Base Class: Monster Hunter
A monster hunter who has specialized in tracking, hunting, and killing the many avatars of the Fear 'god's of the world of The Magnus Archives.
Fear Hunter
When you choose this guild at 3rd level, your choices of monsters in your grimoire get replaced, and instead you choose from this list:
Hunt, Slaughter, Flesh, End, Dark, Lonely, Vast, Buried, Corruption, Desolation, Eye, Web, Spiral, or Stranger.
Any choices you have already made get replaced.
If you don’t already have it, you gain access to Fear checks and gain proficiency.
The Buried
The fear of The Buried
The Corruption
The fear of The Corruption
The Dark
The fear of The Dark
The Desolation
The fear of The Desolation
The End
The fear of The End
The Eye
The fear of The Eye
The Flesh
The fear of the Flesh
The Hunt
The fear of The Hunt
The Lonely
The fear of The Lonely
The Slaughter
The fear of The Slaughter
The Spiral
The fear of The Spiral
The Stranger
The fear of The Stranger
The Vast
The fear of The Vast
The Web
The fear of The Web
The Hunt
Hunting avatars brings you closer to The Hunt. The longer you have this class and the higher level it becomes, the more you will be drawn towards it, and it to you.
Artifact Creation
When you reach 7th level, you have learned every technique integral to turning Fear Avatars into tools for your hunting. When harvesting salvage from Fear Avatar remains, you can make a Fear check (with advantage if the Fear is in your grimoire):
|
Roll |
Result |
|
1-5 |
Nothing with fear energy |
|
6-10 |
A component with fear energy |
|
11-15 |
Multiple components with fear energy |
|
16 -> |
Full Fear Artefact (strength based on roll) |
During a long rest, by making a DC 16 Fear check (with advantage if the Fear is in your grimoire) you can craft 3 or more fear components into a Fear Artefact with other material components. You can try to make any item, but you have no control over the way the fears manifest. The strength is based on the number of components and the Fear check’s result.
Fear Killer
When you reach 10th level, you have learned to be quick on your toes to adapt to your enemies. Upon killing (or defeating) a Fear Avatar, you act as though this Fear is in your grimoire if it isn’t already, until it is replaced by this ability happening again.
If it is already in your grimoire, then you get advantage on your next attack roll, ability check, or ability save (where you don’t already have advantage) against an Avatar of that Fear. This does not remove your Fear Killer if you have one.
Additionally, at 13th and 17th levels, you can add a Fear which you have had before with the use of Fear Killer permanently to your grimoire.
If you have never used it, then the next Fear you kill an avatar of, which is not in your grimoire, gets added to it.
Known Weaknesses
When you reach 15th level, your knowledge of the Fears in your grimoire allows you to find and exploit the weaknesses of their avatars, making your attacks against them and your reactions to them ever more deadly.
When fighting enemies written about in your grimoire, and you take the Studied Response reaction, you can make two attacks with a weapon or unarmed strike, instead of one.
In addition, when you use Expert Strike against an enemy written about in your grimoire. You can add your intelligence modifier +2 to the attack and damage rolls of your weapons and Unarmed Strikes.
Artefact Wielding
When you reach 18th level, your creation and use of artifacts have made their use second nature to you. Once per turn, when you use a bonus action to use a fear artefact, which is related to one of the fears from your grimoire, you do not expend the bonus action.
You can do this a number of times equal to your intelligence modifier. Charges rest on a long rest.
-
View User Profile
-
Send Message
Posted Jan 30, 2026i'm trying to make a monster hunter subclass and i have the right levels and number of features so what is wrong with it?