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# Monster Hunter ##### Class Features
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##### The Monster Hunter | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Subclass, Fighting Style | 2 | | 2nd | +2 | Wire Bug | 2 | | 3rd | +2 | Expert Maneuver | 3 | | 4th | +2 | Ability Score Improvement | 3 | | 5th | +3 | Assault Training | 3 | | 6th | +3 | Subclass Feature | 3 | | 7th | +3 | Additional Fighting Style | 4 | | 8th | +3 | Ability Score Improvement | 4 | | 9th | +4 | Subclass Feature | 4 | | 10th | +4 | Silk Bind | 4 | | 11th | +4 | Assault Training | 5 | | 12th | +4 | Ability Score Improvement | 5 | | 13th | +5 | Subclass Feature | 5 | | 14th | +5 | Expert Maneuvers (2) | 5 | | 15th | +5 | Additional Fighting Style | 6 | | 16th | +5 | Ability Score Improvement | 6 | | 17th | +6 | Subclass Feature | 6 | | 18th | +6 | Assault Training | 6 | | 19th | +6 | Ability Score Improvement| 6 | | 20th | +6 | Subclass Feature | 6 |
## Class Features As a monster hunter, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per monster hunter level **Hit Points at 1st Level:** 10 + your Constitution modifier **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per monster hunter level after 1st #### Proficiencies **Armour:** Light armor, shields **Weapons:** Simple weapons, Sword and Shield, Light Bowgun **Tools:** One of your choice
**Saving Throws:** Two of your Choice
**Skills:** Choose one from Acrobatics, Athletics, Investigation, Perception, Stealth, Survival
### Subclass Choose one archetype below to designate your combat style. This archetype will determine what additional subclass features you have access to: - Melee Master - Gunner - Artisan - Field Expert ### Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. You gain an additional fighting style at 7th level and one more at 15th level. #### Defense While you are wielding a shield, you gain a +1 bonus to AC. #### Precision When you are wielding a weapon in two hands that lacks the heavy property, you gain a +2 bonus to hit with that weapon. #### Heavy Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a weapon with the heavy property, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### Mobility When you are wielding a weapon in two hands that lacks the heavy property, your movement speed is increased by 10 feet. ### Wire Bug Starting at 2nd level, you've completed your training to utilize the Wire Bug, a device hunters use to gain advantages in facing their quarry. You gain proficiency on attack rolls with your Wire Bug and may use a bonus action to fire it at a creature you can see within 30 feet, attempting to mount it if it is one or more sizes larger than you. Make a ranged weapon attack, if the attack hits, you are pulled up to 30 feet towards the creature, mounting it if possible. An affected creature may use an action to attempt to shake you off with a contested Grapple check, and may only have a single creature mounting it at any time.
Fighter | Class Features
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### Expert Maneuver At 3rd level, you gain additional ways to use your Wire Bug, called Expert Maneuvers. When you activate your Wire Bug you may use an additional function from the table below, that you may use once per short rest in addition to the base functionality, or twice per short rest at 14th level.
##### Expert Maneuvers Maneuver | Description |:---:|:---:|:---|:---:| Mounted Attack | When you mount a creature with your Wire Bug, you may grant yourself a bonus to To Hit and damage equal to your proficiency score until the end of your next turn. | Net Attack | You may use your Wire Bug to attempt to trip a creature. If the attack hits the creature it must succeed a Strength saving throw (DC = 8 + proficiency + dexterity modifier) or be restrained until the end of its next turn. | Blinding Attack | You may make a ranged attack with your Wire Bug against a creature within range. If the attack hits the creature it must succeed a Constitution saving throw (DC = 8 + proficiency + dexterity modifier) or be blinded until the end of its next turn. | Summon Wire Scout | You may activate your Wire Bug to become an allied construct that shares your initiative. This effect lasts for one hour before it expires. |
___ > ## Wire Bug Scout >*Tiny, Unaligned construct* > ___ > - **Armor Class** 12 > - **Hit Points** 10 > - **Speed** 30 flying >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|14 (+2)|5 (-3)|10 (+0)|14 (+2)|1 (-5)| >___ > - **Saving Throws** None > - **Skills** Perception +4, Investigation +2 > - **Senses** Darkvision > ___ > > ### Actions > > ***Ability Description.*** *Sting:* +4 to hit, 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. > > ***Scope.*** As an action, the owner can perceive through the Wire Bug's eyes. While using this ability they are blinded and deafened. \columnbreak ### Ability Score Improvement When you reach 4th level and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Assault Training Beginning at 5th level, your training has advanced and you gain additional combat prowess. You may make one additional attack when you take the attack action. When you reach 11th and 18th level, you may learn one additional feature below. - You may make one additional attack when you take the attack action. - You may ignore disadvantage on ranged weapon attacks due to being within 5 feet of a hostile creature. - You may use a thrown item to replace a single attack when you take the attack action. ### Silk Bind At 10th level, your mastery of the Wire Bug has developed a new skill, Silk Bind attacks, which may be used once per long rest. You can access to additional features depending on the weapon you are wielding, as detailed below: ___
##### Silk Bind Attacks | Weapon | Attack | Description | |:---:|:---:|:---| | Bow | Aerial Aim | When you take the attack action, you may use your Wire Bug to launch you 15 feet into the air above the creature, gaining advantage on your next attack. | | Light Bowgun | Fanning Maneuver | When you take the attack action, you may use your Wire Bug to gain enhanced ground mobility, gaining +15 movement speed until the start of your next turn. | | Heavy Bowgun | Countershot | When you take the attack action, you may prepare an additional shot as a free action, firing at the next creature that hits you without expending a reaction. |
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##### Silk Bind Attacks | Weapon | Attack | Description | |:---:|:---:|:---| | Charge Blade | Peak Performance | When you take the attack action, if all of your attacks hit you may fill your phials. | | Dual Blades | Kunai Strike | When you take the attack action, you may increase your range by 15 feet until the start of your next turn. | | Greatsword | Hunting Edge | When you take the attack action, you may leap 10 feet forward. If your attack hits, you deal one additional damage die. | | Gunlance | Explosive Thrust | When you take the attack action, you may substitute one of the attacks with your Wyvern fire. | | Hammer | Charging Bludgeon | When you take the attack action after moving 20 feet or more, you may make one additional attack as a bonus action. | | Hunting Horn | Echoed Tone | When you take an action to complete a melody, you may create a cocoon within 15 feet of you (AC 15, 20 HP), that reverberates your melody in a 20 foot radius for one minute or until destroyed. |
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##### Silk Bind Attacks | Weapon | Attack | Description | |:---:|:---:|:---| | Insect Glaive | Aerial Evasion | When you take take the attack action, you may take the Dodge action as a free action. | | Lance | Superior Guard | When you take the attack action, you may replace one of your attacks with a heavy guard, increasing your AC by 2 until the start of your next turn. | | Longsword | Helm Breaker | When you take the attack action, if all of your attacks hit you may fill your Spirit Gauge. | | Magnet Spike | Magnetic Attraction | When you take the attack action, you can cause a 10 foot radius area centered on the target to become magnetized, it constitutes difficult terrain for 1 minute. | Switch Axe | Switch Charger | When you take the attack action, you may activate your switch mode as a free action. | | Sword and Shield | Stunning Strike | When you take the attack action you can substitute one of your attacks with a Shield Bash, the target must succeed a Constitution saving throw (DC = 8 + proficiency + strength) or be stunned until the end of their next turn. |
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# Melee Master ##### Class Features
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##### The Melee Master | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Ready Up | 2 | | 6th | +3 | Taunt | 3 | | 9th | +4 | Indomintable | 4 | | 13th | +5 | Indomitable (two uses) | 5 | | 17th | +6 | Rallying Force | 6 | | 20th | +6 | Fighting Spirit | 6 |
## Subclass Features As a melee master, you gain the following subclass features. #### Proficiencies **Weapons:** Martial melee weapons **Skills:** Choose one from Animal Handling, Insight, Intimidation, Sleight of Hand #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale armor, or *(b)* chain mail - *(a)* two martial melee weapons - *(a)* one pack of your choice \columnbreak ### Ready Up A hunter is always ready, and as such, you are always prepared for the hunt. As an action, you may select a single weapon or piece of armor. Until you complete a long rest you may attune to this weapon or armor as an action. ### Taunt At 6th level you've learned how to draw the ire of a creature, *encouraging* it to focus on you. When you hit a creature with a melee attack, you can choose to mark that target. Whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee attack against that enemy as a reaction. The mark lasts until the end of your next turn. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. ### Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level. ### Rallying Force At 17th your stature naturally emboldens your allies. When you roll initiative, choose from one of the following benefits that you and you allies will benefit from for the next minute: - *Fearless perseverance:* You and each creature of your choice that you can see within 30 feet may gain access to a single additional use of your Indomitable feature. - *Speedy assault:* You and each creature of your choice that you can see within 30 feet may add +5 to their initiative roll. - *Bolstered courage:* You and each creature of your choice that you can see gain +10 temporary hit points. #### Fighting Spirit At 20th level you have mastered your own abilities, and can now bolster the spirit of yourself and your allies to underheard of levels. As an action you may project an aura of confidence around you. For the next hour you and allies within 30 feet of you gain +2 to all attack rolls, ability checks, and saving throws. \pagebreak
# Gunner ##### Class Features
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##### The Gunner | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Steady Aim | 2 | | 6th | +3 | Quick Swap | 3 | | 9th | +4 | Indomitable (one use) | 4 | | 13th | +5 | Indomitable (two uses) | 5 | | 17th | +6 | Inspiring Presence | 6 | | 20th | +6 | Last Shot | 6 |
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## Class Features As a gunner, you gain the following subclass features. #### Proficiencies **Weapons:** Martial ranged weapons **Skills:** Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* chain mail, or *(b)* leather armour - *(a)* two martial ranged weapons - *(a)* one pack of your choice Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp. \columnbreak ### Steady Aim You've trained how to maximize your ranged effectiveness. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. ### Quick Swap A hunter is always ready, and as such, you are able to quickly respond to whatever threat you face. Starting at level 6, You may swap ammunition or coatings as a bonus action. ### Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level. ### Inspiring Presence At 17th level you've become a paragon on the battlefield, inspiring your comrades and instilling fear in your prey. You gain a pool of d8s equal to your Charisma modifier that you may use to manipulate those on the battlefield. As a reaction you may: - Expend one die to add 1d8 to an attack roll, ability check, or saving throw of an ally you can see within 30 feet. - Expend one die to subtract 1d8 from an attack roll, ability check, or saving throw of an enemy you can see within 30 feet. You regain any expended dice when you finish a long rest. ### Last Shot At 20th level you have mastered your own abilities, and can now bolster the spirit of yourself and your allies to unheard of levels. As an action you may project an aura of confidence around you. For the next hour you and allies within 30 feet of you gain resistance to bludgeoning, piercing, or slashing damage. Once you have used this ability you must complete a long rest before you can use it again. \pagebreak
# Artisan ##### Class Features
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##### The Artisan | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Tool Focus, Quick Build | 2 | | 6th | +3 | Flexible Crafting | 3 | | 9th | +4 | Potion Potency | 4 | | 13th | +5 | Potion Potency (2) | 5 | | 17th | +6 | Enhanced Attunement | 6 | | 20th | +6 | Expert Artisan | 6 |
## Class Features As an artisan, you gain the following class features. #### Proficiencies **Tools:** One tool kit
**Weapons:** Improvised Weapons
**Skills:** Choose two from Acrobatics, Arcana, History, Insight, Nature, Perception, and Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* chain mail, or *(b)* leather armour - *(a)* a sword and shield - *(a)* two tool kits - *(a)* one pack of your choice Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.
### Quick Craft Artisans are masters of crafting, skilled in making short work of creating any tool they may need. As a bonus action you may attempt to deconstruct an item into its constituent parts or construct an item from materials you are carrying, following the same rules for crafting checks. ### Trap Toss At 6th level you've developed your capacity for hunting, fabricating tools to better enable trapping monsters. You may extend the range in which you can place a trap to 30 feet. ### Potion Potency At 9th level your skill with creating potions, pills, and poisons has reached nearly its peak. When you succeed on a crafting check using your alchemist tools, brewer's supplies, or poisoner's kit, choose one of the following effects to enhance. * **Extended effect** - The time effect of the creation is doubled. * **Empowered effect** - If the effect includes rolling a die, you may reroll a 1 or 2, choosing the new result. * **Double output** - When you craft the item, roll a d100. On a 51 or greater, you craft two of the item. Once you have used this ability you must complete a long rest to use it again. At 13th level you may use the ability twice between long rests. ### Enhanced Attunement When you reach 17th level, you achieve a profound understanding of how to use and make enhanced items. If you would deal damage to a creature with a melee attack, you may instead deal no damage but collect a vestige of the creature you attacked, gaining a temporary boon. Roll on the creature's loot table, and you gain the effect of the rolled loot for one minute, then the item is destroyed. ### Expert Artisan At 20th level you may expand the capabilities of gear which you have sufficient time to work on. you may add a single additional material slot to a number of either weapons or armor equal to your Intelligence modifier. This slot functions as a normal material slot. If creating this slot would put you over the cap, the oldest enhancement ceases to function, destroying the socketed material \pagebreak
# Field Expert ##### Class Features
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##### Field Expert | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Quick Peek | 2 | | 6th | +3 | Situational Awareness | 3 | | 9th | +4 | Designated Quarry | 4 | | 13th | +5 | Designated Quarry (2) | 5 | | 17th | +6 | Commune with Nature | 6 | | 20th | +6 | Globe Trotter | 6 |
## Class Features As an melee master, you gain the following class features. #### Proficiencies **Weapons:** Dual Blades, Bow **Tools:** One set of tools **Skills:** Choose one of the following from Acrobatics, Animal Handling, History, Insight, Nature, Perception, and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* chain mail, or *(b)* leather armour - *(a)* Two sets of proficient weapons - *(a)* one pack of your choice Alternatively, you can purchase your starting equipment with a starting wealth of 5d4 x 10gp.
Fighter | Class Features
\columnbreak ### Quick Peek You have the ability to peer at a creature and innately discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. ### Situational Awareness By 6th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn. ### Designated Quarry At 9th level your time hunting monsters and exploring the wilderness has taught you how to exploit their various weaknesses. Once per short rest, as a bonus action, choose a creature you can see within 60 feet. For the next minute you add 1d8 damage on your first weapon attack that hits the designated creature per turn, and gain advantage on Wisdom (Survival) checks to track the creature. You can use this ability twice per short rest at 13th level. ### Commune with Nature At 17th level, with your experience with the various flora and fauna in the world, you've gained the ability to communicate with those natural things. As an action you can temporarily imbue sentience into creatures or plants you encounter in the next hour, granting them the ability to communicate simple thoughts and emotions to you and obey your commands if they are so inclined. Once you've used this ability you must complete a long rest before you can use it again. ### Globe Trotter At 20th level you have mastered your own abilities, and can now bolster the agility and skills of your allies. As an action you can give yourself and allies within 30 feet of you inspiration and improve their perception, gaining +10 movement speed, +5 to Initiative checks, and Advantage on Dexterity saving throws for one hour.