating a powerful, yet gentle presence. Nobanion possesses a majesty and charisma that can be overwhelming at times. Even the smallest of animals feels comfortable around him.

The Festival of the Pride, known by the common folk as the Summer Twilight Festival normally takes place on the 28th of Dusk and lasts for a week. This is a time for frolicking, dancing, courting a mate, lovemaking, and generally celebrating the bounty of life and its potential.

His symbol is a male lion’s head on a green shield.

Commandments of Lord Firemane

  • Hunt only when hungry and do not gorge without need.
  • Waste nothing and all shall have plenty.
  • Live and let live unless provoked.
  • Protect the pride and all its members, but if injury or illness bring them down, allow him or her a swift and painless end to suffering.
  • The law of the jungle is that only the strong survive, but they survive best by being leaders, not tyrants, by protecting the weak, not bullying them.

The Corrupted Gods

Created by the corruption of the Great Wheel or born from it, the Corrupted seek to twist and pervert the Fives creation to their own image. Though each serves under Tiamat or Fatalis in some way, it does not mean they are necessarily loyal or willing to work with each other outside of their respective pantheons or groups. This shortcoming allowed the Aspects and Guardians to defeat and banish the corrupt gods back to the lower planes.

Fatalis

Alignment: Chaotic Evil • Domains: Creation, Death, Trickery


Fatalis is an evil god of eternal darkness, decay, destruction, entropy, malign knowledge, and insanity. It is an evil incarnate that threatens the very existence of not only the material plane, but the very multiverse. Fatalis is hated by nearly all other gods, who would gladly put aside their differences to stop the Dark God from escaping its demiplane prison.

In its endless imprisonment, Fatalis exerts its will on the creatures of the material plane and brings the infinite depths of its mind into reality. The Aspects had thought it locked away at the end of the War of the Ancients until its aspect returned to ruin the world during the Great Dragon War. When the aspect was sealed away in the Ruins of Castle Schrade, its chaotic mind has fallen into more frightful dreams, imagining nightmarish creatures into existence.

Fatalis's few followers are almost all insane, and those who are not are extremely dangerous. Contact with the imprisoned God is only possible in proximity to one of his remaining artifacts or forgotten unholy sites, and even then his blessings come at the cost of madness. Its followers are highly secretive, and its temples are well hidden. Many follow it in the optimistic belief that Fatalis will spare its loyal servants when it destroys the multiverse. Their goal is to bring together all of its artifacts, and to free Fatalis from his imprisonment, where it will destroy the multiverse. Although the cult's leaders are fully aware of this, many low-ranking members merely seek revenge against society, and are unaware of the full extent of the Dark God's destruction, should it be freed.

Followers of Fatalis conduct terrible rituals of sacrifice. Most of their rites involve failed attempts to commune with their deity, or learn the secrets to unlocking the seals that bind it. If it has holy days, they are unknown to all but perhaps some of his followers.

His holy symbol is a jagged counterclockwise dark spiral rune known as the Spiral of Decay.

Commandments of Fatalis

  • Light must be snuffed, perfection decayed, order dissolved, and minds fragmented.

The Eyes of the Abyss

Once known as the Radiant Eye, the pantheon was twisted and corrupted by its leader Tiamat. Once they sought to contain the corruption, they now seek ways to release it upon the material plane. The members of the pantheon remain allies in the thinnest terms while continuing to serve Tiamat, but only so long as it benefits them.

The Black Lord

Alignment: Lawful Evil • Domains: Order, War


Bane is the evil and malicious greater deity of fear, hatred, tyranny, and ruler of Banehold. Preferring to plot and scheme, Bane rarely appears to act in a direct manner; instead acting through his worshipers and other various agents. His ultimate goal was to eventually control all of the Old World.

Like many of the younger gods, Bane was once a mortal human that ascended during the War of the Ancients. Originally part of the Radiant Eye, Bane succumbed to the corruption and was twisted under the leadership of Tiamat. Now part of the Eyes of the Abyss, he forged an alliance with Bhaal and Myrkul. The three forged a pact of mutual aid and ambition: together they would conquer not just the world, but the heavens, becoming gods unto themselves.

Among the evil gods, Bane's church is among the most stable and powerful. While there was a time when the god encouraged sectarianism and violent disputes, that time has long since passed and today the god's faithful are as likely to solve their disputes through reasonable debate as through show of force. That being said, Bane's church obeys a strict hierarchy extending from the god's most powerful worshipers to his weakest ones, with the god himself the lord of everything they do. Though worshipers of Bane come from every station in life, they all know to whom they owe their blessings, ready to turn it over to the Black Lord at any time.

When summoned he has a dark and rather shadowy appearance with a resemblance of dark armor and his tell-tale jeweled dark gauntlet. He emanates an aura of vast power and cruel intelligence.

His symbol is an upright black right hand, thumb and fingers together.


Commandments of The Black Lord

  • Serve no one but The Black Lord.
  • Fear him always and make others fear him even more than you do.
  • Spread the dark fear of Bane.
  • Submit to the word of The Black Lord as uttered by his ranking clergy, since true power can only be gained through service to him.

Dark Mother

Alignment: Chaotic Evil • Domains: Trickery, War


Once known as the god of love, Sune. She was worshiped by all, but Elves were the most common among her clergy. When Sune succumbed to the corruption of the Great Wheel she took on a new name, Lolth the Mother of Lust. Lolth is the goddess of the drow, a chaotic deity who revels in chaos, inspiring it in her followers along with the veneration of spiders. Using her newfound power and influence, Lolth corrupted and twisted the elves that worshipped her when she was known as Sune, creating the first drow.

Her love of chaos often makes her appear mad but the wise see her as a calculating individual who is always several steps ahead of those who believe that they can anticipate her. She is cruel and domineering, forcing her will upon her followers and her enemies, a will which instructed the strong to crush the weak in the most torturous way imaginable.

The way that new-born spider broods tore each other apart to survive especially appealed to her. She promoted this by encouraging her worshipers to kill their rivals, thus ensuring that they were the strongest of the brood. Her real goals were to hold absolute control over the dark elves, prevent the rise of alternative faiths or ideas, and avoid complacency (even though she found amusement in the strife that plagued her followers' communities). However, in the long run her influence proved to be an obstacle to the growth and success of the drow, preventing them from unifying against common enemies or for a common cause.

Lolth's follower base was varied. It mainly consisted of drow but also included aranea, chitine, draegloth and deep dragons. She gained a few elven followers and tried to gain more worshipers by assuming the aspect of a deity of rot.

Lolth's clerics are usually female, although there are rare male clerics, but none of which are allowed to achieve the rank of high priest. Her clerics wear red and black, and drow tunics and helms. The Spider Queen's sacred animals are (naturally) arachnids. She is worshipped on the full moon in underground marble temples. Enemies and riches are sacrificed to her monthly. Servants who fail Lolth (and there are many ways to fail the capricious goddess) are usually either slain or transformed into creatures called driders.

Lolth usually appears in two forms: drow and arachnid. In drow form, the Spider Queen appears as an "exquisitely beautiful" female dark elf, sometimes covered in clinging spiders. In her arachnid form, Lolth takes the appearance of

a giant black widow spider with the head of a female drow or human peering from between the eight spider-eyes. Sometimes, the two foremost pairs of her spider-legs are actually humanoid arms. On rare occasions her arachnid form has taken more of a drider-like appearance.


Commandments of the Dark Mother

  • The strong should rule over the weak.
  • There are no other rules.

Lord of Bones

Alignment: Neutral Evil • Domains: Death, Decay, Old age, Exhaustion, Dusk, Autumn


After Tiamat's corruption, Myrkul became known as the Lord of Bones, the Lord of the Dead and the Reaper. He had become a god of the dead in the Old World. Myrkul has a cold, malignant intelligence. He is always alert, never sleeps, and is never surprised. He has never been known to lose his temper or be anything other than coldly amused when a mortal succeeds in avoiding his directives or chosen fates.

The worship of Myrkul is not popular in the Old World. His worshipers, who are often undertakers in one form or another, are a morose, secretive lot, reticent to share their faith with those outside his meager and unorganized church. These Myrkulytes are tasked with ensuring the people of Toril both feared and respected death. To aggrandize Myrkul's power they would propagate rumors that merely touching one of his priests would bring certain death.

The avatar of Myrkul appears as a skeleton of a man hidden in flowing black robes. His wrinkled, lesioned skin and blackened, cracked lips gives the appearance he was just on the verge of death. He speaks in a rather high whisper, though his words never show enough inflection to convey feeling or concern.

The holy symbol of Myrkul is a white skull inset into a black triangle.


Commandments of the Lord of Bones

  • Know me and fear me.
  • My embrace is for all and is patient but sure.
  • The dead can always find you.
  • My hand is everywhere - there is no door I cannot pass, nor guardian who can withstand me.

Lord of Murder

Alignment: Neutral Evil • Domains: Death, Decay, Old age, Exhaustion, Dusk, Autumn


After the Radiant Eye became the Eye of the Abyss, Bhaal became a god of death who favored murders that were carried out through violent or ritualistic means.

The Lord of Murder is feared throughout all of the Old World especially on the island Aya. Despite this shared dread throughout the Realms, the exact nature of what the Lord of Murder has power over is contested among sages and scholars. In his best incarnation he might have taken strength in violently punishing murderers and warmongers. Challengers of this notion insisted that he judged whether a murder was righteous or not.

The clergy of Bhaal in the Old World are known as Bhaalists or Bhaalyn, the latter being used more commonly in the lands east of the Terosu Jungle. Together they were a disorderly network of local hierarchies, with the urban and rural branches maintaining distant relations from one another. Collectively, they believed that murder was both a duty to their god and a game for their enjoyment. Each cleric of Bhaal was expected to perform at least one murder every tenday, in the darkest moment in the dead of night.

Bhaal has three avatar forms; a shape-shifting one called Kazgoroth, a human-sized one called the Slayer, and a giant called the Ravager. The Slayer appears as a corpse-like male humanoid, whereas the Ravager is large and bestial.

The holy symbol of Bhaal is a skull surrounded by a ring of bloody droplets.


Commandments of the Lord of Murder

  • Commit murder once every ten days. If imprisonment or other constraining circumstances make this impossible, murder twice for each death missed.
  • Make all folk fear Bhaal.
  • Let your killings be especially elegant, or grisly, or seem easy so that those observing them are awed or terrified.
  • Tell folk that gold proffered can make the Lord of Murder overlook them for today.

The Undying King

Alignment: Neutral Evil • Domains: Evil, Knowledge, Magic


Vecna is considered the most powerful and the most evil lich in history. He rose to power during the Great Dragon War as a lieutenant of Fatalis but was eventually destroyed, and his left hand and left eye were the only parts of his body to survive. Seeing Vecna's value after his death, Fatalis rewarded Vecna by ascending him to godhood.

With his new found power Vecna joined the Eyes of the Abyss, but not before creating many secret strongholds in far-off regions of the Material Plane. There, the souls of those who worshipped the Undying King in life continue to serve him in death.

Vecna and his faithful believe in the power of secrets and their ultimate ability to destroy anyone, no matter how powerful. Vecna hopes one day to destroy every other deity in existence, leaving himself the sole ruler of creation, but until his power grows beyond contention, the Eyes of the Abyss provide him safety and powerful allies.

Vecna's cult is very secretive, and cells have been uncovered, at various points in history. Clerics of Vecna often don't realize which god they're serving when they're first initiated. Many are deluded into believing they belong to an obscure sect of Torm or Shilallia. The truth is not revealed to them until they show their willingness to do anything in the pursuit of knowledge and power.

Each position in Vecna's cult is named for a certain body part. At the top is Vecna himself, followed by the Voice of Vecna, which can only be filled by Vecna's manifestation. Next is the Heart of Vecna, the high priest of the cult. Individual congregations are known as Organs. Each Organ is led by a Thought of Vecna. Lesser priests are known as Memories of Vecna.

Vecna is usually depicted as a powerful magician resembling a desiccated corpse missing his left hand and eye. A constant theme in the adventures in which Vecna appears is his never-ending quest for power, ending, should he succeed, with Vecna as the only deity in existence.


Commandments of The Undying King

  • Secrets are power.
  • Never reveal all you know.
  • There is a secret evil within every being, no matter how virtuous. This seed of evil can and should be exploited by those able to identify it.

Archdevils and Demon Lords

The Archdevils and Demon Lords were born from corruption when the Abyss and Nine Hells were formed. Being born in this way, these god-like beings have no innate allegiance to Fatalis, but they're willing to work with it and its followers if it proves to work in their favor. The standard 5e Demon Lords and Archdevils are all found within this setting.

The Races of Monster Hunter

Since the reemergence after the Great Dragon War a thousand years ago, the races of the world crawled back from extinction. Even with the slow advancements of technology, twelve of the races left their mark in the Old World. Working together with each other, under the guidance of the Platinum Court and Wild Lords, these races set out to become the society we have today.

This section stands as a resource to help inspire you in deciding how your character’s racial background fits within the Monster Hunter Universe. The game statistics of each of the standard 5e races are identical to those in the Players Hand Book. The statistics for the new races can be found in Chapter 3 of this guide.

Dragonborn

In the time of the ancient civilization the dragonborn were known far and wide, as the most devout and honorable race of the time. The original dragonborn were known to be humans who had ascended, by the grace of Io, to a state of body and mind that closely resembled the original image of the Five. These dragonborn excelled at all they did, becoming great heroes, community leaders, head of clergies and other research institutions of the ancient civilization.

By the end of the Great Dragon War, most of the dragonborn had been wiped out with many of the elder dragonborn bloodlines going extinct with their elder dragon brethren. After the reemergence dragonborns were a rare sight for villages and even some towns. Those that lived in cities were typically well respected noble families that could trace their heritage back to the ancient civilization. New dragonborns that weren't born from these families were almost unheard of. It was a rare occasion when a person of any race proved themselves worthy to an Aspect, and were granted the gift as a reward. In Tiamat's case, she lorded the ascension over her followers, only granting the gift to those who bring her priceless artifacts, great wealth, or progress her plans beyond her expectations. Those who fail her, or request the ascension, instead are typically turned into kobolds.

Dragonborn of any age have a well-known dedication to honor, but how deeply rooted this trait is remains debatable. However, all dragonborn tended to view all living things, even hated enemies, as deserving of courtesy and respect. To dragonborn, honor was more than a word and was often considered more important than life itself. Cowardice was not simply undesirable among dragonborn, it was considered outright repulsive.

Part of the roots of this honorable attitude lay in the dragonborn's drive for self-improvement. The draconic nature of dragonborn gave them a strong self-consciousness and a tendency for strong emotions. Both of these combined to make dragonborn particularly wanting for the approval of others. Dragonborn placed great value on the skill of an individual, including themselves. Failing at a task was anathema to dragonborn and as a result they could sometimes push themselves to unhealthy extremes of effort. This aspect of the dragonborn mind meant few of the race took a laid-back approach to any skill or ability, striving always to become the masters of a particular skill, and dragonborn respected those among other races who approached life in the same manner. As a result, most dragonborn adventurers came to their way of life through a desire to prove themselves and win respect from their brethren.

Dwarves

The bold and hardy dwarves of the Old World are known as skilled warriors, miners, and workers of stone and metal. Modeled by the All-Father after the reemergence almost every dwarf in the Old World originates from Harth, a village near the Everwoods (located west of the Old World). Harth itself still stands as the central heart of dwarven society, but in the last few hundred years they have welcomed the troverians into their home. Combining their crafts, the troverians and dwarves have made a dramatic impact on a hunter's quality of life. Mountain and hill dwarves alike can be found in the many cities and locales of the Old World, but typically in small numbers. Hill dwarves are known to make above ground settlements of their own. If drawn to more dangerous pursuits, many dwarves turn to mercenary work, working with the hunters guild and wycademy in search of ancient civilization artifacts.

Duergar

The dwarves that stray away from their heritage and gave into the corruption in their heart became the first duergar. As generations passed, the duergar carved out an existence in the Underdark, near the volcanoes in the northern el de region. Their kinship to other dwarven subraces could be compared to that of the drow to surface elves.

Duergar are a dark and cruel race, who show no mercy to their foes and who take great pleasure in inflicting pain on others. They are pessimistic of their future and deeply cynical regarding the motives of others. Because of their pessimism, duergar rarely adventured of their own free will and were instead most commonly exiles cast out of their society. These adventurers, most commonly concerned with personal gratification, were commonly outlanders, gladiators, criminals, or urchins.

Hill Dwarves

Hill dwarves are stout, tough individuals like their mountain brethren but are less off-putting and gruff in nature. They are a deeply materialistic race who believe that the resources of the natural world exist only to serve the purpose of conscious beings. To a hill dwarf, there is no greater purpose than to fashion the minerals of the earth into things of beauty.

Hill dwarves were once mountain dwarves that were exiled from their homes or had their home destroyed and moved above ground instead of deeper like their duergar cousins. As generations passed, these dwarves settled above ground, forsaking the old ways and in exchange found new friends, new business opportunities, spiritual enlightenment, and even arcane knowledge.

Mountain Dwarves

Whether or not the mountain dwarves claim that they'd been carved from the world's stone was true, dwarves shared many qualities considered similar to the stone they lived with. Strong, hardy, and dependable, dwarves are polite, particularly to elders, and possess a wisdom beyond that of many other races. Dwarves value their traditions and look for inspiration from the ancient civilization. Dwarves were also known for their stubborn nature and cynicism.

A mountain dwarves friendship and trust is hard to earn, but was ironclad once won. For dwarves, loyalty is more than a word and they feel that it should be both valued and rewarded. Naturally suspicious, the mountain dwarves are slow to trust others and rightfully so. Many of their attempts at expanding their territory proved disastrous due to trusting other races. They do not forgive these past mistakes easily and the entire race has more or less declared war on goblins and orcs as a whole, wiping them out where they find them.

Elves

The elves were one of the first races created after the creation of the Old World. They were the first race to be created by Eldath meant to represent the beauty of nature. The elves originated in the wooded lands of the Verdant Hills, and many elves still call the forest their home. After the War of the Ancients, when the elves allied themselves with Eldath against Fatalis and its demonic horde, many of the high elf families did not return to the forest, instead choosing a new life in the city of Riveru. Even after the reemergence, Riveru was a wonderous thing of beauty. Many elven heroes and hunters originate from this city.

High Elves

The high elves, named for their close resemblance to Eldath and innate magic ability, call the city of Riveru home. Within the city, the elves focus their studies and talents on the protection of the city. Many of the high elves were known to join the wycademy to expand their knowledge while others joined the Hunters Guild before returning to the city to pass along their new found knowledge.

The high elves are in good standing with their wood elf kin, and with the other races of the world. They have a deep seeded hatred for the Dark Mother and the drow that follow her. Seeking to disrupt her plans over anything else, besides the protection of their city.

Wood Elves

Since ancient times, the wood elves have fought to protect their homeland. After the founding of the Hunters Guild and the Elder Dragon Observation team, young wood elves found that their wanderlust and skills in hunting and survival were a perfect fit for these organizations. Over the passage of time, the wood elf clans spread far and wide, preferring to take up residence in the small villages or outposts near or in the forests of the world. They viewed themselves as guardians of these forests. They were allies and teachers rather than rivals to those in their communities. As a people, wood elves are largely seen as calm and level-headed.

Many hours of a typical wood elf's life are spent on the hunt, which was both a practical activity and a pleasurable

one. Most of the time that wood elves were not hunting they were enjoying themselves at ease within the highest branches of their forest homes.

Drow Elves

Few elves let alone other races wish to be associated with their subterranean kin. The drow were once high elves that worshiped the goddess Sune. When the goddess was corrupted she used her alluring whispers to convince her followers to ally with Fatalis in the Great Dragon War. After the Dark Mothers banishment to the Lower Planes, her high elf followers went into exile, hiding below the earth. As generations went by, the high elves blonde hair turned a silvery white, eyes blood red, and their once beautiful skin turned the color of ash. They took on a new name, no longer the high elves, but the drow servants of Lolth.

Drow, by reputation, were almost entirely evil. The drow society nominally had two purposes, called "the First and Second Part of the Destiny of the People". The former was about forcing all other races of the Underdark into subservience, while the latter was about driving the entire elven population into extinction. To achieve this Lolth promoted perpetual infighting and violent competition, so that the constant training would make them stronger and smarter. However, the extreme, self-destructive degree to which this was taken prevented the drow from achieving either of their purposes, barring possibilities for significant growth. In fact, despite her rhetoric, Lolth merely enjoyed the infighting that she promoted and put no effort into reaching the supposed goals.

Drow rarely come to the surface, for most are too proud to return defeated to the sun-drenched lands of the Green Goddess, even to escape the madness of the underworld. Nevertheless, some still choose this dishonorable path. Those that travel to Riveru seeking redemption are executed before they enter the gates. The drow that return to their original homeland are welcomed by the wood elves, but only after renouncing Lolth and embracing Eldath once again. Others seek to join the Hunters Guild, as a way of atoning for their races' past sins by slaying the corruption that seeps into other creatures, like it did to their ancestors.

Half-Elves

For a human, having a half-elf child was a blessing that brought their family closer to the gods. They grew up adored in their communities, growing up with acceptance and praise. It is uncommon for a half-elf to leave their families or communities when they come of age. Most of them take over family businesses or find a respectable job in town. Those that do feel the wanderlust from their elven heritage, usually join the Hunters Guild or Wycademy as a way to satiate that need.

For the elves, their opinions varied. The wood elves welcome the half-elves with arms wide open, sharing their traditions and knowledge. The high elves of Riveru are not so accepting, the half-elves in their eyes are tainted. Their innate magic and ancestry are weakened by the human blood flowing within them, but that isn't to say that the half-elves have their uses. half-elves in Riveru work as house servants and doing other menial tasks in the town.

It is a tough life, that many half-elves choose to leave once they come of age, never to return to the city. Finally, the drow do not breed with weaker races, as such no drow half-elves are known to exist, but should one ever come to be, it would only find death by both the high elves and drow, but it might find sanctuary with the wood elves.

Gnomes

The gnomes and gnomish culture were extremely prevalent during the time of the ancient civilization. There wasn't a village street or a city block where the sound of gears grinding, minor explosions, and yelps of surprise were mixed in with bursts of laughter and joy. The gnomes were responsible for many of the great innovations and inventions of the time. After the reemergence the ruins of the Tower to the far east and the Sky's Corridor on a remote island off the east coast of the great forest still stand as a testament to their work.

Rock Gnomes

The rock gnomes are more closely related to their ancestors than their cousins the forest gnomes. They have a natural curiosity towards technology and seek to find ways to better improve the lives of those in their communities. Their natural inventiveness leads them to become alchemists and tinkerers, seeking ways to use the resources around them in new ways.

Forest Gnomes

Descendants of a community of rock gnomes that inadvertently teleported themselves to the beastlands while experimenting during the ancient civilization. Unable to find a way back to the material plane the rock gnomes slowly adapted to their new environment.

By the time they had returned to the Old World, generations had passed. The forest gnomes, as they were now called, had taken up residence in the Verdant Hills. Preferring to live in nature than in the bustling cities like their kin, the forest gnomes are more than happy to help their rock gnomish kin in their search to understand how nature works and how to manipulate it.

They tend to be good friends with good-spirited woodland folk, aiding them in their endeavors. Forest gnomes make great scouts for the Hunters Guild and Elder Dragon Observation Team due to their ability to befriend small woodland animals. Using these animals the forest gnomes are able to relay information about threats that might prowl their lands.

Goliaths

One of the last races created by the gods before the Great Dragon War, the goliaths were outlanders who resided in the Snowy Mountains. Molded by Eldath from those who worshiped the ukanlos that resided deep in the mountain range, the goliaths are a race wrapped in tradition. Their society's key focus was competitiveness and held equality and fairness in high regard. They kept track of their accomplishments and saw everything as a challenge. Many outside of the race that didn't understand this tradition would find it quite annoying when a goliath would bring up how many times a certain thing would happen.

    This was not the case however. To goliaths, score-keeping was a natural and integral part of life, not meant to belittle or demean anyone.

Ancient goliaths lived in small tribes in the Snowy Mountains, that numbered between forty and sixty. This was usually made up of three to five extended families. Most goliaths lived in the same tribe their entire life. On rare occasions, a tribe that got too large would split into smaller tribes or smaller tribes would merge together.

These tribes only went to war as a final option, and for much of the Great Dragon War they were successful in this endeavor. It wasn't until the death of their beloved ukanlos by the hands of the Dark Mother's cultists that they allied with the Aspects. The war was bloody for the goliaths, many of the families and tribes were wiped out. Those that survived returned to the Snowy Mountains beaten and bruised, but with a new found respect for their allies.

After the reemergence, the goliaths were an integral part of the Pokke Village's founding. The Snowy Mountains had always been their home, and their knowledge of the territory prevented many casualties in those initial years. Though most goliath tribes are nomadic, many of them chose to remain in Pokke Village as gladiators, soldiers, and hunters. In fact, after the founding of the Hunters Guild in Pokke Village, the goliaths were one of the first to join up. The guild to them, represented the tradition that was lost after ukanlos' death. They were able to compete not only with their fellow goliaths, but also all the other members of the guild. Rumors in the past have told of goliath hunters returning to the Snowy Mountain with large pure white eggs. Though they deny it, many believe the goliaths are searching for a ukanlos egg, in hopes of returning on to the mountains once again.

Halflings

Halfling clans have always been known for their curiosity and tendency to collect things. Before the War of the Ancients the halflings were the leading experts in botany and were most commonly herbalists. They lead expeditions across the world collecting plants, mushrooms, and other rare resources that they could study and use to better the life of the races and creatures alike.

When the War of the Ancients began, the halfling clans splintered. The lightfoot clan wished to avoid the war directly, instead focusing their attention on the curative and other beneficial properties the resources they gathered could provide their armies. The Stoutfoot were ready to fight, but while the adults headed to the front lines, their young took to defending the settlements as guards. The forgefoot clan as they came to be known during the war, strayed from plants and mushrooms. Instead they turned their focus on ways to bend the earth to the war's needs.

After the war the halfling clans did not reunite. Two of the clans had found a new passion while the lightfoot clan stuck to the halfling traditions. The lightfoots resented the other clans for straying from the old ways which caused some minor conflicts between the clans throughout the time of the ancient civilization, but their accomplishments overshadowed these "minor" skirmishes.

Lightfoots

After the reemergence the lightfoot clan has spread far and wide. Their traditions still hold strong throughout the clan with most lightfoots using their knowledge to become alchemists, herbalists, researchers, clerics, and druids. They have a tendency to avoid being up front fighters and would rather run when in danger than fight.

The Lightfoots still hold a grudge against the other halfling clans, but they will still work with them if required, albeit reluctantly. They are also not against bringing up any faults in plans or issues caused by their halfling brethren.

Stout

The Stoutfoot clan took a new name after the reemergence. Tired of having a name similar to the traditionalist who are unwilling to change, the Stoutfoot clan came to be known as the Stoutguard clan. The Stoutguards are well known throughout the settlements of the Old World. Many do not take up hunting, instead choosing to guard the villages, cities, and towns they were born in. On a rare occasion, a Stoutguard has been known to enter the ranks of guild knight. Those who reach this achievement are treated as heroes and legends in their halfling communities.

Humans

During the ancient times the human civilizations were widespread across the known world. They are diverse in skills and quick to adapt, which allowed them to learn and live with the other races without conflict. After the reemergence, the humans were recreated by the Aspect Pelor. With the Great Wheel infused with both divine and corruption, the Humans were made stronger, but their once good nature was now shaped by the world around them. Human hunters and folk heroes can originate from anywhere in the Old World and are typically found in all villages, cities, and towns. Most Commonly though, hunters that graduate from the hunter academy are from Minegarde or villages nearby in the Verdant Hills.

Humans living in the Verdant hills provide the infrastructure for port and trade between the three largest cities; Dundorma, Verudo, and Riveru; and the rest of the world. As such, humans are typically skilled in some craft, business, or production. For the humans seeking a life away from civilization, more often than not find work with the wycademy or hunters guild as research explorers, archeologist, handlers, or hunters themselves.

Lynians

The Lynians are a relatively common race in the Old World, able to adapt to their environments much like humans. Although many of the lynian subspecies originated on the main continent in the Old World many of them have migrated to all corners of the world. For those who stay within multispecies communities, their short stature and beast-like nature has always proved a social hindrance in the lands of the tall folk. While lynians fight for respect within human communities, they can prove themselves through deeds, or humor, among their taller neighbors. They've been seen being farmers, traders, adventurers, etc. Some Lynians, known as "palicos", are known to assist hunters and quite a few are independent monster hunters, known as prowlers.

Boaboa

Cousins to the shakalaka, the boaboa are one of the few lynians that can tolerate the cold. They call the arctic regions of the world home and strangely enough worship the popo as a god. During the Great Dragon War, the boaboa allied with the Dark Mother when the goliaths and warforged came for the popo’s fur and meat. At the Dark Mother's request, the boaboa were tasked with killing their enemies in the most torturous way possible. In return, the Dark Mother promised her protection of the popo. The boaboa excelled at their task, and it wasn't until her banishment that they realized her betrayal. The northern sea had been poisoned, filled with the corpses of the goliaths the boaboa had slain. It tainted everything, killing the popo and boaboa alike.

After the reemergence, the boaboa worship the Wild Lords. It was by their grace that the popo returned to the world. They still have a great hate for the goliaths, just as the goliaths do for them. They're slow to trust, but once you earn it, the boaboa can prove to be an invaluable lifelong friend.

Felyne & Melynx

The felyne and melynx are the most common lynian subspecies found in the Old World. While both easily adapt to lifestyles with other races taking up jobs as chefs, blacksmith assistants, and other odd jobs, the melynx have a tendency to revert back to their more... wild nature. They are known to occasionally have items of value "appear" in their hands with no knowledge of how they got there. Of course they gladly return the items if asked, but any that go unclaimed are taken to their homes for safekeeping until their owner comes to retrieve them. For those felyne and melynx seeking greater respect, they typically join up with hunters as their palico or as prowlers themselves.

Felyne and Melynx that live in the wild are looked at as their own culture due to their intelligence, lifestyle, and groups. They are known to form villages in secluded areas, where most monsters wouldn't dare to venture to. These villages are known to have tribal exchanges with other lynians and other cultures. They are also known to worship the Wild Lords, with many felyne and melynx druids and rangers originating from these settlements.

Gajalaka

The gajalaka worship the Lord of Murder and answered his call for war during the Great Dragon War. They are outlanders much like their shakalaka cousins, but are aggressive towards all monsters and hunters that enter their territory. After the reemergence the few that remained after the war hid themselves away in an attempt to build their numbers back up. It wasn't until recent history that the gajalaka showed themselves once more. A gajalaka rarely works with anyone from the civilized world, unless exiled, or if it benefits them. They are also rarely accepted due to many of them being acolytes to the Lord of Murder, necromancers, criminals, or thieves.

Grimalkyne

The grimalkyne were once one large tribe during the time of the ancient civilization. They were outlanders, who lived off the land and worked in harmony with nature. They worshiped the Wild Lords and still do to this day.

    The reason the grimalkyne split into the separate tribes of today during the Great Dragon War, was due to a disagreement between its four leaders. Each of them believed they were walking the grimalkyne down the correct path. The Bugtrappers tribe headed into the ancient forests, choosing to seclude themselves like the shakalaka. The Protectors and Troupers tribes joined the other races of the world in the fight against Fatalis and Tiamat. Those grimalkyne who become palicos or prowlers are typically from these two tribes. Finally the Plunderers tribe sought to scavenge the battlefields and other ruins of the world, gathering enough supplies to protect themselves.

After the reemergence the Bugtrappers remained in the forests as outlanders, hermits, and sages. They assist hunters and provide aid to those who enter their territories. The Protectors and Troupers took their leave, traveling into the deserts and high mountains to build their own communities. Occasionally these tribes have been known to send emissaries to towns, cities, and guilds as a sign of good will. The Plunderers tribe still remain scavengers and criminals. It is not unheard of for a Plunderers tribe grimalkyne to impersonate a Protector or Trouper as a way to enter a town or guild without suspicion.

Shakalaka

The Shakalaka are very similar to humans, in that they hunt and gather, but are less civilized in nature. Even before the rise of the ancient civilization the shakalaka had secluded themselves deep in the forests of the world. In doing so, the shakalaka avoided much of the carnage of the Great Dragon War, but also stunted their growth as a society, leaving themselves primitive and barbaric even after the reemergence. Even so, the shakalaka are a proud and barbaric subspecies of lynians, attacking most creatures, including hunters, on sight. Young shakalaka or, Ōme Shakalaka (unripe shakalaka) as they are known in their tribes, have been known to befriend hunters, helping them on their quests.

Hunters typically encounter these young Shakalaka when they partake in a coming-of-age ritual in which they are sent out of their settlement to bring back items of great value to their tribe. This can take the form of a rare monster material, treasure, or an object with historical or cultural importance to the tribe (such as a special mask).

Hunters are able to spot an Ōme Shakalaka by their mask. These masks aren't the usual telltale orange gourd masks that adult shakalaka wear. Instead young shakalaka wear masks of all varieties, most commonly acorn masks. Shakalaka that become palicos or prowlers are known to have full helms crafted from the creatures they've killed.

Tieflings

Power hungry, unworthy, untrustworthy scoundrels, and abomination are many of the words that the races of the world used to describe the ancient tieflings. Created when a cult of teostra, shunned by the gods for their power hungry nature, began experimenting in an attempt to ascend by themselves. After numerous failed attempts, their leader cried out to the gods every night, begging for an answer, until he finally received one. Unknowingly under the guidance of the newly manifested Fatalis, the cultist succeeded in their endeavor, but not before killing their beloved teostra and

completing the ritual by injecting its blood into their veins.

These first tieflings had a more beastial look similar to the teostra. They had a fiery coloration, thick horns that curve backwards, large fangs, and a tail that ended in a clump of fur. The males had long flowing red hair and a beard that resembled the teostra's flowing mane. Female tieflings' hair varied in length and the hair between their horns was varying shades of yellow.

Though they had ascended, they had committed an unspeakable act. Killing an elder dragon during this point in history was tantamount to attacking one of the Five themselves. The tieflings were forced to live as outlanders in small communities, or as hermits, but their allure of ascension brought those who felt ignored by the gods to their ranks. The tieflings continued to experiment with other elder dragon blood on the humans that came to them, creating new tieflings of all different colors and abilities. Their continual killing of the elder dragons did not go unnoticed. The Fifth Aspect, Eldath, sensed the blasphemy and the growing threat of the tieflings. So with the help of the other 4 Aspects, the tieflings were banished to the Lower Planes and the ritual was lost to the ages.

The tieflings did not return to the material plane until the Great Dragon War. Their time in the Lower Planes had changed their appearance to the commonly known demonic look of today. Many of the tieflings fought in the archdevils armies, but tieflings were no longer predisposed to evil or power hungry as they once were. Those that sought to defect took the chance to escape and fight on the side of the Platinum Court and Wild Lords, who allowed them to remain on the material plane after the war had ended.

Although their evil ancestors could be many generations removed, the taint lingered. Tieflings tend to have an unsettling air about them, and most people are uncomfortable around them, whether they are aware of the tiefling's unsavory ancestry or not.

When these prejudices were put aside, the tieflings' cunning and personal allure, which made them excellent deceivers, also made them inspiring leaders. Members of other races find that once they demonstrate friendship and trust towards a tiefling, it would quickly be reciprocated in full. Once that bond was forged, it was rarely broken.

Tritons

The tritons were the first humans to worship the Fives creation and as such were infused with the power of the sea. Due to this, many tritons come across as arrogant, but they are in fact benevolent creatures at heart, convinced that other civilized races deserve their protection. Their attitude might grate, but when pirate fleets prowl the waves or a ceadeus awakens from its slumber, they are among the first to take up arms to protect others.

During the War of the Ancients, the tritons suffered massive defeats and many were twisted by Fatalis’ offer of power, transforming them into sahuagins. It wasn't until Persana ascended to godhood that the tritons were finally able to push the sahuagins and other corrupt creatures back to the elemental plane of water.

In the aftermath of the war the tritons were tasked by Persana to be the caretakers of the sea. So they began building some small settlements beside deep trenches and even some in other dangerous spots far from the land.

    That isn't to say that all triton's live so far from the other races. Many of them call Moga Village and many of the port towns across the Old World home.

Many triton's that live among the other races work as dockhands, shipwrights, or merchants in the ports. While others may join the hunters guild or other research guilds, using their unique attributes to their advantage.

Troverians

Known as the forgefoots in ancient times, the troverians took their new name after the reemergence. Unlike the dwarves who were molded by stone and minerals by the all-father, the troverians were born from humans who worshiped the creatures of the earth, and were the last to be ascended by Io before his sacrifice.

The troverians were an instrumental part of the ancient civilization, working with gnomes and dwarves and combining their technology with their own. It was this adaptability that led to the creation of the equal hunter weapons. It was one of their greatest accomplishments and greatest regrets. The equal hunter weapons made life easier for the ancient civilization, but also was the spark that would eventually begin the Great Dragon War.

The troverians live in the mountains and hills, in recent years they were welcomed to the village of Harth where they work together with the dwarves to develop new weapons and items for the Hunters Guild. Most troverian adventurers have some sort of smithing or artisan skill, and typically join one of the many factions to find hidden technology and rare materials that they can bring back home.

Warforged

During the time of the ancient civilization a new race was created, not by the gods, but by man. These Equal Hunter Weapons or "EHWs" were created near the end of the ancient civilization as an attempt to meet the ancient civilizations' needs. Mindless automatons, these first EHWs were used to collect vast resources, be it minerals, herbs, or hunting some of the less intelligent species of wyverns.

By the time of the Great Dragon War, the ancient civilization had made vast improvements to their original design. By pumping wyvern blood through their body and using energized streamstone as its core, the ancient civilization had produced a sapient hunter, now more commonly known as warforged. During the Great Dragon War, these warforged were not just front line soldiers and defenders of the many settlements across the world, they were also tasked with the collection of vast amounts of dragon blood to fuel the ancient civilizations newest weapon, the Equal Dragon Weapon. By the end of the war, all of the warforged had been destroyed, deactivated, or left incomplete in workshop ruins.

After the reemergence, there have been different points in history when a warforged or two have woken up, their programing either incomplete or degraded over time, these warforged have a greater range of free will, and as such, albeit begrudgingly by some of the races, have been recognized as a new species.

Wyverian

While wyverians superficially resemble humans, they actually descend from the first wyverns. After time began, the Fifth Aspect Eldath sought to expand the races' understanding of the Fives creations. As such, she molded the first wyverians from those wyverns who were up to the task.

At the end of the Great Dragon War, the wyverians were one of the few races that survived the end of the ancient civilization. Even so, only a handful of them remained. Seeking to prevent the atrocities that occurred during the Great Dragon War, these ancient wyverians made a pact to hide their knowledge for the rest of the world, but they would also guide the lost and teach them how to be one with nature.

The new wyverians, who came about after the reemergence, call the village of Cathar home. Their population remains small due to the fact that they reproduce less often than many of the other races, but each wyverian seeks to better the world. It is rare to see an evil wyverian, so much so, that there has never been one in recorded history.

When these new wyverians reach adolescence they leave Cathar and head out into the world on a journey of self discovery. Many of these wyverians return to Cathar a few years after their journey began. Others join the Hunters Guild; become academics, joining the Wycademy or the Elder Dragon Observation Team; or become hermits and sages, protecting the balance of nature in the territory they call home. Due to their long life span many of them who never return to Cathar become chiefs of villages, lead researchers, and other positions of respect and power in their old age.

Other Races

There are many other races that live within the Monster Hunter Universe. Many of these races fought alongside or against the humans, elves, and all the other races listed above in one of the two wars. Their origins all begin with being created by one god or another, and which one that created them might vary in your world. Their history and relevance to the ancient civilization are for you to choose, but typically their culture and personalities remain the same as they would in any standard dungeons and dragons campaign setting.

Monstrous Races

The monstrous races of the Old World were born in many different ways. Many of them were born when Fatalis and the other corrupted gods attempted to influence the races of the world. The kobolds were once dragonborns that were twisted into the scrawny-like creatures of today. The Orcs were once goliaths and humans; the goblins, halflings; and tritons were molded into sahuagin.

Not all of the monstrous races were created in this way though, many of them were created from the corruption themselves. Bugbears, hobgoblins, and yuan-ti were all created in such a way. Other than their creation most of these races all act as they have in other d&d adventures and most other races hold the same likes and dislikes of them.

Factions of Monster Hunter


There are many factions in the Monster Hunter Universe. Some of them make up the foundation of society, while others seek to destroy it. Many of these factions are voluntary associations led by guildmasters, but that’s the extent of their resemblance to the craft and merchant guilds found in most Dungeons & Dragons worlds. They include many different kinds of organizations:

  • A central governing body, the Hunter's Guild
  • A corporation led by His Immenseness, the Elder Dragon Observation Team
  • Two research institutions, Wycademy, and the Royal Paleontology Scriveners
  • A poachers ring, the Talon Society
  • A cult of fanatics, the Cult of Fatalis

The denizens of the Old World aren't born into factions. An individual can choose to belong to any, or be tricked into some faction or more commonly belong to no faction at all. Some Factions actively recruit new members, while others simply accept those who seek membership. People within a family might join different factions, which can lead to strong connections between the factions in question or to painful animosity in families whose members follow different paths.

Faction Membership

You establish your character's membership in a faction by choosing one of their faction backgrounds from among those detailed in this chapter. This guide assumes that you have chosen a faction and that you maintain your association with it throughout your life. As a result, your choice of faction can play a more significant role than most backgrounds do in shaping what your character does now.

The backgrounds associated with factions in this chapter work like those in the Player's Handbook, giving you proficiencies, languages, equipment, and suggested characteristics (personality traits, ideals, bonds, and flaws). Each faction entry also provides personal contacts; suggestions for your alignment, race, and class; and a list of spells that you can add to your spell list if you're a member of a spellcasting class.

Faction Spells

The spellcasters of the Old World's factions have magic specific to their guild. A faction's description includes a list of faction spells.

If you play a character who has the Spellcasting or the Pact Magic class feature, your guild spells are added to the spell list for your class, thereby expanding the spell options available to you.

Additional Rules

The factions in the Monster Hunter Universe use the same rules for renown and contacts as found in The Guildmaster's Guide to Ravnica starting on page 29. As such I cannot just put all that information into this guide, but I will sum up a generic explanation of each rule.

Contacts

Contacts are people you know. They might be a rival, a mentor, a friend, just another member of the faction or possibly a member of a different faction entirely. These contacts should be created with your DM and may provide additional depth for your character. When you create a character you have a number of contacts equal to your Intelligence modifier (minimum of 1).

Renown

Renown is your status in a faction. The higher your renown is, typically the more known and respected you are within the faction. It's also possible to gain renown in other factions, though this renown won't allow you to gain any ranks within the other factions.

To gain renown you must advance the guild’s agenda in some way. You will find in the Rank and Renown section of each faction, some suggestions that would merit an increase in your renown, but you should also check the goals of the faction to help determine other ways to gain renown. When you join a faction as a starting character, your renown score with that faction is 1. It is up to the DM when you gain renown, not the player.

There are other rules for gaining renown outside of the list above, but that can be found in The Guildmaster's Guide to Ravnica.

Benefits of Renown

There are many benefits when you gain renown in a faction, most often it is tied to an increase in rank within the faction you are in, but not all are guild specific such as the two below:
Renown 3 or Higher. You have established yourself as a respected member of the guild and as such, the guild members are friendly to you by default (though some members might have a reason to dislike you).
Renown 5 or Higher. You gain another contact. This might be a member of your faction, or perhaps someone else you met on your adventures.

Losing Renown

If you go against your faction, or commit a crime against society or nature, you might lose renown. It is up to the DM to determine how much based on the offense. You cannot drop below 0 renown with a faction, but if your renown drops below the required amount for your rank, then you lose the rank and any benefits it gave you. It also may be much harder to obtain that rank again.

Changing Factions

If for some reason you chose to change factions, be it due to the narrative of the story, or some other reason, you then lose all renown with your previous faction and start with 0 renown with the new faction. The only exception with this is if you already gained renown with the new faction prior to joining them. Then instead you start with the renown you already had with them, though it may still take time for you to rise in the ranks.

I am the esteemed instructor of the Pokke Training School. I am currently looking for as many students as possible to join my hunter's training school. It was ten years ago that this school started with a dream...

... a dream held by hunters who burn with the desires of youth, a dream held by those who wish to become real hunters, a dream held by hunters looking to perfect their skills, a dream held by hunters looking to tie their hopes onto me in their three legged race to first class status! The gate to my Training School is always open, especially to my fans!

-Hunter Training School Master Azrar

The Hunter's Guild

The Hunter's Guild is the central governing body within the Monster Hunter universe. The Hunter's Guild unifies and regulates all hunting activities on which many people make their living. The guild aggregates hunting and gathering requests from far and wide, and posts them within their gathering halls and outposts throughout the land for professional hunters to undertake. These "quests" can have many purposes, including defense of citizens or towns, or research into monster anatomy and biology. The Hunter's Guild is also well-known for preventing poaching. Any unsanctioned hunting is illegal to the Hunter's Guild and can lead to a multitude of punishments, but most commonly death at the hand of a Guild Knight.

The Hunter's Guild headquarters are located in the city of Dundorma, and all major announcements and actions are made from this location. Beyond this, the Hunter's Guild commands a sprawling territory comprising many districts located in a multitude of regions. Each district has a guild master that manages the district, though not all of them are the best managers. Hunter's Guild-certified gathering halls can be found in all major city centers such as the ones noted above. Smaller Hunter's Guild outposts, commonly set up in less populous and more remote towns and villages, such as Pokke Village, Moga Village, or Yukumo Village, and are handled by one or more Hunter's Guild-employed representatives. These smaller outposts are considered to be a part of the larger districts in which they are located.

Though the Hunter's Guild is connected together, each district of it prefers to work alone. This means that not every district is aware of new discoveries made by the other, such as locations and monsters.

The Four Swords of the Guild

The Hunter's Guild crest has four symbols on it. Each symbol on the crest has a meaning that the Hunter's Guild follows. The north represents Respect for nature, the west represents Life as a community, the south represents Crafting from nature, and the east represents Prosperity from nature.

Fate of Most Captured Monsters

Usually when a monster is captured, it is torn apart in its sleep with ease by the corporation that requested it. This is due to said corporation wanting to research the body parts and organs of said monster, allowing them to better understand a certain species. The corporations that request for monsters to be captured include Elder Dragon Observation Team, Wycademy, and the Royal Paleontology Scriveners. Only on some rare occasions, is the monster tamed and becomes a person's pet.

Goal of the Hunter's Guild

The Hunter's Guild doesn't exist to annihilate all monsters, they exist to harmonize society with nature. Their primary goal is to prevent further damage to the monster populations, so they can prevent other monster species from going extinct like some ancient species. However, if a monster threatens lives, towns, cities, etc, then hunters are allowed to hunt it to prevent destruction. If the monster is rare, the guild will sometimes seek to repel the monster rather than kill it.

The Hunter's Guild also seeks to minimize poaching. Any kill or capture unsanctioned by the Hunter's Guild is illegal in the eyes of the guild. Poaching can lead to a multitude of punishments, but most commonly death at the hand of a Guild Knight.

Furthermore, the Hunter's Guild is responsible for discovering and determining specific hunting grounds throughout the land. Only when a swath of area is officially within the guild's jurisdiction can it be embarked upon for the purposes of undertaking quests. Even despite this, the guild will sometimes only allow hunters within a specific city or region to accept certain quests.

Finally, the Hunter’s Guild seeks to rid the world of the monsters that succumb to corruption. These creatures are treated with the highest priority and are one of the few creatures allowed to be killed outside of a hunting ground.

Hierarchy of the Guild

Guild Masters

Guild masters are the leaders of their district. Beyond bureaucratic work, they mainly help hunters register into the Hunter's Guild, in order to let them hunt legally under this corporation and test a hunter's strength. They are known to test a hunter's strength with Urgent Quests in order to see if the hunter is worthy of ranking up. Guild masters are also known to give the hunters various types of advice to help them overcome challenges.

Under the laws set by His Immenseness, the guild master job/title is limited only to wyverians and elves. There are currently four known guild masters located in Dundorma, Loc Lac, Minegarde, and Val Harbor, each a wyverian, responsible for their own districts.

Guild Managers

The guild managers are much like the guild masters, helping hunters register into the Hunter's Guild and providing various types of advice to help them overcome challenges. In addition to their Hunter's Guild responsibilities., the guild managers act like mayors of the town or village they live in, answering only to the guild master in the district where they reside. The guild manager job is also limited to elves and wyverians.

Guild Knights

The main job of a guild knight is to hunt down poachers, other illegal hunters, and wanted murderers; bringing them to justice, typically by killing them. This also applies to hunters that break the rules of the Hunter's Guild. If an emergency situation happens during their post, guild knights try to keep order by acting as leaders. Guild knights have also been known to act as negotiators for settlements and collect info on monsters unknown to the public.

In each district and outpost of the Hunter’s Guild, there can be at least twelve guild knights in one location at a time, though there can sometimes be less. Who the guild knights are is mostly unknown to the common members of the guild. Preferring to keep their job a secret, many of the guild knights do other jobs within the guild, acting as receptionists, hunters, teachers, or merchants.

Guild Receptionists

Since monster hunting is a popular job among the world and the geography of the world being mostly unknown, along with its history, a special few individuals have the job of collecting information. This information is not only about an area but the monsters that inhabit it. It is the guild receptionist's job to give hunters quests and to inform them about any monsters within their rank. The job mainly allows females to be guild receptionists, however, some males can be qualified as one too.

The uniforms are different for each district for guild receptionists. Some uniforms are perfect for going to many different environments, others just make it easier to move from place to place while on the job. Many handlers chose to become receptionists after retiring from the field.

Figures of Interest

Felcote

Guild Knight, Felyne Battlemaster A secret guild knight found typically in pokke village. Felcote is a very secretive individual that is seemingly calm and polite. Her job is to search for extremely talented hunters in the world and send them on secret requests to test their skills. Felcote does this to recruit new hunters into the Hunter's Guild highest ranks of honor.

Becky

Guild Knight, Human Paladin She is a guild receptionist, and secretly a guild knight found in Minegarde and occasionally Kokoto Village. She doesn’t really like to work much, though she can be quite blunt, giving those that do not know her the impression that she is rude. She sometimes investigates the room of hunters and kills those that break the rules of the Hunter’s Guild with a single smash of her hammer. She also occasionally goes out on hunts by herself.

Patty

Guild Receptionist, Human Cleric Patty is known for being a workaholic. She is also known for being kind-hearted, though someone, like Becky, can scare her or make her cry quite easily. Though she is just a receptionist, Patty now watches over Jumbo Village due to her "father", Jumbo Chief, leaving her to travel around the world. She has a dream to travel around the world someday, just like him.

Kokoto Chief

Guild Manager, Wyverian Samurai At one time, he was adventurous and didn't fear any challenges. Nowadays, Kokoto Chief doesn't really show too many emotions. In his youth, he was a legendary hunter that helped shape hunting today. From the beginning of his hunting career, he loved hunting together with his three companions and his wife, even allowing her to attend some hunts. This sadly led to an incident only known as the Five. Today, Kokoto Chief is retired and watches over Kokoto Village. Kokoto Chief also now trains the next generation of hunters.

Hunter's Guild Characters

Alignment: Usually lawful or good, often neutral
Suggested Races: Any race, but rarely do monstrous races join
Suggested Classes: All


Consider the Hunter's Guild for your character if one or more of the following sentences ring true:

  • You seek fame and fortune.
  • You have a thirst for adventure.
  • You enjoy the great outdoors, exploration, and finding rare and undiscovered creatures

Joining the Hunter's Guild

In order to undertake guild-sponsored quests, you must first register yourself as an official Monster Hunter under the Hunter's Guild. Following this, you are sent to a training school where you undergo rigorous physical and mental training. Afterwards you are given a specific measure of personal skill or "Hunter Rank" (often shortened to HR), based on how well you do in the training.

Hunter Rank

A hunter rank is how the Hunter's Guild can gauge one's ability to undertake varying levels of hunting requests. In accordance with this, the guild will assign rankings, often on a number-of-stars basis, to quests listings to ensure that dangerous or difficult quests are only embarked upon by skilled hunters who have proven their aptitude. This is both to ensure the safety of its hunters and to ensure that the request is properly completed.

If hunters are extremely skilled, they will sometimes be sent to do secret requests or investigations for extremely dangerous monsters. They will do these quests secretly so it won't cause a panic to the public, in order to get a better understanding of said situation, because in some cases it is just a false alarm, and so the Hunter's Guild can come up with the proper actions needed to protect the truth or the public without causing a panic.

Guild Card

Each hunter is also given a Guild Card that they can customize at their own free will. They are used as an ID for hunters to list their name, awards they've collected, and the monsters they have slain. These cards can be made out of various materials like timber, ore, and monster materials. The Guild Cards of some elite hunters are known to be made of parts belonging to more dangerous monsters, such as Nargacuga scales and the shell of Zinogre. Some legendary hunters have cards made out of Elder Dragon materials. Each hunter is known to have their own personalized title given to them by their guildmaster.

Hunter's Guild Spells

Prerequisite: Spellcasting or Pact Magic class feature


For you, the spells on the Hunter's Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Hunter's Guild Spells
Spell Level Spells
Cantrip produce flame, resistance
1st detect poison and disease, longstrider
2nd enhance ability, gust of wind
3rd fear, plant growth
4th elemental bane, guardian of nature
Sth awaken, skill empowerment

Hunter's Guild Backgrounds

As your training comes to an end and your adventuring career begins, you must decide where your ambitions lie in your future with the Hunter's Guild. In this section you will find a number of backgrounds based on the many employment opportunities a hunter has as their Hunter Rank increases.

No matter the background you pick, each member of the Hunter's Guild has the same background feature.

Feature: Guild Membership

Your guild will provide you with food and accommodation if necessary. You have access to a guild hall if one is present (located in most cities, towns, and villages). The guild will support you in legal matters, so long as your rank is high enough and you are in good standing with the guild, and is a good way to gain introduction to influential members of society. Connections made through the guild for personal reasons may require a donation to the guild coffers. The guild requires dues of 5gp a month or at least one completed hunt per month.

Hunter Initiate

You aspire to greatness like many of the legendary hunters before you. You joined the guild not to find a cozy job within the guild hall’s safe walls, but to seek adventure, protect others, or perhaps discover an unknown species.


Skill Proficiencies: Survival; Choose one from Animal Handling, Athletics, Stealth
Tool Proficiency: Choose one from: Glassblower's tools, Herbalism Kit, Smith’s Tools, Tinker’s tools, Woodcarver’s Tools
Languages: One of your choice.
Equipment: A pick, miner’s, bug net, herbalist kit, or fishing tackle; A guild card, a hunting trap, a momento from your past that represents why you became a hunter, a set of traveler’s clothes, a pouch containing 10 gp.

d8 Personality Trait
1 I constantly scan my surroundings and stay alert.
2 I am always rooting around in the brush to see what’s growing.
3 I obsess over what tools best bring down my quarry.
4 I am always the hunter, never the hunted.
5 I value the wildlife and natural world and believe the balance must be maintained.
6 I have deep respect for a specific type of animal.
7 I have learned that the most successful hunt is the one that involves skilled allies.
8 I value the wildlife and natural world only insofar as it is valuable to me dealing with the merchant guilds.
d6 Ideals
1 Guild. My guild is all that really matters. (Any)
2 Wealth. I will do whatever it takes to become as rich as the hunters of old. (Evil)
3 Order. There is a natural order that must be preserved (Lawful)
4 Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic)
5 Nature. The natural world is more important than the edifices of the city and civilization. (Neutral)
6 Life. Preserving life and nature is always a worthwhile endeavor. (Good)
d6 Bonds
1 My fellow hunters are my family.
2 I would lay down my life for the Hunter's Guild and the Platinum Court.
3 I am determined that one day I will lead my guild.
4 My weapon is made from the first monster I ever hunted.
5 I will do anything to prove myself greater than my siblings or ancestors.)
6 I'll never forget the training school where I learned my skills, or the other attendants who learned alongside me.
d6 Flaws
1 I act bravely when I'm in a group. but I'm a coward when I'm alone.
2 I nag people about the impact they have on nature
3 I understand animals better than people. I am not very good at socializing and get nervous in crowds.
4 When bragging about my kills, I tend to lie or exaggerate.
5 My pride leads me to believe I'm able to bring down beasts beyond my measure.
6 What I earn I tend to spend quickly, leaving me groping for the next job at the cusp of becoming a beggar.

Apprentice Guild Knight

The Guild Knights are an elite group of hunters whose main job is to hunt down poachers or other illegal hunters, and wanted murderers. Guild Knights also act as leaders during times of crisis, negotiators for settlements, and also collect info on monsters unknown to the public. As an apprentice to the Guild Knights you are expected to enforce the laws of the guild while following the teachings of your mentor.


Skill Proficiencies: Investigation, plus one from among Insight, History, Nature, and Religion, as appropriate for your order.
Tool Proficiencies: Herbalism kit, and one artisan tool of your choice
Equipment: One set of traveler's clothes, a signet, banner or seal representing your place or rank in the order, and a pouch containing 10 gp.

d8 Personality Trait
1 I never change my mind once it's made up.
2 I hate it when people try to make light of a serious situation.
3 I can stare down a rathalos without flinching.
4 When I give an order, I expect it to be obeyed.
5 I try never to let my judgment become clouded by emotion.
6 No wrongdoing can escape my watchful gaze.
7 I face problems head-on. A simple, direct solution is the best path to success.
8 I'm good at hiding my true thoughts and feelings.
d6 Ideals
1 Order. Like a well-pruned tree, society thrives when everything is kept in good order. (Lawful)
2 Punishment. A public display of consequences is an excellent deterrent for other criminals. (Evil)
3 Lawful. The law embodies excellence in its precision and detail. (Lawful)
4 Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)
5 Protection. It isn't right for innocents to suffer because of the arrogance of others. (Good)
6 Honor. Poachers must be rooted out wherever they are found. (Lawful)
d6 Bonds
1 I am beholden to a Guild Knight who captured the criminal who killed my parents, saving me from the same fate.
2 I've modeled my career after a highly respected Guild Knight, but I fear that I may suffer the same fate as them.
3 I tried and failed to stop a group of poachers, and I have sworn to find and arrest the perpetrators.
4 One of my parents was prominent in the guild, and I resent constantly being compared to that standard.
5 It is to my mentor that I owe all that I am, and for them I continue in this work.
6 I have a rivalry with another apprentice, I will prove my superiority.
d6 Flaws
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I obey the law, even if the law causes misery.
3 I have little respect for anyone who is not a proven warrior.
4 I made a terrible mistake during a hunt, that cost many lives— and I would do anything to keep that mistake secret.
5 My hatred of those who break the law is blind and unreasoning.
6 I'm just a little fascinated by the ways of the Talon Society.

Handler Initiate

You have spent your time in the Hunter's Guild training under the tutelage of the handlers that came before you. Even as an initiate you are the caretaker of your party. You use your knowledge of monsters to prepare your group and ensure that they are taken care of, whether they are in the town or in the field. You also act as the liaison between the guild and the hunters, providing detailed reports on the hunts and other events when you return to town.


Skill Proficiencies: History, Nature
Tool Proficiencies: Cartographer's tools, cook’s utensils
Equipment: One set of traveler's clothes, a guild card, empty book, quill and ink, 3 regional maps, and a pouch containing 15 gp.

d8 Personality Trait
1 I am passionate and easily excitable.
2 I am observant and ask a lot of questions.
3 I am tireless when researching or learning, which I always seem to be doing.
4 I am comfortable talking about nature, but very awkward interacting socially.
5 I am quiet and analytical.
6 I expect others to listen to me and get very frustrated with those who don’t value my opinion.
7 I enjoy being busy and am uneasy when idle.
8 I am hardworking and reliable.
d6 Ideals
1 Guild. My guild is all that really matters. (Any)
2 Vanity. I deserve to be treated as an important person because of what I know (Evil)
3 Balance. The world functions when things are in balance. (Lawful)
4 Exploration. Experiencing history is the only thing better than learning of it (Chaotic)
5 Objectivity. Opinion must not intrude on analysis; we must stay objective. (Neutral)
6 Driven. I want to know everything I can. (Any)
d6 Bonds
1 Everything goes in my journal, which is my legacy.
2 I have heard of a scroll that contains knowledge I seek; I must find it.
3 I study the world to understand why my home village was destroyed.
4 My hunter allies are as friend and family to me as my own flesh and blood, and I will never abandon them.
   
5 I owe everything to my mentor, but they vanished. I must find them.
6 My clumsy initial studies have brought me to the attention of a powerful being; it watches me.
d6 Flaws
1 I tend to shorten pet names I use for my colleagues. Aka someone I'd call partner, is shortened to "Pard."
2 I cannot pass up the chance to learn about the ancient civilization.
3 I'm constantly getting myself into trouble all for the sake of some food.
4 I talk FAR too much.
5 I am overly serious, to the point of disbelief sometimes.
6 I have a tendency to overestimate the capability of my team.

How do I Fit In?

As a member of the Hunter's Guild, your primary goal is to prevent untoward damage to the monster populations, while providing a service and protection to society. Due to this, you are expected to keep tabs on the monster populations in areas and report any strange events to the guild leaders. The laws also prevent you from taking the same quest more than once, unless it is necessary. However, if a monster threatens lives, towns, cities, etc. then you are allowed to hunt it to prevent destruction, even if the monster is rare.

As a hunter, handler, guild knight, or other role, you will spend most of your time completing bounties and other requests as a way to make a living within the guild. A hunter initiate is the core role in the hunters guild where you might strive to become like one of the hunters of legends, or perhaps to seek to preserve the balance in nature. It is not uncommon for you to take the scout role on a hunt.

As a handler initiate you are typically the caretaker of the group. You might spend most of your down time in the books learning as much as you can about the creatures in the area, or in shops buying up new supplies to ease the difficulty of an upcoming hunt. It is not uncommon for you to take the artisan or spotter roles on a hunt.

As a guild knight you are charged with enforcing the laws of the guild, on the streets or in the wilds. When you aren't off on a hunt, you most likely spend your time rooting out poachers or members of the cult of Fatalis. It is not uncommon for you to take the spotter role on a hunt.

A Hunter's Guild Party

An adventuring party made up entirely of Hunter's Guild members could be a specialized team dedicated to the preservation of nature and society. A hunter initiate (a rogue or ranger) and a guild knight apprentice (fighter, or paladin) would form the core of the party, supported by a handler (cleric or druid) who helps direct their missions.

Hunter Rank and Renown

A member of the Hunter's Guild gains renown typically when they complete dangerous hunts, discover new information about creatures, or prevent something from disrupting nature's balance, such as poachers. By gaining renown as a member of the Hunter's Guild, you can advance your hunter rank within the guild. Promotion through the ranks requires the approval of the guild master. Advancement is a reward for services rendered to the guild, rather than an automatic consequence of increased renown.

HR 1

Prerequisite: Renown 1 or higher in the Hunter's Guild


Having completed your first dangerous hunt, the guild recognizes you as a true hunter. Your rank allows you to take on higher difficulty hunts and the guild provides you with a home and a modest living wage while you are in a town or village where a guild hall can be found. The guild also provides you with supplies you need to complete those missions (within reason) and access to their guild store.

HR 2

Prerequisite: Rank 1 and renown 10 or higher in the Hunter's Guild, 4th level or higher


At this rank, you have begun to make a name for yourself and as such the guild provides you with access to purchase CR 2 or lower materials that the guild store offers (DMs choice of what materials and when the stock changes). Additionally you are given a lynian caretaker for your home and even though they may not go hunt in the field with you, it is not unheard of for a caretaker to give its hunter gifts when they return from a hunt.

HR 3

Prerequisite: Rank 2 and renown 25 or higher in the Hunter's Guild, 8th level or higher


At HR 3, you are responsible for hunting some of the more dangerous monsters in the world when they become a threat to a settlement or the ecosystem it is located in. As such, you are given access to the guilds wingdrakes (see page 191 of the MHMM for its stat block) or other mounts for faster travel between locations. Additionally, the guild grants you permission to purchase CR 4 or lower materials that the guild store offers (DMs choice of what materials and when the stock changes).

HR 4

Prerequisite: Rank 3 and renown 50 or higher in the Hunter's Guild, 12th level or higher


As a HR 4, you are an elite hunter and given access to G ranked hunts (hunts kept hidden from the populace for their own safety and to prevent panic should the knowledge get out) and other secret information hidden away by the guild. As an elite hunter your words and actions reflect immensely on the guild, but also carry an immeasurable weight with them. As such, nobles and other members of high society treat you with great respect, unless you prove yourself untrustworthy.

Additional Factions will be added in future updates to Amellwind's Guide to Monster Hunting.

Chapter 2

Character Options

This section helps answer some basic questions and outlines a number of new options for players to choose from when creating and developing their characters along the way, and can easily be introduced into any 5th edition D&D campaign, whether or not it takes place in the Monster Hunter Universe. Remember that all options presented here must be approved by your Dungeon Master for use within their game, and it is their final say on their inclusion.

Creating a Character

In the Monster Hunter video game series, you are basically a powerful warrior, with no magical ability, that swings around a giant sword or fires arrows at the creature you are hunting.

That is not the case in a Monster Hunter styled Dungeons and Dragons game. The Monster Hunter Universe was created with all official classes and races in mind. You will find weapons and monster materials, and even factions that grant extra spells to spellcasters throughout this guide and its companion book the Monster Hunter Monster Loot Tables.

The Artificer

The artificer is a special case when it comes to the rule set found within this book. As an artificer levels up, they gain the ability to attune to additional magical items. The balance of this system does not mesh well with this feature, so instead of an artificer gaining the ability to attune to additional magical items, they instead are given one additional material slot in both their armor and weapons at the 10th, 14th, and 18th level.


Artificer Infusions.
Artificer infusions are a special material that can be placed into a creature's armor,weapon, or trinket. These infusion materials are considered temporary and can be placed in slot(s) during a long rest. The slot can be empty or already contain a normal material. If it is placed in a slot with a normal material already in it, then the infusion material replaces it as the active material (but it does not destroy the normal material). The infusion material remains in the slot until it is removed during a long rest, the artificer no long knows the infusion, or the artificer is no longer apart of the hunting party.

If an infusion material requires attunement, then being attuned to the armor or weapon counts towards the attunement requirement for it with one condition. If the artifcer places an infusion material into another creature's armor or weapon and it requires attunement, then the infusion takes up two slots instead of one. When an artificer places an infusion material that requires attunement into its own armor or weapon, it takes only one slot.

Druid Wildshapes

Druids may want to make use of some of the beasts found in the Monster Hunter Monster Manual. If the DM allows this, the druid can choose any beast that doesn't have an action that causes the blinded, incapacitated, or paralyzed conditions. The druid also cannot use a beasts action that summons additional creature's to its aid.

Alternatively, a DM can allow the druid to choose creatures whose actions cause these conditions. If so, once the creature succeeds on a saving throw against a condition caused by the druid's wildshape, that creature is immune to that condition from the wildshape's actions for 24 hours.

Creating a Higher Level Character

Creating a character at higher than 1st level in a monster hunter styled campaign is not a complicated matter, but does take a little more time than creating a standard Dungeons and Dragons character.

Starting equipment and materials for characters above 1st level is entirely up to the DMs discretion, but the following section provides a guide for a balanced start to the character.

Starting Wealth

A characters starting wealth is shown below

Character Level Starting Wealth
1-2 Gold given by your Background
3-8 500 gp plus 1d10 x 25 gp
9-15 5,000 gp plus 1d1O x 250 gp
16-20 20,000 gp plus 1d1O x 250 gp

Starting Weapons

With Monster Hunter weapons, replace all the starting weapons a character gets in their normal starting equipment. They instead get the rarity and number of weapons listed in the table below. They also get a number of upgrade materials that can be saved or used to upgrade their weapon immediately at no cost, if they roll enough of the materials required for the upgrade.

Character Level Weapon* # of Upgrade Materials
1-2 Any one common MH weapons 0
3-8 Any two common MH weapons 1d8 earth crystals
9-15 Any two uncommon MH weapons 2d8 machalite ore
16-20 Any two rare MH weapons 3d8 dragonite ore

*A Character can upgrade a weapon without paying its upgrade cost, if they roll enough upgrade materials to do so.

Starting Armor*

A character begins with the armor they get from their starting equipment, but they are allowed to use their starting wealth to purchase better armor if they so choose. They can then roll on the table below to determine how many armor upgrade materials they begin with and which type they are depending on their level.

Character Level # of Upgrade Materials
1-2 0
3-8 1d8 armor spheres
9-15 2d8 hard armor spheres
16-20 3d8 heavy armor spheres

*A Character can upgrade their armor without paying its upgrade cost, if they roll enough upgrade materials to do so. This includes any armor they purchased with their starting wealth.

Starting Monster Materials

A character has a number of monster materials already collected when they begin at a higher level. This can be explained through weapons and armor that are family heirlooms, or perhaps its from creatures the character has already hunted. The table below lists the number of materials a character starts with, but to determine which materials they have, can be found on the next page.

Character Level # of Starting Materials
1-2 0
3-8 5
9-15 8
16-20 10
What Materials do I start with?

To determine what materials you start with, find out the number of materials you will get in total from the table on the previous page.

Once you know the number of materials, you need to find out what the highest Challenge Rating monsters you could have gotten materials from. Consult the Table below:

Character Level Highest Challenge Rating    Roll    
1
2
3 CR 5 1d6-1*
4 CR 6 1d6
5 CR 9 1d8+1
6 CR 10 1d8+2
7 CR 11 1d10+1
8 CR 12 1d10+2
9 CR 13 1d10+3
10 CR 14 1d10+4
Character Level Highest Challenge Rating    Roll    
11 CR 16 2d6+4
12 CR 17 2d6+5
13 CR 19 2d6+7
14 CR 20 3d6+2
15 CR 21 3d6+3
16 CR 21 3d6+3
17 CR 22 3d6+4
18 CR 22 3d6+4
19 CR 23 3d6+5
20 CR 24 3d6+6

*If you roll a 0 on this CR range, treat it as if you rolled a 1


Now that you know the CR of the hardest creature you can hunt, you now get to find out what materials you get by following these steps:

  1. Roll the number of dice and add the bonuses shown in the table. The number rolled is the CR of the creature you gained the material from.
  2. Count the number of creatures that are that Challenge Rating (A list can be found at the end of the MHMM) and roll a die number equal to (or close to) the amount of creatures in that challenge rating, or pick a number and find the creature down the list equal to that number. This is the creature you hunted.
  3. Roll on that creature's loot table, and choose either the carved or captured material (your choice after reading the materials effects).
  4. Repeat steps 1-3 until you have the number of materials you should have for your level.

Creator's Note

When I have my players roll for materials, if they aren't having great luck with the RNG, I will have them reroll a material or 2, typically on the same creature they got the material from.

I also like to give them at least one material on the higher range of CRs on their final material, if they are rolling low on previous materials.

Other Starting Equipment

Any and all other starting equipment you get from your class or background remains the same.

Skills

Most skills in a Monster Hunter styled campaign have the exact same uses as they do in a standard Dungeons and Dragons game, but some of them that are used more frequently, have additional uses in this type of game, or perhaps just need a bit more clarification on some of the things they can do.

  • Arcana. If your DM plans to use the shrine benefits or cursed shrine complications. An arcana check can help determine if it's worth touching, if the shrine is more closely related to magic than religion. An arcana check can also help identify magical effects left by creatures, such as the gore magala's frenzy virus.
  • History. Used when attempting to recall information about a creature a character may have read about or has done other research on.
  • Investigation. Used for finding resources in an area and looking for signs when a perception check finds nothing.
  • Medicine. Can be used to determine what type of the new blight conditions (found in the MHMM) a creature is suffering from.
  • Nature. Used when attempting to discern what a creature(s) is by the signs they find, the silhouettes they see off in the distance, or possibly by the impact the creature has on the environment.
  • Perception. Used by both the scout and spotter roles during hunts. (see the scout and spotter role in this chapter for more information)
  • Religion. If your DM plans to use the shrine benefits or cursed shrine complications. A religion check can help determine if it's worth touching, if the shrine is more religiously based.
  • Stealth. Commonly used by the scout role during hunts. (see the scout role in this chapter for more information)
  • Survival. Used by the trailblazer role during hunts (see the trailblazer role in this chapter for more information)

Player Race Options

There are many races specific to the monster hunter universe. In this section you will find information about the new races, the elder dragonborn, the lynian the troverians, and the wyverian.

Elder Dragonborn

The Elder Dragonborn are a dragonborn variant. You can allow a player to choose one of the following dragonborn ancestries. These ancestries replace the normal draconic ancestry a dragonborn can choose in addition to replacing other traits as listed. These ancestries also provide the damage they are resistant to, if the draconic resistance trait is not replaced.

Draconic Ancestry: Alatreon

The alatreon dragonborn personality is matched only by its ability to harness the elements. They more often prefer to live in solitude, but are known to work with others or insert themselves into a situation when it benefits them. Their bodies are covered in reverse scales that they use to control the cold, fire, lightning, or necrotic elements. Atop of the alatreon dragonborn head are two large horns that act as a conduit for their elemental powers.

An alatreon dragonborn uses the dragonborn traits in the Player’s Handbook, with the following traits replacing the Ability Score Increase and Breath Weapon.

Ability Score Increase. Your Strength score increases by 2, and one other ability scores of your choice between Intelligence, Wisdom, or Charisma increases by 1.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Draconic Resistance. You have resistance to one of the following damage types: cold, fire, necrotic.

Elemental Affinity. When you deal cold, fire, lightning, or necrotic damage, you can add your Intelligence, Wisdom, or Charisma modifier to the damage. You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Menacing. You have advantage on saving throws against being frightened, and you gain proficiency in the Intimidation skill.

Draconic Ancestry: Amatsu

Amatsumagatsuchi dragonborn's head is adorned with large golden horns. Their scales are largely pale white and fins that stretch across all four limbs and back. Many of them are known to wear long flowing clothing, as a representation of amatsumagatsuchi's webbing, while others use it as a means to hide the fact that their feet never touch the ground.

An Amatsumagatsuchi dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Breath Weapon traits.

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Draconic Resistance. You have resistance to radiant damage.

Elder Dragon Magic. You know the gust cantrip. When you reach 3rd level, you can cast the thunderwave spell once,


and it recharges after a long rest. When you reach 5th level, you vcan also cast the levitate spell once, and it recharges after a long rest. Wisdom is your spellcasting ability for these spells.

Glide. You always hover one to two inches off the ground. Moving through nonmagical difficult terrain costs you no extra movement.

Wind Barrier. You can use an action to summon a barrier of wind around you for 1 minute. While the barrier is active, you have half cover against range attacks, resistance to nonmagical ammunition, and disperse any fog like effect in a 5-foot radius around you. Once used, you can't use this trait again until you finish a long rest.

Draconic Ancestry: Chameleos

Chameleos dragonborn scales are purple, though their limbs and stomach are bare, showing off-white skin. They have long, elastic tongues, but unlike the Chameleos, the dragonborn's eyes do not resemble a chameleon's in shape. Instead, their iris and pupil simulate the look.

A chameleos dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Breath Weapon.

Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.

Dragon Resistance. You have resistance to poison damage.

Elder Dragon Magic. You know the poison spray cantrip. When you reach 3rd level, you can cast the fog cloud spell once, and it recharges after a long rest. When you reach 5th level, you can also cast the misty step spell once, and it recharges after a long rest. Wisdom is your spellcasting ability for these spells.

Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Draconic Ancestry: Dalamadur

Dalamadur dragonborn have a snake-like face, with bright red eyes, numerous fangs. Their body is covered in thick black and gray scales with many hook-like spikes along their body which start out clustered around their head and neck. When angered, their face and chest will glow red.

A dalamadur dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase, Breath Weapon, and Speed.

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

Speed. Your base walking speed is 30 feet, and you have a climbing speed of 30 feet.

     Dalamadur Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elder Dragon Magic. You know the firebolt cantrip. When you reach 3rd level, you can cast the charm person spell once, and it recharges after a long rest. When you reach 5th level, you can also cast the melf's minute meteors spell once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.

Draconic Ancestry: Fatalis

Fatalis dragonborn look similar to a regular dragonborn, except each day their scales change color. Fatalis dragonborn that live within society tend to only show themselves when they are one color, or cover themselves almost entirely. Outcasts or those who lean more towards evil, proudly show their heritage at all times.

A fatalis dragonborn uses the dragonborn traits in the Player's Handbook, with the following additional traits.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elder Ancestry. You have advantage on saving throws against being charmed, and frightened.

Shifting Scales. Your scales change color daily. This determines your draconic resistance and breath weapon for the day. Each day at dawn, roll a d3 and refer to the table below to determine your scale's color.

d3 Color Draconic Resistance Breath Weapon
1 Black Necrotic Black Fire (Dex. save)
2 Red Fire Crimson Demons Breath (Dex. save)
3 White Lightning Emperor's Roar (Dex. save)

Black Fire. When you use your breath weapon, you exhale black flames in a 15-foot cone. The damage dealt by this breath weapon is half necrotic and half fire. If the damage die is odd, the last die is dealt as necrotic damage.

Crimson Demon's Breath. When you use your breath weapon, you exhale black flames in a 5 by 30-foot line. The damage dealt by this breath weapon is half necrotic and half fire. If the damage die is odd, the last die is dealt as fire damage.

Emperor's Roar. When you use your breath weapon, you let out a cacophonous roar, calling down red lightning that strikes down in a 5-foot radius around you. The damage dealt by this breath weapon is lightning damage.

Draconic Ancestry: Kirin

The kirin dragonborn are the fairest dragonborns, whose beauty is often compared to that of the elves. Their bodies are sleek and slender, covered by fine white and dark cyan scales. The most prominent feature is their ability to grow majestic white hair that stands on end, as if charged with static when they get angry.

A kirin dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase, Breath Weapon.

    Ability Score Increase. Your Dexterity, Intelligence, and Charisma scores each increase by 1.

Control Lightning. Whenever you cast a spell that deals lightning or thunder damage, you can cast it as if you were in a space within 15 feet of your actual location.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Draconic Resistance. You have resistance to lightning damage.

Elder Dragon Magic. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the thunderwave spell once, and it recharges after a long rest. When you reach 5th level, you can also cast the shatter spell once, and it recharges after a long rest. Intelligence is your spellcasting ability for these spells.

Draconic Ancestry: Kulve Taroth

Kulve taroth dragonborn are slim and muscular with dark blue and golden scales covered by a metallic mantle (typically gold). They have large spiraling horns that resemble lapis lazuli, when they aren't covered in gold plating.

A kulve taroth dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Breath Weapon traits.

Ability Score Increase. Your Charisma score increases by 2, and your Consitution score increases by 1.

Draconic Resistance. You have resistance to fire damage.

Glorious Dragonborn. You gain proficiency in the Persuasion skill.

Metallic Coat. As part of a long rest, you can produce apowerful magnetic force that attracts metals and minerals from the ground to your body and melt them with your high body temperature before letting it cool on your body, forming a metal coat. While wearing this metallic coat, your AC is 17, but your movement speed is reduced by 5 feet.

As an action you can shed the coat by entering a super heated state. Your super heated state lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.

Draconic Ancestry: Kushala Daora

Recognized by their two backward curving horns that blend in with the spikes lining their back and their organic metallic scales, the kushala dragonborn are steel willed defenders. Their mantra is "a cracked scale will lead to a dragon's downfall". So they train themselves and others to the best of their ability, to protect their beliefs.

The Kushala dragonborn scales are almost a pristine silver when they are born and begin to oxidize, darkening and rusting, as they age. To counteract the rust, the dragonborn molts as it grows, like a snake, shedding its old scales and beginning the process anew. Until their elder years when their molting ceases and they slowly turn the orange-red brown color of rust over the entirety of their body.

A kushala daora dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Breath Weapon traits.

Ability Score Increase. Your Strength, Constitution, and Intelligence scores each increase by 1.

Acclimated. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.

Draconic Resistance. You have resistance to thunder damage.

Natural Armor. Due to the constant oxidation of your metal scales, any armor you wear rusts rapidly. Your scales provide ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Wind Barrier. You can use an action to summon a barrier of wind around you for 1 minute. While the barrier is active, you have half cover against range attacks, resistance to nonmagical ammunition, and disperse any fog like effect in a 5-foot radius around you. Once used, you can't use this trait again until you finish a long rest.

Draconic Ancestry: Nakarkos

Dragonborn only by name and silhouette, the nakarkos dragonborn are actually cephalopod-like humanoids. They have glowing yellow eyes and blue skin with spots of turquoise bioluminescence. The nakarkos dragonborn are able to secrete a sticky mucus from their pores, using it to adhere the bones of slain creatures to their body.

A nakarkos dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase, Breath Weapon, Draconic Resistance, and Speed traits.

    Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Bone Armor. As part of a short rest or long rest, you can harvest the bones from a slain creature of size Small or larger and adhere them to your body, gaining a number of temporary hit points equal to 1/2 the creature's CR. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as woodcarver's tools.

Draconic Resistance. You have resistance to fire damage.

Nakarkos Beams. From your hands you fire two 5 by 15 foot lines of draconic energy that deal necrotic damage (Con. save). A creature in the line of more than one beam is affected only once. The damage and save DCs are the same as a dragonborn's breath weapon. After using your nakarkos beams, you cannot use them again until you complete a short or long rest.

Sticky Mucus. You secrete a sticky liquor through your skin. You have advantage on Strength (Athletics) checks to climb, grapple, or prevent yourself from being disarmed; but you also have disadvantage when attempting to escape a grapple.

Draconic Ancestry: Namielle

Namielle dragonborn have large needle-shaped teeth, like a deep-sea fish, and may have multiple long whiskers that resemble jellyfish-like tendrils. Normally their body is colored black and a deep sea blue, accented by a vibrant red while parts of their face and limbs glow with a bioluminescent light that pulses with the colors of the rainbow. When they haven't spent time in the rain or in water, their scales dry out changing to a milky tan coloring.

A namielle dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase, Draconic Resistance, and Speed traits.

Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Breath Weapon. Your breath weapon is a 5 by 30 foot line (Con. save) that deals cold damage.

Draconic Resistance. You have resistance to your choice of one of the following damage types: cold damage or lightning damage.

Waterbending. You know the shape water cantrip.

Draconic Ancestry: Nergigante

Nergigante dragonborn have a bristly appearance. Much like their elder dragon brethren, their scales are black with purple and orange accents and sport two bulbous horns atop their head. The regenerative properties of the nergigante still flow in the blood of this elder dragonborn, though at a much slower rate. Taking hours to regrow their spikes instead of seconds.

A nergigante dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase, Breath Weapon, and Draconic Resistance traits.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Horns. Your horns are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

Indurate Spikes. You can cast shield of faith with this trait, but only target yourself. When you use this version of shield of faith, you have advantage on Constitution saving throws to maintain concentration on this spell. Once you cast this spell, you can't cast it again with this trait until you finish a long rest.

Menacing. You have proficiency in the Intimidation skills.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Spiked Regrowth. As an action, you can regain a number of hit points equal to your level + your Constitution modifier. Once you use this trait, you can't use it again until you finish a long rest.

Draconic Ancestry: Shara Ishvalda

The shara ishvalda dragonborn are as mysterious as the elder dragon they share their lineage with. The dragonborn from this ancestry share a strange trait in which they always seem to be endlessly gazing at something that's just right past you. Although this gaze never meets your eyes, one can’t help but feel they're looking at the real you. Their bodies are lithe and athletic, boasting a variety of bright colors, mainly yellows, purples, and white. They are known to manipulate the earth to surround their body, using their innate ability to control vibration, though they are not as skilled as their elder dragon ancestors.

A shara ishvalda dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase.

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Breath Weapon. Your breath weapon deals thunder damage in a 5-foot wide by 30-foot long line (CON save).

Draconic Resistance. You have resistance to thunder damage.

Perceptive. You gain proficiency in the Perception skill.

Stone Shell. As an action, you gain 1d4 + 4 temporary hit points for 1 hour. At 3rd level you gain an additional 5 temporary hit points. Once you use this trait, you can't use it again until you finish a long rest.

Draconic Ancestry: Vaal Hazak

    Vaal hazak dragonborn's are typically slender and covered in silver scales, which are obscured by the fleshy red veil that covers most of their body. Similar to its elder dragon relative, the elder dragonborn vaal hazak, has the ability to transform the effluvium created by the bacteria on its body, into magic.

A vaal hazak dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Breath Weapon.

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Draconic Resilience. You have advantage on saving throws against disease, and you have resistance against acid damage.

Effluvium Aura. Starting at 3rd level, you can use your action to unleash effluvium stored within yourself, causing miasma to emanate in a 5-foot radius around you for 1 minute, or until you end it as a bonus action. When a creature starts its turn in the effluvium or enters it for the first time on a turn, that creature takes 2 (1d4) acid damage.

The damage increases to 1d6 at 7th level, 1d8 at 11th, and 1d10 at 16th level. Once you use this trait, you can't use it again until you finish a long rest.

Effluvium Magic. When you reach 5th level, you can cast the bestow curse spell once, and it recharges after a long rest. wisdom is your spellcasting ability for these spells. If the nature of the curse targets one of the creature's Ability Score, you have advantage on Constitution saving throws to maintain concentration on the spell and the spell acts as if it was casted as a 4th-level spell.

Variant Blackveil Vaal Hazak

The blackveil vaal hazak uses the vaal hazak dragonborn traits with the following traits replacing the Ability Score Increase, Effluvium Aura, and Effluvium Magic.

    Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.

    Effluvium Explosion. As an action you create an explosion of spores that fill a 30-foot sphere centered on you for 1 minute, until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, or you use the effluvium spore trait. The sphere spreads around corners, and its area is lightly obscured.
    While you remain in the spores, you know the location of all creatures and objects in the area, creatures or objects in the area can't benefit from being invisible, and you can use an action to cover one creature or object in spores.
    The spores remain on the creature for the next 24 hours, or until they completely submerge their body and anything they were wearing or carrying (when the spores attached to it) in water for 5 minutes. For the duration, you know the location of the creature or object if you are within 30 feet of it.

    Effluvium Spores. Starting at 3rd level, you can use your action to cause the effluvium spores on your body to float in a 5-foot radius around you for 1 minute, or until you end it as a bonus action. Additionally, as a bonus action you can send your spores to a location of your choosing within 30 feet of you. The spores fill a 10-foot-squared area that is 5 feet tall and remain in that location until they deal damage to a creature, or your effluvium spore duration ends. At the start of your next turn, a new set of spores floats around you once again.
    When a creature starts its turn in the spore's area or enters it for the first time on a turn, that creature takes 2 (1d4) acid damage. The damage increases to 1d6 at 7th level, 1d8 at 11th, and 1d10 at 16th level. Once you use this trait, you can't use it again until you finish a long rest.

Draconic Ancestry: Valstrax

Valstrax dragonborn are typically slender and covered in gleaming silver scales with blue eyes. Their backs are lined with fin-like projections.

A valstrax dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Breath Weapon.

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Draconic Resistance. You have resistance to necrotic damage.

The Red Comet. Your ability to discharge draconic energy from your hands or wings allows you to move with a burst of speed that resembles a red comet traveling through space. When you move on your turn in combat, you can double your

speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Valstrax Lineage. Starting at 3rd level, you can use your action to unleash the draconic energy within yourself, causing your eyes to glow red and two trident-like, wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Variant Trait - Ignition

The following trait replaces the The Red Comet. vastrax trait.

Ignition. You can use your action to discharge dragon element energy from your hands in one of the following ways: as a 5 by 30 ft. line, a 15 ft. cone, or in a 5-foot radius around you. When you use your ignition, each creature in the area of the discharge must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 necrotic damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your ignition, you can’t use it again until you complete a short or long rest.

Draconic Ancestry: Velkhana

Velkhana dragonborn are elegant and slim. Their scales are a unique crystalline blue, and their head has a tiara-like crown of small horns. The velkhana dragonborn have the unique ability to summon ice to cover their bodies, providing additional protection. They also can use this ice offensively against those who attack them.

A velkhana dragonborn uses the dragonborn traits in the Player's Handbook, with the following traits replacing the Ability Score Increase and Breath Weapon.

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Draconic Resistance. You have resistance to cold damage.

Frost Breath. You know the ray of frost cantrip. Charisma is your spellcasting ability for it.

Glacial Grace. You gain proficiency in the Acrobatics and Persuasion skills.

Ice Armor. You know the armor of agathys spell. When you reach 3rd level, you can cast it as a 2nd-level spell. When you reach 5th level you can cast it as a 3rd-level spell. Once you use this trait, you cannot use it again until you finish a long rest.

Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra moment.

Lynian

Lynians are sapient creatures, that are typically short of stature. There are currently three distinct groups of Lynian: the cat-like Felyne and Melynx, the lynx-like Grimalkyne and Boaboa, and the humanoid Shakalaka and Gajalaka, and the unique Uruki. The feline species are intelligent, have complex societies, and speak their own languages. Whereas the Shakalaka and Gajalaka are more primitive and tribal. The feline species tend to lead peaceful lives and often coexist with human society.

Many lynians are seen working in all sorts of human establishments or settlements. They've been seen being farmers, traders, adventurers, etc. Some lynians are known to assist hunters, and quite a few are independent "Meownster Hunters" in their own right.

Lynian Traits

Your lynian character has a variety of natural abilities, honed during their younger years.
Ability Score Increase. Your Dexterity score increases by 2.

Age. It is currently unknown exactly how old the Lynian people live to be, but they seem to have the average lifespan of most feline species.

Size. Lynians are between 2 and 3 feet tall and average about 35 pounds. Your size is Small.

Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Languages. You can speak, read, and write Common, Lynian, and one other language of their choice.

Subrace. Six main subraces of Lynian exist: Boaboa, Felynes, Melynx, Gajalaka, Grimalkyne, and Shakalakas. Choose one of these subraces.

Felyne

Felynes are recognized by their white fur and have the ability to talk in human language, and can be found both in human villages and in the wild.

Ability Score Increase. Your Charisma score increases by 1.

Alignment. Felynes are most often good. Those who tend toward law are found in villages working as adventurers, chefs, farmers, or traders. Those who tend toward chaos are from the wilderness and live off the land as scavengers and hunters. Felyne are good-hearted and even the tricksters among them are more playful than vicious.

Speed. Your base walking speed is 30 feet.

Adaptive Fighter. You are proficient with improvised weapons.

Felyne Magic. You know the friends cantrip. When you reach 3rd level, you can cast the calm emotions spell once per day. When you reach 5th level, you can also cast the suggestion spell once per day. Charisma is your spellcasting ability for these spells.

Meowster Chef. You have proficiency with cook’s utensils.

Cultured. You have proficiency in the Persuasion skill.

Melynx

Melynx are noted for their black fur and the ability to talk in human language, as well as do human activities like their fellow Lynian subspecies called the Felynes.

Ability Score Increase. Your Intelligence score increases by 1.

Alignment. Melynx tend toward chaotic alignments as they let impulse, curiosity, and mischievousness guide their decisions. Melynx that grow up in villages tend towards good, but those mistreated or those who grew up in the wilderness lean towards neutral or evil.

Speed. Your base walking speed is 30 feet.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Kleptomaniac. You have proficiency in the Sleight of Hand skill. Additionally, you are able to determine the value of an object you have stolen,if you spend at least 1 hour inspecting or studying it without interruption. If the item is magical, you know its rarity, but not what its magical properties are.

Meowster Chef.* You have proficiency with cook’s utensils.

Shakalaka

Shakalaka are small, humanoid creatures with green skin. They wear a mask over their heads at all times, so their true faces are unknown.
   Ability Score Increase. Your Strength score increases by 1.
   Alignment. Shakalaka are typically neutral evil, as they care only for their own needs. A few shakalaka might tend toward good or neutrality, but only rarely.
   Speed. Your base walking speed is 25 feet.
   Aggressive. You pursue foes relentlessly, even at great risk to yourself. As a bonus action, you may move up to your speed towards a hostile creature you can see.
   Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
   Natural Athlete. You have proficiency in the Athletics skill.
   Shakalaka Weapon Training. You have proficiency with the club, greatclub, morningstar, and warhammer.

Grimalkyne

Grimalkyne resemble bipedal lynxes. They have tufted ears, and come in a variety of colors depending on the tribe.

Ability Score Increase. Your Wisdom score increases by 1.

Alignment. Most grimalkynes are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

Speed. Your base walking speed is 30 feet.

Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.

Tracker. You have proficiency in the Nature and Survival skills.

Grimalkyne Weapon Training. You have proficiency with the glaive, javelin, net, and trident.

Gajalaka

Gajalaka are short humanoids. They resemble Shakalaka more than Felynes or Grimalkynes, lacking any fur and wearing large tribal masks which leave only their bright yellow eyes visible. These red masks have different color accents, ranging from blue to yellow to purple, to represent what status ailment their weapons afflict. The Gajalaka in the Caverns of El Dorado have golden masks.

Ability Score Increase. Your Constitution score increases by 1.

Alignment. Gajalaka are proud and barbaric, and are not strongly inclined toward good. They are slow to trust, but once someone gains the trust of a gajalaka, they are considered an ally for life, or until proven otherwise.

Speed. Your base walking speed is 25 feet.

Herbalist. You have proficiency in the Nature skill.

Tool Proficiency. You have proficiency with poisoner's kit.

Tribal Mask. You have a red tribal mask that is accented by a color. Choose one color from the Tribal Mask table. Your gaja knife and your gajalaka tolerance is determined by the color of the mask's accents, as shown in the table.

Should this mask be destroyed, you can recreate a new one during a long or short rest, but the accent color cannot change.

Tribal Mask Table
Accent Color  Condition       Duration
Blue Blinded* 1 minute
Yellow Stunned Until the end of your next turn.
Purple Poisoned 1 minute

*A creature may repeat its saving throw for this condition       at the end of each of its turns


    Gaja Knife. Your knife is coated with viscous liquid that is an opaque color, similar to the color of your mask's accents. You're proficient with this knife, and it has the finesse and thrown property, with a normal range of 20 and a long range of 40. When you hit with a weapon attack using it, the target takes 1d4 + your Dexterity modifier as piercing damage and they must make a Constitution saving throw.

The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature is afflicted with the condition based on your mask's accent color and lasts for the duration listed in the Tribal Mask table.

After you hit a creature with this knife, it shatters. During a short or long rest, you can create a new gaja knife, but you can never carry more than one at a time.
   Gajalaka Tolerance. You have advantage on saving throws against the condition associated with your tribal mask.

Boaboa

The Boaboa have the basic shape of a Grimalkyne, but exhibit much thicker, white fur and a bulkier frame. They wear crude imitations of Popo heads as masks, with the tusk's tips painted in colours that correspond to the status ailment each individual Boaboa uses in combat.

     Ability Score Increase. Your Constitution score increases by 1.

Alignment. Boaboa tends toward neutrality, being more focused on survival than concepts of good and evil. A sense of community can drive boaboas toward lawful alignments.

Speed. Your base walking speed is 25 feet.

Frost Resistance. You have resistance to cold damage.

Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Tribal Mask. You have a mask that is a crude imitation of a popo's head that has its tusks painted a color. Choose one color from the Popo Mask table. Your boa javelin and your gajalaka tolerance is determined by the color of the mask's accents, as shown in the table.

Should this mask be destroyed, you can recreate a new one during a long or short rest, but the accent color cannot change.

Popo Mask Table
Tusk Color  Condition       Duration
Blue Blinded* 1 minute
Yellow Stunned Until the end of your next turn.
Purple Poisoned 1 minute

*A creature may repeat its saving throw for this condition       at the end of each of its turns


    Boa Javelin. Your javelin’s blade is coated with a viscous liquid that is an opaque color, similar to the color of your mask’s tusks. When you hit a creature with it, they take damage as normal, but they must also make a Constitution saving throw.

The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, the creature is afflicted with the condition based on your mask's tusk color and lasts for the duration listed in the Popo Mask table.

After you hit a creature with this javelin, the javelin breaks. During a short or long rest, you can create a new javelin, but you can never carry more than one boa javelin at a time.
   Boaboa Tolerance. You have advantage on saving throws against the condition associated with your tribal mask.

Troverian

Troverians are an industrious dwarf-like people who coexist with the dwarves in the village of Harth. Troverians are known to prefer living in underground areas, due to them using the many ores and minerals in the areas to produce equipment such as armour and weapons. Some troverian tribes have special ways to polish old equipment found in the field by hunters. This race is said to be "workaholics" due to them working for long periods. It's been said they can continue work day and night to produce such equipment without a need to sleep until their work is finished. Many of the troverian's clothes allow them to continue working without much problem, while also acting as their usual attire.

Trovierian Traits

Troverians resemble short, slightly stockier, and bulkier humans and are commonly mistaken for dwarves. Their skin usually tanned, Troverian males grow massive beards and moustaches, wearing them in odd but traditional shapes. Female Troverians lack facial hair all together, resembling human females with a smaller but sturdier frame.

Ability Score Increase. Your Strength score increases by 2 and your Constitution score is increased by 1.

Age. Troverians mature at the same rate as humans but live a few years less.

Alignment. Troverians care most of all about wanting to work. As such, they are usually neutral or chaotic good.

Size. Troverians stand between 4 and 5 feet tall and average about 150 pounds, similar to dwarves. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Artisan's Cunning. Whenever you make an Intelligence (History) check related to the origin of metalwork or you make an Intelligence (Investigation) to identify or locate ores, you are considered proficient in the skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Heart of Fire. You have resistances to fire damage.

Troverian Magic. You know the mold earth cantrip. When you reach 3rd level, you can cast the heat metal spell once per day. Wisdom is your spellcasting ability for these spells.

Troverian Weapon Training. You have proficiency with the greataxe, lance, and maul.

Tool Proficiency. You have proficiency with smith's tools and mason's tools.

Workaholic. When crafting an item (XGtE p.128) as your downtime activity, you divide the gold piece cost of the item by 200 to determine the amount of workweeks it takes to craft it. You can complete multiple items in a workweek if the items' combined cost is 200 gp or lower.

Languages. You can speak, read, and write Common, Dwarvish, and Troverian.

The Wyverian

Wyverians superficially resemble humans, but they have several traits that suggest a wyvern ancestry. They have pointed ears, four-fingered hands, and an increased lifespan. Many, though not all , Wyverians also possess digitigrade legs.

A Wyverian's Thinking

Wyverians think differently than most races, perhaps in part due to their increased lifespan, and are often considered more intelligent and rational. Some Wyverians have an extensive education, more than most races can learn in a feasible timespan, and are versed in multiple subjects. They are also more attuned to nature, which they greatly respect. They are peaceful and prefer to avoid conflict if possible, but still, recognize the value of Hunters. In fact, they were the first Hunters, but eventually gave way to the Hunter's Guild and transitioned into a supporting role. There are very few Wyverian Hunters today and are considered rarities. Wyverian humor is strange by human standards.

Wyverians

Here you will find the general information about the wyverian race.

Ability Score Increase. Your Intelligence score increases by 2.

Age. Although wyverians reach physical maturity at about the same age as humans, the wyverian understanding of adulthood goes beyond physical growth to encompass worldly experience. A wyverian typically reaches adulthood around the age of 80 and can typically live to be 1000 years old.

Size. The average Wyverians grow to the size of a human, but shrink to about 4 feet tall as their old age begins to set in. Your size is Medium.

Alignment. Wyverians are most often good. Those who tend towards law are hunters, researchers, scholars, investigators, and soldiers. Those who tend toward chaos are hermits, sages, wanderers, and tend to prefer nature to civilization, but understand the need of both.

Speed. Your base walking speed is 30 feet.

Expert. Choose one creature type. Whenever you make an Intelligence (History) check related to recall information about a creature of that type, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Inquisitive. You have proficiency in the Investigation skill.

Languages. You can speak, read, and write Common, Draconic, and Wyverian.

Subrace. There are two kinds of wyverian: modern and ancient. These two are more akin to ancestors and descendants to each other more than true subraces. Choose one of these subraces.

Modern

Modern wyverians peacefully coexist with humans and often live among them, especially older modern wyverians, past their prime. Younger Wyverians are known to travel far and wide, often accompanying humans. Modern wyverians are usually between 20 and 200 years old.
   Ability Score Increase. Your Strength or Dexterity score increases by 1.
   Modern Magic. You know the create bonfire cantrip. When you reach 3rd level, you can cast the enlarge/reduce spell once per day. When you reach 5th level, you can also cast the Blindness/Deafness spell once per day. Intelligence is your spellcasting ability for these spells.
   Tool Proficiency. You have proficiency in two artisan tools of your choice.
   Wyverian Weapon Training. You have proficiency with two martial weapons of your choice.

Ancient

Ancient wyverian are the wyverian who survived the Great Dragon War and may even remember the time of the ancient civilization. They are small in stature, sometimes a bit stubborn, but always seek to help those lost in the world. Ancient wyverians are usually between 600 and 1000 years old.
   Ability Score Increase. Your Constitution score increases by 1.
   Ancient Magic. You know the druidcraft cantrip. When you reach 3rd level, you can cast the barkskin spell once per day. When you reach 5th level, you can also cast the earthbind spell once per day. Intelligence is your spellcasting ability for these spells.
   Kit Proficiency. You gain proficiency with the kit of your choice: herbalism kit or poisoner's kit.
   Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
   Survivor. You have proficiency in the Survival skill.

Monster Hunter Backgrounds

These backgrounds are part of the faction system found in Chapter 1, but have also been listed here for ease of access while creating your character, or if your group is not making use of the faction system, then these backgrounds are still available here without the extra fluff.

You will also find many of the backgrounds in this section share the same Feature, this is due to their features being related to the faction they are in.

Hunter Initiate

You aspire to greatness like many of the legendary hunters before you. You joined the guild not to find a cozy job within the guild hall’s safe walls, but to seek adventure, protect others, or perhaps discover an unknown species.


Skill Proficiencies: Survival; Choose one from Animal Handling, Athletics, Stealth
Tool Proficiency: choose one from: Glassblower's tools, Herbalism Kit, Smith’s Tools Tinker’s tools, Woodcarver’s Tools
Languages: One of your choice.
Equipment: A pick, miner’s, bug net, herbalist kit, or fishing tackle; A guild card, a hunting trap, a momento from your past that represents why you became a hunter, a set of traveler’s clothes, a pouch containing 10 gp.

d8 Personality Trait
1 I constantly scan my surroundings and stay alert.
2 I am always rooting around in the brush to see what’s growing.
3 I obsess over what tools best bring down my quarry.
4 I am always the hunter, never the hunted.
5 I value the wildlife and natural world and believe the balance must be maintained.
6 I have deep respect for a specific type of animal.
7 I have learned that the most successful hunt is the one that involves skilled allies.
8 I value the wildlife and natural world only insofar as it is valuable to me dealing with the merchant guilds.
d6 Ideals
1 Guild. My guild is all that really matters. (Any)
2 Wealth. I will do whatever it takes to become as rich as the hunters of old. (Evil)
3 Order. There is a natural order that must be preserved (Lawful)
4 Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic)
5 Nature. The natural world is more important than the edifices of the city and civilization. (Neutral)
6 Life. Preserving life and nature is always a worthwhile endeavor. (Good)
d6 Bonds
1 My fellow hunters are my family.
2 I would lay down my life for the Hunter's Guild and the Platinum Court.
3 I am determined that one day I will lead my guild.
4 My weapon is made from the first monster I ever hunted.
5 I will do anything to prove myself greater than my siblings or ancestors.)
6 I'll never forget the training school where I learned my skills, or the other attendants who learned alongside me.
d6 Flaws
1 I act bravely when I'm in a group. but I'm a coward when I'm alone.
2 I nag people about the impact they have on nature
3 I understand animals better than people. I am not very good at socializing and get nervous in crowds.
4 When bragging about my kills, I tend to lie or exaggerate.
5 My pride leads me to believe I'm able to bring down beasts beyond my measure.
6 What I earn I tend to spend quickly, leaving me groping for the next job at the cusp of becoming a beggar.

Feature: Guild Membership

Your guild will provide you with food and accommodation if necessary. You have access to a guild hall if one is present (located in most cities, towns, and villages). The guild will support you in legal matters, so long as your rank is high enough and you are in good standing with the guild, and is a good way to gain introduction to influential members of society. Connections made through the guild for personal reasons may require a donation to the guild coffers. The guild requires dues of 5gp a month or at least one completed hunt per month.

Apprentice Guild Knight

The Guild Knights are an elite group of hunters whose main job is to hunt down poachers or other illegal hunters, and wanted murderers. Guild Knights also act as leaders during times of crisis, negotiators for settlements, and also collect info on monsters unknown to the public. As an apprentice to the Guild Knights you are expected to enforce the laws of the guild while following the teachings of your mentor.


Skill Proficiencies: Investigation, plus one from among Insight, History, Nature, and Religion, as appropriate for your order.
Tool Proficiencies: Herbalism kit, and one artisan tool of your choice
Equipment: One set of traveler's clothes, a signet, banner or seal representing your place or rank in the order, and a pouch containing 10 gp.

d8 Personality Trait
1 I never change my mind once it's made up.
2 I hate it when people try to make light of a serious situation.
3 I can stare down a rathalos without flinching.
4 When I give an order, I expect it to be obeyed.
5 I try never to let my judgment become clouded by emotion.
6 No wrongdoing can escape my watchful gaze.
7 I face problems head-on. A simple, direct solution is the best path to success.
8 I'm good at hiding my true thoughts and feelings.
d6 Ideals
1 Order. Like a well-pruned tree, society thrives when everything is kept in good order. (Lawful)
2 Punishment. A public display of consequences is an excellent deterrent for other criminals. (Evil)
3 Lawful. The law embodies excellence in its precision and detail. (Lawful)
4 Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)
5 Protection. It isn't right for innocents to suffer because of the arrogance of others. (Good)
6 Honor. Poachers must be rooted out wherever they are found. (Lawful)
d6 Bonds
1 I am beholden to a Guild Knight who captured the criminal who killed my parents, saving me from the same fate.
2 I've modeled my career after a highly respected Guild Knight, but I fear that I may suffer the same fate as them.
3 I tried and failed to stop a group of poachers, and I have sworn to find and arrest the perpetrators.
4 One of my parents was prominent in the guild, and I resent constantly being compared to that standard.
5 It is to my mentor that I owe all that I am, and for them I continue in this work.
6 I have a rivalry with another apprentice, I will prove my superiority.
d6 Flaws
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I obey the law, even if the law causes misery.
3 I have little respect for anyone who is not a proven warrior.
4 I made a terrible mistake during a hunt, that cost many lives— and I would do anything to keep that mistake secret.
5 My hatred of those who break the law is blind and unreasoning.
6 I'm just a little fascinated by the ways of the Talon Society.

Feature: Guild Membership

Your guild will provide you with food and accommodation if necessary. You have access to a guild hall if one is present (located in most cities, towns, and villages). The guild will support you in legal matters, so long as your rank is high enough and you are in good standing with the guild, and is a good way to gain introduction to influential members of society. Connections made through the guild for personal reasons may require a donation to the guild coffers. The guild requires dues of 5gp a month or at least one completed hunt per month.

Handler Initiate

You have spent your time in the Hunter's Guild training under the tutelage of the handlers that came before you. Even as an initiate you are the caretaker of your party. You use your knowledge of monsters to prepare your group and ensure that they are taken care of, whether they are in the town or in the field. You also act as the liaison between the guild and the hunters, providing detailed reports on the hunts and other events when you return to town.


Skill Proficiencies: History, Nature
Tool Proficiencies: Cartographer's tools, cook’s utensils
Equipment: One set of traveler's clothes, a guild card, empty book, quill and ink, 3 regional maps, and a pouch containing 15 gp.

d8 Personality Trait
1 I am passionate and easily excitable.
2 I am observant and ask a lot of questions.
3 I am tireless when researching or learning, which I always seem to be doing.
4 I am comfortable talking about nature, but very awkward interacting socially.
5 I am quiet and analytical.
6 I expect others to listen to me and get very frustrated with those who don’t value my opinion.
7 I enjoy being busy and am uneasy when idle.
8 I am hardworking and reliable.
d6 Ideals
1 Guild. My guild is all that really matters. (Any)
2 Vanity. I deserve to be treated as an important person because of what I know (Evil)
3 Balance. The world functions when things are in balance. (Lawful)
4 Exploration. Experiencing history is the only thing better than learning of it (Chaotic)
5 Objectivity. Opinion must not intrude on analysis; we must stay objective. (Neutral)
6 Driven. I want to know everything I can. (Any)
d6 Bonds
1 Everything goes in my journal, which is my legacy.
2 I have heard of a scroll that contains knowledge I seek; I must find it.
3 I study the world to understand why my home village was destroyed.
4 My hunter allies are as friend and family to me as my own flesh and blood, and I will never abandon them.
5 I owe everything to my mentor, but they vanished. I must find them.
6 My clumsy initial studies have brought me to the attention of a powerful being; it watches me.
d6 Flaws
1 I tend to shorten pet names I use for my colleagues. Aka someone I'd call partner, is shortened to "Pard."
2 I cannot pass up the chance to learn about the ancient civilization.
3 I'm constantly getting myself into trouble all for the sake of insert reason.
4 I talk FAR too much.
5 I am overly serious, to the point of disbelief sometimes.
6 I have a tendency to overestimate the capability of my team.

Feature: Guild Membership

Your guild will provide you with food and accommodation if necessary. You have access to a guild hall if one is present (located in most cities, towns, and villages). The guild will support you in legal matters, so long as your rank is high enough and you are in good standing with the guild, and is a good way to gain introduction to influential members of society. Connections made through the guild for personal reasons may require a donation to the guild coffers. The guild requires dues of 5gp a month or at least one completed hunt per month.

Wycademy Student

As a child you were always curious about the world, whether it was exploring lost ruins near home, collecting bugs and plants, or drawing the khelbi that graze in the nearby fields. In your formative years you made your way to the wycademy with a goal in mind, to learn all you can and deciding what you are going to do with the rest of your life. Now that your first year is over, its time to head out into the field and learn first hand.


Skill Proficiencies: History; Choose one from Arcana, Investigation, Nature, Religion
Tool Proficiency: Choose one from: Alchemist Supplies, Calligrapher's Supplies, Herbalism Kit
Languages: One of your choice.
Equipment: Empty book, quill and ink, 3 candles, scroll case with 4 blank pieces of parchment and a few with notes and questions, one set fine robes, travelling clothes, pouch with 10gp

d8 Personality Trait
1 I am observant and ask a lot of questions.
2 I am easily excitable and passionate.
3 I take myself very seriously and have no sense of humor.
4 I am meticulous and organized.
5 I constantly ask questions about areas and important people when I’m somewhere I’ve never been.
6 I get excited and speak quickly when discussing topics that interest me.
7 I have learned that doing your research before a hunt, leads to a safer hunt.
8 I like to use big words to showcase my intelligence.
d6 Ideals
1 Education. Learning and teaching others can benefit everyone (Good)
2 Knowlege. We better ourselves by learning (Neutral)
3 Order. Understanding the order of things is essential (Lawful)
4 Achievement. Learning and knowing are essential.
5 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
6 Power. Knowledge is the path to power and domination. (Evil)
d6 Bonds
1 I had a romantic relationship with a fellow student, I still love them.
2 I have a rival, we still compete to this day.
3 I've been searching my whole life for the answer to a certain question.
4 My notebook is made from the last creature my father hunted.
   
5 I will do anything to prove myself greater than my siblings or ancestors.
6 I idolize a historical scholar, and measure my accomplishments against theirs.
d6 Flaws
1 I am easily distracted by the promise of information.
2 If my teacher calls me, I’ll abandon what I’m doing to go to them.
3 A scandal prevents me from returning to my place of education, I’m trying to stay ahead of the rumors.
4 I speak without really thinking through my words, invariably insulting others.
5 I prefer a dusty tome to conversation.
6 I feel superior to uneducated folk, but quietly so.

Feature: Unrestricted Access

The Wycademy possess and maintain their own restricted system of libraries which often include extremely detailed knowledge of creatures and secrets of the surrounding area. You are allowed access to these restricted areas, as well as most other major libraries as a matter of scholarly courtesy. You are also allowed lodging in many wycademy owned or sponsored schools or major sites of research as a student and pilgrim.

Wycademy Researcher

Having graduated from the wycademy, you chose to continue your studies dedicating your life to becoming an expert in your chosen field. Now you have struck out to increase your knowledge, for good or evil, for everyone or for yourself, that is up to you to decide.


Skill Proficiencies: Investigation; Choose one from Animal Handling, Atheltics, History, Insight, Nature, Survival
Tool Proficiency: One type of artisan's tools
Languages: One of your choice.
Equipment: A bottle of black ink, a quill, a small knife, a partially filled journal filled with notes and questions you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

Feature: Research Group

Your research search group is a loose network of wycademy graduates who each typically work in a different village that you share knowledge with. Their studies can help you with your hunts and investigations. You can select what you research from the Group Research table or roll randomly.

Group Research
d8 Research Type
1 Endemic Life
2 Lynians
3 Botanical
4 Mineralogical (Ore)
   
5 Piscine (Fish)
6 Archeologist
7 Ancient Civilization
8 Exotic Monsters from Far Off Lands

Feature: Investigation

Expanding the knowledge of your research is an important aspect to your job at the Wycademy. When you discover new information about a creature or resource related to your research, you can bring that information to a Wycademy owned location to receive a stipend. Discuss with your DM what that amount is and if you can make more depending on what you discover or as you level up.

d8 Personality Trait
1 I am quiet and analytical.
2 I am tireless when researching or learning, which I always seem to be doing.
3 I try to travel to all the important places of a region to see them firsthand.
4 I am a voracious reader, and spend every spare moment learning about new things or writing.
5 I enjoy an intellectual challenge.
6 I've read every book in the world's greatest libraries – or I like to boast that I have.
   
7 I have learned that doing your research before a hunt, leads to a safer hunt.
8 I'm convinced that people are always trying to steal my secrets.
d6 Ideals
1 Improvement. Understanding history give us a chance to make a better world (Good)
2 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
3 Discovery. Knowledge can accomplish anything; you cannot hope to master it, only marvel at it (Chaotic)
4 Vanity. I deserve to be treated as an important person because of what I know (Evil)
5 Logic. Emotions must not cloud our logical thinking. (Lawful)
6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
d6 Bonds
1 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
2 I work to preserve a library, university, scriptorium, or monastery.
   
3 My life's work is a series of tomes related to a specific field of lore.
4 I investigated a fascinating and beautiful monster; I must see it again.
5 I am determined to cure the disease that killed my family.
6 I need to be known for my contributions, discoveries, and skill.
d6 Flaws
1 I am easily distracted by the promise of information.
2 What's the point of secrets? All knowledge should be shared.
3 I feel superior to uneducated folk, but quietly so.
4 Unlocking an ancient mystery is worth the price of a civilization.
5 I will endanger my friends and family if I think it will advance my research.
6 I prove my intellect by pointing out others mistakes.

New Feats

Feats can be an important part of Dungeons and Dragons and should your Dungeon Master allow them, here are a few new additional feats you are able to choose from.

Armored Gunner

Prerequisite: Strength 13 or higher

  • As a bonus action, you can attach or detach a shield to your heavy bowgun.
  • While the shield is attached, you gain a +2 bonus to your AC, your movement speed is halved, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you attack a creature with your heavy bowgun, and they are within the weapon's normal range, you can choose to use Strength instead of Dexterity for its attack and damage bonuses.

Bomb Specialist

  • Increase your Dexterity score by 1, up to a maximum of 20.
  • You are proficient with improvised thrown weapons.
  • You gain proficiency with tinker's tools. If you are already proficient with the tool, you add double your proficiency bonus to checks you make with them.
  • You can detonate barrel bombs planted by you, as a bonus action, from up to 60 feet away with the snap of your fingers.

Frenzy Fever

Research once again goes a step too far with the invention of a medicine that will give you the frenzy virus.

  • Increase your Constitution by 1, up to a maximum of 20.
  • You are infected with a mutated version of the frenzy virus. You gain all the effects of the frenzy virus sentient race template on page 80 of the Monster Hunter Monster Manual except for the impaired healing effect. You can still heal from nonmagical means.
  • At your DM’s discretion, whenever you hit a creature with your natural weapon attacks (claws or bite mainly), they can have the creature make a Constitution saving throw equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save the creature is infected with the frenzy virus (See page 80 of the Monster Hunter Monster Manual). On a successful save, the target is immune to your mutated version of the frenzy virus, forever.

Creator's Note

Dungeon Masters, don't allow your players to intentionally infect other players' characters. This could be a great story and mechanical feat, but could potentially ruin a campaign if you let it.

Gunlance Mastery

You have unlocked the secrets of the gunlance. While you are attuned to a gunlance, its wyvernfire now recharges on a short or long rest. Additionally, it uses a new type of shell. Choose one of the following shells below that you now use in place of your original shells:

  • Long Range Shells. Your shell's attack range is now 150/600 feet.
  • Wide Range Shells. When you hit a creature with your shell attack, you also deal your damage against a different creature that is within 5 feet of the original target and within range of your weapon.
  • Short Range Shells. The attack range of your shells is reduced by half, but you can add your Strength or Dexterity modifier to the damage.

Horn Maestro

Thanks to extensive practice with the hunting horn, you gain the following benefits:

  • Your hunting horn's chord length is increased by 1.
  • You can now complete a hunting horn's melody as a bonus action.
  • Fortissimo! Your hunting horn's single note melody effect is doubled.

Insect Glaive Mastery

You master fighting with an insect glaive, gaining the following benefits:

  • Increase your Strength by 1, up to a maximum of 20.
  • When you use the insect glaive standing leap property, you can now use the Attack action as part of the same action, instead of a single weapon attack. Additionally, if you use the standing leap property to jump into the air, the distance you can jump is doubled.
  • When you hit a creature with a melee weapon attack from your insect glaive, while you are in the air, you can move up to 10 feet in any direction. This movement does not count against your normal movement speed or the amount of movement you gain from the standing leap property.

Improved Hammer Charge

  • When you are wielding a Hammer, you can use its hammer charge property when you move 15 feet instead of 20.
  • If you jump when performing a hammer charge, you perform a spinning hammer charge that allows you to pass through a hostile creatures space without provoking opportunity attacks.
  • You can add the extra damage from the hammer charge to 1 additional attack on this turn for every 5 feet you jump during the charge, so long as the attacks target a creature you passed through during the spinning hammer charge.

Kinsect Mastery

You can use an action to have your kinsect act as if it was summoned by the find familiar spell, with the following differences:

  • It can only be used in this way for a total of 1 hour each day.
  • It cannot be dismissed, instead you can use an action to call it back to you.
  • It uses the stat block of a hawk (MM p.330).
  • When its hit points reaches 0 it reappears on your insect glaive at full hit points and will resume what it was last doing unless told otherwise.
  • It can use its action to absorb a creature's essence in the standard order, but it can return this essence to you or one other creature you designate as an action.
  • While being used in this way, you cannot use it to attack as part of your Attack action.

Master Craftsman

  • Increase your Intelligence or Wisdom score by 1, up to a maximum of 20.
  • You gain proficiency with one tool of your choice that is listed in the combo list section of chapter 3.
  • Whenever you attempt to craft anything from the combo list, the DC to craft it is reduced by the number of times this feat has been taken by you.
  • You can select this feat multiple times. Each time you do so, you must choose a different tool.

Master Mounter

Prerequisite: 8th level or higher

  • You have advantage on Strength (Athletics) or Dexterity (Acrobatics) checks to climb onto a bigger creature (DMG p.271) or remain on a creature you are already on.
  • While you remain on a bigger creature, you can use your action to make an unarmed strike against the creature. On a hit, the creature must use its reaction to move up to half its movement speed in a direction of your choice. If it hits a solid object - that is as big or larger than it - before the end of its movement, the creature is knocked prone. If the creature would enter into any environmental hazard dangerous to the creature (such as falling off a cliff when it can't fly, or into lava when it isn't immune to fire), it instead falls prone in the space adjacent to the hazard.

Switchaxe Mastery

You master fighting with the switchaxe, gaining the following benefits:

  • Increase your Strength by 1, up to a maximum of 20.
  • When you use a phial and critically hit with this weapon, you regain a number of expended phials equal to half the cost of the one you used (rounded up).
  • Your phials save DC is increased by 1.
  • You can use a free action on your turn to switch weapon modes. This replaces your free action to draw or stow a weapon.

Additional Wildshapes

Prerequisite: Druid


Choose a creature type: Bird Wyverns, Brute Wyverns, Fanged Wyverns, Flying Wyverns, Leviathans, Neopterons & Temnoceran, Piscine Wyverns.

You can use your Wild Shape to transform into a creature from the type you chose (you ignore the fact that the creature isn't a beast, but must abide by the other wildshape limitations for your level). Additionally when you wildshape into one of these creatures, you cannot use their legendary resistances (if it has any), any recharge ability can only be used once per wildshape, and you cannot use any action or ability that can only be used a limited number of times a day/rest.

You can select this feat multiple times. Each time you do so, you must choose a different creature type.

Creator Note

The Additional Wildshape feat is still in the testing phases. Allowing the recharge ability to be used once, keeps the creatures CR more accurate to its calculated CR. This might be removed after some testing, but for the time being it should be ok, but your DM may use their own discretion to limit use of recharge abilities.

Your Role on a Hunt

When your party goes on a hunt or heads out on an expedition, you choose a role from the ones detailed below. Each role can be only chosen by one character, except for the spotter role.

Sometimes the party may split up. When split into groups of two the only roles available are the trailblazer and spotter.

If someone is alone, they are both the trailblazer and spotter, but they either have to choose to take disadvantage on their survival roll for finding signs or take a -4 to their passive perception.

Trailblazer

Primary Skill: Survival


The trailblazer is the leader of the group and is the one who makes the final decision on which direction the group should go on a hunt. Whenever the group enters an area (new or old), the trailblazer rolls a survival check vs the creatures carve DC. On a failure the GM rolls a d10 on the finding signs table (found in the Going on a Hunt section in chapter 4), on a success the GM rolls a d20 instead. On a critical, the GM rolls a 2d20 and takes the highest roll, on a nat 1 the GM rolls 2d10 and takes the lowest roll.

Spotter

Primary Skill: passive Perception


The spotter uses their passive perception to scope out for any ambushes or dangers missed initially by the scout. There can be 2 spotters, the 2nd spotter gives a +4 perception bonus to the other, but does not provide any bonus to the original spotter's passive investigation.

(Optional Rule) If your DM chooses to allow passive Investigations (10+ investigation skill bonus), then the spotter is also able to find resources in an area without needing to make an Intelligence (Investigation) to find them. A spotter is able to spot resources with their passive Investigation, only if it is higher than the investigation DC of the area they are in. Finally, a second spotter does not provide any bonus to the spotters passive Investigation.

Scout

Primary Skill: Perception, Stealth


The scout is the initial person who enters an area, they get the lay of the land, potential resources, creatures in the area, potential hazards. When a scout notices a potential spot for an ambush it gives the spotter a +4 bonus to their perception.

Artisan

Primary Skill: Cooking Utensils, Three highest Ability Scores


The artisan can cook a meal for the party at the start of a hunt and during a short or long rest (if they choose to), granting all who eat it a boon to help them on their hunt/journey/day.

How to cook a meal

Step 1.
When getting ready to cook a meal as an artisan, the first step is to decide on what you want to cook and ensuring you have the ingredients required for the meal. On the next page you will find a list of tables with meal names, ingredients, the DC required to cook the meal, and the boon they grant.


The ingredients themselves should be easy to obtain. They might find them near the campsite as part of preparing the meal or be able to purchase them in town for under 1 sp for a portion large enough to prepare a meal for a party of four.


Step 2.
There are multiple steps in creating a meal; deciding on the recipe/what to cook, gathering ingredients, preparing the ingredients, cooking the meal, plating it properly.

Choose three of the steps from the list above and one of the six main ability scores for each step. You cannot use the same ability score on different steps. Then describe how you use that ability score for the step you chose and make an ability score check. The DM may impose disadvantage on the check if the description is wildly improbable to work or not allow the roll.

Cooking Utensils

A creature that has cooking utensils and is proficient with them, can add their proficiency bonus to one of the three ability score checks.


Step 3.
Once the player has made their three checks, take the average of the checks and compare them to the DC of the meal they are attempting to make.

On a successful check the meal counts as a days ration for any who eat it and they gain the boon the meal provides. If the artisan succeeds by 4 or more, roll once on the daily skill list. If they succeed by 8 or more, roll twice on the daily skill list.

On a failed check it becomes a bland meal and counts as 1 days ration. If the artisan fails the check by 5 or more, it does not count as a ration and any creature who eats the meal must succeed on a Constitution saving throw equal to the meals DC or become poisoned for 1 hour.

Let's look at an Example:

Zuri the half-orc fighter has taken on the role of artisan on a hunt in the Verdant Hills. As the group wakes up in the early morning she begins preparing a meal for all of them. The following is what the player describes:

Zuri looks around and spies some fruit high up in a tree that she thinks she could turn into a sauce. she climbs up the tree (Strength) plucking the fruit as she goes. Back at the campfire with fruit in hand, she thinks about the type of meal she wants to make (Intelligence). Deciding on the meal, Zuri spends the rest of her time over a sweltering hot fire (Constitution) cooking the meal to perfection.

This example doesn't go into excruciating detail, and in some cases allows the player to make some things up. I didn't have Zuri make a perception check to find the fruit, instead the Strength check either allowed her to gather as many as she wanted for the meal or perhaps on a failed save, they aren't ripe, already rotting when she gets to them, or they are on small thin branches preventing her from getting more than few of them. Most importantly, passing or failing on a single check does not matter. What matters is if Zuri succeeded well enough overall to pass the meals check DC.

On a successful check, Zuri was able to create the meal even though she may have experienced a few hiccups along the way and could be narratively described based on the checks that scored below the meals DC. Say she failed on her strength but succeeded on both the intelligence and constitution checks. Narratively it could be described as Zuri struggling to find enough fruit for the meal, but made up for its missing component by adjusting the recipe and taking the meal off the fire a little earlier than normal to deal with this challenge.

On a failed check, Zuri was unable to create the meal as she had planned, this could be due to a lack of fruit she was able to obtain, her recipe was incorrect, or perhaps she removed it from the fire too soon. Depending on how badly she failed the check, it could still be edible, but bland, or it could cause someone some stomach issues for a bit.

Ingredient Cost

There is always a cost when cooking a meal. Wether you use your supplies to go out and collect local foliage and fauna or purchase it in the market. The cost of preparing a meal depends on its rank. A Rank 1 meal costs 1 sp; Rank 2 meals, 1 gp; Rank 3 meals, 5 gp; and Rank 4 meals, 10 gp.

Cooking higher ranked meals

More recipes will become available to you as you increase your hunter rank.

You are able to cook rank 2 meals at 5th level, rank 3 meals at 10th level, rank 4 meals at 15th level.

Rank 1

Food Name DC* Boon
Aged Cheese 10 You count as if you were one size larger for the purpose of determining your carrying capacity.
Carefree Yogurt 10 You gain the same benefits as if you drank a cool drink.
Cube Steak 10 You can doff or don your armor as an action.
Fruity Jam 10 You have advantage on Dexterity (Sleight of Hand) checks to catch insects.
Furahiya Cola 10 You gain the same benefits as if you drank a hot drink.
Hardtack 10 Reduces the casting time of rituals by half.
Mild Herbs 10 Once per meal, you can roll a d4 and add the number rolled to one saving throw of your choice. You can roll the die before or after making the saving throw.
Food Name DC* Boon
Moofa Butter 10 Once per meal, when you fail a Constitution saving throw to maintain concentration, you can reroll the d20, taking the new result.
Northern Orange 10 Your passive Perception is increased by 1.
Sliced Cactus 10 As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
Snake Salmon 10 You have advantage on Wisdom (Athletics) checks to catch fish.
Snowy Rice 10 While holding your weapon in darkness it sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Spicy Sausage 10 Once per meal, you can roll a d4 and add the number rolled to one ability check of your choice. You can roll the die before or after making the ability check.
Spotted Onion 10 You have blindsight out to a range of 5 feet.
Tuna Head 10 Your swim speed is increased by 5 feet.
Wild Bacon 10 Your walking speed is increased by 5 feet.
Young Potato 10 If you do not expend any hit die on a short rest, you regain one instead.
Zamtrios Caviar 10 One creature that eats this meal (artisan's choice) adds an extra 1d4 to Intelligence (Investigation) checks to find resources.

*DC is increased by 1 for each serving over 4

Rank 2

Food Name DC* Boon
Buffalo Butter 13 Once per meal, you may ignore the verbal and/or somatic components of a spell you are casting.
Chili Cheese 13 When you would take fall damage, you reduce the damage you take by your proficiency bonus.
Cudgel Onion 13 Your life signs become imperceptible by nonmagical means.
Curved Shrimp 13 You can breathe underwater.
Frozen Apples 13 Your passive Perception is increased by 2.
Great Mutton 13 You gain the same benefits as if you had the Athlete feat, but it does not increase your ability score.

Rank 2 Cont.

Food Name DC* Boon
Juicy Rib Roast 13 You gain the same benefits as if you had the Actor feat, but it does not increase your ability score.
Meatwagon 13 You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Panish 13 Once per meal, when you fail a carve check, you can reroll the d20 and take the new roll.
Poogiechops 13 You have advantage on Intelligence (Nature) checks to gather plants and mushrooms.
Rare Onion 13 You can use a bonus action to conjure two earplugs in the shape of your choice. While using these earplugs, you are considered deafened. You can dispel the ear plugs as a bonus action ending the deafened effect.
Spicy Carrots 13 When you take the dodge action on your turn, until the start of your next turn, any damage you take is reduced by an amount equal to your Dexterity modifier.
Spicy Herbs 13 Choose a rank 1 meal that has a once per meal effect. You gain that meals effect and it can now be used twice per meal.
Spiky Blowfish 13 Ranged weapons can be fired underwater at no penalty.
Succulent Rice 13 A creature that eats this meal gains the same benefits as if the aid spell was cast on them. This meal can be cooked at a higher rank (+2 to the DC for each rank higher), increasing level of the spell cast by 1 for each rank.
Velklondike Bar 13 Once per meal when you roll on a creature's loot table, you can choose to reroll it and take the new roll.
Western Parsley 13 You have advantage on Strength (Athletic) checks to mine ore.
Wild Mushrooms 13 The artisan receives an omen as if by the augury spell. The omen they receive is about all who eat the meal, not just the themselves.

*DC is increased by 2 for each serving over 4

Rank 3

Food Name Ingredients Required DC* Boon
Ancient Beans 14 You gain the same benefits as if you had the Tavern Brawler feat, but it does not increase your ability score.
Food Name DC* Boon
Burning Mango 14 Your passive Perception is increased by 3.
Cannon Lettuce 14 If your Dexterity score is over 15, you have advantage on Initiative rolls.
Dragon Foot 14 You can understand any spoken language you hear, but you cannot speak it.
Emperor's Strudel 14 You have advantage on intimidation and persuasion checks when interacting with lynians for 8 hours.
Empress' Strudel 14 You have advantage on intimidation and persuasion checks when interacting with wyverians for 8 hours.
Gator Ribmeat 14 You ignore difficult terrain if it was not created by a magical effect.
Horseshoe Crab 14 Your walking speed is increased by 10 feet.
King Squid 14 You have advantage on ability checks made to resist being grappled.
Kokoto Rice 14 You automatically succeed on all Strength (Athletics) checks when mining.
Lifejam 14 Once per meal, when you must make a saving throw, you can choose to do so with advantage.
Megabagel 14 You have advantage on all carve checks.
Pink Caviar 14 You can breath underwater and you have a swim speed of 60 feet.
Princess Pork 14 A single creature that eats this meal gains the same benefits as if they had the Inspiring Leader feat.
Queen Shrimp 14 You have darkvision out to 60 feet for 24 hours.
Royale Cheese 14 You gain the same benefits as if you had the Dungeon Delver feat.
Scented Celery 14 A single creature (artisan's choice) that eats this meal gains the ability to cast the earthbind spell once within the next 8 hours and they do not have to concentrate on the spell. The spell save DC is 15 or their spellcasting save DC, whichever is higher.
Tasty Rice 13 You gain the same benefits as if you had the Keen Mind feat, but you can only recall anything you have seen or heard since your last meal.

*DC is increased by 2 for each serving over 4

Rank 4

Food Name DC* Boon
1000-Year Crab 16 Once per meal, when you miss with a melee weapon attack, you can choose to hit instead.
Food Name DC* Boon
Bigmeat 16 Once per meal, you can use your action to teleport yourself back to the location where you ate this meal, so long as it is within 1 mile of where you are at.
Crimson Seabream 16 Once per meal, as an action, you can cast the misty step spell, without using a spell slot or any components.
Demonshroom 16 You have advantage on Constitution saving throws.
Dragon Head 16 You can speak telepathically with any creature who ate this meal so long as they are within 60 feet of you.
Dragon Tail 16 When you would take fall damage, you reduce the damage you take by half your character level.
Emerald Durian 16 Your passive Perception is increased by 4.
Fatty Tomato 16 Once per meal, when you take damage from any source, you can reduce that damage to 0.
Gold Rice 16 You have advantage on saving throws against the poisoned condition.
Food Name DC* Boon
Goldenfish Brew 16 Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Hairy Tuna 16 Once per meal, you can add a d10 roll to any ability check, attack roll, or saving throw you make.
Heaven Bread 16 Once per meal, you can use a bonus action to regenerate a number of hit points equal to 10 + your character level.
King Truffle 16 Roll two daily skills.
King Turkey 16 You gain a flying speed of 30 feet.
Kirin Cheese 16 You gain inspiration.
Soul Beans 16 You are able to find the most direct physical route to a specific fixed location that you are familiar with on the same plane of existence.

*DC is increased by 2 for each serving over 4

Daily skills

If the skill doesn't specify a duration, the effect lasts for 24 hours, until you finish a long rest, or until you eat another meal. When you roll on the daily skill list below, roll a 1d20 plus 1d6 - 1.


1. Felyne Weathercat. Foul weather occurs more often during a quest (Heavy rain, blizzards, sandstorms, etc).
2. Felyne Swimmer. Your swim speed is increased by 15 feet.
3. Felyne Fur Coating. You take half as much damage from environmental hazards and blight effects.
4. Felyne Gatherer (Lo). Increase the number of resources you can gain on a hunt by 2.
5. Felyne Backer. Prevents being knocked prone when transporting items.
6. Felyne Provoker. When a creature within 5 feet of you is hit by a melee weapon attack, you can use your reaction to redirect the damage to you.
7. Felyne Researcher. You are able to immediately identify any materials effects as soon as you touch them. Additionally, you can add both your Wisdom and Intelligence ability modifiers to any one History or Nature check.
8. Felyne Escape Artist. You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks when attempting to escape from a creature or object that has you grappled or restrained.
9. Felyne Insurance. The first time you or an ally drops to 0 hit points on the hunt, they instead drop to 1 hit point.
10. Felyne Crafter. You have a +2 bonus to crafting checks.
11. Felyne Medic. Health recovery items add 1 extra die.
12. Felyne Fisher. You have advantage on skill checks when fishing.
13. Felyne Sprinter. When you take the dash action, you can move an extra 10 feet.
14. Felyne Gatherer (Hi). Double the amount of resources you can gain on a hunt.


15. Felyne Cliffhanger. You have a climbing speed of 20 feet.
16. Felyne Lander. You always land on your feet when falling from a height greater than 10 feet. This does not prevent the damage you would still take.
17. Felyne Parting Gift. The first time an ally drops to 0 hit points during a hunt, they can choose up to 6 creatures in a 30-foot radius of them. Those creatures are healed for 2d6 hit points.
18. Felyne Dungmaster. A creature hit by a dung bomb must succeed on a DC 12 Constitution saving throw or immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as fire or a pit.
19. Felyne Inspiration. You gain inspiration.
20. Felyne Foodie. The food bonus lasts for 48 hours, you cannot become inebriated during this time, and you can cast the thaumaturgy spell at will.
21. Felyne Courage. If you are frightened, you can choose to repeat your saving throw at the start of your turn instead of the end.
22. Felyne Rider. You have advantage on checks to stay mounted on monsters.
23. Felyne Cleats. Your movement is unaffected by the first 15 feet of difficult terrain (magical or otherwise) you move through on your turn.
24. Felyne Bomb Expert. Barrel bombs and thrown bombs gain a +1 bonus to their range attack roll or save DC.
25. Felyne Oracle. Hunt begins with one sign found.

New Downtime Activities

Solo Hunt

Sometimes it is easier to hunt alone. This activity gives a character the chance to obtain some extra materials from creatures. The table below shows the maximum CR a character can hunt depending on their level and difficulty they choose. Once they choose their difficulty, they can then pick the creature they are hunting.

Character Level Medium Encounter Hard Encounter Deadly Encounter
1 CR 0 CR 1/4 CR 1/4
2 CR 1/8 CR 1/2 CR 1
3 CR 1/2 CR 1 CR 2
4 CR 1 CR 2 CR 2
5 CR 2 CR 3 CR 4
6 CR 2 CR 3 CR 4
7 CR 3 CR 4 CR 4
8 CR 3 CR 4 CR 5
9 CR 3 CR 4 CR 5
10 CR 4 CR 5 CR 6
11 CR 4 CR 6 CR 7
12 CR 5 CR 7 CR 8
13 CR 5 CR 7 CR 8
14 CR 6 CR 7 CR 8
15 CR 6 CR 8 CR 9
16 CR 7 CR 8 CR 10
17 CR 8 CR 9 CR 11
18 CR 8 CR 10 CR 11
19 CR 8 CR 11 CR 12
20 CR 9 CR 12 CR 13

Resources. This activity requires one workweek of effort plus 100 gp to pay for research and supplies to hunt a medium. A character can hunt a hard encounter for 150 gp to cover expenses, or 200 gp for a deadly encounter.


Resolution. The character must make a series of checks, with the DC for all the checks determined by the difficulty of the encounter. The chosen DC for medium is equal to the creature’s carve DC. A hard encounter is the creature’s carve DC +3 and deadly is the creature’s carve DC +6. Successful completion of the hunt yields a number of materials, as shown on the Loot Value table.

To attempt a Hunt, the character makes three checks: Wisdom (Perception), Intelligence (Investigation), and the player's choice of Wisdom (Survival), Dexterity (Stealth), or Strength (Athletics).

If none of the checks are successful, the character is severely injured and hospitalized. The injured character must spend one week in the hospital for every 50g of the initial cost of the hunt.

If only one check is successful, the hunt fails but the character escapes.

If two checks are successful, the hunt is a partial success, netting the character one material from the creature. Roll on the loot table to determine which.

If all three checks are successful, the character earns three materials from the creature. Roll on the loot table for each material to determine which materials are obtained.

Trenya

Trenya travels to various regions in his boat. A character can travel with Trenya on adventures. Trenya can help gather items for hunters, some of which can only be obtained through him. Trenya is a great way to gather materials for upgrading weapons and armor.


Resources. This activity requires one workweek of effort and the character chooses the location for the adventure. The character has a choice between these locations: snowy mountains, jungle, desert, or swamp. Once the location is set, the character pays Trenya 200gp, 500gp, or 1500gp.


Resolution. Depending on the location and how much the character spent they will need to make a number of checks; a Strength (Athletics) check, a Dexterity (Stealth) check, an Intelligence (Investigation) check, a Wisdom (Perception) check, and a Charisma (Intimidation, Persuasion, or Deception) check. The character can only use each skill once and once they fail a check the adventure is over and they return home.

If only one check is successful, the character rolls on the general section of the table.

If two checks are successful, the character rolls on the first and second level of the table.

If three checks are successful, the character rolls on the first, second, and third level of the table.

If four checks are successful, the character rolls on the fourth and below levels of the table. If there is no fourth level or higher, the character may roll once again on a previous level.

If all five checks are successful, the character rolls on each level of the table. If there is no fifth level, the character may roll once again on a previous level.

  • Some of the items listed on Trenya loot tables do not yet have a purpose. Either the creature's loot table has not been created as of yet, their purpose has not yet been determined, or they are junk that only has a gold value.

200gp Adventures (DC 12)

Level D% Snowy Mountains
1.General d6 Empty Phial, Snow Herb, Honey, Net, Paintball, Raw Meat
2.Mineral d4 Earth Crystal, Machalite Ore, Ice Crystal, Armor Sphere
3.Insect d2 Flashbug, Spiderweb
4.Monster d4 Brute Bone, Bullfango Pelt, Screamer Sac, Sm Monster Bone
Level D% Jungle
1.General d8 Dung, Honey, Huskberry, Sm Bone Husk, Monster Fluid, Nitroshroom, Blue Mushroom, Horn
2.Mineral d2 Armor Sphere, Earth Crystal
3.Monster d4 Conga Pelt, Flame Sac, Velociprey Hide, Velociprey Fang
Level D% Desert
1.General d6 Insect Husk, Acid (vial), Fishing Lure (Tuna), Dung, Fire Herb, Meat (Poisoned)
2.Mineral d4 Armor Sphere, Earth Crystal, Ice Crystal, Hard Armor Sphere
3.Fish d4 Sushifish, Burst Arrowana, Pin Tuna, Small Goldenfish
4.Insect d2 Flashbug, Snakebee Larva
5.Monster d4 Genprey Fang, Piscine Fang, Giggi Stinger, Sm. Hermitaur Shell
Level D% Swamp
1.General d4 Glass Bottle, Large Barrel, Raw Meat, Potion of healing
2.Insect d6 Carpenterbug, Bitterbug, Cricket, Worm, Honey, Spiderweb
3.Monster d8 Jumbo Bone, Conga Pelt, Hydro Hide, Ioprey Scale, Blind knife, Mosswine Hide, Kelbi Horn, Velocidrome Head

500gp Adventures (DC 17)

Level D% Snowy Mountains
1.General d2 Flute, Net
2.Fish Small Goldenfish
3.Insects d2 Thunderbug, Godbug
4.Monster d6 Arzuros Pelt , Electro Sac, Gammoth Pelt, Med Monster Bone, Pale Extract, Monster Fluid
5.Unique Bag of Holding (DMG p.153)
Level D% Jungle
1.General d4 Huskberry x20, Raw Meat x10, Black Pearl (250g), Potion of Greater Healing
2.Mineral d2 Hard Armor Sphere, Dragonite Ore
3.Monster d6 Hornetaur Wing, R.Inferno Sac, Kelbi Horn, Anjanath Pelt, Screamer Sac x4, Ceanataur Shell
4.Unique Quaals's Feather Token (Roll to determine which feather, DMG p.197)
Level D% Desert
1.General d4 Large Barrel x5, Parashroom x5, Hot Pepper, Dust of Life x2
2.Mineral d2 Hard Armor Sphere, Dragonite Ore
3.Monster d6 Cephalos Scale, Lg Monster Bone, Med Monster Bone, Paralysis Sac, Coral Cephalos Scale, Hermitaur Claw
4.Unique Chime of Opening (DMG p.158)
Level D% Swamp
1.General d6 Bedroll, Antiseptic Stone, 10 Torches, Antidote, Blue Mushroom x5, Dragon Seed x10
2.Mineral d4 Machalite Ore, Heavy Armor Sphere, Lightcrystal, Dragonite Ore
3.Monster d6 Hornetaur Wing, Pukei-Pukei Scale, Med Monster Bone, Vibrant Pelt, N.Sleep Sac, V.Tobi-Kadachi Thickfur
4.Unique Mystery key (XGtE p.138)

1500gp Adventures (DC 22)

Level D% Snowy Mountains
1.Mineral d4 Lifecrystals, Hard Armor Sphere, Heavy Armor Sphere, Royal Armor Sphere
3.Insects d4 Flashbug, Godbug, Thunderbug, Emperor Locust
4.Monster d8 Banbaro Cortex, Zinogre Carapace, Frost Sac, Pale Extract, Blangonga Pelt, Daora Carapace, Elder Dragon Bone, Ukanlos Tail
5.Unique Elemental Gem (Emerald) (DMG p.167)
Level D% Jungle
1.General d6 Tropical Berry x3, Lg Barrel-bomb, Flash Bomb x2, Potion of Greater Healing, Antidote Horn, Dragon Toadstool
2.Mineral d4 Dragonite Ore, Carbalite Ore, Heavy Armor Sphere, Royal Armor Sphere
3.Insect d2 Godbug x5, Large Toxic Kumori
4.Monster d8 Black Pearl, Silverwind Blackfur, Garuga Shard, Leshen Resin, Inferno Sac, Tsukami Hide, Kirin Tail, Elder Dragon Bone
5.Unique 1 bean from the Bag of Beans (DMG p.152)
Level D% Desert
1.Mineral d4 Light Crystal, Lifecrystals, Heavy Armor Sphere, Royal Armor Sphere
2.Insect d4 Bitterbug x10, Flashbug x4, Godbug x5, Emperor Locust
3.Monster d6 Lunastra Scale, Monoblos Carapace, Diablos Tailcase, Valstrax Cortex, Royal Pyroxene, Queen Substance
4.Unique Nolzur's Marvelous Pigments (DMG p.183)
Level D% Swamp
1.General d2 Lg Barrel-bomb, Dragon Toadstool
2.Mineral d6 Dragonite Ore, Life Crystals, Carbalite Ore, Heavy Armor Sphere, Life Crystals, Royal Armor Sphere
3.Insect d2 Godbug x5, Bitterbug x10
4.Monster d8 Ceanataur Shell, Acidic Glavenus Shard, Rathalos Scale, Chameleos Webbing, Rathalos Carapace, Gogmazios Offenders, Honed Acidcryst, Brach Carapace

Sell Materials

Selling materials can be a difficult task at times. Demand is not always there and even if you have a legitimate buyer for one you may still not get the price you are expecting.

Resources. A character can find a buyer for a specific material by spending one workweek and 25gp, which is used to spread word of the desired sale. A character can pick up to 10 materials at a time to sell.

Resolution. A character who wants to sell materials must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Material Base Price and Material Item Offer tables below to determine the sale price.

Material Base Price
Creatures CR level Base Price*
0-3 25 gp
4-8 100 gp
9-13 500 gp
14-19 2,000 gp
20+ 4,000 gp

*All materials are the same price from a creature based on its CR level.

Material Item Offer
Check Total Offer
1-10 50% of base price
11-20 100% of base price
21+ 150% of base price

Palico Farm

A character who has the time, the money, and the needed tools can use downtime collecting resources at the palico farm.

Resources. This activity requires access to a farm run by felyne and melynx (typically found in any village or town), one workweek of effort plus a cost of 25 gp for access to the farm and tools required for the work.

Resolution. Choose a location stat block appropriate for your level or lower, and the area you are in. The character then chooses three resources to collect between: fish, insects, mushroom, or plants. The character can pick the same resource multiple times, but they cannot pick a resource that is not on the location stat block they chose. The character then makes three skill checks, one for each resource they chose. The DC is equal to the resource DC in the location stat block.

The type of check they make depends on the resource they are attempting to obtain. For fish, they make a Strength (Athletics) or Dexterity (Sleight of Hand) check. For insects, they make a Dexterity (Sleight of Hand) or Wisdom (Nature) check. For mushrooms, they make a Wisdom (Nature) or Wisdom (Survival) check. For plants, they make a Wisdom (Nature) or Wisdom (Survival) check.

For each successful check, the character rolls on the location stat blocks resource table, gaining the resource listed.

Complications. Complications while farming usually relate to the maintenance of the tools to gather the resources. Whenever a character starts a workweek on the palico farm, there is a 10 percent chance of one of the tools being unavailable due to maintenance. Roll on the complication table to determine why certain resources can't be collected this workweek.

   d4    Complication
1 The Fishing Pole is broken, a new one won't arrive for a workweek. The character can't collect fish.
2 The bugnet is filled with more holes than actual netting. The character can't collect insects.
3 The fields were just seeded, there are currently no plants to collect.
4 A mosswine got into the mushroom cave and ate every last mushroom. The character can't collect mushrooms to do this.

Chapter 3

Equipment, Resources,
& Crafting

Equipment

Equipment and Equipment Crafting are essentials of Monster Hunter. Players will seek out monster materials to use to improve their weapons, armor, and consumables. Below you will find the rules for weapons and armor, new items, and crafting.

Starting Equipment

When you create your character, you receive equipment based on a combination of your class and background as per usual with a standard D&D game, except that you start with at least one of the new Monster Hunter Weapons found in appendix B and two trinkets. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this book or in the PHB. See the Starting Wealth by Class table (PHB p.143) to determine how much gold you have to spend. You decide how your character came by this starting equipment. Typically you would have been equipped with a weapon, armor, and a backpack as part of graduating from the Wyvernian Academy, or from one of the other suggestions in the PHB.

Wealth

Wealth in the Monster Hunter universe is the same as in a standard D&D universe. Though it is a high magic setting, so a couple hundred gold is a pretty standard reward for a hunting party fresh out of the Wycademy. While high rank rewards can range in the tens if not hundreds of thousands.

Selling Treasure

Opportunities are abound to find monster parts research items; rare ores, bugs, plants, etc; and old weapons and armor. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that the town, guild, research fleet, or wandering merchants are interested in your loot.

Magical Items


Magical items do not exist in Monster Hunter the same way that they do in a normal D&D game. You cannot find or obtain a Flame Tongue Long sword, a Staff of Frost or any other magical armor, weapon, or wonderous items. Instead, when you kill or capture a creature, the party receives a number of materials that can be inserted into their weapons and armor to gain their magical effects. Think of it as a "create your own magical items."

The number of materials you obtain from a creature is shown on the creatures loot table located in the Monster Hunter Monster Loot Table PDF.

Limited Use Magical Items

Magical Items that have a limited number of uses, such as potions, food, spell scrolls, Bag of Beans (DMG 152), Dust of Disappearance (DMG 166), etc are all allowed and made available based on your GMs choosing.

Attunement

When you finish a Short or Long rest you can attune to one weapon, one armor, and two trinkets. You cannot attune to multiple weapons or armor, and only one attuned trinket is active at a time, granting you the material effect placed inside of it. As an action, you can swap between which trinket is active.

An unattuned armor or weapon acts as a common version of the weapon no matter its rarity; preventing the use of the weapon properties it gained from the rarity increase. Additionally, any materials in these unattuned armor or weapons are disabled until attuned.

Armor

Armor in the Monster Hunter universe is comprised of all nonmagical armor in the Player's Handbook (p.145) and uses the standard rules for the armor. A PC at level 1 starts with the armor in their starting equipment of their class. This armor can be enhanced at the Smithy using materials you obtain while out on a hunt. They usually have the look and feel of the monsters utilized to enhance the armor

Rarity

There are 5 rarities of armor in Monster Hunter: common, uncommon, rare, very rare, and legendary. Each rarity has a number of slots the hunter can use to place monster materials in. These monster materials enchant their armor with magical effects. When armor increases in rarity it does not gain any additional AC.

rarity slots

Common (1 Slot)
Uncommon (2 Slots)
Rare (3 Slots)
Very Rare (4 Slots)
Legendary (5 Slots)

Rules

Below you will find a set of rules that limit the materials that you can place in your armor, to provide a fair and balanced game:

  1. Your armor can only have one damage reduction, resistance, or immunity to any one damage type.
  2. Your armor can only have one advantage or immunity vs a condition such as poisoned, frightened, or prone.
  3. Your armor can only have one material that grants a bonus to AC.
  4. Your armor can only have one effect that uses runes.
  5. A material can only be replaced with another material. Once replaced the previous material is destroyed.
  6. Materials do not stack with improved versions of their effects, including unnamed materials (IE: detect does not stack with detect+).

Clothing

A class that does not use armor such as a barbarian, monk, or some spellcasters can choose a piece of clothing as their armor. For example, this could be a robe, a tunic, or a loincloth. This armor provides no AC increase, but they can have their rarity upgrade the same way as a normal piece of armor can be to increase the material slots for magical effects.

Upgrading your armor

When you want to upgrade your armor consult the table below. Once you have the correct number of resources, a smithy will upgrade your armor for the cost listed. It takes one week to complete the process.

Rarity Resource* Amount Needed      Cost     
Uncommon Armor Sphere 5 500 gp
Rare Hard Armor Sphere 10 1,500 gp
Very Rare Heavy Armor Sphere 15 6,000 gp
Legendary Royal Armor Sphere 20 24,000 gp

*Some creature materials will state that it is a "rarity" armor crafting material, these can be used in place of the resources listed in the table above.

Shields

Shields in the Monster Hunter universe can only be used with a weapon that already provides it. Any AC bonus it may provide is increased as the weapon's rarity changes, as shown in the weapons information in appendix B.

Weapons

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor an insect glaive or a heavy bowgun, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

There are 17 types of weapons in the Monster Hunter universe: Charge Blade, Dual Blades, Great Sword, Gunlance, Hammer, Hunting Horn, Insect Glaive, Lance, Longsword, Magnet Spike, Magus Staff, Switchaxe, Sword & Shield, Tonfas, Bow, Light Bowgun, and Heavy Bowgun. These are the only weapons available to the players and other npcs. Standard D&D weapons do not exist in this world, but their proficiencies are still used to determine which type of weapon each class can use. You can find information about each weapon’s compatible proficiencies in the weapon section of this guide.


 

All weapons stats & additional information can be found in Appendix B.

Unarmed Strikes

A character can choose to attune to an “unarmed item” instead of a weapon, such as handwraps, gauntlets, or knuckles. This item is treated as a weapon for upgrading, attunement and material placement. This item has no special properties except that it offers 1 additional material slot per rarity level. E.g. an uncommon "unarmed item" would have 3 material slots rather than 2.

Weapon Proficiencies

Below you will find the 15 weapons allowed in the Monster Hunter Universe and what proficiencies are required to wield them. You only need to have proficiency in one of the compatible weapons to have proficiency with one of the Monster Hunter weapons below. A weapon that has a shield, requires both the shield proficiency and compatible weapon proficiency.

Accel Axe

Martial Melee Weapon
Compatible Proficiency Battleaxe, Greataxe

Charge Blade

Martial Melee Weapon
Compatible Proficiency Shield, Greataxe, Shortsword, Longsword, Scimitar

Dual Blades

Martial Melee Weapon
Compatible Proficiency Longsword, Scimitar, Shortsword

Great Sword

Martial Melee Weapon
Compatible Proficiency Greatsword

Gunlance

Martial Melee Weapon
Compatible Proficiency Lance, Halberd

Hammer

Martial Melee Weapon
Compatible Proficiency Warhammer, Maul

Hunting Horn

Martial Melee Weapon
Compatible Proficiency Musical Instrument, Maul, Warhammer

Insect Glaive

Martial or Simple Melee Weapon
Compatible Proficiency Halberd, Glaive, Trident, Javelin, Spear

Lance

Martial Melee Weapon
Compatible Proficiency Lance, Halberd

Longsword

Martial Melee Weapon
Compatible Proficiency Greatsword, Longsword

Magnet Spike

Martial Melee Weapon
Compatible Proficiency Greatsword, Maul

Magus Staff

Simple Melee Weapon
Compatible Proficiency Quarterstaff

Splint Rapier

Martial Melee Weapon
Compatible Proficiency longsword, rapier, shortsword

Switchaxe

Martial Melee Weapon
Compatible Proficiency Greataxe, Greatsword

Sword & Shield

Martial or Simple Melee Weapon
Compatible Proficiency Shield; Shortsword, Longsword, Scimitar, Light Hammer, Mace

Tonfas

Martial or Simple Melee Weapon
Compatible Proficiency Club, Flail, Handaxe, Light Hammer, Mace, Quarterstaff, Warhammer

Wyvern Boomerang

Martial or Simple Melee Weapon
Compatible Proficiency Greatsword, Any weapon with the Thrown property

Bow

Martial or Simple Ranged Weapon
Compatible Proficiency Shortbow, Longbow

Dual Repeaters

Martial Ranged Weapon
Compatible Proficiency Firearms, Hand Crossbow

Heavy Bowgun

Martial Ranged Weapon
Compatible Proficiency Heavy Crossbow

Light Bowgun

Simple Ranged Weapon
Compatible Proficiency Light Crossbow

Rarity

There are 5 rarities of weapons in Monster Hunter: common, uncommon, rare, very rare, and legendary. Each rarity has a number of slots the hunter can place materials into, enhancing their weapon with magical effects. Additionally, as the weapon’s rarity increases their effects also improve.

rarity slots

Common (1 Slot)
Uncommon (2 Slots)
Rare (3 Slots)
Very Rare (4 Slots)
Legendary (5 Slots)

Rules

Below you will find a set of rules that limit the materials that you can place in your weapon, to provide a fair and balanced game:

  1. A weapon can have one material that causes an effect when you roll a 20, such as critical status effect on the Fancy Beak material. This material is exempt from rule 2.
  1. A weapon can only have one extra damage, condition inflicting, or on-hit effect material. The extra damage material rule doesn't apply to materials that have a requirement to deal that extra damage, such as the partbreaker effect found on the Gravios Carapace material.
  2. A weapon can only have one effect that uses runes.
  3. A weapon can only have one bonus to spell DC and spell attack rolls.
  4. A material can only be replaced with another material. Once replaced the previous material is destroyed.
  5. Materials do not stack with improved versions of their effects, including unnamed materials (IE: critical eye+1 does not stack with critical eye+2)

Upgrading your weapon

When you want to upgrade your weapon consult the table below. Once you have the correct number of resources, a smithy will upgrade your weapon for the cost listed. It takes one week to complete the process.

Rarity Resource* Amount Needed    Cost**   
Uncommon Earth Crystal 5 500 gp
Rare Machalite Ore 10 1,000 gp
Very Rare Dragonite Ore 15 4,000 gp
Legendary Carbalite Ore 20 16,000 gp

*Some creature materials will state that it is a "rarity" weapon crafting material, these can be used in place of the resources listed in the table above.

Trinkets

Trinkets in Monster Hunter are not just for show. They have 1 material slot that you can place a weapon or armor material into and still gain their benefit as if it was in a weapon or armor set. You can have up to two trinkets on you at a time, but you only gain the effect of one of the trinkets at a time. As an action, you can swap which trinket effect you are using.

Players can choose a trinket from the Player's Handbook (p.159) or perhaps a trophy from a creature they have hunted. If they do not find something they like on the list, the player can work with the GM to choose an appropriate trinket for their setting.

Rules

If the material grants an effect such as extra damage on weapon attacks, or requires the armor to be worn, then it only works on armor or weapons you are attuned to.

Cosmetic Material Slot

There are many materials you may find while hunting monsters. These cosmetic materials have no mechanical benefit, but change your characters appearance in some way. You have one cosmetic slot in either your armor or weapon (your choice) that you can place a cosmetic material into or replace when you find a different that suits your character a bit more.

Armor & Weapon Pricing

Weapons* Cost Damage AC Weight Properties
    Accel Axe 50 gp 1d12 slashing 8 lb. heavy, two-handed
    Charge Blade 30 gp Varies, see Appendix B. 7 lb. heavy, two-handed, switch mode
    Dual Blades 30 gp 1d6 slashing —  4 lb. finesse, light, comes with a main & offhand weapon
    Great Sword 50 gp 2d6 slashing —  6 lb. heavy, two-handed.
    Gunlance 50 gp 1d8 piercing +2 12 lb. reach, reload, comes with a shield
    Hammer 35 gp 2d6 bludgeoning —  10 lb. heavy, two-handed
    Hunting Horn 50 gp 1d12 bludgeoning         —  8 lb. heavy, two-handed, chord length: 2
    Insect Glaive 35 gp 1d10 slashing —  5 lb. two-handed
    Lance 40 gp 1d8 piercing +2 12 lb. reach, versatile (1d10), comes with a shield
    Longsword 25 gp 1d10 slashing —  3 lb. two-handed
    Magnet Spike 35 gp Varies see Appendix B. —  7 lb. heavy, two-handed
    Magus Staff 20 gp 1d6 bludgeoning —  4 lb. versatile (1d8)
    Splint Rapier 30 gp Varies, see Appendix B. —  4 lb. finesse, light
    Switch Axe 30 gp Varies, see Appendix B. —  7 lb. heavy, two-handed
    Sword & Shield 20 gp 1d6 slashing +2 8 lb. finesse, light
    Tonfas 25 gp 1d6 bludgeoning —  6 lb. light, comes with a main & offhand weapon
    Wyvern Boomerang 40 gp 1d10 slashing —  8 lb. heavy, two-handed, thrown (60/180)
    Bow 24 gp 1d8 piercing —  2 lb. ammunition (range 150/600), two-handed
    Dual Repeaters 25 gp 2d4 piercing —  5 lb. ammunition (range 30/120), finesse, loading (6), light, special.
    Heavy Bowgun 50 gp 1d10 piercing, —  18 lb. ammunition (range 100/400, heavy, two-handed
    Light Bowgun 24 gp 1d4 piercing —  5 lb. ammunition (range 80/320), two-handed, rapid fire
Armor Cost Armour Class (AC) Strength Stealth Weight
Light Armor  
    Padded 5 gp 11 + Dex modifier Disadvantage 8 lb.
    Leather 10 gp 11 + Dex modifier 10 lb.
    Studded Leather 45 gp 12 + Dex modifier 13 lb.
Medium Armor
    Hide 10 gp 12 + Dex modifier (max 2) 12 lb.
    Chain Shirt 50 gp 13 + Dex modifier (max 2) 20 lb.
    Scale Mail 50 gp 14 + Dex modifier (max 2) Disadvantage 45 lb.
    Breastplate 400 gp 14 + Dex modifier (max 2) 20 lb.
    Half Plate 700 gp 15 + Dex modifier (max 2) Disadvantage
Heavy Armor
    Ring Mail 30 gp 14 Disadvantage 40 lb.
    Chain Mail 75 gp 16 Str 13 Disadvantage 55 lb.
    Splint 200 gp 17 Str 15 Disadvantage 60 lb.
    Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.

*Weapons have additional magical properties depending on their rarity. You can find more information about each weapon in           Appendix B.
  **Shields are not sold separately by the smithy, they are part of specific weapon purchases.
 ***No other armor exists in Monster Hunter. +1 armor or +3 armor is not something you will find at the smithy or on a hunt.

Let's walk through it all

With all the information you have read above, let's give an example of what you might see at the start of your game and how it all works.


Conrad is a level 2 fighter who has just killed his first great jagras (p.68 MHMM) He is currently wielding a common greatsword, wearing chainmail (that he got with his starting equipment), and has a tiny silver icon of a raven (his Trinket) attached to his belt.

Being excited over his first kill, Conrad attempts to carve the great jagras to obtain some materials he might be able to use. The GM then looks up the great jagras in the Monster Hunter Loot Table PDF to see how many carves Conrad will get to attempt on the creature. In this case we can see the great jagras's loot table on the right. Looking at the top of the table, Conrad gets two attempts at carving this creature (He would have also gotten two rolls on the capture table should he have captured it).

Next we need to determine the DC of the carve check. In this case the difficulty is a DC 12 (10 + 1/2 of the creatures CR rounded down). So Conrad makes his first Wisdom (Survival) check and rolls a 13! A success, and on a success we roll a d20. Conrad rolls a 14 which we compare to the carve chance section of the loot table. A 14 gets Conrad a Great Jagras Mane which is an armor material that makes it so you no longer need to eat or drink.

On Conrad's second carve attempt he rolls another Wisdom (Survival) check and rolls a 9. With the carve DC being 12 he fails the second carve attempt. Just because Conrad failed, doesn't mean he does not get anything, instead a failure results in you rolling a 1 on the creature's loot table. For his second item Conrad gets a great jagras scale which gives a +2 bonus to intimidation checks when placed into an armor slot. With the hunt complete, Conrad returns to the guild and reports his success.

At the guild he wants to make use of the materials he has just obtained, but he realizes there is one issue. Both materials he gathered are both armor materials and his common chainmail only has 1 slot. He has to choose which material to place into his armor. After some thought and deliberation, Conrad decides to place the great jagras mane into his armor, so that he no longer needs to eat or drink while he is attuned to this armor.

He then places the great jagras scale material into his trinket, because it can hold either 1 armor or weapon material in it. This way he can always have the great jagras scale effect when he needs to be a bit more intimidating. He can also then replace the great jagras scale with a stronger material once he finds one he prefers.


Hopefully this walkthrough of the process helps answer any questions you might have. The one thing I will note is that the great jagras is a lower CR creature and as such most of its materials have common magical effects, but as you start to kill stronger and more difficult creatures you will begin to see more powerful materials that you can socket into your armor, trinket, and weapons.


Great Jagras

Challenge Rating 4
Carves/Capture 2

Carve Chance Capture Chance Material Slots
1-6 1-4 Great Jagras Scale (A)
7-11 5-10 Great Jagras Hide (A)
12-15 11-14 Great Jagras Mane (A)
16-20 15-16 Great Jagras Claw (W)
17-20 Monster Bone+ (O)

ARMOR MATERIAL EFFECTS
Great Jagras Scale
You have a +2 bonus to Intimidation checks while you wear this armor.

Great Jagras Hide
Speed Eating. While you are attuned to this armor, you can use any consumable, such as a potion or food, as a bonus action; so long as you are the one consuming it.

Great Jagras Mane
Free meal. While attuned to this armor, you no longer need to eat or drink.


WEAPON MATERIAL EFFECTS
Great Jagras Claw
Palico Rally. NPC allies within 10 feet of you gain +1 AC and +1 to attack rolls while you are attuned to this weapon.


OTHER MATERIAL EFFECTS
Monster Bone+
Rare weapon crafting material.

Monster Hunter Items

This section describes additional items that are found within the Monster Hunter Universe. It also provides special rules or details that require further explanation.

    Antidote. A poisoned creature that drinks this vial of liquid, neutralizes the poison afflicting it. If more than one poison afflicts the creature, it neutralizes one at random.

Antidote Horn. (Replaces one of the hunter’s trinkets) This horn has 3 charges. While holding it, you can use an action to expend a charge to give one creature that is within 60 feet of you advantage on saving throws against poisons for 1 hour. It confers no benefit to undead or constructs. The horn regains 1d4-1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the horn is destroyed.

Antiseptic Stone. An unnatural crystal with enhanced antiseptic qualities. As an action you can crush the stone, to gain advantage on saving throws against diseases for 1 hour.

Armor Horn. (Replaces one of the hunter’s trinkets) This horn has 3 charges. While holding it, you can use an action to expend a charge to cast the shield of faith spell from it, but you must maintain concentration on the spell. The horn regains 1d4-1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the horn is destroyed.

BBQ Spit. Just what you need to cook meat. A must-have item for any hungry hunter.

Bomb Casing. A base material for making hand-thrown bombs.

Bounce Bomb. Setting fire to a bounce bomb causes it to launch 100 feet into the air and explode. It explodes early if it impacts a creature or object before reaching its maximum height, dealing 3d6 fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage.

Bug Net A durable net for catching bugs.

Carving Knife. Allows the wielder to add their proficiency bonus to carve checks, if they are not already proficient with the survival skill.

Catalyst. Works with other materials to enhance their effects. Cannot be used by itself.

Cleanser. As an action you can apply this clear, scentless liquid to your armor or clothing. Removing any ice, mud, or webbing on you.

Cool Drink. This white, translucent, pearly syrup, smells of spearmint and alcohol. When you drink it, you suffer no harm from temperatures as warm as 120 degrees Fahrenheit (49 degrees celsius) for the next 24 hours.

Deodorant. As an action, you can activate this item, releasing a puff of deodorizing smoke that removes all natural and unnatural odors from your body. Additionally, for 1 hour, creatures have disadvantage on Wisdom (Perception) checks against you that rely on smell.

Disposable Earplugs. Basic foam style earplug protection. You are deafened and have advantage on saving throws against thunder damage while these earplugs are in use. Once removed, the earplugs dissolve.

    Dung Bomb. As an action, you can throw this bomb up to 40 feet, releasing a horrid stench on impact. Make a ranged attack against a creature or object, treating the dung bomb as an improvised weapon. On a hit, the creature has disadvantage on Wisdom (Perception) checks that rely on sight smell for 1 hour and disadvantage on Constitution saving throws to maintain concentration for 1 minute. If the target is a creature with an Intelligence score of 8 or lower, it must succeed on a DC 15 Constitution saving throw or immediately use its reaction to move up to its speed away from you.

Field Horn. (Replaces one of the hunter’s trinkets) When you play this horn, each hostile creature within 60 feet of you must make a DC 14 Wisdom saving throw. On a failed save, the creature will do everything it can on its turn to move towards and attack you. Once you use this horn, roll a d20. On a 5 or less, the horn is destroyed.

Fishing Lure (Arrowana). When you succeed on a fishing skill check while using this lure, roll a 1d4. On a 1-2, you catch a burst arrowana; on a 3-4, you catch a bomb arrowana. If you roll a 1 on your fishing skill check, the line snaps and the lure is lost.

Fishing Lure (Popfish). When you succeed on a fishing skill check while using this lure, you catch a popfish instead of rolling on the fish resource table. If you roll a 1 on your fishing skill check, the line snaps and the lure is lost.

Fishing Lure (Sushifish). When you succeed on a fishing skill check while using this lure, you catch a sushifish instead of rolling on the fish resource table. If you roll a 1 on your fishing skill check, the line snaps and the lure is lost.

Fishing Lure (Pin Tuna). When you succeed on a fishing skill check while using this lure, you catch a pin tuna instead of rolling on the fish resource table. If you roll a 1 on your fishing skill check, the line snaps and the lure is lost.

Fishing Lure (Whetfish). When you succeed on a fishing skill check while using this lure, you catch a whetfish instead of rolling on the fish resource table. If you roll a 1 on your fishing skill check, the line snaps and the lure is lost.

Flash Bomb. As an action, you can throw this bomb up to 40 feet, creating a blinding flash of light on impact. Make a ranged attack against a creature or object, treating the flash bomb as an improvised weapon. On a hit, the creature is blinded for 1 minute. A creature can end this effect early by succeeding on a DC 13 Constitution saving throw at the end of their turn.

Frozen Berry. When you eat this berry, you gain resistance to fire damage for 1 hour.

Gunpowder. A dangerous substance that explodes when struck or heated. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Health Horn (Replaces one of the hunter’s trinkets) You can play a soothing tune with this horn when you take a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d4 hit points.

    Hot Drink. Kept in a standard glass vial, with a closed lid on top. The liquid inside is sparkling and orange, smelling and tasting of burning red peppers. When you drink it, you can tolerate temperatures as low as −50 degrees Fahrenheit (-45 degrees celsius) without any additional protection for 24 hours. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit (-73 degrees celsius).

Immunizer. A creature that drinks this vial of opaque liquid, gains advantage on saving throws against diseases for 1 hour. It confers no benefit to undead or constructs.

Lg Barrel-bomb. Setting fire to a lg barrel-bomb causes it to explode, dealing 7d6 fire damage to creatures within 10 feet of it. A successful DC 15 Dexterity saving throw halves the damage.

Meat (Chilled). When you eat this meat, you suffer no harm from temperatures as warm as 120 degrees Fahrenheit (49 degrees celsius) for the next 24 hours.

Meat (Drugged). A creature that eats this meat must succeed on a DC 15 Constitution saving throw or fall unconscious for 5 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Meat (Hot). When you eat this meat, you can tolerate temperatures as low as −50 degrees Fahrenheit (-45 degrees celsius) without any additional protection for 24 hours. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit (-73 degrees celsius).

Meat (Poisoned). A creature that eats this meat must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.

Meat (Tainted). A creature that eats this meat must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mega Nutrients. A creature that drinks this vial of liquid increases its hit point maximum by 10 and it gains the same number of hit points. This benefit lasts for 8 hour.

Nutrients. A creature that drinks this vial of liquid increases its hit point maximum by 5 and it gains the same number of hit points. This benefit lasts for 8 hour.

Oxygen Supply. A bulb filled with Oxygen. Provides 10 minutes of breathable air.

Paintball. When you throw this item at a creature, make a ranged weapon attack. On a hit, the creature is marked for 1 hour. While marked you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it.

Pitfall Trap. As an action, you place down a 2-foot wide circular pressure plate in an unoccupied space within 5 feet of you. The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the ground in a 10-foot-cubed area below the pressure plate to vanish and causing the Huge or smaller creature or object to spill into the newly formed pit. If the target is a creature, they must succeed on a DC 14 Strength saving throw or also be restrained by the nets released from the pressure plate. A restrained creature may repeat its saving throw at the end of its turn, destroying the net on a successful save.

    Pitfall Trap+. Same as a pitfall trap, but the save DC is increased to 18.

Poison Smoke Bomb. As an action, a character can throw a smoke bomb at a point up to 40 feet away. One round after a smoke bomb lands, it emits a cloud of poisonous smoke that creates a heavily obscured area in a 20-foot radius. A creature that starts its turn in the smoke must succeed on a DC 13 Constitution saving throw, or be poisoned for 1 hour. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. A poisoned creature can repeat its saving throw at the end of its turn, ending the effect on itself on a successful save.

Shock Trap. As an action, you place down an electrical trap that covers a 10-foot-square area on the ground. The trap activates when a Large or bigger creature or object enters the traps area, sending an electric current through it. The creature or object must succeed on a DC 14 Constitution saving throw or be incapacitated, and have its movement speed reduced to 0 for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.

Shock Trap+. Same as a shock trap, but the save DC is increased to 18.

Sm Barrel-bomb. Setting fire to a sm barrel-bomb causes it to explode, dealing 3d6 fire damage to creatures within 10 feet of it. A successful DC 12 Dexterity saving throw halves the damage.

Smoke Bomb. As an action, a character can throw a smoke bomb at a point up to 40 feet away. One round after a smoke bomb lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Sonic Bomb. As an action, you can throw this bomb up to 40 feet, creating an ear piercing sound on impact. Make a ranged attack against a creature or object, treating the sonic bomb as an improvised weapon. On a hit, the creature is deafened for 1 minute. A creature can end this effect early by succeeding on a DC 13 constitution saving throw at the end of their turn.

Tranq Bomb. As an action, you can throw this bomb up to 40 feet, releasing a tranquilizing gas on impact. Make a ranged attack against a creature or object, treating the tranq bomb as an improvised weapon. On a hit, roll 5d8. If the target is below one-fourth of its maximum hit points and its remaining hits points are below the number rolled, it falls unconscious for 24 hours.

You can hit a creature with up to three tranq bombs or ammo. Adding the total of each tranq bomb or ammo together. If the creature does not fall unconscious after a third tranq bomb or ammo, it becomes immune to their effect for 24 hours.

A creature that does not have a capture loot table, is immune to tranq bombs or ammo effect.

Trap Tool. A must-have item for putting together Pitfall Traps and other kinds of traps.

Well-done Steak. When you eat this steak, it acts as a 1 days ration and provides a +1 bonus to any one skill of your choice for the next 8 hours.

Magic Items

Below you will find a list of consumable and wondrous magical items that are unique to the Monster Hunter Universe.

Adamant Pill

Potion, uncommon


You gain +2 AC for the next 10 minutes. Taking more than one adamant pill at a time does not increase your AC beyond the +2 bonus it already provides, it instead increases the duration.

Air Philter

Potion, uncommon


When you drink this potion you can breathe normally in any environment for 1 hour, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Ancient Potion

Potion, very rare


When you drink this potion, you regain 8d4+8 hit points. It also removes any exhaustion you are suffering from.

Armorskin

Potion, rare


Your AC becomes 13 + your Dexterity modifier for the next 8 hours.

Dash Juice

Potion, uncommon


This potion is in a conical smooth glass bottle. It has a yellow color and fizzing bubbles. When you drink this potion, your speed increases by 10 feet for 1 hour.

Demondrug

Potion, rare


When you drink this potion, your Strength score increases by +2 for 1 hour.

Dust of Life

Wondrous item, very rare


When used, you and the 7 closest creatures within 10 feet of you heal for 1d6+2 hit points.

Energy Drink

Potion, rare


When you drink this vial, you reduce your exhaustion level by one.

Herbal Medicine

Potion, uncommon


When you drink this vial of liquid, you gain advantage on saving throws against poison for 1 hour and you heal for 1d4 hit points. It confers no benefit to undead or constructs.

Lifepowder

Wondrous item, rare


When used, you and the 7 closest creatures within 10 feet of you heal for 1d4+2 hit points.

Max Potion

Potion, very rare


When you drink this pale yellow potion, it removes all effects that are reducing your hit point maximum and you regain 70 hit points.

Mega Air Philter

Potion, rare


When you drink this potion you can breathe normally in any environment for 24 hours, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Mega Dash Juice

Potion, very rare


This potion is in a small crystal vial embossed with a winged boot. The yellow liquid inside spins at a high rate of speed, even when left alone on a shelf. When you drink this potion, your speed increases by 20 feet for 1 hour.

Mega Demondrug

Potion, very rare


When you drink this potion, your Strength score increases by +4 for 1 hour.

Mega Armorskin

Potion, very rare


Your AC becomes 15 + your Dexterity modifier for the next 8 hours.

Might Pill

Potion, common


When you swallow this pill, your Strength score increases by +4 for 1 minute. Once the effect wears off you gain one level of exhaustion. This bonus does not stack with any other effect that increases your Strength score.

Power Juice

Potion, rare


You gain the benefits of the haste spell for 1 minute or until your Concentration ends (as if concentrating on a spell).

Psychoserum

Potion, rare


This potion temporarily sharpens your sixth sense and attunes you to the ways of monsters. You have advantage on Wisdom (Survival) checks when tracking a creature for 24 hours.

Monster Hunter Items

Item Cost Weight
Antidote 75 gp — 
Antiseptic Stone 50 gp 1 lb.
Barrel Bombs
    Bounce Bomb 50 gp 5 lb.
    Lg Barrel-bomb 250 gp 20 lb.
    Sm Barrel-bomb 35 gp 5 lb.
BBQ Spit 1 gp 4 lb.
Bomb Casing 10 gp 0 lb.
Bug Net 2 gp 1 lb.
Carving Knife 50 gp 1 lb.
Catalyst 50 gp 1 lb.
Cleanser 300 gp 1/2 lb.
Cool Drink 90 gp 1/2 lb.
Deodorant 200 gp 1/2 lb.
Disposable Earplugs 10 gp — 
Fishing Lures
    Fishing Lure (Arrowana) 1 gp 1/4 lb.
    Fishing Lure (Popfish) 1 gp 1/4 lb.
    Fishing Lure (Sushifish) 1 gp 1/4 lb.
    Fishing Lure (Tuna) 1 gp 1/4 lb.
    Fishing Lure (Whetfish) 1 gp 1/4 lb.
Frozen Berry*
Gunpowder (10 oz) 3 gp
Handheld Bombs
    Dung Bomb 100 gp 1/2 lb.
    Flash Bomb 100 gp 1/2 lb.
    Poison Smoke Bomb 50 gp 1/2 lb.
    Smoke Bomb 50 gp 1/2 lb.
    Sonic Bomb 100 gp 1/2 lb.
    Tranq Bomb 50 gp 1/2 lb.
Horns
    Armor Horn 1200 gp 2 lb.
    Antidote Horn 300 gp 2 lb.
    Field Horn 400 gp 2 lb.
    Health Horn 500 gp 2 lb.
Hot Drink 90 gp 1/2 lb.
Immunizer 180 gp 1/2 lb.

*This item can't be bought, only crafted from the combo list.

Item Cost Weight
Large Barrel 2 gp 2 lb.
Meat
    Meat (Chilled)* —  1 lb.
    Meat (Drugged)* —  1 lb.
    Meat (Hot)* —  1 lb.
    Meat (Poisoned)* —  1 lb.
    Meat (Tainted)* —  1 lb.
Mega Nutrients* —  1 lb.
Nutrients* —  1/2 lb.
Oxygen Supply 15 gp 1 lb.
Paintball 20 gp 1/2 lb.
Small Barrel 1 gp 1 lb.
Traps
    Pitfall Trap 700 gp 10 lb.
    Pitfall Trap+ 1500 gp 10 lb.
    Shock Trap 1000 gp 10 lb.
    Shock Trap+ 2000 gp 10 lb.
Trap Tool 500 gp 10 lb.
Well-done Steak* —  1 lb.

Magic Items

Item Cost Weight
Ancient Potion 10,000 gp 1 lb.
Adamant Pill 200 gp — 
Air Philter 75 gp 1 lb.
Armorskin 375 gp 1/2 lb.
Dash Juice 75 gp 1/2 lb.
Demondrug 1500 gp 1/2 lb.
Dust of Life 1000 gp 1 lb.
Energy Drink 2000 gp 1/2 lb.
Herbal Medicine 75 gp 1/2 lb.
Lifepowder 300 gp 1 lb.
Max Potion 10,000 gp 1 lb.
Mega Air Philter 180 gp 1 lb.
Mega Armorskin 750 gp 1/2 lb.
Mega Dash Juice 375 gp 1/2 lb.
Mega Demondrug 4000 gp 1/2 lb.
Might Pill 1500 gp — 
Power Juice 400 gp 1/2 lb.
Psychoserum 500 gp 1/2 lb.

Shops

There is a wide variety for shops in monster hunter, the most common of them are the Provision Stockpile, the Smithy, and the General Store. There are also traveling merchants that appear on occasion offering an assortment of items.

The Provision Stockpile

The provision stockpile appears in almost all cities, towns, and villages. Typically found within a guild hall and run by a guild receptionist. Characters that do not belong to the hunter's guild cannot purchase from the Provision Stockpile. Below you will find a list of items the provision stockpile sells.

Item Cost Weight
Antidote 75 gp — 
Adamant Pill 200 gp ---
Antiseptic Stone 50 gp 1 lb.
Armorskin 375 gp 1/2 lb.
Barrel Bombs
    Bounce Bomb 50 gp 5 lb.
    Lg Barrel-bomb 250 gp 20 lb.
    Sm Barrel-bomb 35 gp 5 lb.
BBQ Spit 1 gp 4 lb.
Bomb Casing 10 gp 0 lb.
Bug Net 2 gp 1 lb.
Carving Knife 50 gp 1 lb.
Cleanser 300 gp 1/2 lb.
Cool Drink 90 gp 1/2 lb.
Dash Juice 75 gp 1/2 lb.
Demondrug 1500 gp 1/2 lb.
Deodorant 200 gp 1/2 lb.
Disposable Earplugs 10 gp ---
Dust of Life 1000 gp 1 lb.
Energy Drink 2000 gp 1/2 lb.
Item Cost Weight
Handheld Bombs
    Dung Bomb 100 gp 1/2 lb.
    Flash Bomb 100 gp 1/2 lb.
    Poison Smoke Bomb 50 gp 1/2 lb.
    Smoke Bomb 50 gp 1/2 lb.
    Sonic Bomb 100 gp 1/2 lb.
    Tranq Bomb 50 gp 1/2 lb.
Herbal Medicine 75 gp 1/2 lb.
Item Cost Weight
Horns
    Armor Horn 1200 gp 2 lb.
    Antidote Horn 300 gp 2 lb.
    Field Horn 400 gp 2 lb.
    Health Horn 500 gp 2 lb.
Hot Drink 90 gp 1/2 lb.
Immunizer 180 gp 1/2 lb.
Lifepowder 300 gp 1 lb.
Mega Armorskin 750 gp 1/2 lb.
Mega Dash Juice 375 gp 1/2 lb.
Mega Demondrug 4000 gp 1/2 lb.
Might Pill 1500 gp ---
Paintball 20 gp 1/2 lb.
Psychoserum 500 gp 1/2 lb.
Traps
    Pitfall Trap 700 gp 10 lb.
    Pitfall Trap+ 1500 gp 10 lb.
    Shock Trap 1000 gp 10 lb.
    Shock Trap+ 2000 gp 10 lb.

The General Store

The general store has all your basic lifestyle and hunter needs. Here you will find a variety of items, tools, and trinkets any person may use in their life along with a few standard items for hunting. Below are some of the items you may find in a general store.

Item Cost Weight
Abacus 2 gp 2 lb.
Acid (vial) 25 gp 1 lb.
Alchemist’s fire (flask) 50 gp 1 lb.
Alchemist's supplies 50 gp 8 lb.
Antitoxin (vial) 50 gp
Backpack 2 gp 5 lb.
Bedroll 1 gp 7 lb.
Bottle, glass 2 gp 2 lb.
Brewer's supplies 20 gp 9 lb.
Bucket 5 cp 2 lb.
Bug net 1 sp 1 lb.
Candle 1 cp
Item Cost Weight
Chest 5 gp 25 lb.
Climber's kit 25 gp 12 lb.
Clothes, traveler’s 2 gp 4 lb.
Deodorant 200gp 1/2 lb.
Flask or tankard 2 cp 1 lb.
Fishing Lures
    Fishing Lure (Arrowana) 1 gp 1/4 lb.
    Fishing Lure (Popfish) 1 gp 1/4 lb.
    Fishing Lure (Sushifish) 1 gp 1/4 lb.
    Fishing Lure (Tuna) 1 gp 1/4 lb.
    Fishing Lure (Whetfish) 1 gp 1/4 lb.
Fishing tackle 1 gp 4 lb.
Grappling hook 2 gp 4 lb.
Healer’s kit 5 gp 3 lb.
Herbalism kit 5 gp 3 lb.
Horn 3 gp 2 lb.
Ink (1 ounce bottle) 10 gp
Ink pen 2 cp
Magnifying glass 100 gp
Mess kit 2 sp 1 lb.
Oil (flask) 1 sp 1 lb.
Poisoner's Kit 50 gp 2 lb.
Potion of healing 50 gp 1/2 lb.
Rations (1 day) 5 sp 2 lb.
Rope, hempen (50 feet) 1 gp 10 lb.
Rope, silk (50 feet) 10 gp 5 lb.
Sack 1 cp 1/2 lb.
Tent, two-person 2 gp 20 lb.
Tinderbox 5 sp 1 lb.
Torch 1 cp 1 lb.
Vial 1 gp
Waterskin 2 sp 5 lb. (full)

Traveling Merchants

Traveling Merchants are vendors who randomly visit towns for one day before heading off to their next destination. Their inventory is an assortment of random items, typically between 5-10 items. These can range from typical general store items to rarer monster materials. When a traveling merchant arrives it is up to the GM to determine what they might be selling.

If the traveling merchant is selling monster materials, the price of the material can roughly be determined by the creatures CR as shown on the table below.


Material Base Price
Creatures CR level Base Price*
0-3 100 gp
4-8 400 gp
9-13 2000 gp
14-19 8,000 gp
20+ 20,000 gp

*The higher the material on the roll table, typically the 17-20 roll range, should have its price doubled as it is the stronger effects you can gain from hunting those creatures.
*For low CR creatures, the lowest material on the table should be at half price.


Example Traveling Merchant 1
Item Cost Weight
Cool Drink 90gp 1/2 lb.
Crowbar 2 gp 5 lb.
Grappling Hook 2 gp 4 lb.
Great Jaggi Head 200 gp 5 lb.
Hot Drink 90gp 1/2 lb.
Hunting trap 5 gp 25 lb.
Jaggi Scale 50 gp
Lantern, hooded 5 gp 2 lb.
Pick, miner’s 2 gp 10 lb.
Rations (1 day) 5 sp 2 lb.
Rope, hempen (50 feet) 1 gp 10 lb.

Example Traveling Merchant 2
Item Cost Weight
Armor Horn 1200 gp 2 lb.
Barroth Gem 800 gp
Bounce Bomb 50 gp 5 lb.
Fishing Lure (Popfish) 1 gp 1/4 lb.
Grappling Hook 2 gp 4 lb.
Hot Drink 90gp 1/2 lb.
Potion of healing 50 gp 1/2 lb.
Rathian Carapace 400 gp
Rations (1 day) 5 sp 2 lb.
Rope, hempen (50 feet) 1 gp 10 lb.
Torch 1 cp 1 lb.

The Smithy

A workshop designed to answer all equipment-related needs, the Smithy may be the most vital of facilities for any hunter. At the Smithy, hunters can not only purchase new weapons and armor, but they can upgrade their existing weapons and armor, allowing them to place additional creature materials into them. The Smithy also acts as a standard blacksmith for those around the town, providing them with items for everyday use. Below you will find a list of items you can find at the Smithy.

Weapons Cost Damage AC Weight Properties
    Accel Axe 50 gp 1d12 slashing 8 lb. heavy, two-handed
    Charge Blade 30 gp Varies see Appendix B. 7 lb. heavy, two-handed, switch mode
    Dual Blades 30 gp 1d6 slashing —  4 lb. finesse, light, comes with a main & offhand weapon
    Great Sword 50 gp 2d6 slashing —  6 lb. heavy, two-handed.
    Gunlance 50 gp 1d8 piercing +2 12 lb. reach, reload, comes with a shield
    Hammer 35 gp 2d6 bludgeoning —  10 lb. heavy, two-handed
    Hunting Horn 50 gp 1d12 bludgeoning         —  8 lb. heavy, two-handed, chord length: 2
    Insect Glaive 35 gp 1d10 slashing —  5 lb. two-handed
    Lance 40 gp 1d8 piercing +2 12 lb. reach, versatile (1d10), comes with a shield
    Longsword 25 gp 1d10 slashing —  3 lb. two-handed
    Magnet Spike 35 gp Varies see Appendix B. —  7 lb. heavy, two-handed
    Magus Staff 20 gp 1d6 bludgeoning —  4 lb. versatile (1d8)
    Splint Rapier 30 gp Varies, see Appendix B. —  4 lb. finesse, light
    Switch Axe 30 gp Varies see Appendix B. —  7 lb. heavy, two-handed
    Sword & Shield 20 gp 1d6 slashing +2 8 lb. finesse, light
    Tonfas 25 gp 1d6 bludgeoning —  6 lb. light, comes with a main & offhand weapon
    Wyvern Boomerang 40 gp 1d10 slashing —  8 lb. heavy, two-handed, thrown (60/180)
    Bow 24 gp 1d8 piercing —  2 lb. ammunition (range 150/600), two-handed
    Dual Repeaters 25 gp 2d4 piercing —  5 lb. ammunition (range 30/120), finesse, loading (6), light, special.
    Heavy Bowgun 50 gp 1d10 piercing, —  18 lb. ammunition (range 100/400, heavy, two-handed
    Light Bowgun 24 gp 1d4 piercing —  5 lb. ammunition (range 80/320), two-handed, rapid fire
Armor Cost Armour Class (AC) Strength Stealth Weight
Light Armor  
    Padded 5 gp 11 + Dex modifier Disadvantage 8 lb.
    Leather 10 gp 11 + Dex modifier 10 lb.
    Studded Leather 45 gp 12 + Dex modifier 13 lb.
Medium Armor
    Hide 10 gp 12 + Dex modifier (max 2) 12 lb.
    Chain Shirt 50 gp 13 + Dex modifier (max 2) 20 lb.
    Scale Mail 50 gp 14 + Dex modifier (max 2) Disadvantage 45 lb.
    Breastplate 400 gp 14 + Dex modifier (max 2) 20 lb.
    Half Plate 700 gp 15 + Dex modifier (max 2) Disadvantage
Heavy Armor
    Ring Mail 30 gp 14 Disadvantage 40 lb.
    Chain Mail 75 gp 16 Str 13 Disadvantage 55 lb.
    Splint 200 gp 17 Str 15 Disadvantage 60 lb.
    Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.

*Shields are not sold separately by the smithy, they are part of specific weapon purchases.
  **No other armor exists in Monster Hunter. +1 armor or +3 armor is not something you will find at the smithy or on a hunt.

The Smithy Continued.

Ammo
Item Cost Weight Max Capacity
Bowgun Ammo
    Normal Ammo (20) 1 gp 1.5 lb. 80
    Spread Ammo (20) 3 gp 1.5 lb. 40
    Tranq Ammo (1) 50 gp 1.5 lb. 20
Heavy Bowgun only ammo
    Pierce lvl 1 (20) 2 gp 1.5 lb. 20
    Pierce lvl 2 (20) 3 gp 1.5 lb. 20
    Pierce lvl 3 (20) 4 gp 1.5 lb. 20
Light Bowgun only ammo
    Pierce Ammo (20) 2 gp 1.5 lb. 40
Bow
    Arrows (20) 1 gp 1 lb. — 
Dual Repeater
    Normal Ammo (18) 1 gp 1 lb. — 
Adventuring Gear
Item Cost Weight
Ball Bearings (bag of 1,000) 1 gp 2 lb.
Bell 1 gp
Block and Tackle 1 gp 5 lb.
Chain (10 feet) 5 gp 10 lb.
Crowbar 2 gp 5 lb.
Grappling Hook 2 gp 4 lb.
Basic Hammer 1 gp 3 lb.
Hammer, sledge 2 gp 10 lb.
Hunting trap 5 gp 25 lb.
Lamp 5 sp 1 lb.
Lantern, bullseye 10 gp 2 lb.
Lantern, hooded 5 gp 2 lb.
Lock 10 gp 1 lb.
Manacles 2 gp 6 lb.
Mirror, steel 5 gp 1/2 lb.
Pick, miner’s 2 gp 10 lb.
Piton 5 cp 1/4 lb.
Pot, iron 2 gp 10 lb.
Shovel 2 gp 5 lb.
Spikes, iron (10) 1 gp 5 lb.
Tools
Item Cost Weight
Cook's Utensils 1 gp 8 lb.
Item Cost Weight
Glassblower's tools 30 gp 5 lb.
Smith’s tools 20 gp 8 lb.
Tinker’s tools 50 gp 10 lb.
Woodcarver's tools 1 gp 5 lb.

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 types or just a few of your DMs choice. Below you will find information on each type of ammo the vendor can have.

Item Cost Weight Max Capacity
Bowgun Ammo
    Normal Ammo (20) 1 gp 1.5 lb. 80
    Paralysis Ammo (1) 4 gp 1.5 lb. 4
    Poison Ammo (1) 4 gp 1.5 lb. 8
    Recover lvl 1 (1) 5 gp 1.5 lb. 4
    Recover lvl 2 (1) 7 gp 1.5 lb. 4
    Spread Ammo (20) 3 gp 1.5 lb. 40
    Sticky Ammo (1) 1 gp 1.5 lb. 10
    Tranq Ammo (1) 50 gp 1.5 lb. 20
Heavy Bowgun only ammo
    Cluster Ammo (1) 5 gp 1.5 lb. 5
    Pierce lvl 1 (20) 2 gp 1.5 lb. 20
    Pierce lvl 2 (20) 3 gp 1.5 lb. 20
    Pierce lvl 3 (20) 4 gp 1.5 lb. 20
    Slicing Ammo (1) 5 gp 1.5 lb. 5
    Wyvern Ammo (1) 10 gp 1.5 lb. 3
Light Bowgun only ammo
    Armor Ammo (1) 8 gp 1.5 lb. 5
    Demon Ammo (1) 8 gp 1.5 lb. 5
    Dragon Ammo (20) 3 gp 1.5 lb. 40
    Flaming Ammo (20) 3 gp 1.5 lb. 40
    Pierce Ammo (20) 2 gp 1.5 lb. 40
    Sleep Ammo (1) 5 gp 1.5 lb. 5
    Thunder Ammo (20) 3 gp 1.5 lb. 40
    Water Ammo (20) 3 gp 1.5 lb. 40
Bow*
    Arrows (20) 1 gp 1 lb. — 
    Power Coating (1) 1 gp 1/4 lb. — 
    Close Range Coating (1) 1 gp 1/4 lb. — 

*Other coatings are available, use pricing from bowgun ammo for its price, or you can require them to be crafted.

Combo List

Many of the items found in the Monster Hunter Universe can be crafted using resources and materials found during your travels. Below you will find lists of items you can make with each tool, the required ingredients, how difficult it will be to make, and how much is created on a successful crafting check.

An item may appear more than once on any given list, requiring a different combination of items to craft. An item may also appear under two or more tools, in which case you may choose which tool you use to craft it.

Using the Combo List

Any PC can create any of the items in the combo list so long as they have the tool required. They do not need to be proficient with the tool.

To craft an item from the combo list, the PC chooses the item they wish to create. So long as they have the tool, the required items, and enough time (determined by the DM) to create the item; then the PC makes a crafting check.

Crafting Check: 1d20 + their ability score modifier + their

proficiency bonus (if they are proficient with the tool).

On a successful crafting check, the required items are consumed and the item is crafted. If the crafting check fails by 5 or less, only 1 of the required items (PC's choice) is consumed. If they fail the check by 6 or more, both required items are consumed.

Not sure what Ability Score to Use?

Tools are not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. A player can make a case to their DM on which ability score to use, but sometimes a DM may not agree or might be unsure on which ability score to have the PC use. If you are unsure of what skill to use, both Wisdom or Intelligence are great options to use.

Wisdom can be viewed as experience or natural talent with the tool. Think of it like a baker who doesn't measure their ingredients for a cake and adapts the recipe to what they think it should be, and the cake still ends up tasting amazing. While Intelligence can be used for the PC's retained knowledge or ability to follow instructions. This is the baker who follows the exact directions and the cake comes out exactly as expected.

Combo books

There are 5 volumes in the Combo Book Collection. These books were written by an ancient civilization, but lost to the ages long ago. A Hunter may stumble upon one or more of these intact books while out on an adventure or hunt. While the book remains in their possession, they gain a +1 bonus to crafting checks. This bonus is increased by 1 for each different volume they possess.

Alchemist’s Supplies

Name                           Item 1 Item 2 DC Quantity
Antiseptic Stone Earth Crystal Bitterbug 15 1
Catalyst Honey Bitterbug 15 1
Cleanser Hot Pepper Burst Arrowana 15 1d4
Gunpowder (30 oz) Fire Herb Nitroshroom 10 — 
Immunizer Catalyst Bindshroom 15 10
Lifecrystals Godbug Bird Wyvern Fang 12 1
HEALING
    Ancient Potion Mega Nutrients Kelbi Horn 20 1
    Max Potion Mega Nutrients Dragon Toadstool 20 1
    Potion of Healing Herb Blue Mushroom 10 1
    Potion of Greater     Healing Potion of Healing Honey 12 1
BUFFS
    Adamant Pill Immunizer Adamant Seed 15 1
    Armorskin Catalyst Adamant Seed 17 1
    Mega Armorskin Armorskin Pale Extract 20 1
    Demondrug Catalyst Might Seed 17 1
    Mega Demondrug Demondrug Pale Extract 20 1
    Might Pill Immunizer Might Seed 15 1

Brewer’s Supplies

Name Item 1 Item 2 DC Quantity
Cool Drink Snow Herb Bitterbug 12 1
Cool Drink Bitterbug Ice Crystal 12 1
Dash Juice Catalyst Raw Meat 15 1
Energy Drink Nitroshroom Honey 17 1
Hot Drink Hot Pepper Bitterbug 12 1
Mega Dash Juice Dash Extract Well-done Steak 17 1
Power Juice Catalyst Raw Meat 15 1

Cook’s Utensils

Name Item 1 Item 2 DC Quantity
Frozen Berry Tropical Berry Ice Crystal 12 1
Meat (Chilled) Well-done Steak Snow Herb 12 1
Meat (Drugged) Raw Meat Sleep Herb 12 1
Meat (Hot) Well-done Steak Hot Pepper 10 1
Meat (Poisoned) Raw Meat Toadstool 12 1
Meat (Tainted) Raw Meat Parashroom 12 1
Well-Done Steak Raw Meat 15 1

Glassblower’s Tools

Name Item 1 Item 2 DC Quantity
Empty Phial Sm Bone Husk Whetfish 12 10

Herbalism Kit

Name Item 1 Item 2 DC Quantity
Antidote Antidote Herb Blue Mushroom 10 1
Herbal Medicine Cactus Flower Bitterbug 12 1
Herbal Medicine Gloamgrass Root Bitterbug 12 1
Lifepowder Lifecrystals Bird Wyvern Fang 17 1
Nutrients Godbug Blue Mushroom 12 1
Mega Nutrients Nutrients Honey 15 1
PHIALS
  Dragon Phial Dragon Toadstool Empty Phial 12 5
  Element Phial Bitterbug Empty Phial 12 10
  Hex Phial Bindshroom Empty Phial 12 5
  Paralysis Phial Parashroom Empty Phial 12 5
  Poison Phial Toadstool Empty Phial 12 5
  Power Phial Fire Herb Empty Phial 12 10
  Power Phial Nitroshroom Empty Phial 12 1
COATINGS
  Blast Coating Bomb Arrowana Empty Phial 12 1
  Close Range   Coating Whetfish Empty Phial 12 1
  Paralysis   Coating Parashroom Empty Phial 12 1
  Poison Coating Toadstool Empty Phial 12 1
  Power Coating Fire Herb Empty Phial 12 1
Name Item 1 Item 2 DC Quantity
  Power Coating Nitroshroom Empty Phial 12 1
  Power Coating+2 Nitroshroom Empty Phial 14 1
  Power Coating+3 Nitroshroom Empty Phial 16 1
  Sleep Coating Sleep Herb Empty Phial 12 1

Poisoner’s Kit

Name Item 1 Item 2 DC Quantity
Meat (Drugged) Raw Meat Sleep Herb 12 1
Meat (Poisoned) Raw Meat Toadstool 12 1
Meat (Tainted) Raw Meat Parashroom 12 1
Poison Ammo Toadstool Huskberry 12 1d4
Poison Ammo Sm Bone Husk Ioprey Fang 15 1d4+1
Poison Coating Toadstool Empty Phial 12 1
Poison Phial Toadstool Empty Phial 12 5

Smith’s Tools

Name Item 1 Item 2 DC Quantity
Bowgun Ammo
  Normal   Ammo Huskberry Needleberry 10 20
  Paralysis   Ammo Genprey Fang Huskberry 12 1
  Paralysis   Ammo Parashroom Huskberry 12 1
  Poison   Ammo Toadstool Huskberry 12 1d4
  Poison   Ammo Sm Bone Husk Ioprey Fang 15 1d4+1
  Recover Lvl 1 Herb Huskberry 12 1d2
  Recover Lvl 2 Recovery Lvl 1 Honey 12 1
  Spread Ammo Huskberry Scatternut 12 20
  Spread Ammo Huskberry Bird Wyvern Fang 15 20
  Sticky Ammo Scatternut 12 1d6
  Tranq Ammo Sleep Herb Huskberry 12 1d4
Light Bowgun only ammo
  Armor Ammo Huskberry Adamant Seed 15 1d4
  Demon   Ammo Huskberry Might Seed 15 1d4
  Dragon   Ammo Lg Bone Husk Dragon Seed 15 20
  Flaming   Ammo Fire Herb Huskberry 12 20
  Pierce Ammo Huskberry Velociprey Fang 12 20
Name Item 1 Item 2 DC Quantity
  Sleep Ammo Sleep Herb Huskberry 15 1d2
  Sleep Ammo Sleepyfish Sm Bone Husk 15 1d2
  Thunder   Ammo Thunderbug Huskberry 15 20
  Water Ammo Whetfish Huskberry 15 20
Heavy Bowgun only ammo
  Cluster   Ammo Huskberry Bomberry 12 2
  Cluster   Ammo Sm Bone Husk Bird Wyvern Fang 15 1d4
  Pierce Lvl 1 Huskberry Velociprey Fang 12 20
  Pierce Lvl 2 Sm Bone Husk Pin Tuna 15 20
  Pierce Lvl 3 Lg Bone Husk Pin Tuna 15 20
  Slicing   Ammo Lg Bone Husk Whetfish 15 1d4
  Wyvern   Ammo Bomberry 12 1

Tinker’s tools

Name Item 1 Item 2 DC Quantity
Air Philter Catalyst Airweed 15 1
Mega Air Philter Airweed Dash Extract 17 1
Net Spiderweb Ivy 12 1
Paintball Sap Plant Paintberry 10 1d4
Oxygen Supply Bomb Casing Airweed 12 1
HORNS
  Antidote Horn Horn Antiseptic Stone 17 1
  Armor Horn Mega Armorskin Med Monster Bone 20 1
  Field Horn Sm Monster Bone 15 1
  Health Horn Lifepowder Horn 17 1
BOMBS
  Bomb Casing Sap Plant Stone 10 10
  Dung Bomb Bomb Casing Dung 15 1
  Flash Bomb Bomb Casing Flashbug 15 1
  Poison Smoke   Bomb Bomb Casing Toadstool 15 1
  Smoke Bomb Bomb Casing Ivy 15 1
  Sonic Bomb Gunpowder (10 oz) Screamer Sac 15 1
  Tranq Bomb Sleep Herb Bomb Casing 15 1
Name             Item 1 Item 2 DC Quantity
BARREL BOMBS            
  Bounce Bomb Sm Barrel Bomb Gunpowder (80 oz) 20 1
  Sm Barrel-   Bomb Small Barrel Gunpowder (80 oz) 12 1
  Lg Barrel-   Bomb Gunpowder (160 oz) Large Barrel 15 1
TRAPS
  Pitfall Trap Net Trap Tool 17 1
  Pitfall Trap+ Net Trap Tool 23 1
  Shock Trap Thunderbug Trap Tool 17 1
  Shock Trap+ Thunderbug Trap Tool 23 1

Woodcarver’s tools

Name Item 1 Item 2 DC Quantity
LURES
  Fishing Lure   (Arrowana) Cricket Bughopper 10 1
  Fishing Lure   (Popfish) Firefly Bughopper 12 1
  Fishing Lure   (Sushifish) Worm Insect Husk 12 1
  Fishing Lure   (Tuna) Worm Carpenterbug 10 1
  Fishing Lure   (Whetfish) Carpenterbug Insect Husk 12 1
HORNS
  Antidote Horn Any Bone Antiseptic Stone 17 1
  Armor Horn Med Monster Bone Mega Armorskin 20 1
  Field Horn Any Bone 15 1
  Health Horn Any Bone Lifepowder 17 1

Resources


Below you will find a list of items a character can obtain from gathering resources while on a hunt. These resources range from bonepiles, to mushrooms. Many of them are crafting materials that can be combined together with other resources or monster materials to create useful items for you on your adventurers.

While some resources may be used for crafting, some also have other uses or effects that can be found in the details/use section of the resource. Finally some resources are just rare and sought after. These can typically be sold to the research fleet if nobody else is willing to buy them.

Bonepiles

When you go searching for bones, you will typically find them only in lairs. You may also find them, rarely, out in the open depending on the environment you are in.

When you succeed on an Intelligence (Investigation) check to locate a bonepile in an area, You must then make a Wisdom (Nature) or Intelligence (History) check against the locations Bonepile resource DC. On a success, you roll on the locations bonepile resources table.


Below you will find a list of bones you can obtain from the bonepile.

Bones Details/Use Sell Value  Crafting Material
COMMON
Bone Just a bone. So worn and weathered, it's unidentifiable. 1 cp Y
Sm Bone Husk Bone ammunition casing. Stronger than a Huskberry. 1 cp Y
Lg Bone Husk Bone ammunition casing that can withstand powerful explosions. 2 cp Y
Sm Monster Bone Resource used to upgrade weapons to Uncommon. 10 gp Y
Bird Wyvern Bone Resource used to upgrade armor to Uncommon. 10 gp N
Jumbo Bone Resource used to upgrade armor to Uncommon. 10 gp N
UNCOMMON
Brute Bone Resource used to upgrade armor to Rare. 40 gp N
Med Monster Bone Resource used to upgrade armor to Rare. 40 gp Y
Bones Details/Use Sell Value  Crafting Material
Monster Bone+ Resource used to upgrade weapon to Rare. 40 gp N
RARE
Lg Monster Bone Resource used to upgrade armor to Very Rare. 250 gp N
Monster Toughbone Resource used to upgrade weapons to Very Rare. 250 gp N
Very Rare
Elder Dragon Bone Resource used to upgrade armor to any rarity. 900 gp N

Fish

When you succeed on an Intelligence (Investigation) check to locate a fishing spot,you must then make a Strength (Athletics) or Dexterity (Sleight of Hand) check against the location's Fish resource DC. On a success, you roll on the location's fish resources table.


Below you will find a list of fish and other items you can obtain from fishing.

Fish Details/Use Sell Value  Crafting Material
COMMON
Bomb Arrowana A fish that explodes when killed. 1 sp Y
Burst Arrowana A fish that ruptures open when killed. 1 sp Y
Pin Tuna A fish with a jaw covered in tiny needle-like spikes 2 sp Y
Sleepyfish A fish with sleep-inducing properties 1 sp Y
Sushifish A delicious fish that restores 1d4 hit points when consumed. 1 gp N
Whetfish A fish with a dorsal fin hard enough to be used to sharpen weapons. 1 gp Y
UNCOMMON
Popfish A fish that literally pops when it dies. 20 gp N
Fish Details/Use Sell Value  Crafting Material
Wanchovy When a creature ingests this fish, they must succeed on a DC 12 Constitution saving throw or gain one level of exhaustion. 20 gp N
RARE
Blue Cutthroat A fish that emits blue light. Its sharp body will cut you to pieces if you're not careful. Deals 1 piercing damage when picked up. 550 gp N
Glutton Tuna Will devour anything in its path, and sometimes these remain inside. Contains one random material or additional resource. 2 gp N
Small Goldenfish A curiously small, rare, gold fish. Commands a high price. 500 gp N
VERY RARE
Ancient Fish A fish which can be used as an upgrade material for any armor or weapon rarity. 850 gp N
Speartuna A rare and valuable giant-sized fish. 600 gp N
LEGENDARY
Gastronome Tuna Can be cooked by making a DC 20 Cooking Utensil check. On a successful check, the gastronome tuna acts as the Heroes' Feast spell. On a failed save, the tuna is burnt and inedible. 1000 gp N

*All Fish can be eaten raw as a day's ration.

Insects

When you succeed on an Intelligence (Investigation) check to locate insects of interest in an area, you must then make a Dexterity (Sleight of Hand) or Wisdom (Nature) check against the locations Insect resource DC. On a success, you roll on the locations insect resources table.


Below you will find a list of insects, their rarity, and uses.

Insects Details/Use Sell Value  Crafting Material
COMMON
Worm Can increase soil fertility. You have a +1 bonus to fishing skill checks when used as bait. 1 cp Y
Insects Details/Use Sell Value  Crafting Material
Bitterbug Contains a bitter essence. Has a 50% chance of curing poison if consumed. 1 sp Y
Bughopper An insect that exudes a scent that drives fish wild. You have a +1 bonus to fishing skill checks when used as bait. 5 cp Y
Carpenterbug Viscous body fluids and sharp jaws make this insect an artisan. 1 cp Y
Cricket Energetic insect that works well as fishing bait. You have a +2 bonus to fishing skill checks when used as bait. 1 cp Y
Firefly A firefly that's always glowing. You have a +1 bonus to fishing skill checks when used as bait. 1 cp Y
Honey You can add this to a potion, increasing the amount it heals you by 1d4. (Alchemy DC 10) You cannot add more than one to a potion. 1 gp Y
Insect Husk The remains of a dead insect. 1 cp Y
Snakebee Larva A snake-like larva with a scent that fish just love. You have a +3 bonus to fishing skill checks when used as bait. 3 sp N
Spiderweb A very sticky web. 1 cp Y
UNCOMMON
Flashbug An insect that emits a powerful flash when it dies. 20 gp Y
Godbug An insect said to live for a thousand years. 30 gp Y
Thunderbug An insect that emits electricity when struck. Has many applications. 40 gp Y
RARE
Blossom Cricket A beautiful bell cricket resembling a flower. Its sound opens even the hardest of hearts. 200 gp N
Toxic Kumori You can make a DC 10 Poisoner's Kit check, to crush the bug and extract its poison into a single vial. This poison acts as the Serpent Venom poison (DMG p.258). 100 gp N
Insects Details/Use Sell Value  Crafting Material
VERY RARE
Emperor Locust A grasshopper with an exceptionally strong shell. 900 gp N
Large Toxic Kumori You can make a DC 15 Poisoner's Kit check, to crush the bug and extract its poison into a single vial. This poison acts as Wyvern Poison (DMG p.258). 600 gp N
Great Hornfly Its giant horn and massive shell give it a rare, butterfly-like beauty. 750 gp N
LEGENDARY
King Scarab The Royal Class of the scarabs, with a hard shell and lustrous wings. 1750 gp N
Phantom Butterfly Rarely seen by humans, its wings shimmer like precious gems. 2000 gp N

Minerals

When you go searching for minerals, you will typically find them only in caves. You may also find them, very rarely, on rocky outcroppings in the wilds depending on the environment you are in.

When you succeed on an Intelligence (Investigation) check to locate a mining node in an area, You must then make a Strength (Athletics) check against the locations Mineral resource DC. On a success, you roll on the locations mineral resources table.


Below you will find a list of ore and other objects you can obtain from mining.

Ore Details/Use Sell Value  Crafting Material
COMMON
Armor Sphere Resource used to upgrade armor to Uncommon. 10 gp N
Earth Crystal Resource used to upgrade a weapon to Uncommon. 10 gp N
Ice Crystal Ice that will not melt at room temperature. 6 sp Y
Stone Can be thrown, deals 1 damage. 1 cp Y
Ore Details/Use Sell Value  Crafting Material
UNCOMMON
Hard Armor Sphere Resource used to upgrade armor to Rare. Can be traded to the smithy for two Armor Spheres. 40 gp N
Machalite Ore Resource used to upgrade a weapon to Rare. Can be traded to the smithy for two Earth Crystals. 40 gp N
RARE
Dragonite Ore Resource used to upgrade a weapon to Very Rare. Can be traded to the smithy for two Machalite Ore. 250 gp N
Heavy Armor Sphere Resource used to upgrade armor to Very Rare. Can be traded to the smithy for two Hard Armor Spheres. 250 gp N
Lifecrystals Long worshipped as a source of life. You can use an action to cast the light cantrip from the crystals for 1 hour. They shatter when the light fades. 150 gp Y
Lightcrystal Same effect as a gypceros lightcrystal. 250 gp N
VERY RARE
Carbalite Ore Resource used to upgrade a weapon to Legendary. Can be traded to the smithy for two Dragonite Ore. 900 gp N
Royal Armor Sphere Resource used to upgrade armor to Legendary. Can be traded to the smithy for two Heavy Armor Spheres. 900 gp N

Mushrooms

When you succeed on an Intelligence (Investigation) check to locate a mushroom in an area. You must then make a Wisdom (Nature) or Wisdom (Survival) check against the locations Plant resource DC. On a success, you roll on the locations mushroom resources table.


Below you will find a list of mushrooms you can obtain from gathering.

Mushroom Details/Use Sell Value  Crafting Material
COMMON
Blue Mushroom Common mushroom with a power-enhancing effect. 1 sp Y
Toadstool A poisonous fungus. Counts as 1 days ration when eaten, but the creature must succeed on a DC 10 Constitution saving throw, or be poisoned for 24 hours. 5 cp Y
Nitroshroom A common mushroom with the power to generate heat. Acts as a campfire for 8 hours if crushed on the ground, but generates no light or smoke. 4 gp Y
UNCOMMON
Parashroom Mushroom that induces a paralysis effect when cooked with meat. 20 gp Y
RARE
Bindshroom A giant paralyzing mushroom. When a creature plucks this mushroom from the ground, they must succeed on a DC 15 Constitution saving throw, or be paralyzed for 1 minute. 100 gp Y
Exciteshroom A mushroom with a very strange smell. 100 gp N
VERY RARE
Chaos Mushroom A mushroom that invites disarray. As an action, you can crush this mushroom in your hand and blow its spores at a creature within 5 feet of you. That creature must make a DC 15 Wisdom saving throw or become confused as if by the confusion spell for 1 minute. A creature can repeat its saving throw at the end of its turns, ending the confusion early on a success. 700 gp N
Dragon Toadstool A dangerous fungus said to draw the life out of people. Beware. A creature takes 1d6 necrotic damage when they pluck it from the ground. 600 gp Y

Plants

You can find plants in all regions, in all sorts of different environments. You may find them in the middle of a grassy field, up a cliff, or perhaps under a tree.

When you succeed on an Intelligence (Investigation) check to locate a plant in an area. You must then make a Wisdom (Nature) or Wisdom (Survival) check against the locations Plant resource DC. On a success, you roll on the locations plant resources table.


Below you will find a list of plants and other foliage you can obtain from gathering.

Plants Details/Use Sell Value  Crafting Material
COMMON
Antidote Herb You can eat this herb as an action, curing yourself of the poisoned condition. 1 gp Y
Bomberry A berry that explodes when subjected to an impact. Makes a firecracker-like sound. 1 sp Y
Cactus Flower Possess antidotal agents, but it will not work by itself. 1 gp Y
Dragon Seed A Mysterious berry, said to be hated by dragons. 1 sp Y
Felvine When given to a lynian they are charmed by you as if under the charm person spell for 1 hour. A lynian always knows when a creature has felvine and will react violently if it is not given it willingly. 1 sp N
Fire Herb A plant that has flammable properties. Can be crushed and thrown into a campfire to light it. 1 gp Y
Herb You can use an action to eat this herb, regaining 1d4 hit points. 1 gp Y
Huskberry An empty berry that can grow anywhere. 1 sp Y
Ivy A lightweight and extremely strong plant. 1 sp Y
Needleberry Berry covered in needle-like thorns. Deals 1 piercing damage when picked up. 1 sp Y
Nullberry You are cured of blight, or blight-like spells or effects when you eat this berry. 10 gp N