Doodles & Dragons
A Player Supplement for Hunting Monsters in D&D
‘Made for Dungeons and Dragons Fifth Edition
A Homebrew Supplement
By comm_nagrom
Version 1.1
Credits Contact Details
‘Based on the Original D&D game Created by mal: nagrom_s@msn.com
E.Gary Gygax and Dave Arneson
Reddit: /ascomm_nagrom
‘Supplement Designer: comm_nagrom
you see anything tha you think needs
Art Allartwork taken from the oflal Monster fing
‘Hunter Wikia cor if you just want (0 chat, fee ree to soot
me an email Reddit PM, or comment on any
‘Special Thanks To: The Red usr Smyris for ‘of my Doodies and Dragons posts and be
Ins tutorial and resources on how to make oficial ‘Sure to et back (you!
ooking MM pages as well as Reddit user Iratemolusk
Ir giving mea template to copy to make this page
look good and Redalt user DeusExMundus for helping
‘come up with stats forthe Shagaru Magalal Thanks to all
‘ny weekly players, Nick, David, Muten, oho, Wendy and
‘Tons, for being unwilling est subjects 10 make sure
everything ia working propery
‘Anda extra thanks fo Reddit wser CALMAR for helping
ime work ont some ofthe kinks in the mechanics.Contents
Hunter's Path 8
Path of the Blademaster,
Path of the Gunner. 10
Part 2.
Monster Hunter Equipment:
Monster Parts.
Monster Properties
Monster Armor.
Monster Weapons 15
Upgrading Equipment
New Weapon Types F 15
New Weapon Properties.
Monster Hunter Items...
Restoration & Enhancements,
Hunting Tools.
Part
Monster Manual.
‘Small Monsters,
Large Monsters 20Part 1
New character optionsMonster Hunter Races:
‘There are many races specific to the monster hunter
universe, here are two specific ones for player
characters, the Lynian and the Wyverian.
Lynian
a a
Physiology
Lynians are a race of sapient creatures who are native to,
the land. There are currently only three known Lynian
species: the catlike species which harbor the Melynx.
and Felyne, the humanoid Shakalaka and the Uruki.
‘They are intelligent, have complex societies, and use a
language, although the Shakalaka are more primitive
and barbaric, while the felid species tend to live
peacefully in democratic societies. Before building more
intensive relations with humans, they seem to already
have their own civilizations, They can help human
hunters during combat.
Hard Workers
Lynians perform a small variety of jobs in villages, from
shopkeeping to farm maintenance, but most notably they
may work under a hunter as Chefs or Comrades.
i
Lynian Traits
Your Iynian character has a variety of natural abilities,
honed during their younger years.
Ability Score Increase. Your Dexterity score
increases by 2.
Age. It is currently unknown exactly how old the
Lynian people live to be, but they seem to have the
average lifespan of most feline species
Alignment. Almost all Lynians are neutral, believing
that they should forge their own path in the world and
leave the good and evil to someone else.
Size. Most Lynians are between 3 and 4 feet tall and
weigh under 100 pounds. Your size is Small
‘Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to nocturnal life, you have
‘superior vision in dark and dim conditions, You can see
in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.
Keen Senses. Your senses have been honed
throughout your life. You have proficiency in the
Perception skill,
Naturally Stealthy. Being so small, its hard for others
to keep track of exactly where you are. You can attempt
to hide even when you are obscured only by a creature
that is at least one size larger than you.
Languages. You can speak, read, and write Common,
Lynian, and one other language of their ch
‘Subrace. Two main subraces of Lynian exist: Felynes
and Shakalakas. Choose one of these subraces.Felyne
Felynes are recognized by their white fur and have the
ability to talk in human language, and can be found both
in human villages and in the wild.
Ability Score Increase. Your Charisma score
increases by 1.
Well Mannered. You know how to hold yourself when
interacting with other people and races. You have
proficiency in the Persuasion skill.
‘Nimble Escape. Your small, lithe form can easily slip
underfoot. You can use Disengage as a bonus action,
Shakalaka
‘Shakalaka are small, humanoid creatures with green’
skin. They wear a mask over their heads at all times, $0
their true faces are unknown,
Ability Score Increase. Your Strength score increases
byl
Brave. You are a natural leader in the face of danger.
You have advantage on saving throws against being
frightened.
Shakalaka Weapon Training. You have proficiency
with the Battleaxe, Longsword, Warhammer, and
Morningstar.
‘Shakalaka Armor Training. You have proficiency
with Medium armor.
Aégressive. You pursue foes relentlessly, even at great
risk to yourself. As a bonus action, you may move up to
your speed towards a Hostile creature you can see.
Prepped for Battle. You know the Blade Ward
cantrip,Wyverians
An Ancient People
Wyverians, also known as the Dragon Tribe commonly
walk on their talondike toes and have pointed ears,
(which is the trademark of their kind). The elder ones are
extremely short and wise, which may suggest that
‘Wyverians have been around longer than humans have.
Wyverians are descended from the Dragon Tribe, and
‘now supposedly live in the Wyverian Hub.
Wyverian Traits
Your wyverian character has a number of common racial
traits.
Ability Score Increase. Your Wisdom score increases
by 2 and your Constitution score increases by 1.
‘Age. Its said that wyverians are the oldest race in
, and many of them can live to be over 1000
years old.
Alignment. Most wyverians are lawful, believing in the
fundamental laws of the world and that they should be
preserved.
Size. Wyverians are roughly human sized but begin to
shrink once they reach around 600 years old until
ultimately having a massive growth spurt around 4000
years putting them the size of giants. Your size is
Medium,
‘Speed. Your base walking speed is 30 feet.
Master Tradesmanship. You are adept at the
tradeskills of your people, whom have a long standing
tradition of craftsmanship. You gain proficiency with one
type of Artisan’s tools and one other type of tool of your
choice. In addition to start with any one toolkit with
which you have proficiency.
Wyverian Resistance. You may negate one non-
magical source of damage or gain Resistance to any one
source of magical damage before the damage roll is
resolved. You can’t use the feature again until you
complete a long rest.
Wisciom Beyond Imagine. You are descendant from a
race that came thousands, if not millions, of years before
the humans, as such you have a great understand of the
ways of the world, You gain proficiency in the Nature,
History, and Survival skills
Languages. You can speak, read, and write Common,
‘Wyverian, and one other language of their choice.
existen«Monster Hunter Classe:
Hunter
etn ke
1 42 ‘Trap Maker
2 42 Weakness Exploit (+1)
3 42 Hunter's Path
4 42 Ability Score Improvement
5 +3. Extra Attack
6 +3. Hunter's Path Feature
7 +3. Weakness Exploit (+2)
8 43. Ability Score Improvement
9 4 Hunter's Cunning
10 +4 Hunter's Path Feature
u 4 Weakness Exploit (+3)
12 4 Ability Score Improvement
13 45 Extra Attack (2)
14 45 Hunter's Path Feature
15 45 Master Trapper
16 45. Ability Score Improvement
17 46 Weakness Exploit (+4)
18 46 Unshakable
19 46 Ability Score Improvement
20 46 Latent Power
Class Features
‘As a Hunter, you gain the following class features.
HIT POINTS
Hit Dice: 1410 per hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per hunter level after Ist
PROFICIENCIES
Armor: All armor, shields
‘Weapons: Simple weapons, martial weapons
Tools: Trap tool
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Athletis
Stealth, Nature, Perception, Survival
Acrobati
EQUIPMENT
You start with the following equipment, in addition to the
‘equipment granted by your background
‘Trap Maker
‘Asa hunter of lage monsters, you have learned how to
create traps capable of ensnaring them cither for capture
or to aid in defeating them. At Ist level, you can use traptools to create pitfall traps and shock traps on the go, to
create these traps you need materials to craft them equal
to half the cost of the trap you are creating. In addition,
you can make improvised traps from the environment in
much the same way. To create an improvised trap, you
must have access to trap tools and succeed on a DC 14
Wisdom (Survival skill check, ifyou do you create an
improvised pitfall trap, this trap acts the same as a
regular pitfall trap.
Weakness Exploit
Starting at 2nd level, as a bonus action you may make a
Wisdom (Perception) skill check on a larger or larger
creature to determine its weakness. The DC of this
check is equal to 10 + Half The Creature’s CR(rounded
up). Ifyou pass this skill check you gain a +1 to attack
rolls against that creature for 1 hour. This bonus
increases to +2 at 7th level, +3 at 11th level, and -+4 at
17th level
Ability Score Improvement
When you reach 4th level, and again at 8th, 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.
‘The number of attacks increases to three then you
reach 13th level in this class.
Hunter's Cunning
Beginning at 9th level, when you use a bomb or coating,
the DC of the attack becomes 8 + your proficiency bonus
+your Wisdom modifier instead of the bomb's normal
De.
Master Trapper
Beginning at 15th level, when a lange or langer creature
becomes snared in your trap, you may add your Wisdom
modifier to the number of rounds that the creature is
incapacitated
Unshakable
Starting at 18th level, you cannot be Frightened or
‘Stunned, and if you are knocked prone, you may use a
reaction to make a DC 16 Dexterity saving throw to not
bbe knocked prone.
Bye
Latent Power
At 20th level, you can unlock your latent potential and
tap into a power few others could imagine. Using your
action you break through the mental locks holding your
physical abilities back. For 1 minute, you gain a bonus to,
your attack and damage rolls, and to your AC equal to
your Wisdom modifier.
Once you use this feature, you can't us
you finish a long rest.
it again until
Hunter's Path
‘Through your training you have managed to become
adept with one particular style of hunting. The Hunter
Path you choose reflects your prowess with your hunting
style.
Path of the Blademaster
‘Through tireless effort, you have learns the ways of
melee combat and favor it over all others. Whether it be
hammer or blade, lance or dagger, you know the ins and
‘outs of how to go toe to toe with anything right in front of
you.
Melee Specialization
‘When you take this path at 3rd level, you may select one
melee specialization from the list below.
+ Dual Blade Specialization. While wielding a
short sword or dagger in each hand, whenever
you make a second attack with your ofthand
‘weapon, you can add you ability modifier to the
damage of the second attack.
+ Greatsword Specialization. While wielding a
‘greatsword, you may spend your move action to
deal an additional 144 damage when you hit
with an attack.
‘+ Sword and Shield Specialization, While wielding a
‘sword and a shield, you may use your shield arm to
{interact with tems and objects as though it was an
‘open hand. In addition, while wielding a sword and a
shield, after you make a successful attack, you may
‘use a bonus action to make the disengage action and
‘then move half your speed.
‘+ Longsword Specialization, While wielding a
ongsword in 2 hands, you may spend a bonus action
after making a successful attack to make a second
attack with the longsword. This second attack does
‘not gain your Strength modifier to the damage rll‘+ Hammer Specialization. While wielding a
warhammer in 2 hands, you may spend a bonus
action after making a successful attack to
‘attempt to KO the monster. Make another attack
roll if this attack hits the monster must make a
Constitution saving throw with a DC equal to 8 +
your proficiency bonus + your Strength modifier.
If they fail they are stunned for 1 turn.
+ Lance Specialization. You may wield a lance in
‘one hand and a shield in the other, even while
not mounted. In addition, you no longer have
disadvantage to attack targets within 5 feet of
you.
+ Gunlance Specialization, When you use the
shelling property of the gunlance, creatures that
‘succeed on their Dexterity saving throw still take
half damage.
‘+ Switch Axe Specialization. While wielding a
switch axe, ifyou make a bonus action to use the
explosive burst property other creatures around
your target must pass a Dexterity saving throw
with a DC equal to 8 + your proficiency bonus +
your Wisdom modifier, or take half the damage
of the explosive burst.
+ Charge Blade Specialization. While wielding a
charge blade, if you make a bonus action to use
the explosive burst property other creatures
around your target must pass a Dexterity saving
throw with a DC equal to 8 + your proficiency
bonus + your Wisdom modifier, or take half the
damage of the explosive burst.
+ Insect Glaive Specialization, Insect Gaives
count as having the Finess property while you
‘are wielding them. In addition you may add your
Dexterity modifier to the damage dealt by your
insect attacks
Master of Sharpening
Starting at 6th level, you may use a whetstone to give any
melee weapon the Honed property. In addition, the
effects of the whetstone last for 1 hour instead of 1
minute,
a Mastery of the specialization that
you chose when you first chose this path. The list below
‘shows the benefits of each mastery.
+ Dual Blade Mastery. During your turn, you may
spend an action to enter Demon Mode for 1
‘minute, While in Demon Mode, you do not have
to spend a bonus action to make a second attack
while twoweapon fighting. This means you may
make a second attack after each attack triggered
by the Extra Attack feature.
Greatsword Mastery. While wielding a
greatsword, you may use an action to make a
charged attack. This charged attack doubles the
amount of damage dice you roll and adds twice
your Strength modifier to the damage instead.
You may only use this attack once per round and
as soon as you make this attack your turn ends,
‘Sword and Shield Mastery. While wielding a sword
and a shield, as a reaction you may reduce the
damage of an attack by half after the damage has been
rolled. In addition, after using a bonus action 10
disengage, you may make another attack against
another target with a bonus to the damage equal to
your Dexterity modifier.
Longsword Mastery. When you spend a bonus action
to make a second attack with your longsword, you
may add your Strength modifier to the damage roll
Hammer Mastery. When you attempt to KO a
monster with a warhammer, you may impose
disadvantage on the creature's Constitution
saving throw.
Lance Mastery. If you move yourentire speed
directly towards a creature and then make an
attack against that same creature
you gain +2 to the attack roll and deal an
additional 148 damage.
Gunlance Mastery. After you make a successful
melee attack with a gunlance, you may spend a
bonus action to use the shelling property of the
gunlance. the creature you hit with the melee
attack must be included in the shelling attack’s,
‘Switch Axe Mastery. When you make an
Explosive Burst attack with the switch axe, you
deal 108 fire damage per charge expended
instead of 146 fire damage.
Charge Blade Mastery. After you make an
Explosive Burst attack with the charge blade,
you may attempt to KO the monster. Make
another attack roll, if this attack hits, the
‘monster must make a Constitution saving throw
with a DC equal to 8 + your proficiency bonus +
your Strength modifier. If they fail they are
stunned for 1 turn,
alance,‘+ Insect Glaive Mastery, You may spend a bonus
action to make a Kinsect attack. In addition you
kinsect now deals 2d6 slashingdamage.
‘Second Melee Specialization
At 14th level, you select a second melee specialization
and gain its benefits as well. You may not select the
‘same specialization more than once.
Path of the Gunner
You have realized the benefits of staying back from the
‘main combat. You prefer to stay at range, rai
attacks on your foes from a safe distance. While some
might call you a coward, you prefer tactics to brute force,
and are rewarded in a different way for such thought.
down
Ranged Specialization
‘When youtake this path at 3rd level, you may select one
ranged specialization from the list below. You lose these
benefits if you are wearing heavy armor.
‘+ Light Bowgunner. You ignore the loading
property when making attacks with a Light
Crossbow. In addition when you make a
successful attack with a light crossbow, you may
spend a bonus action to make a second attack
against the same target.
‘+ Heavy Bowgunner. You ignore the loading
property when making attacks with a Heavy
Crossbow. In addition while wielding a heavy
crossbow, you gain +1 AC.
‘+ Archer. When you make a successful attack with
a longbow, you may spend a bonus action to
make a second attack against another creature
within 5ft of that target.
Quick Coating
Starting at 6th level, on your turn you may spend a bonus
action to apply any coating to 5 arrows or bolts. This still
consumes the whole coating.
Precision
Starting at 10th level, when you make an attack against a
creature you hit in the previous turn, you gain +1 to your
attack roll. In addition, the first attack you make against
acreature that you used the Weakness Exploit feature
‘on becomes a critical fit hits. ee
10
Ranged Mastery
‘At 14th level you gain a Mastery of the specialization that
you chose when you first chose this path. The list below
shows the benefitof each mastery.
‘+ Master Light Bowgunner. When you spend a
bonus action to make a second attack, you may
make that second attack against all creatures
within 5 feet for your original target at
disadvantage.
‘+ Master Heavy Bowgunner, While wielding a
heavy crossbow, if you are hit by an attack, after
the damage has been rolled you may use a
reaction to make a Dexterity saving throw with a
DC equal to half of the damage taken (rounded
up). If you succeed on this save you take no
damage and may immediately move up to half
your speed,
‘+ Master Archer. When you spend a bonus action
to make a second attack, you may make that
second attack against all creatures within 5 feet
for your original target, or against the ori
target, at disadvantage.Part 2
New EquipmentMonster Hunter Equipment:
There are quite a few weapons and armor specific to the
monster hunter universe, below you can find charts and,
explanations of how they work.
carving knife to carve off 1d4+1 parts from a monster.
‘When you capture a monster you may harvest 1d4 parts
from the monster. To determine what parts you harvest,
roll a d100 for each carve and consult the table below. If
Monster Parts you captured the monster you may add or subtract 10
All monster can be carved for parts, or captured to from each roll,
harvest later. When you kill amonster you may use a
err
Cod Ee eee
Great Jags scale Tooth Claw Claw tail tail gem
Lagombi hide hide. scale Tooth Tooth Claw Claw Claw gem
Selias scale scale plate plate plate Claw Claw Claw gem
Great Bagi hide hide scale Tooth Claw Claw tail tail gem
Great Wrogsi hide hide scale Tooth Claw Claw tail tail gem
Tetsucabra hide scale plate Tooth Tooth Claw Claw tail gem
‘Arzuros hide hide Tooth Tooth Tooth Claw Claw Claw gem
Barroth scale scale plate Tooth Tooth Claw tail tail gem
Zamisios hide hide Tooth Claw Claw tail tail tail_gem
Royal Ludroth hide scale Tooth Tooth Claw Claw tail tail gem
NNerscylla scale scale plate plate plate Claw Claw Claw gem
Congalala hide hide scale Tooth Tooth Claw Claw Claw gem
Rathian scale scale plate Tooth Claw Claw tail gem gem
Seltas Queen scale scale plate plate Claw Claw tail tail gem
Rathalos scale scale plate Tooth Claw Claw tail gem gem
Qurupeco hide scale seale scale scale Claw Claw Claw gem
Nargacuga hide seale scale plate Claw Claw tail gem gem
Zinogre hide scale scale plate Claw Claw tail gem gem
Lagiacrus scale scale plate Tooth Claw Claw tail gem gem
Barioth scale scale plate Tooth Tooth Claw tail gem gem
Tigres scale scale plate plate Claw Claw tail tail gem
Brachytios scale scale scale scale plate plate tail gem gem
Devito scale scale plate Tooth Tooth Claw tail gem gem
Gore Magala scale scale scale plate plate Claw tail gem gem
12Monster Properties
When you make armor or weapons out of monsters, you
gain a benefit based on what kind of monster is being
used to cralt the equipment. The following table shows
what monster parts can be crafted into gear, the item
Steen
Great Jas
Lagombi
Seltas
Great Baggi
Great Wroggi
Tetsucabra
Arzuros
Barroth
Zamtrios
Royal Ludroth
Nerscylla
Congalala
Rathian
Seltas Queen
Rathalos
Qurupeco
Nargacuga
Zinogre
Lagiacrus
Barioth
Tigrex
Brachydios
Devilfho
Gore Magala
+1
+1
at
1
at
+1
+2
42
42
42
+2
42
42
43
43
+3
+3
43
43
43
+3
43
43
43
ee
cold resistance
slashing resistance
cold immunity
poison immunity
bludgeoning resistance
slashing resistance
cold resistance
bludgeoning resistance
poison resistance
poison and fire resistance
poison immunity
poison and fire immunity
+3 to performance checks
+3 to stealth checks
lightning resistance
lightning immunity
cold immunity
thunder resistance
force resistance
+3 to all melee damage
+43 to Constitution checks
bonus (added of AC of armor and attack or damage of
weapon), the benefits of turning that monster into armor,
the benefits of turning that monster into weapons, and
the additional cost of the equipment (added to the base
cost of the type of armor{weapon crafted).
Cee
+1 cold damage
+1 slashing damage
+1 bludgeoning damage
+2 bludgeoning damage
+42 cold damage
+2 piercing damage
+2 poison damage
+2 slashing damage
+1 poison and +1 fire damage
+3 poison damage
+1 poison and +2 fire damage
+3 to performance checks
+2 slashing damage
+4 lightning damage
+2 lightning damage
+43 cold damage
+4 thunder damage
+3 force damage
+5 piercing damage
+3 acid damage
or
+252
4502
4502
4752
4752
+502
4752
+1002
+1002
+1002
+1002
+1002
+1502
+2502
+3002
+2002
+2502
+2502
+3002
+3002
+2502
+3002
+5002
45002
13Monster Armor ‘monster parts are required to craft each type of armor.
Monster armor functions the same as the regular armor
of its type except it has the properties listed in the
‘monster propertiestable above and adds the Item Bonus.
from the table above to the AC value of the armor.
Wyverian Craftsmen are quite well versed in crafting
armor from the hides of monsters. In order to craft a set
of armor you will need to bring the craftsman suitable
‘monster parts, as well as ample money to grease the
craftsman’s gears, The following table shows what
Light Armor
Padded 2hides
Leather Bhides
‘Studded Leather 2 hides and 2 scales
Medium Armor
Hide hides
Chain shirt hide and 3 scales
‘Seale mail hide and 4 scales
Breastplate 3 scales and 1 plate
Half plate 3 scales and 2 plates
Heavy Armor
Ring mail 2 scales and 2 plates
Chain mail 3 scales and 2 plates
Splint 2 scales and 3 plates
Plate 3 plates and 1 gem
Shield
Shield 2 hides, scales, or plates
14Monster Weapons
Wyverian Craftsmen are equally well versed in crafting
‘weapons from the teeth, claws and tails of monsters. In
‘order to craft a weapon you will need to bring the
craftsman suitable monster parts, as well as ample
money to grease the craftsman’s gears, The following
table shows what monster parts are required to craft
‘each type of weapon. Monster Weapons function just like
Derr
Melee Weapons
1 handed bludgeoning
2 handed bludgeoning
1 handed piercing
2 handed piercing
‘handed slashing
2 handed slashing
Ranged Weapons
1 handed ranged weapons
2 handed ranged weapons
Upgrading Equipment
In addition to crafting new pieces of armor or weapons,
the wyverian craftsman can also use Armor Spheres to
upgrade your armor or Monster Gems to upgrade your
weapons,
In order to upgrade a piece of armor, you must bring the
Wyverian Craftsman an Armor Sphere and a suitable
piece of nonmagical armor. The cost to upgrade a piece
‘of armor is 200z and when upgraded the armor gets a
permanent +1 to AC. You can only upgrade a piece of
armor once.
the regular version of the weapon except they gain the
properties listed in the monster properties table above.
In addition, when you craft a Monster Weapon you can
choose whether it is aMastererafted weapon or a
Honed weapon. Master-crafted Weapons add the item
‘bonus to the attack rolls when using the weapon, wh
Honed Weapons add the item bonus to damage rolls
when using the weapon,
1 tooth and I law
1 tooth, 1 claw, and 1 ai
2eeth
2teeth and 1 ta
laws
2 claws and 1 tail
1 tooth or claw and 1 hide
2 teeth or claws and 1 hide
In order to upgrade a weapon, you must bring a gem
from a monster that the weaponis crafted from and a
corresponding monster weapon. The cost to upgrade a
‘weapon is equal to the additional cost to craft the
‘weapon located in the monster properties table and
‘when upgraded the weapon becomes either Master-
erafted or Honed. A weapon upgraded in this way
cannot be double Mastererafted or double Honed.
New Weapon Types
‘There are several weapons in the monster hunter series
that do not already exist in Dungeons and Dragons,
below you will find atable detailing how they work.
15Ni
er
Martial Melee Weapons
Gunlance 11521410 Piercing
Charge Blade 1402 1d8(Sword)/1412(axe) Slashing
Hunting 15z 1d 10 Bludgeoning
Horn
Switch Axe 902 2d6(Great Sword) 1d12(axe).
Slashing
Insect Glaive 402 1410 Slashing
New Weapon Properties
‘Shelling. This weapon can be used to discharge
explosive shells on enemies. On your turn, instead of
‘making a melee attack, you can use the shelling ability
instead. Each creature in a 10 ft. cone in front of you
must make a DC 15 Dexterity save, taking 1d12 fire
damage on a failed save.
Reload. This weapon has ammunition that must be
reloaded once itis all expended. You must use an
action during your turn to manually reload all of the
spent ammunition and allow it to be usable again.
‘Switching. As a bonus action on your turn, this weapon.
‘can switch between weapon types, changing its
damage type and die, See the table for the two damage
types and dice.
Charging. This weapon can be charged up by hitting
‘enemies with it. After making a successful Melee
attack with this weapon, you may use a bonus action to
store I charge. The number after this feature in the
weapon table is how many charges this weapon can
hold
Explosive burst. This weapon can use store charges to
create an explosive burst. After making a successful
melee attack with this weapon, you may use a bonus
action to expend as many charges on the weapon as.
you like, for each charge expended in this way the
‘weapon deals an additional 1d6 fire damage to your
target
Charge Shield. Exclusive to the charge blade, the
Charge Shield functions as a normal shield while in
blade mode but becomes the axe head in axe mode.
16
ib.
8ib.
ab.
Reach, Shelling, Reload (5 Shots)
‘TwoHanded, Switching, Charging (5), Explosive Burst, Charge
Shield
‘Twoltanded, Bardic Focus
‘Twolianded, Switching, Charging (2), Explosive Burst
.. TwoHanded, Reach, Kinsect
‘When this weapon changes damage type using the
‘Switching property it loses the benefit of the shield
until it switches back,
Bardic Focus. This weapon can also double asa Focus
‘when casting spells from the Bard class.
Kinsect. Exclusive to the Insect Glaive, the Kinsect is a
‘small Insect companion that boosts your physical
abilities while harassing your enemies. During your
turn, you may use your action to send out your kinsect
to attack one enemy within 30ft. The enemy must
make a Dexterity saving throw with a DC equal to 8 +
your proficiency bonus + your Dexterity modifier,
taking 1d6 slashing damage on a failed save. Once this
attack has finished, whether or not the enemy took
damage, you gain a boost depending on the highest
stat of the monster you targeted that lasts for 3 tur
Strength: +1 damage on melee attacks; Dexterity:
+10ft of movement; Constitution: +1 AC; Intelligence,
Wisdom, or Charisma: You gain 5 temporary HP.
Charge Blade. The Charge Blade is a marvel of modern
engineering, allowing a hunter to charge up a powerful
explosive attack and switch between a Sword and
Shield fighting style and an Axe fighting style. While in
‘Sword Mode the Weapon has the Charging property.
While in Axe Mode the weapon has the Explosive
Burst property. All other Properties are shared.
between both forms.
‘Switch Axe. The Switch is a marvel of modern
‘engineering, allowing a hunter to charge up a powerful
explosive attack and switch between a Great Sword
fighting style and an Axe fighting style, While is Axe
Mode the Weapon has the Charging property. While in
Great Sword Mode the weapon has the ExplosiveBurstproperty. All other Properties are shared
Monster Hunter Items
Not everything in the monster hunter universe is
designed to kill, some items help hunters survive on a
‘quest, and some others still help hunters trap Monsters
ery Crear ag
Restoration & Enhancement
Item
between both forms,
for various purposes. Below you will find a table of
Monster Hunter themed items and rules for how to use
them.
Cost Weight
Bombs, Ammo, and Coating
Dash Juice 402 = Sonic Bomb 1002 IIb.
Demondrug 1002 - Trang Bomb 202 IIb.
Armorskin 1002 = Smoke Bomb 502 Ib.
Lifepowder 3002 = PoisonSmoke Bomb 120z IIb.
Mega Nutrients 5002 - Flash Bomb 1002 IIb.
Hunting tools Gunlance Shells 52. -
Whetstone 2002 1b. __ Poison Coating 1002 E
Carvy»Carving Knife 50z 1b. Para Coating 1502 >
Armor Sphere = 5Ib. Sleep Coating 1202 3
Pitfall Trap 1002 15Ib. Power Coating 2002 :
Shock Trap 2002 —101b.
Restoration & Enhancements
Dash Juice. A powerful potion that allows superhuman
feats of stamina. After drinking a Dash Juiceyou can
use the Dash action as a bonus action for 1 minute.
Demondrug. A powerful potion that allows superhuman
feats of strength. After drinking a Demondrug you gain
+1 toall weapon attack damage rolls that use your
strength for 1 minute.
Armorskin. A powerful potion that allows superhuman
feats of defense. After drinking an Armorskinyou gain
+1 AC for 1 minute.
Lifepowder. A strange mystical powder that not only.
heals you but also those around you. After using a
Lifepowder, you and all allies within 30 ft. regain 244
hit points,
‘Mega Nutrients. A potion that gives you the constitution,
of 2 men (or women)! After drinking a Mega Nutrients,
you gain temporary hit points equal to twice your
Constitution modifier + your level.
Hunting Tools
Whetstone. \ strong stone used to hone the edges of
bladed weapons, you may spend an action to give one
“bladed weapon you have the Honed property (Honed
‘weapons deal +1 damage) for 1 minute.
17Carvy™ Carving Knife. A hunter's best friend, the
Carvy" Carving Knife is what a hunter must use to
carve off the most useful pieces of a monster.
Armor Sphere. A strong stone used to amplify the
defensive properties of armor. If brought to the
Wyverian Blacksmith with a nonmagical set of armor
the Blacksmith can improve the AC value of the armor
by +1.
Pitfall Trap. A delayed setup trap for capturing
‘monsters, During your turn you can use an action to
set this trap anywhere within 5 ft, after the start of
your next turn, any Large or larger creature that begins
‘or ends its turn in, or uses its movement to move
through, the space where the trap was set is
Incapacitated for 1d6 turns. If no monster has
triggered the trap in 1 minute the trap is destroyed,
‘Shock Trap. A quick setup trap for capturing monsters.
During your turn you can use an action to set this trap
anywhere within 5 ft, after the end of your turn, any
Large or larger creature that begins or ends its turn in,
‘or uses its movement to move through, the space
tated for 1d4 turns.
If no monster has triggered the trap in 1 minute the
trap is destroyed.
where the trap was set is Ineapa
Bombs, Ammo, and Coating
Sonic Bomb. \ bomb used to stun monsters. On your
turn you may use an action to throw a sonic bomb. All
hostile creatures within 30 ft of you must pass a DC.
15 Constitution saving throw or become Stunned for
104 turns. The creature gets a cumulative +3 bonus to
the saving throw ea
Trang Bomb. A bomb used to capture incapacitated
time it fails its Constitution save,
monsters. On your turn you may use an action to throw
a trang bomb at a target creature. Ifthe target is.
Incapacitated it is captured.
‘Smoke Bomb. A bomb used to help hide from monsters.
On your turn you may use an action to throw a smoke
bomb. For 1d4 rounds, you and all allies within 10 ft.
may Hide as though in cover.
Poison Smoke Bomb. A bomb used to poison monsters,
(On your turn you may use an action to throw a poison
‘smoke bomb. All hostile creatures within 5 ft. of you
must pass a DC 15 Constitution saving throw or
become Poisoned for 1d4 turns. The creature gets.
cumulative +3 bonus to the saving throw each time it
fail
Constitution save,
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Flash Bomb. A bomb used to blind monsters. On your
turn you may use an action to throw a flash bomb. All|
hostile creatures within 30 ft. of you must pass a DC.
15 tion saving throw or become Blinded for
104 turns, The creature gets a cumulative +3 bonus to
Cons
the saving throw each time it fails its Constitution save.
Gunlance Shells. Shells used to load a gunlance. A
gunlance must be loaded with Gunlance Shells in
order to useits Shelling property.
Poison Coating. A coating for arrows to poison your
‘enemies. On your turn you may use a bonus action to
apply Poison Coatingto 10 arrows or bolts. When you
hit a creature with one of these arrows or bolts, they
must pass a DC 15 Constitution saving throw or
become Poisoned for 1d4 turns. The creature gets a
‘cumulative +3 bonus to the saving throw each time it
fails its Constitution save.
Para Coating. \ coating for arrows to paralyze your
‘enemies. On your turn you may use a bonus action to
apply Para Coating'o 10 arrows or bolts. When you hit
a creature with one of these arrows or bolts, they must
pass a DC 15 Constitution saving throw or become
Paralyzed for 1d2 turns. The creature gets a
cumulative +3 bonus to the saving throw each time it
fail
‘Sleep Coating. A coating for arrows to put your enemies
to sleep. On your turn you may use a bonus action to
apply Sleep Coating to 10 arrows or bolts. When you
hit a creature with one of these arrows or bolts, they
must pass a DC 15 Constitution saving throw or
become Incapacitated for 1d4 turns or until the
creature takes damage again. The creature gets a
cumulative +3 bonus to the saving throw each time it
fails its Constitution save.
Power Coating. A coating for arrows to make them
‘more powerful. On your turn you may use a bonus
action to apply Power Coatingto 10 arrows or bolts.
‘When you hit a creature with one of these arrows or
bolts, they take an additional 1d4 damage.
Constitution save,Part 3
Monster ManualMonster Manual
While several of the monsters in the regular Dungeons &
Dragons setting can be easily used in a Monster Hunter
themed setting, there are also several monsters from the
Monster Hunter universe that are crucial to making the
setting feel authentic. The next few pages have stat
blocks and blurbs about each monster, from the Monster
Hunter universe, that have been included in the
supplement. They are all ready to use (at the appropriate
GR of course) and can be used as standalone encounters
‘orcombined into groups. There are two primary
classifications of monster in the Monster Hunter
universe Small Monsters and Large Monsters.
Small Monsters
‘Small Monsters are any monster from the MH universe
that can be fought in small groups without much trouble.
Most of these monsters are size Medium or smaller, and
are suitable as group encounters. Hunters will have a
rather easy time dealing with small monsters and as
such it is a good idea to include at least one large
monster with a pack of small monsters.
Large Monsters
Large monsters are monsters from the MH universe that,
are usually fought as single monsters or with a group of
‘small monsters. All of these monsters are size Large or
larger and are suitable as solo encounters. Hunters will
have a somewhat difficult time dealing with Large
monsters so it is advised to not include more than two at
a time. Be wary of the CR of large monsters, as well as
the size of your hunting party, when including multiple
large monsters in an encounter!
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