My Documents
Become a Patron!
Arcane Tradition: Monster Hunter
\pagebreak # Arcane Tradition: Monster Hunter Wizards who devote themselves to studying and understanding the magical creatures that permeate the multiverse often find themselves becoming monster hunters. These wizards cannot cloister themselves in towers of study, instead having to learn on their feet as they go toe to toe with intelligent threats, ever cataloguing their experiences. These wizards take judicious notes, often discovering the weaknesses and strengths of creatures that the layman adventurer would never spend enough time with to discern on their own. They learn to activate the latent magics in monster parts to give them an edge in battle, meanwhile suppressing the magical defenses in live creatures in order to bolster their own protections. Monster Hunters are often tasked with dealing with intelligent magical threats, using their knowledge as a tool to outsmart such threats. Some speculate such wizards hunt monsters for fame or fortune, but it is much more likely they can't miss the opportunity to see a mindflayer or black dragon in the flesh! | Wizard Level | Feature | |:---:|:-----------:| | 2nd | Field Research, Monster Hunter's Journal | | 6th | Tools of the Trade | | 10th | Magebane | | 14th | Spellcaster's Riposte | ### Field Research By 2nd Level your rigorous field research has become more dangerous than studying in any library, but the knowledge you have gained on magical creatures is invaluable. You gain proficiency in light armor. You also gain proficiency in the arcana and nature skills. If you are already proficient in either skill your proficiency bonus is instead doubled for that skill. ### Monster Hunter's Journal At 2nd level you have drafted a monster hunter's journal that you can refer to to learn the weaknesses of creatures you face. As a bonus action choose one creature you can see within 60 feet of you. You immediately reference it in your journal and learn whether has any immunities, resistances, or vulnerabilities and what they are. You can use this feature an amount of times equal to your Intelligence modifier (minimum of once) before you have to update your notes. You regain all expended uses when you finish a long rest. \columnbreak ### Tricks of the Trade By 6th level you have fought your fair share of monsters, and have developed unique ways to adapt your magic to combat them. You draw an ancient rune in the air and, when you do so, expend a spell slot of 1st level or higher to gain an effect based on the spell slot spent: * **Raidho** You can take the Dash, Disengage, or Dodge action as a bonus action on your turn by expending a 1st level spell slot. You can take this action twice before you must spend another 1st level spell slot to do so again. * **Anzuz** As an action you can spend a 2nd level spell slot and gain Blindsight to 10 feet for 1 minute. This effect requires concentration. * **Thurisaz** You can expend your reaction and a 3rd level spell slot when a creature forces you to make a save or attempt to escape a grapple to make an Intelligence saving throw in place of the normal check. ### Magebane Starting at 10th after have used your monster hunter's journal against a creature you can weave in magics to suppress that creature's defenses and bolster your own. As a bonus action choose one of the creature's resistances, for the next minute it is treated as if it does not have that resistance and you are treated as if you do. Once you use this feature you cannot do so again until you finish a long rest. ### Spellcaster's Riposte Starting at 14th level you have become an expert at battling magical creatures. When a creature targets you with a spell or forces you to make a saving throw you can use your reaction to cast a spell that targets them.
##### Monster Hunter Eccentricities | d4 | Eccentricity | |:---:|:-----------:| | 1 | You share your knowledge of any creature you come across in your travels, whether your traveling companions asked for it or not. | | 2 | You refuse to kill beasts and won't eat meat. | | 3 | You are constantly sketching and taking notes of everything around you. | | 4 | You are just as likely to try and befriend a monster as you are to fight it. |
> ##### Credits > **Cover Art** Wizards of the Coast