Monster Hunter Weapons for D&D 5e -:-:- Homebrew by TheCleanupBatter





Hunter's Sword and Shield Exotic melee weapon, rare (requires attunement) Damage Weight Properties 1d8 slashing 8 lb. finesse, shield (AC+1) If you were to look in a gnome's big-book of words and find the word 'versatile', there would be a picture of the Hunter's Sword and Shield next to it. Offense, defense, and utility, this sword and board allows you to be prepared for anything. Free Hand The shield of this weapon pair is smaller and lighter than a normal shield, strapping only to the forearm rather than being held, allowing for limited use of the hand it is equipped to. Wielding the hunter's sword and shield does not prevent you from being able to take the Use Item action or attempting to grapple a creature. When grappling a creature while wielding the hunter's sword and shield, you do not gain the shield's bonus to your AC. Shield Strike When you take the Attack action and attack with only the hunter's sword and shield, you can use a bonus action to make a melee attack with the shield; this attack uses the same ability modifier as the primary attack. The damage die for this attack is a d4, and the attack deals bludgeoning damage. Easy Application When you take the Dodge action while wielding the hunter's sword and shield, you can use a bonus action to apply a poison, oil or similar item to the blade.

Hunter's Dual Blades Exotic melee weapon, rare (requires attunement) Damage Weight Properties 1d6 slashing 4 lb. light, finesse The Hunter's Dual Blades are a whirlwind of slashes that never stops. Blitz your target with a multitude of attacks using these paired swords. Flurry of Blades When you engage in two-weapon fighting with the hunter's dual blades, you can make two attacks as a bonus action instead of one. Archdemon Rush As an action, you can make a melee weapon attack against a creature within 5 feet of you that you can see. If that attack hits you can make an additional attack against the same creature, but with a -1 penalty on the attack roll. If that attack hits, you can do so again with a -2 penalty on the attack roll. You can continue making attacks with incrementing penalties until you miss an attack. After using Archdemon Rush, you must make a DC 13 Constitution saving throw, suffering one level of exhaustion on a failed save. Each time you use Archdemon Rush after the first, the DC of the save increases by the number of attacks made. When you finish a long rest, the DC resets to 13. Heavenly Blade Dance When you use the Flurry of Blades

weapon feature, you can move up to 10

feet as a reaction. This movement does not

provoke opportunity attacks.

Hunter's Longsword Exotic melee weapon, rare (requires attunement) Damage Weight Properties 1d10 slashing 4 lb. finesse, two-handed An elegant weapon, the Hunter's Long Sword is a well-rounded offensive weapon. Chain your attacks together to build your spirit and deal more damage. Spirit Combo Whenever you hit with an attack using the hunter's longsword, you gain one spirit charge (max 3). These charges last until you miss a melee attack or your turn ends and you haven't attacked a hostile creature since your last turn. Attacks you make with the hunter's longsword deal an extra 1d4 damage for each spirit charge you have. Spirit Blade As a bonus action, you can expend a number of spirit

charges to grant your hunter's longsword a bonus

to attack and damage rolls you make with

it. The bonus is equal to the number

of spirit charges spent. This

bonus lasts until the

end of your next turn. Foresight Slash When you are attacked by a creature you can see within

your reach, you can use your reaction to spend 1 spirit charge. Make a melee weapon attack against the

attacking creature.

Hunter's Greatsword Exotic melee weapon, rare (requires attunement) Damage Weight Properties 2d6 slashing 7 lb. heavy, two-handed Sometimes nothing does the job like a really, really big sword. A slow, bulky weapon with massive damage capability, the hunter's greatsword is the heavy artillery of melee weapons. Time your charged attacks to deal devastating blows. Charged Strike When you take the attack action, you can forgo

an attack to gain a charge (max 3). Holding these

charges requires concentration (as if you were

concentrating on a spell). These charges last for 3 rounds, until your concentration ends, you make an attack, or your turn ends and you haven't taken the Attack action since your last turn. While concentrating on a charged strike your speed becomes 5 and cannot benefit from any bonuses to your speed. On your next melee weapon attack, you expend all your charges, the attack deals an extra 2d8 damage for each charge expended if the attack hits. Reaching Slash While concentrating on a charged strike, you can use a bonus action to make a lunging slash taking full advantage of your weapon's size. This turn, your reach increases by 5 feet for the next attack you make with the hunter's greatsword. Wide Slash While concentrating on a charged strike, you can use a bonus action to make your next attack broad and sweeping. This turn, the next time you hit with the hunter's greatsword, choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes 2d6 damage. The damage is the same type dealt by the original attack.

Charge Blade Exotic melee weapon, rare (requires attunement) Form Damage Weight Properties Sword and Shield 1d8 slashing 9 lb. shield (AC+2) Greataxe 1d12 slashing 11 lb. heavy, two-handed A versatile weapon that changes form to fit the needs of the hunter that wields it. The bladed shield attaches to and combines with the sword and its modified scabbard to form a heavy greataxe powered by phials of elemental energy. Morph Slash As an action, you can change the charge blade from its sword and shield form to its greataxe form or vice-versa. Immediately afterward, you can make one melee weapon attack with the charge blade. Phial Charge (sword & shield form)

When you hit with a melee weapon

attack while the charge blade

is in sword and shield form,

the charge blade gains one

phial charge (max 5). These

charges last for 10 minutes or

until spent. Phial Discharge (greataxe form)

While the charge blade is in greataxe form, you can use a bonus action to prime the phials to be discharged. Until the start of your next turn, each time you hit with the charge blade in greataxe form, you can

expend one phial charge to deal

an extra 1d6 thunder damage.

Shield Amp (sword & shield form)

As an action you can expend 3 charges to power your shield with the phials' energy. For the next minute, while your charge blade is in sword and shield form, when a creature within 5 feet that you can see attacks you, you can use your reaction to deal 1d4 thunder damage to the attacking creature as the energy stored in your shield erupts in a retaliatory flash. This damage increases for each charge expended past 3. The damage increases to 2d4 for 4 charges or 3d4 for 5 charges expended.

Switch Axe Exotic melee weapon, rare (requires attunement) Form Damage Weight Properties Greataxe 1d12 slashing 8 lb. heavy, two-handed Greatsword 2d6 slashing 8 lb. heavy, two-handed Another form changing weapon, but with terrifying damage potential. What it lacks in defensive capabilities it makes up for in its vicious offense. Store the kinetic energy of your greataxe attacks to unleash destructively charged greatsword attacks. Morph Slash As an action, you can

change the switch axe

from its greataxe form

to its greatsword form or

vice-versa. Immediately

afterward, you can make

one melee weapon attack

with the switch axe. Phial Charge (greataxe form)

When you hit with a melee weapon attack

while the switch axe is in greataxe form, the

switch axe gains one phial charge (max 5). These

charges last for 10 minutes or until spent.

Phial Discharge (greatsword form)

While the switch axe is in greatsword form, you can use a bonus action to prime the phials to be discharged. Until the start of your next turn, each time you hit with the switch axe in greatsword form, you can expend one phial charge to deal an extra 1d6 thunder damage. Zero Sum Discharge (greatsword form)

You can unleash all the destructive power of your phials in one devastating stroke. As an action, you can make a melee weapon attack with the switch axe in greatsword form. On a hit, the target suffers the attack's normal effects, and you expend the remainder of your charges. The attack deals an extra 1d8 thunder damage for each charge expended.

Hunter's Lance and Shield Exotic melee weapon, rare (requires attunement) Damage Weight Properties 1d8 piercing 13 lb. heavy, reach, shield (AC+2), special Special (Hunter's Lance and Shield) Attacks with this weapon have disadvantage against targets within 5ft. An unstoppable juggernaut, the hunter’s lance is a mighty weapon capable of going toe to claw with all but the strongest of monsters. Typically used with a shield, this weapon supports a very defensive style, standing strong in the fray where others would flee.







Charge If you move at least 15 feet straight toward a target and hit

it with an attack using the hunter’s lance and shield on the

same turn, the target takes an extra 1d4 piercing damage. Power Guard When you take the Dodge action, you can plant your shield into the ground, fortifying yourself against any onslaught. You gain the following benefits until you move, make an attack, or until the start of your next turn. You gain a bonus +2 to your AC.

You have advantage on Strength checks and saving throws. Counter Thrust While using your Power Guard, if a creature within your reach that you can see makes an attack, you can use your reaction to make a melee weapon attack with advantage against the attacking creature.

Gunlance and Shield Exotic melee weapon, rare (requires attunement) Type Damage Weight Properties Exotic Melee Weapon 1d8 piercing 13 lb. heavy, reach, shield (AC+2), special Special (Gunlance and Shield) Attacks with this weapon have disadvantage against targets within 5ft. Closer to a handheld cannon, this modified lance detonates explosive shells with incredible stopping power. Typically used alongside a shield, the gunlance supports a control style. Keep foes just out of arm's reach to get the most out of this unique weapon. Shelling Gunlances use an explosive ammunition

called shells. As an action or bonus

action you can load 1 shell into

your gunlance (max 5). Whenever

you take the attack

action you can make

a special melee weapon attack, detonating an explosive shell loaded within the gunlance. The target of your attack must be within your reach and not behind total cover. The target must succeed on a Dexterity saving throw against your gunlance save DC or take 1d10 fire damage. Gunlance save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier Wyvern Fire As an action, you can detonate 3 of your loaded shells to unleash a torrent of flame from your gunlance. Each creature in a 15 foot cone must make a Dexterity saving throw against your gunlance save DC. A creature takes 2d6 fire damage on a failed save, or half as much on a successful one. When you use the gunlance’s wyvern fire, you can expend additional shells to increase the damage of the blast by 1d6 for each shell expended above 3. Once you use the Wyvern Fire feature you must wait an hour before using this feature

again to allow for the weapon to cool.

Hunting Hammer Exotic melee weapon, rare (requires attunement) Damage Weight Properties 1d12 bludgeoning 13 lb. heavy, two-handed The ultimate evolution of sticks with a rock on the end, the hunting hammer is a blunt weapon used to batter and bash monsters into submission with powerful attacks. Concussive Smash As an action you can make a melee weapon attack against a creature you can see within reach. On a hit,the target suffers the attack's normal effects and the target must make a Constitution saving throw against your hunting hammer save DC. On a failed save the creature is stunned until the end of its next turn. Hunting hammer save DC = 8 + your proficiency bonus + your Strength modifier Staggering Slam As an action you can make a melee weapon attack against a creature you can see within reach. On a hit, the target suffers the attack's normal effects and the target must make a Strength saving throw against your hunting hammer save DC. On a failed save the creature is pushed 10 feet away and knocked prone. Cannonball Crash When you take the Dash action you can use a bonus action to make a melee weapon attack. If you move at least 10 feet in a straight line immediately before taking this bonus action, the attack deals an extra 1d12 bludgeoning damage.

Hunting Horn Exotic melee weapon, rare (requires attunement) Damage Weight Properties 1d10 bludgeoning 8 lb. two-handed A light hearted weapon with a heavy handed approach. The wielder of a hunting horn weaves its attacks into a song, bolstering allies while blowing away foes. Composing Note charges compose the parts of your melodies and your melodies grant powerful bonuses to you and your allies. As an action or as part of your attack action, you can play your hunting horn and gain a note charge (max 5). Note charges gained by the hunting horn last for one minute or until expended. Melodies A hunting horn can only play a limited selection of melodies (typically two), decided upon the hunting horn's creation. For example, a hunting horn might only be capable of playing a 2 note Harmony of Health or a 3 note Aria of Attack. You can use a bonus action to to expend note charges to perform a melody. Each creature of your choice within 15 feet that can hear you gains the benefits of the melody for a number of rounds equal to your Charisma modifier or until you play that melody again.





























Sonic Blast As an action, you can

expend note charges to

release a blast of sound

blowing away everything

around you. Each

creature within a 5 foot

radius must make a Strength saving throw.

On a failed save, a creature takes 1d6 thunder

damage and is pushed 5 feet away from you. On a

successful save, the creature takes half as much damage and isn't pushed. The damage increases by 1d6 for each note charge expended above the first. Hunting horn save DC = 8 + your proficiency bonus + your Charisma modifier

Melodies Name 2 Notes 3 Notes 4 Notes Serenade of speed Speed +5 ft Speed +10 ft Speed +15 ft Harmony of health +2 temporary HP +4 temporary HP +6 temporary HP Aria of attack +1 to attack rolls +2 to attack rolls +3 to attack rolls Bolero of brutality +1 to damage rolls +2 to damage rolls +3 to damage rolls Sonata of the shield — +1 to AC +2 to AC Prelude of protection — +1 to saving throws +2 to saving throws

Insect Glaive Exotic melee weapon, rare (requires attunement) Damage Weight Properties 1d6 slashing 3 lb. finesse, versatile (1d8) Command a kinsect on the battlefield, making attacks and spreading explosive dust. Combining mobility and utility, the insect glaive provides new opportunities for hunters who use a tactical hit-and-run or controlling playstyle. Kinsect The kinsect is a symbiotic flying

insect that is bonded to the wielder

of the insect glaive. The kinsect is friendly to you and

your companions and it obeys your

commands. See this creature's game

statistics in the Kinsect stat block. In combat the kinsect rests on your arm, shoulder, or

other part of your body until deployed as an action. The kinsect shares your initiative count, but it takes its turn immediately after yours. It can move and use it's reactions on its own, but the only action it takes on its turn is the Dodge action unless you take a bonus action on your turn to command it to take an action in its stat block or the Dash, Disengage, Help, Hide, or Search action. If the kinsect dies, you can spend 10 minutes of concentration and 10gp of materials to perform a ritual using different herbs and insect pheromones. At the end of the ritual, you bond a new kinsect to your insect glaive. Kinsect Dust Detonate When you hit with a melee weapon attack using the insect glaive, you can detonate any Kinsect Dust within 10 feet of you. Kinsect Save DC = 8 + your proficiency bonus +

your Wisdom modifier Vault As part of your Attack action, you can plant the base of the insect glaive into the ground and vault 15 feet into the air using a blast of compressed gas. When you vault in this way, you ignore the first 15 feet when calculating fall damage.



Focus The insect glaive can be

used as an arcane or druidic focus.

Kinsect Small beast, unaligned Armor Class 15 (natural armor)

15 (natural armor) Hit Points 7 * your proficiency bonus

7 * your proficiency bonus Speed 10ft., fly 40ft STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 13 (+1) 1 (-5) 14 (+2) 3 (-4) Saving Throws Dex +5, Con +3

Dex +5, Con +3 Skills Acrobatics +5

Acrobatics +5 Condition Immunities charmed

charmed Senses Darkvision 60ft., passive Perception 12

Darkvision 60ft., passive Perception 12 Languages – Flyby. The kinsect doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Evasion. When the kinsect is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions (Uses Your Bonus Action) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage. Dust. The kinsect releases volatile dust that fills a 5 foot cube. When detonated by an insect glaive, each creature within the dust’s area must make a Dexterity saving throw against your Kinsect save DC, taking 4 (1d4+1) thunder damage on a failed save, or half as much on a success. The dust lasts for 1 minute, until detonated, or until a wind of moderate or greater speed disperses it.

Hunting Bow Exotic ranged weapon, rare (requires attunement) Damage Weight Properties 1d8 piercing 4 lb. ammunition (range 80/320), two-handed A ranged weapon made most useful by the debilitating effects it can inflict upon it's targets. Incapacitate monsters with repeated strikes from a distance. Wyvernshot Arrow As an action you can overdraw your bow to fire a specialized armor piercing arrow. Each creature in a 1 foot wide 40 foot line must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier), taking 1d8 piercing damage on a failed save. If an affected creature is Huge or larger, it takes an additional 1d8 piercing damage on a failed save. If you are within 5 feet of a hostile creature who can see you and isn't incapacitated, all creatures have advantage on the saving throw. Coated Arrows As a bonus action you can apply a coating to your arrows that lasts until the end of your turn. When you hit a creature with a coated arrow, apply the effects of the coating to the creature. You can also apply a coating to a wyvernshot arrow in this way. The effect of the coating is applied to any creature that fails the save of the wyvernshot arrow. To replenish your supply of coatings, you can spend 10gp of materials over the course of an hour which can be done as part of a short or long rest. If you have access to and proficiency with a poisoner's kit, or an herbalism kit you can reduce the time needed to 10 minutes. Poison Coating. (10 shots) The creature must succeed on a Constitution saving throw (DC = 2 + your proficiency bonus) or become Poisoned for one minute. While poisoned in this way, at the start of each of its turns the creature takes 2 poison damage. Each time you hit the creature with this coating, the DC increases by 1. When the creature fails its saving throw or finishes a short or long rest, the DC resets. Paralysis Coating. (10 shots) The creature must succeed on a Constitution saving throw (DC = 2 + your proficiency bonus) or become Paralyzed until the end of your next turn. Each time you hit the creature with this coating, the DC increases by 1. When the creature fails its saving throw or finishes a short or long rest, the DC resets. Blast Coating. (10 shots) The creature makes a Constitution saving throw (DC = 2 + your proficiency bonus) taking 5d8 fire damage on a failed save. Each time you hit the creature with this coating, the DC increases by 1. When the creature fails its saving throw or finishes a short or long rest, the DC resets. Sleep Coating. (10 shots) The creature must make a Constitution saving throw (DC = 2 + your proficiency bonus) or fall unconscious for 1 minute or until the creature takes damage or someone takes an action to shake or slap it awake. Each time you hit the creature with this coating, the DC increases by 1. When the creature fails its saving throw or finishes a short or long rest, the DC resets.

Light Bowgun Exotic ranged weapon, rare (requires attunement) Damage Weight Properties 1d6 piercing 6 lb. ammunition (range 40/160), two-handed, reload (6 shots) A short range, rapid fire weapon specializing in a variety of ammunition and damage types. Adapt your attacks to hunt any prey. Elemental Shot When you reload, you can choose one of the following damage types: acid, cold, fire, lightning, or thunder. Your attacks with this weapon deal the chosen damage type until you reload again. Rapid Fire When you take the attack action and make ranged weapon attacks with only the light bowgun, you can use a bonus action to make a ranged weapon attack with the light bowgun. You do not add your ability modifier to the damage of this attack. Internal Ammo Your bowgun has a unique ammo type preloaded into the weapon that you can prepare to fire as part of your Attack action. When you hit a creature with this ammunition, apply its effects to the creature. To replenish your supply of internal ammunition, you can spend 10gp of materials and an appropriate amount of basic ammunition over the course of an hour which can be done as part of a short or long rest. If you have access to and proficiency with tinker's tools you can reduce the time needed to 10 minutes.

Paint Shot. (10 shots) This strong smelling ammunition begins to foam and bubble, leaving a dripping trail from the wound. Wisdom (Survival) checks made to track the creature have advantage for the next hour.

Tranquilizer Shot. (10 shots) The creature must make a Constitution saving throw (DC = 2 + your proficiency bonus) or take one level of Exhaustion. If the creature is restrained it has disadvantage on the saving throw. Each time you hit the creature with this ammo type, the DC increases by 1. When the creature fails its saving throw or finishes a short or long rest, the DC resets.