Base Class: Fighter
The world is a dangerous place. Appointed by the Hunters Guild, it is your duty to ensure balance among the forces of nature by tracking, and subduing, the mighty monsters that come too close to humanities borders, or otherwise act out in troublesome ways. Wielding a variety of weapons and armor, you're able to expertly carve materials from your fallen foes, nothing wasted, to craft new weapons and gear better suited for the fights ahead.
Tools of the Hunter
At 3rd level, you've trained enough in the ways of the Monster Hunter, to not only be proficient with the usual martial weapons, but also the unique weapons commonly seen among hunters, such as the Hunting Horn, Gunlance, Switch Axe, Charge Blade, Light Bowgun, and Heavy Bowgun, as well as the ability to wield a Lance/Gunlance with a shield, and the ability to wield a Glaive along side a Kinsect companion.
You also have a small colony of Scout Flies living in a container on your belt. They emerge on your command, but will always hide out of sight during combat. You have advantage when tracking a foe thanks to the scout flies uncanny ability to track and lead the way like a swarm of fire flies with the senses of a blood hound. The more foot prints or other evidence you can find of your target, the lower the DC for the tracking check.
You gain proficiency with survival, half proficiency with stealth, and have advantage on attempts to brew a potion, create a simple trap, or any other minor feat of crafting.
Lastly, you gain the benefit of the Dual Wielder feat.
Glaive Equipped
Toggle this option on whenever you have a Glaive equipped to summon a kinsect to your side. Your kinsect is a familiar that can assist you with scouting, targeting, tracking, and more.
Note: D&D Beyond currently does not support adding custom creatures as a specific class feature for custom classes, only official creatures, so you'll have to add the kinsect manually. In the Creature section of your character sheet, select Manage Creatures, set the drop down to 'Familiar', and make sure the 'Filter Using Familiar Rules' box is checked, then select the kinsect.
Glaive Unequipped
Toggle this option on whenever you have a Glaive unequipped to dismiss your kinsect until the next time you wield a Glaive.
Hunter's Carve
At 3rd level, after killing a monster, you may spend one minute carving parts from that monster. Then, over the period of a long rest, you may spend the appropriate amount of gold and expertly craft those parts into one of the following options:
Crafted Item | Additional Cost In Gold |
An armor set (light/medium/heavy at DM's discretion) | 45/450/800 (Respectively) |
Great Sword | 75 |
Long Sword | 25 |
A one-handed weapon and a shield | 35 |
2 one-handed weapons | 40 |
Maul | 15 |
Hunting Horn | 30 |
Lance and a shield | 30 |
Gunlance and a shield | 30 |
Switch Axe | 30 |
Charge Blade | 30 |
Glaive | 30 |
Light Bowgun | 35 |
Heavy Bowgun | 75 |
Bow | 40 |
Each of these options is magical and has traits mimicking those of the defeated foe (traits selected at the DMs discretion, weapons typically have 1-2 traits, and armor 4-5)
For example: You defeat a Red Dragon and carve 'Red Dragon Parts' from it, then over your next long rest craft a set of armor in the image of a Red Dragon, the DM decides this would be full plate armor, thus costing you 800 gold as well as the red dragon parts. In addition the DM informs you this armor provides resistance to fire damage, adds 1d6 fire damage to your fire attacks, critical hits on a 19-20, and gives 5 ft. to your jump distance.
At level 15, you may craft 2 options from the above list for 1 set of parts, and the total cost of gold for both.
Palico Companion
At 7th level, as an official Hunter's Guild hunter, a felyne comes to your aid as an ever present companion. A felyne in this role is known as a 'Palico'. Your Palico will serve a vital role in providing you first-aid, distracting the monster, and many other tasks you may ask of it.
Add your proficiency bonus to your Palico’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your fighter level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
Your Palico obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command your Palico where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command your Palico to take the Attack action.
If you are incapacitated or absent, your Palico acts on its own, scampering off to hide until your revival. Your Palico never requires your command to use its reaction, such as when making an opportunity attack.
Note: D&D Beyond currently does not support adding custom creatures as a specific class feature for custom classes, only official creatures, so you'll have to add the felyne manually. In the Creature section of your character sheet, select Manage Creatures, set the drop down to 'Beast Companion', and make sure the 'Filter Using Beast Companion Rules' box is checked, then select the Felyne.
Carting
At 10th level. when knocked unconscious, as long as another PC is still active, and if your Palico is conscious, and unrestrained or otherwise disabled, it will immediately whisk you away on a cart, to a safe location away from combat. You are immediately revived with 1 HP.
Roll 1d4 + 1. This is the number of rounds in which you will be out of combat. On each of your turns until then, you may use your actions to consume potions or use items (such as to heal), or spend 1 action to immediately swap weapons, or change to another armor set disregarding the normal done/doth rules. Upon returning to combat, you may do so from any direction of your choosing, according to the situation at hand, and approval of the DM.
This feature cannot be used again until after a long rest.
At level 18, you may use this feature 3 times before a long rest.
Melding
At 15th level, you can pool carved monster parts in order to transform them into other monster parts.
Over the period of a short rest, add up the total challenge rating (CR) of the monster parts you are melding, and select a monster with a CR equal or less then the consumed parts.
For example, 10 'Brown Bear Parts' would equal a CR of 10 (as a brown bear has a CR of 1), so you could meld these parts to create 1 'Young Red Dragon Parts', as it has a CR of 10.
Sapphire Star
Your renown is so great among the hunter community that you're dubbed, "The Sapphire Star," among your peers. Awe inspiring and a true sight to behold. All your Ability scores increase by 1.
Previous Versions
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The Hunter's Carve ability should require about an hour of time to carve pieces off of the monster, or perhaps should vary depending on the size of the monster being carved.
In the context of dnd its not very good but it functions quite well with the lore of monster hunter but your point still stands
I personally think that Sapphire Star is not very good as it is likely to not really do that much.
here are some ideas to replace it
i hope this is useful.