The Hunter's Almanac

A hunter has at their disposal a number of specialized tools from the guild, bought or provided. These tools range from survival such as a portable spit for cooking meat during a long hunt, to tracking methods such as paintballs or scoutflies. Paintballs The simplest tool hunters have at their disposal for tracking monsters. A small, fragile casing around a blob of non-toxic, biodegradable paint. When thrown at a monster, the casing bursts, covering a small area in the paint that slowly drips off, making the monster extremely easy to track. When tracking a creature overland that has had a paintball strike it within the last 24 hours, survival checks automatically succeed. Scoutfly Lantern Scoutflies are a domesticated type of insect used to track monsters. While equipped with a Scoutfly lantern, any hunter can track a specific creature or object using scent or a trail left behind.. This provides Advantage on survival checks to track objects or creatures. Slinger The Slinger is a weapon recently developed by the guild. Mounted onto the left arm, it functions to double the range of any thrown weapon, and allows them to be thrown as a bonus action. Loading the Slinger is a bonus action. The Slinger is not large enough to load Javelins, and cannot be used while a weapon is drawn or shield is held in the left hand. Smoke Bombs Smoke Bombs are used to hide from monsters, generally to heal or prepare for a fight. Throwing the bomb creates a 10 foot diameter cloud of obscuring smoke, granting any creature within the cloud advantage on stealth checks, and inflicting disadvantage on any pecerption checks to see something within the cloud. Sonic Bombs Sonic Bombs deal 1d6 Thunder damage in a 30 foot radius when thrown. Certain monsters have an extreme reaction to loud noise, especially those that burrow or have extra sensitive sensory organs. Paralyzing Trap Paralyzing traps are one of two monster traps issued by the guild, and the faster to set up. setting up a Paralzing Trap is a full round action, and any creature that steps on it is electrocuted, forcing it to make a DC30 CON save or have its speed reduced to 0 for 3 rounds. Each time a Paralyzing Trap is used on the same monster, the DC is reduced by 3. A paralyzing trap takes up a 15x15 space around where it was set up, and the creator is immune. Pitfall Trap Pitfalls are the other type of trap issued by the guild. A pitfall trap takes anywhere from 10 minutes to 1 hour to set up, depending on pit depth. On dirt, the trap takes the standard amount of time to set up. In clay or loose stone, it takes twice its normal time. In hard stone or in caves, the pitfall trap takes a full day to set up, regardless of depth. Pit traps can be created at 10, 20, or 30 foot depths. When a creature triggers the trap, it falls the full depth of the trap, and must make a DC30 DEX save or have its speed reduced to 0 for 6 rounds. Creatures with a Fly speed only have their speed reduced to 0 for 2 rounds. Each time the same creature is trapped in a pitfall trap, the DC is reduced by 6. A pitfall trap is 20x20, and the creator is immune. Pit traps can also be set to be weight sensitive, so that only creatures weighing above a certain amount will trigger it. Tranq Bombs Tranq Bombs are used to retrieve monsters for study by the reserach divisions of the guild, to both learn to live alongside the monsters, and to research how they live in the wild. When a creature with speed 0 is struck by a Tranq Bomb, it must make a DC10 CON save or be put to sleep for three hours. For each Tranq bomb the creature is struck with, the DC increases by 5. Flash Bomb Flash Bombs are launched or thrown, and create an extremely bright flash when detonated. Any creature within 30 feet of the point of impact must make a DC15 DEX save or be blinded for 2 rounds. A creature can warn other creatures of the flash to give them Advantage on the save if they share a language. Max Potion One of two items held by the guild as last resorts. A max potion puts the body of the creature that injests it into an increased state of adrenaline, causing an extremely rapid healing effect. When consumed, the creature's hp is restored to maximum and it gains temp hp equal to half of its max. However, after a minute, the adrenaline high created by the potion ends, and a deep crash is felt, causing 1d4 points of CON damage. Ancient Potion Ancient Potions are an improved version of the Max Potion, featuring an even greater burst of adrenaline, but an even worse crash after the rush wears off. The creature that consumes it is restored to maximum health, gains temp hp equal to half their max, and experiences the effects of the spell Haste for 5 rounds. After this effect wears off, it suffers 1d6 points of CON and DEX damage. Lifepowder When thrown, the lifepowder disperses a healing mist in a 10 foot radius. This mist lasts for 3 rounds, any creature that enters or begins its turn in the mist heals for 2d6.

Hunting Backgrounds Guild Hunter Guild hunters are formally trained and equipped by the guild itself, and as such recieve more combat training than other hunters would. They serve as enforcers, putting themselves between dangerous monsters and civilian lives. They have proficiency in Athletics and Acrobatics. Guild Hunters start with an extra 100 gp to purchase equipment with. Wycademy Hunter The hunters of the Wycademy specialize in the capture of monsters for research. This speciality allows them much more indepth knowledge of monsters, and their knowledge can be used in several ways. They have proficiency in Nature and Arcana, and start with a Paralysis trap and 8 tranq bombs. Comission Hunter The Hunters of the Comission are an elite group sent by the guild to explore and chart new territory, and as such are generally the first to encounter new varieties of monster. They specialize in adapting to new situations, able to stake a claim and defend it fiercely until more hunters can arrive to fortify a location. Comission Hunters begin with a Scoutfly Lantern, 5 Smoke Bombs, and a Slinger. They have proficiency in Survival and Stealth.

Monster Hunter Overview Hunters specialize in one of many fighting styles, each using a unique weapon. This is their Hunter Weapon, and the mastery of this weapon is what allows a hunter to face down the impossible. Monster Hunter Level Proficiency Bonus Features 1st +2 Hunter Weapon Proficiency, Fighting Style 2nd +2 Hunter Weapon Skill 1 3rd +2 Giantslayer 4th +2 Ability Score Improvement 5th +3 Hunter Weapon Skill 2, Extra Attack (x1) 6th +3 Hunter's Intuition 7th +3 Monster Tamer 8th +3 Ability Score Improvement, Additional Fighting Style 9th +4 Improved Giantslayer 10th +4 Hunter Weapon Skill 3 11th +4 Perfect Intuition 12th +4 Ability Score Improvement 13th +5 Improved Monster Tamer 14th +5 Back To The Wall 15th +5 Hunter Weapon Skill 4 16th +5 Ability Score Improvement, Extra Attack (x2) 17th +6 Dragonslayer 18th +6 Never Say Die 19th +6 Ability Score Increase 20th +6 Improved Dragonslayer Class Features Proficiencies Armor: Light, Medium, Heavy, Shields

Light, Medium, Heavy, Shields Weapons: Simple, Martial

Simple, Martial Tools: Cooking Tools, Leatherworker's Tools Saving Throws: Dexterity, Strength

Dexterity, Strength Skills: Choose two from Athletics, Acrobatics, Stealth, Survival, Medicine, Nature Equipment You start with the following equipment, in addition to the equipment granted by your background: A hunter Weapon

(a) Chain Mail, (b) Scale Mail, or (c) Studded Leather Armor

An explorer's Pack

(a) A carving knife or (b) a net

a fishing rod

10 paintballs and a boomerang Hit Points: Hit Dice: 1d10 per Monster Hunter level.

1d10 per Monster Hunter level. Hit Points at 1st Level: 10 + your Constitution modifier.

10 + your Constitution modifier. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Monster Hunter level after 1st.

Fighting Style At first level, you adopt a particular style of fighting as your specialty. Choose one of the following options. At 8th level, you can pick an additional style. Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Hunter Weapon Proficiency At first level, you train in a specific Hunter Weapon, gaining proficiency in its use. Hunter's Greatsword

Hunter's Sword and Shield

Hunter's Dual Blades

Hunter's Longsword

Hunter's Hammer

Hunter's Horn

Hunter's Lance and Shield

Hunter's Gunlance

Hunter's Switchaxe

Hunter's Charge Blade

Hunter's Glaive

Hunter's Light Bowgun

Hunter's Heavy Bowgun

Hunter's Longbow Hunter Weapon Skills Hunter Weapons are defined by specific skills that their users are trained in. These Skills are earned at 2nd, 5th, 10th, and 15th level. Each weapon has 4 skills, and a basic skill that comes with proficiency. Giantslayer Starting at 3rd level, once per round when you attack a creature one size category or more larger than you, you deal +2 damage with the attack. Starting at 9th level, this is +5 damage instead. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 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. Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Starting at 16th level, you may make three attacks instead of two. Hunter's Intuition Starting at 6th level, you can use a Bonus Action to examine a creature and determine one of the characteristics from this list. Its level of exhaustion, if any

One of its Traits, GM choice

The damage dealt by a specific attack you have seen it perform. Monster Tamer Starting at 7th Level, you can communicate with certain creatures to a limited degree. You have Advantage on Animal Handling checks to pacify beasts or wyverns of CR1 or below, and can convince them to help you against other creatures. They will not assist against their own kind. Starting at 13th Level, this effect can be used on beasts or wyverns up to CR2. Perfect Intuition Starting at 11th level, when you use your Hunter's Intuition trait, you can also determine a characteristic from this list. A creature's maximum hitpoints

The damage of a second attack you have seen the creature perform.

One speed (Move, Fly, Climb, etc) Back To The Wall Starting at 14th level, when you are missing more than three fourths of your hitpoints, you may make one attack per round with advantage. Dragonslayer Beginning at 17th Level, you have trained to become extremely lethal to some of the most dangerous creatures known to civilization. Once per round when attacking a creature who's CR is at least two higher than your level, you deal +5 damage. Starting at 20th level, this damage is instead +10. Never Say Die Starting at 18th level, when you have at least half of your hitpoints remaining, a blow that would normally reduce you to 0 hit points instead reduces you to 1. You may not use this feature again until you complete a Long Rest.

Hunter's Greatsword The Hunter's Greatsword is an immense weapon, used when sheer stopping power is the order of the day. Two Handed, Heavy 2d6+STR Slashing Basic skill: charging attacks You can use your Action to give your next attack +5 damage. If you are hit while charging, you must make a Concentration check as if concentrating on a spell. When you charge an attack, you can also suffer Disadvantage on the charged attack to deal +10 damage instead. Greatsword Skill 1: Lion's Maw When you make a Charged Attack with your Greatsword, you may use a Bonus Action to give your weapon Reach for 1 round. Greatsword Skill 2: Uninterruptible Power When you make a Concenctration check to maintain a charged attack, you have Advantage. Greatsword Skill 3: Brimstone Slash If you are hit while charging an attack and succeed your Concentration check, the bonus damage from charging doubles. Greatsword Skill 4: True Charged Strike When you make a charged strike with Disadvantage, you may forgo any Extra Attacks you may have to automatically critically hit, if the attack hits. Hunter's Sword and Shield The hunter's Sword and Shield is a light and versatile weapon, allowing the wielder to dash in and out of the fight without great risk. Finesse 1d8+STR/DEX Slashing Special: +1AC Basic Skill: Arm Brace The Hunter's Shield is braced on the arm rather than held in the hand, so it functions as a shield while still allowing full use of the hand, such as to ready and use items. (This cannot be used to dual wield weapons) Hunter's Sword and Shield skill 1: Quick Access You may ready and use items as Bonus Actions. Additionally, you may make use of a Slinger without putting away your Weapon first. Hunter's Sword and Shield Skill 2: Wide-Range When you use an item that has an area of effect, its area of effect is doubled if your INT modifier is less than 3. If it is greater than or equal to 3, the area of effect is tripled. Hunter's Sword and Shield skill 3: Shield Slam As a Bonus Action when you take an Attack action, you can strike a target within 5 feet of you with your shield. This strike deals 1d6+STR Bludgeoning damage, and the creature must make a DC 8+Prof+STR Con save or be stunned until your next turn. Hunter's Sword and Shield skill 4: Retaliation Whenever a creature misses you with an attack, you may attack it as a reaction.

Hunter's Longsword The Hunter's Longsword is heavier than a standard longsword, wielded in two hands, but not as heavy as a greatsword. Wielded in an almost graceful style, the blade is known for its flowing attacks. Two Handed Finesse 1d10+STR/DEX Slashing Basic Skill: Spirit Blade The Longsword builds up energy as its swung, and this energy increases its power slowly. For each consecutive hit with the longsword, attacks deal an additional 1d4 damage. Missing a strike resets this bonus damage to 0. This bonus caps at 3d4. Not attacking for a round also resets this bonus damage to 0. Hunter's Longsword skill 1: Spirit Combo If you land an attack with your Hunter's Longsword, you may give all attacks against you Advantage for a round to make additional attacks until you miss a strike. Additionally, you gain one tier of exhaustion. Hunter's Longsword skill 2: Counterblade As an action, you can assume a parry stance that increases your AC by 2. if you would be hit by an attack if not for this extra AC, you may use your reaction to make a melee attack against the target, and this melee attack immediately increases spirit blade's bonus damage by 3d4. Hunter's Longsword skill 3: Flowing Blade While you have at least two tiers of spirit, your Longsword has Reach. Hunter's Longsword Skill 4: Unbound Spirit Spirit Blade maximum is increased to 6d4. Hunter's Dual Blades The Hunter's Dual Blades rely on an animalistic attack style, unrelenting aggression, and a risktaking approach to fighting. Skilled Dual Blade Hunters are often rumored to be possessed during combat, turning into unstoppable demons. Two Handed (Paired Weapon) Finesse 1d6+STR/DEX Slashing Basic Skill: Flurry of Blades Once per round, when you use a Bonus Action to make an attack with your offhand weapon, you may make an additional attack with your offhand weapon. Hunter's Dual Blades Skill 1: Dance Of Blades Whenever you move at least 20 feet in a straight line, you may make an attack with your offhand weapon against a creature within 5 feet of any tile you move through. Hunter's Dual Blades Skill 2: Dervish Strike As an Action, you may make an attack with either your primary weapon or your offhand weapon against each creature within 5 feet of you. Hunter's Dual Blades Skill 3: Demon's Dance When you use your Dance Of Blades feature, you may make a single attack against each creature within 5 feet of any tile you move through. Hunter's Dual Blades Skill 4: Archdemon's Flurry When you use your Flurry of Blades feature, you may make three aditional attacks instead of one.

Hunter's Hammer The Hunter's Hammer, similar to the Hunter's Greatsword, is a weapon excelling in brute force. Unlike the Greatsword, the hammer's concussive blows can disorient or even stun those it's used against. Two Handed Heavy 1d12+STR Bludgeoning Basic Skill: Concussive Slam Whenever you successfully hit a creature, it must make a CON save against 8+STR+Proficiency or it is Stunned until its turn. The DC decreases by 2 each time it suffers from this effect. Hunter's Hammer skill 1: Repetition Becoming more consistent in hitting the same location with the hammer results in its stunning blows becoming more difficult to resist. For every attack in a row you make on the same creature without moving, the DC for Concussive Slam increases by 2. Hunter's Hammer skill 2: Headhunter A blow to the head can stun much more easily than any other. As an action, you can make a called shot at the head of a creature within range of your Hunter's Hammer, attacking with disadvantage. If you successfully hit the creature, the DC for your Concussive Slam is considered 3 higher. Hunter's Hammer skill 3: Unstoppable Force When you Critically Hit, the creature has Disadvantage on its save against Concussive Slam, and the creature will be stunned for a full round instead of until its next turn. Hunter's Hammer skill 4: Brutalize When you Critically Hit, the creature suffers -2 AC for one hour. This effect cannot stack. Hunter's Horn At first, the Hunter's Horn may seem like an odd choice for a weapon, being a musical instrument. In skilled hands however, it is so much more, able to strengthen allies and devestate enemies. Two Handed Heavy 1d8+STR Bludgeoning Basic Skill: Sonic Blast As an action, you can attack at -3 to add an additional 2d8 Thunder damage to your attack. At 5th level, this increases to 3d8. At 11th level, this increases to 4d8. At 16th level, this increases to 5d8. Hunter's Horn skill 1: Strengthening Song Hunting Horn users learn to use a resource called Insight. Insight is equal to your CHA modifier, and is recovered fully by short or long rests. As an action, you can grant up to three nearby allies, as well as yourself, one of the following benefits: +5 to one speed (your choice between walking, swim, and fly if applicable)

+2 AC

+1 to Attack and Damage rolls These effects last 1 minute, and only one can be active at a time. You can use this feature again to change between effects. Each use of this feature costs 1 Inisght. You may make an Attack at the same time as using this feature if you instead spend 2 insight. If you do and this attack successfully lands, your Insight is refunded. Hunter's Horn skill 2: Improved Blast When you use your Sonic Blast feature, you can choose to instead deal the thunder damage in a 10 foot radius area of effect centered on you. Creatures can make a CON save against DC8+Prof+CHA modifier to halve damage from the effect. Additionally, you may add your CHA modifier to your Sonic Blast damage. Hunter's Horn skill 3: Solo As an action, you can use two points of Insight to give yourself all three benefits of Strengthening Song. You cannot benefit from Strengthening Song and Solo. Hunter's Horn skill 4: Symphony Solo and Strengthening Song can now be used as Bonus Actions. Additionally, you may use 3 points of Insight instead of 2 when you use Solo to give a creature of your choice its effects as well.

Hunter's Lance and Shield The Hunter's Lance is designed for fighting creatures much larger than the wielder, and as such is built for length and power. Those wielding it act as walls, defending those behind and around them. Two Handed (Shield) Reach 1d10+STR Piercing +2 AC Basic Skill: Lance Charge When you move more than 20 feet in a straight line, you can Charge. Charging allows you to move through creatures, as long as you do not stop in an occupied space. You can make an attack against each creature you charge through. Hunter's Lance And Shield skill 1: Powerguard As an action, you can plant your shield in the ground, taking a defensive stance behind it. When you do this, you have +4 AC until you move or attack. Additionally, when you succeed at a DEX save to halve the damage from any source, you take no damage instead. Hunter's Lance And Shield skill 2: Counterthrust When you are attacked during a Powerguard, you may use your reaction to make a melee attack. Hunter's Lance and Shield skill 3: Charging Finisher When you use your Lance Charge Trait, you can end the charge with a powerful stab that deals 2d10+STR damage to a creature standing at the end of the straight line you charged through. Hunter's Lane and Shield skill 4: Immovable When you would make a STR, DEX, or CON saving throw, you may choose to make a different one instead. (For example, you may use CON to halve the damage from Fireball) Hunter's Gunlance The Gunlance is a unique weapon, designed for piercing the hardest of armor. While it may not be as physically powerful as the Lance, Greatsword, or Hammer, nothing surpasses the stopping power of Wyvernfire. Two Handed (Shield) Reach 1d8+STR Piercing +1 AC Basic Skill: Shelling Gunlances use a resource called Shells. Reloading shells is an action, and a Gunlance can hold up to 5. Any time you make an Attack while you have Shells loaded, you may instead detonate a shell, dealing 1d10 fire damage. Hunter's Gunlance skill 1: Wyvernfire Gunlances can hold 1 Wyvernfire Shell. Loading a Wyvernfire Shell is a full round action, and even after that, Wyvernfire Shells cannot be used within 1 minute of each other. Whenever you make an Attack Action with a Wyvernfire Shell loaded, you may instead detonate it, dealing 4d8 fire damage to all creatures in a 15 foot cone. DEX save vs DC8+Prof+Con modifier halves damage. You may have up to 3 Wyvernfire Shells at a time, and more can be crafted at a Short or Long rest. (1 at a short rest, all 3 at a long) Hunter's Gunlance skill 2: Elemental Burst Whenever you use Shelling or Wyvernfire, it is of an element of your choice instead of fire. If you choose fire, the damage cannot be reduced by fire resistance. In addition, you may add your Int modifier to the damage of Shelling and Wyvernfire. Hunter's Gunlance skill 3: Rapid Reload After an Atttack Action, you may use a Bonus Action to reload up to 2 shells. Hunter's Gunlance skill 4: Dragonheart If all Shells and Wyvernfire are loaded, as an Action you can detonate them all at once. This devestating explosion bypasses elemental resistance, but deals full damage of all loaded shells in a 15 foot radius explosion centered on the user. The user is not immune to this damage. DEX save vs DC8+Prof+Con modifier halves damage. You and your Allies have Advantage on this save.

Hunter's Switch Axe A weapon with multiple forms, the Switch Axe can be used as both an axe, and a sword. Its strengths and weaknesses change depending on its current form, and masters will learn to balance their attacks between the two to make the best of both forms. Two-Handed Heavy Special 1d10+STR Slashing(Axe) 2d6+STR Slashing(Sword) Basic Skill: Stance Change As a bonus action, the Switch Axe can be changed between its Axe and Sword forms. While in Axe form, it has Reach, but while in Sword Form, it is more powerful. Hunter's Switch Axe Skill 1: Phial Lunge Whenever your Switch Axe is in Sword Form, it gains the use of the Phial built into the mechanism that changes its form. Expending the Phial allows you to Grapple a creature as part of your attack. If you successfully grapple the creature, While you have it grappled, your attacks deal 2d8+STR Piercing Damage. The Phial recharges over a period of 1 minute (10 rounds), but you cannot use Sword form while it is empty. Hunter's Switch Axe Skill 2: Overheat While a creature is Grappled using your Phial Lunge feature, you can end the grapple as a Reaction or a Bonus Action to detonate the remaining energy within the phial. The grappled creature must make a DC15 CON save or take 3d8 fire damage, and your Switch Axe deals an additional 1d8 Fire damage for 1 minute (10 rounds). Hunter's Switch Axe Skill 3: Axe Cycling While your Switch Axe is in its Axe form, making an Attack Action will speed up the recharge of the Phial, allowing it to be used again 1 round sooner. If the phial is fully charged, Axe attacks deal 1d12+STR instead of 1d10+STR. Hunter's Switch Axe Skill 4: Axe Cleave When you make an Attack Action while your Switch Axe is in its Axe form, you may make one additional attack at a different target than your first or second Attack. Hunter's Charge Blade Another weapon with changing forms, the Charge Blade is a more defensive variant of the concept behind the Switch Axe. Its standard form is a Sword and Shield, while its transformed state is an axe. Like the Switch Axe, a mastery of both forms is key. Two Handed +2 AC (Sword and Shield) Reach (Axe) 1d8+STR (Sword and Shield) 1d10+STR (Axe) Basic Skill: Phial Usage The Charge Blade has 5 phials built into its mechanism. While in Sword and Shield form, each successful Attack charges one phial. You may use a bonus action to shift the phials into the shield, or to transform the weapon into its Axe state. While in Axe form, you may expend a phial when you attack to add 1d4 Bludgeoning Damage to your attack. The Axe and Shield share phials. Hunter's Charge Blade Skill 1: Phial Discharge As an action while your Charge Blade is in axe form, you may expend ALL phials in the Axe to attack a specific tile within 10 feet of you. When you do, make an Attack against any creature in that tile, and all creatures within 5 feet of that tile must make a DC 8+Prof+STR Dex save or take 2d8 Bludgeoning damage. Additionally, all creatures that fail this save must make another save at equal DC or be Stunned until their turn. You are immune to your own Phial Discharge. Hunter's Charge Blade Skill 2: Elemental Phials When you expend a phial, it can be a magical damage type of your choice rather than Bludgeoning. If you use this feature with Phial Discharge, it deals 2d8 additional damage of that element but cannot Stun targets. Hunter's Charge Blade Skill 3: Sword and Shield Charge When you have Phials stored in your shield, you can use an action to overcharge your shield, and a bonus action to overcharge your Sword while your Shield is overcharged. both Overcharges last one minute. When you are attacked while your Shield is overcharged, the attacker takes damage as if you'd expended a phial attacking them. When you attack with an Overcharged sword, you can expend phials as if it were in axe form. Hunter's Charge Blade Skill 4: Overdischarge While your Shield and Sword are both Overcharged, you can change to Axe form and use an Action to discharge, but the attack automatically critically hits if it passes AC. This consumes all phials and both shield and sword overcharge.

Hunter's Glaive The Glaive is a symbiotic weapon, a glaive in the hunter's hand, and an Insect bonded to the glaive. The Hunter and Insect work as a team, on the same initiative. The Glaive also has an inbuilt launcher that can be used in multiple ways. The insect is always the same level as the hunter. If your Insect dies, you may Bond another at a Long rest. Two-Handed (Special) Finesse 1d8+STR/DEX Slashing Damage Basic Skill: Launch As a bonus action, you may plant your Glaive's handle in the ground, and use the inbuilt launcher. This causes you to be launched 20 feet straight up into the air. You are immune to the first 20 feet of fall damage caused by this feature. You can only do this once per minute, as the Launcher must repressurize. Hunter's Glaive Skill 1: Airborne Superiority You may use an Attack Action while in the air, such as from your Launch feature. If you are above a creature when you do so, you have Advantage on the attack. You may only make One attack with this attack action, even if a trait gives you extra attacks. Hunter's Glaive Skill 2: Lateral Launch When you use your Launch trait, you may instead launch laterally, moving 40 feet in a straight line, but only 5 feet off the ground. You may stop your lateral movement early, within 5 feet of a creature by using your Airborne Superiority trait to attack it. If you strike a wall you take 1d6 Bludgeoning damage. Hunter's Glaive Skill 3: Insect's Bond Your bonded Insect gains additional max HP equal to twice your level + your CON modifier, and it gains Advantage on attacks if you are within 5 feet of its target. The Insect can also make use of your Extra Attack feature. Hunter's Glaive Skill 4: Of One Mind Whenever you attack a creature and your bonded Insect is also within 5 feet of that creature, it may attack that creature as a reaction. Whenever a creature attacks your bonded insect and you are within 5 feet of that creature, you may attack that creature first as a reaction. Bonded Insect Small Insect, Hunter's Alignment Armor Class 12 (Natural Armor)

12 (Natural Armor) Hit Points 1d4+1 per Hunter's level.

1d4+1 per Hunter's level. Speed 10 ft, 20 ft fly. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 12 (+1) 3 (-4) 8 (-1) 6 (-2) Condition Immunities Charmed

Charmed Senses Passive Perception 9

Passive Perception 9 Languages Understands any Language the Hunter does, cannot speak.

Understands any Language the Hunter does, cannot speak. Challenge 0 (10 XP) Proficient Bond. The Hunter's Proficiency modifier is added to the Insect's AC, Attack Rolls, and Damage. Flyby The Insect does not trigger attacks of opportunity. Evasion The Insect can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When it 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 Insect Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Hunter's Light Bowgun The Light Bowgun is one of three ranged weapons available to hunters. an adaptation of the Crossbow, the Light Bowgun surpasses its competitors in fire rate, ease of maintenance, and mobility. Two-handed Ammunition (60/300) 1d8+DEX Piercing Ammunition Capacity: 6 Reload: Bonus Action Basic Skill: Elemental Shot When you Load your Bowgun, you may declare an element. Until you Load it again, shots from your Bowgun deal that element instead of Piercing. Hunter's Light Bowgun Skill 1: Rapid Fire When you make an Attack action, you can suffer Disadvantage on an Attack to make two additional Attacks at Disadvantage. Hunter's Light Bowgun Skill 2: Evasive Action You may as a reaction, move up to half your move speed. If you do, you may only move half your move speed on your next turn. This movement does not trigger Attacks of Opportunity in the tile you move from. Hunter's Light Bowgun Skill 3: Modified Frame Your Light bowgun now has a frame modified to allow additional functionality without weighing any more. Your Ammunition Capacity is now 9, and Rapid Fire's extra attacks are not made at Disadvantage. Hunter's Light Bowgun Skill 4: Perfect Aim You cannot suffer Disadvantage on attacks for any reason. Hunter's Heavy Bowgun The Heavy Bowgun is the highest firepower available to hunters at range. Similar to the Light bowgun, it is an adaptation of Crossbows to use Gunpowder. They specialize in firepower over all else. Two-Handed Ammunition (120/600) 1d10+DEX Piercing Ammunition Capacity: 5 (20) Reload: Standard Action Basic Skill: Siege Stance As a Bonus Action, you can enter or leave Siege Stance. While in Siege Stance, you cannot move, but you use your second Ammunition Capacity number (20) instead of your first while you are in Siege Stance. Hunter's Heavy Bowgun Skill 1: Modified Shot When you load your Heavy Bowgun, you may declare Slashing or Bludgeoning damage instead of Piercing. Until you Load it again, you deal that damage type instead. Hunter's Heavy Bowgun Skill 2: Wyvernheart When you are in Siege Stance, you may declare you are loading a special Wyvernheart ammunition. Wyvernheart ammunition deals half damage (rounded up) but can make two attacks each time you would normally make one. Hunter's Heavy Bowgun Skill 3: Slag Shot When you load your Heavy Bowgun, you may declare you are loading Slag rounds. These rounds can only be fired once per turn, but deal 1d12+DEX damage on hit and explode, forcing all creatures within 5 feet of the point of impact to make DC 8+Prof+DEX dexterity saves, or take 1d8 Fire damage. Hunter's Heavy Bowgun Skill 4: Wyvernsnipe When you load your Heavy Bowgun while you are in Siege Stance, you may declare you are loading a special Wyvernsnipe ammunition. It gives your Heavy Bowgun the Loading property, but this shot deals 2d12+DEX damage on hit.

Hunter's Bow The third Ranged weapon available to hunters, and the only to not use gunpowder. Unlike the Bowguns, the bow does not require to be pre-loaded with shot. Its arrows can also be used as a backup melee weapon, as they are large enough to be considered a crude shortsword. Two-Handed Ammunition (30/120) 1d10+DEX Piercing (Ranged Attack) 1d6+STR/DEX Piercing (Melee Attack) Basic Skill: Dragonpiercer As an action, you can fire a Dragonpiercer. a Dragonpiercer is a special arrow that deals its damage in a straight line away from you, 50 feet long. Each creature the piercer passes through must make a DC8+Prof+DEX Dexterity save, taking 2d8+DEX Piercing damage on fail none on success. for each size category above you the creature is, it takes an additional 1d8. For each size category below you, it takes 1d4 less damage. Creatures within 5 feet of you have Advantage on this save. Hunter's Bow Skill 1: Coatings As a Bonus Action, you can coat an arrow in a special oil to add an effect to your arrow. Dragonpiercer imbues its shot with the coating's effect. Choose from the following: DC 8+Prof+INT Con save against poison. add 1d4 poison damage and the target is poisoned until your next turn.

The arrow deals an extra 1d4 damage if the target is within 15 feet of you.

The arrow does not suffer disadvantage for firing beyond 30 feet, but still has a hard limit of 120 feet.

The arrow coats the spot it struck in explosive powder. Removing the powder takes effort, doing so costs an amount of movement equal to half your speed. If you strike the same creature with another arrow coated in powder, the powder detonates. All creatures within 5 feet must make a DC8+Prof+INT Dexterity save or take 2d8 Fire damage, half on success. Creatures coated in the powder that fail this save are also the center of a detonation, causing the same effect. This coating cannot be applied to a Dragonpiercer.

When you strike a target with the arrow, the target must make a DC1+Prof Con save against being paralyzed until the end of your next turn. Each time you strike the same target with an arrow coated in this substance, the DC increases by 1.

When you strike a target with the arrow, if it currently has speed 0 , it must make a DC10+Prof+INT Con save against being put to sleep for 4 hours. Each time you hit a creature with speed 0 with this arrow, the DC increases by 5. (As a Tranq Bomb) Hunter's Bow Skill 2: Powershot As an action, you can fire an explosive Arrow. The arrow detonates just after being fired, forcing a DC8+Prof+DEX Dexterity save over a 20 foot cone in front of you, dealing your Arrow's damage on fail. If your arrow is Coated, all creatures which fail the save also suffer the effect of the coating. Hunter's Bow Skill 3: Follow-up After you take an Attack Action, you can use a Bonus Action to use Powershot or Dragonpiercer. Hunter's Bow Skill 4: Peerless Your arrows ignore Piercing resistance, but not immunity. Additionally, Dragonpiercer's damage bonus is now 2d8 per size category, and Powershot is a 30 foot cone.