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# Monster Hunter's Arsenal ### Hunter's Longsword *weapon (longsword), rare (requires attunement)* This weapon has the Heavy property, and you must weild it with two hands to gain it's effects. You gain a +1 bonus to attack and damage rolls made with this magic weapon. **_Spirit Gauge_**. When you have successfully hit with 2 consecutive attacks using this weapon, you gain one spirit token. You can have a maximum of 3 spirit tokens at one time. For every token you have, this sword gains a +1 to damage rolls. If 1 minutes passes without you gaining a spirit token or if you drop to 0 hit points, you lose all spirit tokens you have. **_Iai spirit slash_**. If an enemy within 5 feet of you damages you with an attack, you can make an attack against that enemy as a reaction, after which you will expend 1 spirit token. If you are subjected to an effect that forces you to make a dexterity saving throw and you fail the roll, you can expend 1 spirit token to turn the failure into a success. ### Hunter's Hammer *weapon (maul), rare (requires attunement)* You gain a +1 bonus only to attack rolls made with this magic weapon. **_Knockout King_**. When you attack a creature that is medium or large size with this weapon and roll a critical hit, that creature will be knocked prone. **_Charge_**. When you take the attack action, you can instead choose to begin charging the weapon. If you end your turn while charging, you must maintain your concentration in order to continue charging, and you can continue charging until the next time you make an attack. Also, your charge will end if you are no longer holding this weapon. * If you make an attack of opportunity while charging, you will have a +2 to hit and a +2 to that attack's damage. * If you take the attack action while you are charging, you will have advantage on that attack roll and the attack will deal 4d6+2 damage. ### Dual Blades *weapons (scimitars), rare (requires attunement)* For the purposes of attunement, these twin blades are considered one item. You must wield both of them at once in order to gain their effects. You gain a +1 bonus to attack and damage rolls made with these magic weapons. **_Demon Mode_**. By speaking the command word and performing a specific motion, you can enter or leave Demon Mode as a bonus action. You also leave Demon Mode automatically when you drop to 0 hit points. When you are in Demon Mode, you gain the following effects: \columnbreak * Your movement is increased by 10 feet. * Attacks made with these weapons deal an additional 1d6 slashing damage. * If you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn. * You ignore the effects of exhaustion. Demon Mode lasts for 1 minute, or until you dismiss it. When you exit Demon Mode, you automatically suffer 1 level of exhaustion from the magical strain on your body.
##### Phials Certain weapons, such as the Switch Axe, make use of elemental phials to store magical energy. Energy that is stored in a phial is converted into one of several damage types: * Acid, Cold, Fire, Lightning, Poison, or Thunder. When you deal phial damage with such a weapon, it will be damage of whichever type the equipped phials have.
### Switch Axe *weapon (greataxe), rare (requires attunement)* You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon comes with 3 phial charges. As a bonus action, you can choose to expend one charge to activate the weapon's internal mechanisms, causing it to morph into it's sword mode. You can also morph back into axe mode as a bonus action. In sword mode, it deals 2d6 slashing damage plus 1d4 phial damage, and it keeps it's other properties. The weapon will automatically revert to axe mode when you sheath it. You regain 1 phial charge after completing a short rest, and you regain all charges after completing a long rest. \pagebreak **_Finishing Discharge_**. When this weapon is in sword mode, you will have access to this ability. When you use it, you unload the energy from your current phial in a explosive burst. Each creature in a 10-foot cone in front of you must make a dexterity saving throw. A creature takes 4d8 phial damage on a failed save, or half as much damage on a successful one. The weapon will automatically revert to axe mode after using this ability. You will be unable to morph back into sword mode unless you use an action to reload the empty phial. ### Hunter's Lance *weapon (lance), rare (requires attunement)* You gain a +1 to attack and damage rolls made with this magic weapon. **_Hunter's Aegis_**. When you wield this weapon, a barrier of magical force will manifest around you. You can control this barrier with your mind as if it were an extension of yourself. You gain +2 to your AC, and you count as wearing a shield if you have the Shield Master feat. If you stow this weapon or are disarmed, the shield will disappear until you are wielding it again. ### Charge Blade *weapon (greataxe), rare (requires attunement)* You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon can be separated into two halves. The handle of the axe becomes a +1 short-sword, and the head of the axe becomes a shield. It takes a bonus action to morph the weapon from axe mode to sword mode, and vice versa. **_Phial Charge_**. In sword and shield form, the shield has 5 phials that are empty by default. When you hit a creature with an attack using the short-sword, the sword gains 1 charge. The sword can hold up to 5 charges at once, and if the sword has 5 charges, the magical overload will cause attacks made with it to have disadvantage until the charges are emptied. As a bonus action, you can slot the sword into the shield and transfer the sword's charges into the phials to fill them. **_Element Discharge_**. When the charge blade is in axe mode, it is able to discharge stored phials to create bursts of magical damage. When you hit with an attack using this weapon, you can choose to expend 1 charge to add 1d6 phial damage to the attack. Alternatively, you can choose to expend all remaining charges on the attack; This amped discharge adds 1d6 phial damage for each charge expended. ### Hunting Horn *weapon (great-club), rare (requires attunement and proficiency in any musical instrument)* You gain a +1 to attack and damage rolls made with this magic weapon. This blunt weapon is also a musical instrument that has been imbued with the ability to cast certain spells. Instead of spell components, you must be able to play this instrument with both hands and your mouth. If you are not a spellcaster and a spell calls for you to use your spellcasting modifier, you use your proficiency bonus instead. By hitting a creature with an attack from this weapon, you gain 1 spell charge. You can hold a maximum of 10 charges, and you lose all stored charges after completing a long rest. Each spell has a charge cost: * Booming Blade - 1 charge * Thaumaturgy - 1 charge * Ensnaring Strike - 2 charges * Faerie Fire - 2 charges * Healing Word - 2 charges * Blur - 3 charges * Thunderous Smite - 3 charges * Zephyr Strike - 3 charges * Aid - 4 charges * Mass Healing Word - 4 charges * Thunder Step - 5 charges ### Hunter's Greatsword *weapon (great-sword), rare (requires attunement)* You gain a +1 bonus to attack and damage rolls made with this magic weapon. **_Charge_**. When you take the attack action, you can instead choose to begin charging the weapon. Once you begin charging, you cannot take the attack action again for the rest of that turn. You can continue charging until the next time you make an attack. Your movement speed is reduced to 0 while you are charging. You can choose to end your charge at any time, but your charge will automatically end if you become restrained, prone, or incapacitated, or if you are no longer holding this weapon. * While you are charging, creatures provoke attacks of opportunity from you when they enter your reach, as well as when they take the disengage action before leaving your reach. * If you make an opportunity attack while charging, you will have a +1 to hit and a +3 to that attack's damage. * If you take the attack action while you are charging, you will have advantage on that attack roll and the attack will deal 6d6 slashing damage.