Base Class: Artificer
A monster hunter is an artificer that makes a living by hunting monsters and doing requests for civilians. Monster hunters have wide knowledge and a higher exercise capacity compared to normal people, so this is a field of work not too many people can handle. Most people become a monster hunter so they can gain money, notoriety, improve their living conditions, or other reasons. Some even become monster hunters to atone for crimes they have committed.
Made from the Homebrew content created by BulkyMcBulkerson.
Monster Hunter Spells
Starting at 3rd level, you always have certain spell prepared after you reach particular levels in this class. The Monster Hunter Spells table shows the hunter spells that you know, along with the spells associated in the table with your Hunting Style. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Hunting Style
By third level, your martial training has borne fruit and you have defined the kind of Monster Hunter you want to become. You gain proficiency in martial weapons.
Clasher
You have developed a hunting style that leaps into the fray and focuses on offense. You gain the following benefits:
- You gain proficiency in Heavy Armor.
- Your hit point maximum increases by 3, and it increases by 1 every time you gain a level in this class. Additionally, whenever you would roll hit dice to recover hit points, you may recover 1 additional hit point for each hit die.
Dasher
You have developed a hunting style that keeps a distance from your foes and focuses on defence. You gain the following benefits:
- You gain proficiency in dexterity saving throws.
- Your movement speed increases by 5 feet, and by an additional 5 feet at 9th and 15th level.
Hunter Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with the Survival skill. If you already have this proficiency, you gain proficiency in the Athletics or Acrobatics skill (your choice) instead. Additionally, whenever you would make a wisdom Survival check, you can instead choose to make an intelligence Survival check.
With Survival Proficiency - Acrobatics
Gives proficiency in acrobatics.
With Survival Proficiency - Atheletics
Gives proficiency in atheletics.
Without Survival Proficiency
Gives survival proficiency.
Specialised Weapon
Starting at 3rd level, you learn to use your Tinker's Tools to enhance a piece of equipment. Your options are detailed at the end of the class description. Your enhancement remains on an item(s) indefinitely, but when you die, the enhancement ceases to function and the item reverts to what it originally was. Once after a long rest, you may choose one Specialized Weapon option. You can improve one piece of equipment (or multiple if it is required for the option) and it will gain the benefits. If another creature attempts to use your enhanced equipment, they cannot use the item's enhancements. If you choose to enhance another piece of equipment, the enhancement on your previous equipment ceases to function and the item reverts to what it originally was.
Additionally at 15th level, the second option of your specialized weapon becomes available and you can’t be disarmed of your specialized weapon unless you are incapacitated.
Bow
Elemental Vial. At the start of your turn, you may expend your bonus action to change the base damage of this weapon from piercing to fire, cold, lightning, acid, poison or thunder until the end of your turn.
*Tinkered Shot. At the end of a short or long rest, or by expending a spell slot (no action required), you may choose one of the following special maneuvers you can perform. Each maneuver has a different area it can affect. You may use your action to make an attack with this weapon on each creature in that area. Being within 5 feet of a hostile creature doesn't impose disadvantage on these ranged attacks.
- Piercing shot. The area is a 50 foot long 5 foot wide line originating from yourself.
- Bombardment shot. The area is a 10 foot wide 40 foot tall cylinder centered at a point within 60 feet.
- Scatter shot. The area is a 20 foot cone originating from yourself.
(Track the selection on the specialised weapon)
Charge Blade
Shift. When you choose this weapon, choose a type of one handed weapon and a shield, then choose a halberd or glaive. If you chose to enhance a one handed weapon with your specialized weapon feature, it must match the one handed weapon you choose with this feature. Once per turn, you can use one of the following effects:
- As a bonus action, you may change this weapon from your chosen one handed weapon and shield to your chosen halberd or glaive. Any enchantments from your one
handed weapon are transferred to the halberd or glaive, but you lose your base AC bonus and any possible enchantments from the shield. - As a bonus action, you may change this weapon from your chosen halberd or glaive to your chosen one handed weapon and shield. Any enchantments from your halberd or glaive are transferred to the one handed weapon and you regain your base AC bonus and any possible enchantments from the shield.
*Elemental Blast. Once per turn, when you hit a creature with an attack with this specialized weapon as a halberd or glaive, you may deal 3d8 fire, cold, lightning, acid, poison or thunder damage (your choice). Afterwards, you must use your bonus action for this turn to shift.
Dual Blades
Demon Mode. When you engage in two-weapon fighting with this specialized weapon, you can add your ability modifier to the damage of the second attack if you do not already. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn.
*Archdemon Mode. When you would make an attack with one of these weapons as a bonus action, you may make an additional attack as part of the same bonus action with the same weapon. Additionally, when you would make an opportunity attack, you may make an attack with each weapon from this option.
Greatsword
Charge Slash. Once per turn, when you hit a creature with this weapon, you can expend a spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 1d4 + 2d4 for each spell level expended to a maximum of 7d4.
*Quick Charge. Once per turn, you can deal 2d4 force damage to a creature you hit with this weapon.
Gunlance
Burst Shot. You attach a magic device to this weapon. This weapon gains a number of burst charges equal to your Intelligence modifier (minimum 1). Once per turn, you can use one of the following effects:
- When you would roll damage from an attack roll with this weapon, you may choose to expend a burst charge and change the type of that weapon's damage to force.
- After you have taken the attack action with this weapon, you may use your bonus action to expend a burst charge and deal 1d6 force damage to one creature you hit this turn.
You may use an action to regain all expended burst charges, or expend a spell slot (no action required).
*Wyvernfire. As an action, you may blast an explosion of force from the device attached to your weapon. All creatures within a 20 foot cone originating from you must make a dexterity saving throw equal to your spellcasting DC or take force damage equal to twice your Intelligence modifier in d6s (minimum 2) on a failure, half as much on a success. You cannot do so again until you finish a long rest or expend a 4th level spell slot or higher as an action.
Hammer
Charge Smash. When you roll damage with this weapon, you can expend a spell slot to add 3d4 force damage to the roll, in addition to the weapon's damage.
*Spin to Win. As an action, you may make an attack with this weapon against all creatures of your choice within 10 feet. Roll the damage once and apply it to all the creatures you hit. Your movement speed becomes halved until the end of your next turn.
Heavy Bowgun
Overhaul. After a short or long rest, or by expending a spell slot as an action, you can choose 1 benefit to give to your weapon. If you are choosing a new benefit, the previous benefit ceases to function.
- Damage. As part of an attack, you may expend an additional piece of regular ammunition to deal an additional 1d8 piercing damage. The ammunition is consumed regardless if you hit.
- Barrier. When you are attacked, you may use your reaction to gain a bonus to your AC equal to your Intelligence modifier for that attack.
- Range. Your short range increment increases by 50 feet and your long range increment increases by 150 feet.
- Rapid Fire. You may make an attack with this weapon as a bonus action, but you cannot move on the turn you make this attack.
*Extra Slot. After a short or long rest, or by expending a spell slot as an action, you can choose 1 additional overhaul benefit to give to your weapon. If you are choosing a new benefit, the previous benefit ceases to function. You cannot choose the same benefit twice.
Hunting Horn
Battle Melody. Your greatclub has been modified into a musical instrument. As an action, or as a bonus action on the same turn you take the attack action with this weapon, you may play a melody that bolsters a creature that can hear you within 60 feet, the creature gains a battle melody die (1d4). Once within the next 1 minute, the creature can roll the die and add the number rolled to one ability check, attack roll or saving throw.
*Quicker Rhythm. The die from your battle melody becomes a d6. Additionally, the bolstered creature can roll the die and add the number rolled to a damage roll or (at any time) add the number to their armor class until the start of their next turn (no action required).
Insect Glaive
Vault. When you take the dash action and are holding this weapon, your jump distance is doubled until the end of your turn. You may make a long jump or high jump without moving beforehand. If you take the dash action and make a long jump or high jump, you may make a single weapon attack with this weapon as a bonus action. Opportunity attacks from the creature you attacked have disadvantage to hit you until the end of your turn.
Lance
Brace for Impact. You may take the dodge action as a bonus action, but your movement speed becomes 5 feet until the end of your next turn.
*Race for Impact. When you take the dash action, you may choose to move your full movement speed in a straight line. While moving like this, you may move through hostile creature's spaces. If you do, you may make one melee attack with this specialized weapon on each creature for each of the creature's spaces you pass through.
Light Bowgun
Sniper. You have fine tuned your weapon, attacks with this weapon gain +2 bonus to attack rolls. Additionally, the short range increment of this weapon increases by 20 feet and the long range increment of this weapon increases by 60 feet.
*Adaptive Shot. Attacks with this weapon gain a +2 to damage rolls. Additionally, you can choose whether the attack does piercing, bludgeoning or slashing damage.
Longsword
Spirit Gauge. This weapon can only be used as a 2-handed weapon. It gains the finesse and reach properties as well the ability to hold spirit charges. As a bonus action, you can expend a spell slot and gain a number of spirit charges equal to the spell slot's level. Any critical hit you land with this weapon also adds a spirit charge to it. This weapon gains a +1 bonus to attack and damage rolls for each spirit charge, to a maximum of +3. All spirit charges disappear 1 minute after the last spirit charge was added.
*Spirit Slash. Once per turn, when you hit a creature with this weapon, you can expend any number of spirit charges to deal additional force damage equal to 5 times the number of spirit charges expended.
Switch Axe
Shift. When you choose this option, choose a greatsword or greataxe. As a bonus action, you may change this weapon from your chosen greatsword or greataxe to a halberd, or from a halberd to your chosen greatsword or greataxe. Additionally, when you roll a 1 or 2 on a damage die for an attack you make with this weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2.
*Element Discharge. When you hit a creature with an attack with this weapon, you may deal an additional 20 force damage in addition to the weapon's damage. You cannot do this again until you finish a short or long rest, or until you expend a 2nd level spell slot or higher as an action.
Sword and Shield
Accessible Inventory. While holding the shield from this option, you gain +1 to AC and may take the "Use an Object" action as a bonus action.
*Accessible Casting. You may use the shield from this option as a spellcasting focus. When you cast a spell that has a casting time of one action with the shield, you can instead cast it as a bonus action. You cannot cast a spell in this way whose level is above half of your proficiency bonus.
Offensive Tactics
Starting at 5th level, you have learned a particular way of fighting. You gain one of the following benefits based off of your Hunting Style you chose at 3rd level.
Clasher Level 5
Extra Attack. You can attack twice, rather than once, whenever you take the Attack action on your turn.
Dasher Level 5
Exceptional Attack. When you hit with a weapon attack, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Additionally, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.
Defensive Tactics
Starting at 9th level, you have perfected the art of weaving through the battlefield relatively unscathed. You gain one of the following benefits based off of your Hunting Style you chose at 3rd level.
Clasher Level 9
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Dasher Level 9
Evasion. You 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 you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Equipment Upkeep
Starting at 15th level, you can use arcane runes to empower your items, armor and clothing to bolster those who wear them. The maximum number of items you can infuse at once increases by 1, but that extra item must have the Monster Hunter specialization as a prerequisite.
In addition, you gain one of the following benefits based off of the Hunting Style you chose at 3rd level.
Clasher Level 15
After you finish a short or long rest, you can gain temporary hit points equal to your artificer level + your intelligence modifier.
Dasher Level 15
After you finish a short or long rest, you can select up to six creatures (which can include yourself). Those creatures gain temporary hit points equal to your intelligence modifier + your proficiency bonus.
Monster Hunter Infusions
All options have prerequisite - Monster Hunter Specialization
At 2nd level, an artificer gains the infuse item feature. Here are new options for that feature, in addition to the options available. If an item infusion has a prerequisite, you must meet it to learn the infusion. You can learn the infusion at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.
Additional options for the Artificer's infuse item feature. Each can be used once the pre-requisites have been reached.
General - also require attunement
Hunting Pal - A hand held device made with rune inscribed metals and rare crystals (3rd, 9th, 15th levels)
Wire Bug - an insect husk and silver cord worth at least 100gp (5th level)
Weapon: Name - high-quality materials worth 250g
GS: Tackle Plating - metals, bones and/or leathers
SS: Combo Grips - threads, wires and/or leathers
DB: Rush Chains - metals, bones and/or scales
H: Power Charge Plating - metals, bones and/or scales
LS: Spirit Pommel - metals, bones and/or leathers
HH: Encore Pipes - metals, bones and/or glasses
L: Counter Resin - metals bones and/or scales
GL: Burstfire Shells - metals, bones and/or scales
SA: Wild Swing Haft - metals, bones and/or leathers
CB: Charge Phials - metals glasses and/or minerals
IG: Propel Dust - metals, bones and/or minerals
B: Charge Line - threads, wires and/or leathers
LB: Recovery Coater - metals, minerals and/or glasses
HB: Runic Frame - metals, bones and/or glasses
Weapons: Name - materials worth 500g total
SS, LS: Helm Splitter Boots - a pair of gold or platinum tipped boots and a silver pendant
SS, H, HH: Stun Gauntlets - a pair of gauntlets reinforced with adamantine and a mithril amulet
B, LB, HB: Chemical Coater - a light container with a diamond inlay, that can hold ammunition
DB, LS, SA, IG: Fade Grieves - a pair of gem studded grieves and gem encrusted charms
SS, L, GL, CB: Shield Railing - four pieces of rune-inscribed rare metal
Burstfire Shells
You attach a special shell chamber to a spear, lance, pike or trident. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Gunlance; it gains the following enhancement:
Wyrmstake Cannon. The maximum number of burst charges your gunlance can hold increases by 2. When you deal force damage with your gunlance, you can expend up to 2 burst charges to increase that damage by 1d6 for each charge.
Charge Line
You attach an enchanted special bow string to a longbow or shortbow. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Bow; it gains the following enhancement:
Charged Shot. Once per turn, when you hit a creature with this weapon, you can expend a spell slot to deal additional damage of the weapon's type to the target, in addition to the weapon's damage. The extra damage is 1d6 for each spell level expended to a maximum of 4d6.
Charge Phials
You have fitted specially designed phials to a shield and a one handed weapon, a halberd, or a glaive. They cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same shield and/or weapon. If it was not already, the attached weapon becomes a magic weapon. If the shield and/or weapon is a Specialized Weapon: Charge Blade; it gains the following enhancement:
Element Slash. On the turn you hit a creature with the one handed weapon from this option, you can use your bonus action to charge the shield from your specialized weapon into a charged state. While in this state, you gain a +1 bonus to AC while it is a one handed weapon and shield, and attacks while it is a halberd or glaive deal an additional 1d8 fire, cold, lightning, acid, poison or thunder damage (your choice). This state ends after 1 minute or at the end of the turn after you dealt the additional damage.
Chemical Coater
You can attach a runic coating device to a shortbow, longbow, light crossbow, hand crossbow, heavy crossbow, one handed firearm or two handed firearm. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Bow, Light Bowgun, or Heavy Bowgun; it gains the following enhancement:
Status Ammo. You can use your bonus action to expend a spell slot and apply an experimental coating to a piece of ammunition. The next time you hit a creature with the weapon from this option, after applying damage, it must make a Constitution saving throw equal to your spell save
DC. On a failure, roll a number of d20s equal to the level of the spell slot you expended. Choose one of the d20s. The number rolled on that die determines the effect, which lasts for 1 minute or until you apply another coating. The affected creature can repeat the saving throw at the end of each of its turns or when it takes damage, ending the effect on itself on a success.
Combo Grips
You attach magic grips to a light melee weapon and a shield. They cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon and shield. If it was not already, the attached weapon becomes a magic weapon. If the weapon and shield is a Specialized Weapon: Sword and Shield; if gains the following enhancement:
Accessible Equipment. If you take the attack action on your turn, you may make a single melee weapon attack with the weapon from this option as a bonus action. Additionally, whenever you make a melee weapon attack with the weapon from this option, you can replace that attack with a strike from your shield from this option. Make an improvised weapon attack using strength or dexterity, your choice. You are considered proficient for this attack. If your shield is magic and grants a magical bonus to your AC, you gain a bonus to the attack and damage roll equal to that magical AC bonus. If you hit, you deal bludgeoning damage equal to 1d6 + your previously chosen modifier.
Counter Resin
You encase parts of a spear, lance, pike or trident with an enchanted resin. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Lance; it gains the following enhancement:
Chase for Impact. If a creature misses an attack on you and you took the dodge action on your most recent turn, you may use your reaction to attack that creature with the weapon from this option.
Encore Pipes
You attach enchanted acoustical pipes to a greatclub. They cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Hunting Horn; it gains the following enhancement:
Encore. When you bolster a creature with your Battle Melody feature, you can choose to bolster one additional creature that can hear you within 60 feet. Alternatively, when you bolster a creature with your Battle Melody feature, you can also choose to expend a spell slot. You can then choose to bolster a number of additional creatures that can hear you within 60 feet. That number is equal to 1 + the level of the spell slot expended.
Fade Grieves
You can attach the gem-encrusted charm(s) to a longsword, two light melee weapons, a greatsword, a greataxe, a halberd, a quarterstaff, or a glaive. The charm(s) cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon(s). If it was not already, the attached weapon(s) becomes a magic weapon(s). If the weapon(s) is a Specialized Weapon: Longsword, Dual Blades, Switch Axe, or Insect Glaive; it gains the following enhancement:
Fade Strike. You may use your bonus action to select one creature you have attacked with a weapon from this option this turn. You do not provoke opportunity attacks from that creature until the end of your next turn.
While wearing these grieves your speed increases by 5 feet.
Helm Splitter Boots
You can attach the silver pendant to a light melee weapon or longsword. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Sword and Shield, or Longsword; it gains the following enhancement:
Helm Splitter. You may expend your bonus action to move up a vertical surface within 5 feet of a creature. The next time you hit that creature this turn with your specialized weapon, you deal additional damage to it. The damage equals a number of d6s for every 5 feet of that uninterrupted vertical movement, to a maximum of 3d6. You do not take fall damage dropping from that vertical movement.
While wearing these boots your speed increases by 5 feet.
If you can move along vertical surfaces, creatures count as vertical surfaces you can move along.
Hunting Pal
Prerequisites: Monster Hunter Specialization Item: A hand held device made with rune enscribed metals and rare crystals (requires attunement)
You have created a device that magically summons a special ally that serves you. The item you infuse summons the creature to a location within 15 feet of you. You determine the ally's appearance.
The ally is friendly to you and your companions, and it obeys your command. However, if you abuse or mistreat the ally, it can ignore your commands or even choose to end its service to you and destroy the infused item.
The type of ally you summon is determined by the total cost of the item and your Artificer level. You may pick one of the following options below, provided you meet the prerequisites:
Palakalaka. 75g or higher worth item and 3rd level
Palico. 300g or higher worth item and 9th level
Palamute. 1200g or higher worth item and 15th level
See the creatures' statistics in the Palakalaka, Palico or Palamute stat blocks, which uses your proficiency bonus (PB) in several places.
In combat, the ally shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction 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 another action. That action can be one in its stat block or some other action, which can include a possible bonus action if it has one available. If you are incapacitated, the ally can take any action of its choice, not
just dodge.
If the ally dies, it drops all equipment it was not summoned with and would instead return from where you summoned it with the equipment it was summoned with, until you use an infusion to summon it again, or expend a spell slot to summon it as an action. A Palakalaka requires a 1st level spell slot or higher, a Palico requires a 3rd level spell slot or higher, and a Palamute requires a 5th level spell slot or higher.
Power Charge Plating
You attach special runic plates to a warhammer or maul. They cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Hammer; it gains the following enhancement:
Smash Discharge. After you use your Charge Smash feature, or as an action on your turn, you can cause the runic plates on your weapon to faintly glow. This glow lasts for 1 minute. It ends early when your turn ends and you haven’t caused the weapon to glow with this feature or attacked a hostile creature. While it is glowing, you add an additional 1d6 force damage to attacks made with the attached weapon.
Propel Dust
You attach a propulsion device to a quarterstaff, halberd or glaive. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Insect Glaive; it gains the following enhancement:
Midair Vault. When you take the Dash action, any jump you make during your turn can be done midair. You can not jump more than 4 times while midair.
Recovery Coater
You attach a device to a light crossbow, hand crossbow or one handed firearm that can cover your loaded ammunition with a special coating. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Light Bowgun; it gains the following enhancement:
Recover Ammo. Before you take the attack action, you may use your bonus action to prime your ammunition. The next time you would deal damage this turn to a creature with this weapon, instead of dealing damage, you may expend a spell slot to cause the creature to regain hit points equal to the same amount. That creature also gains temporary hit points equal to three times the spell's level.
Runic Frame
You add enchanted attachments to a heavy crossbow or two handed firearm. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Heavy Bowgun; it gains the following enhancement:
Extra Slot. After a short or long rest, or by expending a spell slot as an action, you can choose 1 additional overhaul benefit to give to your weapon. If you are choosing a new benefit, the previous benefit ceases to function. You cannot choose the same benefit twice. Additionally, the following are added to the list of benefits you can choose from your Overhaul feature:
- Critical Distance. Attacks you make on a creature within 15 feet of you score a critical hit on a roll of 19 or 20.
- Spread. As part of an attack, you may expend an additional piece of regular ammunition to add an additional 1d4 to an attack roll. The ammunition is consumed regardless if you hit.
- Ward. When you are forced to make a saving throw, you may use your reaction to gain a bonus to that saving throw equal to half your Intelligence modifier, rounding up (minimum +1).
Rush Chains
You attach rune-laced chains to two light melee weapons. They cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapons. If they were not already, the attached weapons become magic weapons. If the weapons are a Specialized Weapon: Dual Blades; they gain the following enhancement:
Heavenly Blade Dance. Before you take the attack action, you can choose one creature. You can only attack that creature until the end of your turn, and only with the weapons from this option. If the creature is large, you can attack it twice when you take the Attack action. If the creature is huge, you can attack it three times when you take the Attack action. If the creature is gargantuan, you can attack it four times when you take the Attack action. Your movement speed then becomes 0 until the end of your turn.
Shield Railing
You can attach these four pieces of metal to a one handed weapon, lance, or pike. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Sword and Shield, Lance, Gunlance, or Charge Blade; it gains the following enhancement:
Barrier. When you are attacked, you may use your reaction to deploy an arcane barrier. You gain a bonus to your AC equal to your Intelligence modifier for that attack.
Spirit Pommel
You attach an extended pommel to a longsword. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Longsword; it gains the following enhancement:
Foresight Slash. You may use your bonus action to expend a spirit charge. Until the start of your next turn, attacks with your longsword score a critical hit on a roll of 19 or 20.
Stun Gauntlets
You can attach the mithril amulet to a warhammer, maul, greatclub or light melee weapon. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Sword and Shield, Hammer, or Greatclub; it gains the following enhancement:
Blunt Strike. When you deal bludgeoning damage to a creature with this weapon, you can expend a spell slot to attempt to incapacitate it. The creature's speed is reduced by a number of feet equal to 5 times the level of the spell slot you expended until the start of your next turn. It must also make a constitution saving throw equal to your spell save DC. On a failed save, the creature becomes incapacitated until the start of your next turn.
Tackle Plating
You attach enchanted plating to a greatsword or greataxe. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Greatsword; if gains the following enhancement:
Tackle. Once per turn, when you take the attack action, you can brace yourself with your weapon and attempt to tackle a creature. Make an unarmed strike. It counts as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. If you hit, you deal bludgeoning damage equal to 1d4 + your strength modifier. Before the start of your next turn, the next time you take damage from a creature you hit with this tackle, you gain resistance to that damage.
Wild Swing Haft
You attach a special haft to a greatsword, greataxe or halberd. It cannot be removed against your will and you cannot attach another magic item with the Monster Hunter specialization prerequisite to the same weapon. If it was not already, the attached weapon becomes a magic weapon. If the weapon is a Specialized Weapon: Switch Axe; it gains the following enhancement:
Amped State. You can use your shift feature without using your bonus action as long as you expend a spell slot. If you used your shift feature this turn, you can gain one of the following benefits until the end of the turn:
- Attacks with the greatsword or greataxe from this option deal an additional 1d4 force damage.
- Attacks with the halberd from this option can add 1d4 to the attack rolls.
Wire Bug Infusion
Item: An insect husk and silver cord worth at least 50gp
This tiny flying construct can help you in battle. It is immune to any damage and gives access to multiple features.
Once you use the wire bug, you may not do so again until 10 minutes have passed. Alternatively, you can regain the use of the wire bug again after you have expended a spell slot as part of a spell, class feature, racial feature or item use.
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