Monster Hunter
Hit Points
Hit Dice: d10 per Monster Hunter level
Hit Points at first Level: 10+con
Hit Points at Higher Levels: hit die = to level+con
Proficiences
Armor: All
Weapons: Martial, Simple
Tools: 3rd Level Smiths & Tinkers
Saving Throws: STR / CON
Skills:
Overview & Creation
Monster Hunter
Defender Gear.
Starting at 3rd level, you gain the ability to build Customized weapons designed to help, gaining proficiencies in tinker’s tools, and smiths tools you may also build weapons from the defender weapon chart for the appropriate amount of gold.
Name |
Cost |
Damage |
Weight |
Properties |
Slinger |
20 gp |
1d4 - bludgeoning |
1 lbs |
Light, Range (30/120) |
Defender Switch Axe |
120gp |
Axe - 1d12
Sword - 2d6+2 |
18 lbs |
Heavy, Two-handed, Special
(switch - 3 rounds, - cooldown 1 round) |
Defender Gunlance |
160 gp |
Stab -1d10 piercing
Shot - 1d8 piecing |
8 lbs |
Heavy, Special, Reach, Ammunition, Reload 6, Range
(10/40) (ammo cost 10gp - 5) |
Defender Bow |
75 gp |
1d10 piercing |
4 lbs |
Heavy, two-handed, Ammunition Range (100/500) |
Defender Bug Glaive |
220gp |
G - 1d8 1d4
Max Aura 1d10 1d6
And +10 range
Bug - Depends on type |
16lbs |
Medium, Versatile, Ammunition Range (40/60)
Aura type 1d4 if 4 no change
Poison I,II,III Tier 1d4 1d6 1d8
Healing I,II,III Tier 1d4 1d6 1d8
Explosive I,II,III Tier 1d4 1d6 1d8 |
Trained Tracker.
At 3rd level, you gain proficiency with survival checks
Expert Tracker.
Starting at 7th level, you gain advantage on Wisdom (survival) Checks to track creatures that are beasts or monstrosities.
Remarkable Athlete
Starting at 10th level, you can add half your proficiency bonus (rounded up), to any strength, dexterity, or constitution check you don’t already have proficiency with.
In addition, when you make a running long jump, the distance you cover increases by a number of feet equal to your Strength modifier.
Know Your Enemy
Starting at 15th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels (if any)
Fighter class levels (if any)
Ultimate Hunter.
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.