Preface

~Made by Stronger for use on /tg/.~ Thank you for reading this supplement. This is a small collection of rules and guidelines with the purpose of emulating ’s series within a Dungeons and Dragons: 5th Edition campaign. Monster Hunter is a game that is mentioned a lot on /tg/ in various ways, with the main question being “What system would work for a Monster Hunter campaign?” This is a question I had always wanted to answer, even taking months of time to develop an entire homebrew system for it. Sadly, it never saw fruition due to the insurmountable Monster Manual I couldn’t finish alongside an increasingly busy personal life. With someone posting “Doodles and Dragons” by Reddit user /u/comm_nagrom, I was very interested in their work, yet I felt that some aspects were not quite within the framework of 5e. I decided to use my old notes and my knowledge of 5e’s game mechanics and design philosophies to make my own version of a set of rules for Monster Hunter campaigns. I have a few concerns about the balancing of the weapon properties, most notably the Hammer and Great Sword, but otherwise, feel free to use the weapon property system to make customized weapons. An Insect Glaive with shelling? Go for it. A Great Sword with a built in bowgun? Sounds rad. Dual Swords with a phial system? You got it, chief. Just have fun with it.

Race and Class Restrictions Hunter Rank

The Monster Hunter universe does not The Hunter’s Guild utilizes Hunter Ranks readily feature classes capable of producing that their licensed hunters must adhere to. Its magical effects. Many magical or purpose is to restrict the level of bounties a supernatural things seen within the series are hunter has access to in order to prevent them only capable of being performed by the very from taking on a quest they are not skilled monsters humanity hunts. enough to follow through on. For this reason, the Dungeon Master may When a Hunter signs onto the Hunter’s elect to restrict the races and classes players Guild, they begin at Hunter Rank 1. This have access to in order to better emulate the rank improves as the Hunter proves their feel of the Monster Hunter world. The capabilities to the guild. A Hunter can only following lists the default races and classes partake in quests with a Quest Rank that is permissible by these rules, but the DM has equal or lower to their Hunter Rank. The freedom to change or alter anything they do maximum Hunter Rank a Hunter can attain not agree with or wish to accommodate. is Hunter Rank 9. When the guildmaster of a local guild Permissible Races: hall believes the hunter is ready to advance Human, Variant Human, Lynians, in rank, they issue an Urgent Quest. Usually Wyverians, Troverians being of a Quest Rank one higher than their Permissible Classes: Hunter Rank, Urgent Quests are very Barbarian, Fighter, Monk, Rogue dangerous, rarely proving themselves to be an easy task. Completion of an Urgent Quest The default classes assume your version will prove to the guild master that the of the setting has no magic like the games Hunter is ready to rise in rank. Completion originally depict. Therefore, the archetypes of an Urgent Quest will raise your Hunter that grant use of spell slots, such as Eldritch Rank by 1. Knight or Arcane Trickster, are removed Hunter Ranks are divided into tiers. Low from the list of player options. If you wish Rank consists of hunters within Hunter for the presence of magic that is available to Ranks 1 to 3. High Rank consists of hunters your players, you may add the following within Hunter Ranks 4 to 6. G Rank consists classes and archetypes to your list. of hunters with special G Rank permits within Hunter Rank 7 to 9. Expanded Permissible Classes: Bard, Druid, Ranger (PHB, Spell-less, Revised), Sorcerer

Hunter Weapons Variant Rule: Zenny (z)

While normal, mundane weaponry exists, The currency used in the Monster Hunter Hunters are known to utilize massive universe is the Zenny, abbreviates as z. One weapons made from a plethora of materials, gold piece in normal play is equal to one from mundane steel to the very creatures Zenny. Bronze, silver, and electrum do not they hunt. Every character is proficient with have Zenny counterparts, so Dungeon a number of Hunter Weapons equal to twice Masters may elect to award more Zenny to their proficiency bonus. Additionally, a players to match source material prices or character also gains proficiency with a simply utilize decimals for partial amounts Hunter’s Knife, which allows them to of Zenny. harvest materials from their slain bounties. One way a Dungeon Master could They begin play with one mundane version balance a party’s zenny income is by of every Hunter Weapon they have looking to the source video games. For proficiency with and a Hunter’s Knife. example, if the party is undertaking a rank 4 A character may only equip a single quest, look through rank 4 quests in a game Hunter Weapon at a time. The exception is to get an idea for how much a party should the Hunter’s Knife, which does not count be paid per quest. The following is a table of towards this restriction. averages you can use as guidelines for arranging payment for your players. The amounts listed are for the contract as a whole and divided among those who participated in the hunt..

Average Zenny per Quest Rank Rank Zenny 1 2,500 2 5,000 3 8,000 4 10,500 5 12,500 6 16,000 7 20,000 8 25,000 9 30,000

New Player Options Darkvision: You can see in dim light within 60 feet of you as if it were bright The following is a collection of new race light, and in darkness as if it were dim light. for players to use during character creation. You can’t discern color in darkness, only shades of grey. Lynian Keen Senses: Your physiology grants you enhanced hearing and smelling. You Lynians are a race of sapient creatures gain proficiency in the Perception skill. native to the many lands. There are two Lynian Nimbleness: You can move main species of Lynian: the more civilized through the space of any creature that is of a cat-like Felynes and Melynxes, and the size larger than yours. mysteriously masked Shakalaka. Both Languages: You can speak, read, and species enjoy complex societies and write Common and Lynian. languages, although the Shakalaka are a bit Subrace: Lynians have three subraces to more primitive and barbaric. belong to. Choose one of these subraces. While they have established their own civilizations and settlements, they have Felyne come to build more intense relations with Felynes are distinguished by their bright humans over the recent years. The Lynians colored fur and cat-like appearance. They that live within human settlements find are very sociable and commonly seen employment in every line of work a human operating within civilized settlements. would be found doing, and those who live in Ability Score Increase: Your choice of the wilderness make due as hunter-gatherers Intelligence or Wisdom score increases by 1. who trade rare goods with nearby villages. Tradesman: You have a natural penchant for business and all things Ability Score Increase: Your Dexterity commercial. You gain proficiency in one score increases by 2. tool of your choice and the Persuasion skill. Age: The true lifespan of a Lynian is unknown, so it is to be assumed to be about Melynx 12 years, the average of a normal housecat. Melynx are chaotic at heart, Alignment: Lynians come with a characterized by their dark fur and feline plethora of motivations, placing them appearance. Due to their nature, they are anywhere between lawful and chaotic, with rarely seen within settlements, living in the most being neutral or good. wild in isolated villages. Size: Lynians stand about 2 feet on Ability Score Increase: Your Charisma average and usually weigh around 40 score increases by 1. pounds. Your size is Small. Sticky Fingers: You gain proficiency in Speed: Your base walking speed is 35 the Sleight of Hands skill. feet.

Shakalaka Green skinned humanoids adorned with tribal masks, a Shakalaka’s true face has never been seen. Their hotheadedness and rambunctiousness, though, are near legendary. Ability Score Increase: Your Constitution score increases by 1. Reckless Abandon: Your fiery spirit knows not the limitations of fear. You have advantage on saving throws against being frightened.

Wyverian

While their origins are now lost to the annals of time, the Wyverians are believed to be the descendants of ancient beings called the Dragon Tribe, believed to be of half-wyvern blood. They mostly resemble humans in physical appearance, save for three major differences: their pointed ears, their four-fingered hands, and digitigrade legs, giving them a somewhat bestial appearance. Wyverians are known to live well beyond what a human is capable of. These long lives enable a Wyverian to gather a well of knowledge over the long years. Their long life spans, however, affect their population, as their numbers have dwindled over the centuries. Wyverians were the first to engage in monster hunting in ancient times, but they have mostly pulled back from the profession, favoring the new people and places they discover while working as tradesmen, journeymen, and high ranking village officials. While some Wyverians continue to hunt, even the most skilled of Wyverian hunters retain their peaceful ways and intense respect for nature.

Ability Score Improvement: Your Tradesman’s Wisdom: You have Constitution increases by 2 and your choice accumulated many skills over your long life. of Charisma or Wisdom increase by 2. You are proficient in 2 skills and 2 artisan’s Age: While their lifespan is uncertain, tools of your choice. Wyverians have been confirmed to live up Draconic Blood: The supernatural to 350 years. connection to the forces of nature your Alignment: Wyverians are in tune with dragon ancestors had still runs faintly within the natural order of the world and are your blood. You know the Druidcraft therefore mostly lawful. cantrip. Size: The average Wyverians grow to the Wyverian Resilience: Your Armor class size of a human, yet begin to shrink to about increase by 1. 4 feet tall as their old age begins to set in. Languages: You can speak, read, and Your size is Medium regardless of age. write Common, Wyverian, and one language Speed: Your base walking speed is 30 of your choice. feet.

Troverian

As the Wyverians were fabled to descend from dragons, so too are the Troverians. Being of a mysterious nature, Troverians are said to have descended from the tribe of those blessed with the blood of a mighty earth dragon. The history of the Troverians is hazy, as they have elected to live deep underground next to searing hot magma flows to focus on their true passion: crafting. They thrive in these subterranean labyrinths by trading the ores and minerals they collect from deep within the earth for goods found on the surface. Troverians resemble slightly stockier and bulkier humans, their skin usually tanned from the heat of the magma most live near. Troverian males grow massive beards and moustaches, wearing them in odd but traditional shapes. Female Troverians lack the facial hair all together, resembling human females with a smaller but sturdier frame. Troverians are tried and true craftsmen, with their only rivals being the most skilled of Wyverians. While Wyverians can work organic materials and monster parts more easily, Troverians are masters at metalworking and mineral processing in all forms. Regardless of their profession, their dedication to their chosen craft can be detrimental, as many Troverians are described as borderline obsessive workaholics.

Ability Score Increase: Your Child of Fire: You have grown Constitution score increases by 2 and your accustomed to the intense heat of your Strength score increases by 1. magma filled village. You have resistance to Age: The maximum lifespan of a fire damage. Troverian is unknown and therefore is Dedicated to the Craft: You gain assumed to be similar to a Wyverian’s at n proficiency in one artisan’s tool of your average maximum of 350 years old. choice. Alignment: Troverians thrive in the Earth Dragon’s Wisdom: Whenever unknown and dangerous tunnels under the you make an Intelligence (Investigation) to earth and are accustomed to the chaotic identify or locate rare ores, you are lifestyle it brings. The more reserved ones considered proficient in the Investigation tend to be lawful, with neutrality being rare. skill and add double your proficiency bonus Size: Troverians stand around 4 to 5 feet to the check instead of your normal tall and weigh about 150 pounds. Your size proficiency bonus. is Medium. Troverian Endurance: Your hit point Speed: Your base walking speed is 25 total increases by 1, and increases by 1 feet. every time you gain a level. Additionally, Darkvision: You can see in dim light any level of exhaustion you have affects you within 60 feet of you as if it were bright as if it was one level lower. 6 levels of light, and in darkness as if it were dim light. exhaustion will still kill you. You can’t discern color in darkness, only Languages: You can speak, read, and shades of grey. write Common and Troverian.

Hunter Weapons

Hunter weapons are extraordinary pieces of equipment hunters use to fell the deadliest of monsters. These weapons are forged with the most potent of materials known to mankind using cutting edge technological breakthroughs. Many of these weapons are then reformed with the very bones and scales of the monsters they have slain, growing in power and potency thanks to the peculiar nature of these materials. Hunter weapons vary in size, form, and fighting style. For instance, the Hammer’s crude form enables one to smash their foes into dust with raw power, while the Switch Axe utilizes magnificent technology to swap between the form of an axe and a sword with an otherworldly grace. Regardless of the weapon a hunter chooses to use, each one has been proven in countless hunts, felling monsters only believed to exist in legend. A hunter’s weapon is only as good as the hunter themselves. The following table depicts traditional hunter weapons are they are normally found in the world, the ammunition, and the special coatings they may use. With the right tools and craftsmanship, however, one may come into possession of a truly unique weapon that utilizes weapon properties usually not seen on the weapon by default.

Hunter Weapons Name Cost Damage Properties (z) Simple Melee Hunter Weapons Lance 1d8 piercing Versatile (1d10), reach, Superior Defense, Fleet 2000 Footed Hammer 2000 2d6 bludgeoning Heavy, two-handed, Stunning Strike Hunting Horn 2900 1d10 bludgeoning Heavy, two-handed, Recital, Bardic Spell Focus Hunter’s Knife 1000 1d4 slashing Light, finesse, Carving Simple Ranged Hunter Weapons Bow 1d6 piercing Ammunition (range 150/600), two-handed, 1500 Coatings Martial Melee Hunter Weapons Sword 2400 1d8 slashing Versatile (1d10), Open-Handed, Sword Oil Dual Blades 2000 1d8/1d6 slashing Finesse, light, Demonize, Fleet Footed Great Sword 2000 2d6 slashing Heavy, two-handed, Focus Attack Long Sword 2400 1d10 slashing Two-handed, finesse, monk weapon, Mind’s Eye Gunlance 2900 1d8 piercing Shelling, Wyvern’s Fire, reach Switch Axe 1d12 slashing Transforming, heavy, two-handed, Phial Charge 3000 (Axe Form) (Phial Max 3) Switch Axe 1d10 slashing Transforming, heavy, two-handed, Phial Burst - (Sword Form) Charge Axe 1d8 slashing Transforming, Disassembled, Phial Charge 3000 (Sword Form) (Phial Max 5) Charge Axe 1d12 slashing Transforming, heavy, two-handed, Phial Burst - (Axe Form) Insect Glaive 2500 1d8 slashing Kinsect, finesse, Vaulting Strike Martial Ranged Hunter Weapons Light Bowgun Bowgun Ammo Ammunition (range 80/320), light, loading, two- 1750 handed, Modifications Medium Bowgun Ammo Ammunition (range 90/360), loading, two- 2250 Bowgun +1 handed, Modifications Heavy Bowgun Bowgun Ammo Ammunition (range 100/400), heavy, loading, 2750 +2 two-handed, Modifications

New Weapon Properties Class. Both halves are required to transform the weapon if it has the Transforming Bowgun Ammo. This weapon must property. utilize Bowgun ammunition for its damage Fleet Footed: When an attack misses the rolls. Any numeric modifiers at the end of wielder of a weapon with this property this property are applied to the damage rolls outside of their turn, they can move 5 feet of every attack regardless of shot used. This without provoking opportunity attacks. You property must be applied to a weapon with cannot move more than your speed in this the Ammunition property. manner until the beginning of your next Carving: This tool can be used to gather turn. monster materials from fallen monsters. Focus Attack: This weapon can utilize a Coatings: This weapon may utilize charged attack to deal increased damage. special coatings for its attacks. As an action, Once per short or long rest, you may focus the user may apply a special coating that your attack and roll your damage die twice lasts for a specified amount of time. This and add your level to a damage roll you property must be applied to a weapon with make when a melee weapon attack roll. the Ammunition property. Kinsect. This weapon utilizes a trained Demonize: The user of this weapon may Kinsect mounted to one’s arm to assist in enter a savage frenzy for an overwhelming combat by extracting Essence. You gain a offense. Once per long rest, you may enter ranged weapon attack that you can use with Demon Mode. While in Demon Mode, you the Attack action. The attack has a range of gain an additional action during your turns. 30 feet. You are proficient with it, and you This action can only be used to take the add your Wisdom modifiers to its attack and Attack (one weapon attack only), Dash, or damage rolls. On a hit, the Kinsect deals 1d4 Disengage actions. This lasts for 1 minute. piercing damage and returns to your arm When Demon Mode ends, you cannot move with Essence. The type of Essence you gain or take actions until after your next turn, as a is determined by a d4 roll and lasts for 1 wave of lethargy sweeps over you. minute. If you collect an Essence you This property cannot be applied to a already possess, the effect is renewed. weapon with the two-handed property.

Disassembled. The weapon in this form Kinsect Essence Collection Table is split into two pieces, with one half being 1d4 Effect 1 White: Movement Speed +5 feet used for offense with the other used for 2 Red: +1 to damage rolls defense. The half used for offense is a 3 Orange: +1 to AC longsword, spear, or warhammer determined 4 Green: Regain a number of hit upon property application. The half used for points equal to your proficiency defense may be used as a shield on your off bonus + your Wisdom modifier hand, granting a +2 bonus to your Armor

A weapon with the Kinsect property cannot an additional 1d6 force damage for every be used with a shield. Phial Charge the weapon has stored up to its Phial Max. The weapon’s Phial Charge is Mind’s Eye: This weapon ignores then reset to zero. A weapon with the Phial damage resistance of its damage type. Burst property must also have the Phial Modifications: This weapon can utilize Charge property. modifications and accessories. This property Recital: This weapon can initiate a can only be applied to martial ranged hunter musical recital and bestow a melody effect weapons and each weapon can only benefit as a bonus action. A Recital grants any from one modification at a time. number of creatures you choose within 90 Silencer: Firing from stealth does not feet the Melody Effects of the melody you give away your position. choose to play. You may have up to two Long Barrel: You gain a +1 to your melodies in effect at the same time. You damage rolls. must concentrate on your melodies as if they Zoom Scope: Attacking at long range were a spell, and ending concentration on doesn’t impose disadvantage on your ranged the recital dispels all melody effects for you weapon attack rolls. and the chosen creatures. A creature cannot Shield: You gain a +1 to your AC while gain these bonuses if it is deafened. holding this weapon. A weapon has 3 melodies available to it Open-Handed. While using this weapon, determined upon weapon creation. These if your off hand is utilizing a shield, the cannot be altered after creation. All weapon or your shield do not hamper either melodies have a duration of 1 minute unless of your hand’s functions. indicated. You may use Recital a number of times Phial Charge. This weapon absorbs equal to your Charisma modifier. You kinetic energy and uses it to power phials. regain uses of this ability after completing a When you make a successful attack, the short or long rest. weapon’s Phial Charge increases by one to a maximum of its Phial Max. The weapon’s Phial Charge is reset to zero upon completing a short or long rest. A weapon with the Phial Charge property must also have the Phial Burst property.

Phial Burst. This weapon may utilize stored energy within its phials to produce a magnificent explosion. As an action, make a melee attack with the weapon against one creature within range. On a hit, the target suffers the attack’s normal effects and takes

determined upon the creation of the weapon. This can be changed with modification by a Songbook of Recital Melody Effects skilled weaponsmith in a civilized area that Melody Name Effect has the resources to do so. Celerity Your speed increases by 5 feet. Normal. Clip Size 5, Range 5 feet, d8 Mind’s Eye Your attacks ignore your damage target’s damage Long. Clip Size 3, Range 10 feet, d6 resistances. damage Song of You gain a +1 to damage Spread. Clip size 2, Range 10 foot cone, Swords rolls d4 damage Song of Your AC increases by 1. A Medium or smaller creature hit by a Shields successful Shelling attack is pushed 5 feet Rally You gain advantage against being frightened. backwards. When Shelling has been used an Firewalker You gain resistance to fire amount of times equal to the weapon’s Clip damage. Size, it must be reloaded with an action. Clip Icebreaker You gain resistance to ice Size varies by Shelling type. damage. If the user rolls a 1 or a 2 on their Lightning- You gain resistance to Shelling attack, the mechanisms become Rider lightning damage. jammed. The jam must be cleared with an Thunder- You gain resistance to Swallower thunder damage. action before you can use Shelling again. Poisondrinker You gain resistance to Stunning Strike: This weapon is capable poison damage. of unleashing massive smashes. You may Sonic Waves 1 round only. Hostile creatures within a 10 foot use an action to focus an earthshaking smash radius of you must make a and unleash it upon a foe as a melee weapon Constitution saving throw attack. If the attack is successful, you add or be deafened for 1 your Constitution modifier to your damage minute. The DC is equal to roll. The target must succeed on a 8 + your proficiency bonus Constitution saving throw against a DC + your Charisma modifier. equal to 8 + your proficiency bonus + your Revitalize 1 round only. Regain a number of hit points equal Strength modifier. On a failed save, the to your proficiency bonus + creature is stunned for a number of rounds your Charisma modifier equal to your Constutution modifier. You cannot use this ability again until you complete a short or long rest. Shelling. This weapon can utilize explosive shells hidden within for explosive Superior Defense: A shield paired with attacks. You gain a ranged weapon attack this weapon instead utilizes a great tower that you can use with the Attack action. The shield. The shield grants +3 to AC instead of damage is fire, and its range and damage die its regular bonus of +2 to AC. vary depending on the Shelling type

Sword Oil: This weapon can utilize Oils of overheating. As an action, choose any to enhance its attacks. As an action, the user amount of targets within a 10 foot cone. The applies oils to the blade, granting it different targets must succeed on a Dexterity save abilities depending on the oil. There are 4 with a DC equal to 8 + your proficiency major types of oils, each lasting 1 minute. bonus + your Strength or Dexterity score. Only one type of oil may be applied to a On a failed save, you may roll your weapon weapon at once. damage three times with additional damage Affinity Oil: You may add your Wisdom equal to your level and half damage on a modifier to your attack rolls successful save. Stamina Oil: A creature hit with a Regardless of the number of targets hit, weapon with this oil applied has the force of the blast pushes you backwards disadvantage on any concentration check it 10 feet. If your weapon has the Shelling must roll in caused by the attack. property, all of the Shells within your Destroyer Oil: You may add your weapon are considered expended and must Wisdom modifier to your damage rolls. be reloaded. This ability cannot be used Mind’s Eye Oil: Attacks with this again until you have completed a short or weapon ignore damage resistance of the long rest. weapon’s type. The Wyvern’s Fire property must be You can apply a number of oils to your applied to a weapon with the Shelling weapon equal to your Wisdom modifier. property. You regain uses of them during a long rest, during which you must spend an hour restocking and refilling your oils.

Transforming. This weapon can transform between two different forms. Switching between forms is a bonus action and uses the damage die and properties of its new form.

Vaulting Strike: This weapon contains a pressurized piston that launches its user into the air. You gain a weapon attack that you can use with the Attack action. When used, you plant the weapon on the ground and fire the piston, launching yourself 10 feet into the air. You cover a horizontal distance of 10 feet and can make a weapon attack at any point along your vault.

Wyvern’s Fire. This weapon may unleash a massive explosive burst at the cost

Bowgun Ammo regain a number of points equal to your proficiency bonus. Bowguns utilize a wide array of Bows do not utilize shots; instead they ammunitions in their hunts. While this gives utilize coatings that are applied to their them versatility a Blademaster does not arrows. The rules for coatings follow the have, they are dependent on preparing the rules for Bowgun shots. Bowgun shots most effective shot types for their hunts and cannot be used in a Bow and Bow coatings are vulnerable to running out of ammo. cannot be used in a Bowgun. These rules Every piece of Bowgun ammo is called a may be overwritten by customized shot. There are a wide variety of shots weaponry. Shot compatibility by type and available to Bowgun users. Along with type, level is determined upon weapon creation. every shot has a Level, with higher level shots being more effective than their lower level counterparts. Every shot type has an Ammo Cost, a number of points one must spend to load that shot into your bowgun. A shot’s Ammo Cost is deducted from your character’s Ammo Total, which is equal to (2 + your Dexterity modifier + your Wisdom modifier) multiplied by your proficiency bonus To use shots, you spend a number of Ammo Cost points equal to the shot type you’re using for each attack. For example, a hunter utilizing 2 shots of Pierce Lvl 2 on their turn would spend 4 Ammo Cost points. Loading a new shot requires reloading your bowgun, which can be done as a free object interaction or a bonus action. If a weapon’s Bowgun Ammo property has a static modifier on it, like the default Heavy Bowgun’s +2 modifier, it is added to all damage rolls regardless of ammo type used. During a short rest, one may attempt to restock their Ammo Total by making use of materials found in nature. To do so, make a DC 15 Wisdom (Survival) check. On a success, you regain a number of Ammo Cost points equal to your Dexterity modifier + your proficiency bonus. On a failure, you

Bowgun Ammo List normal ranges. Instead, targets within a cone equal to 10 feet per shot level must make a Normal S Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Shot Type Ammo Cost Damage Dexterity modifier. Normal 1 0 1d4 piercing Normal 2 1 1d6 piercing Crag S Normal 3 2 1d8 piercing Shot Type Ammo Cost Damage Crag 1 2 2d4 force A standard Bowgun shot. Inexpensive and Crag 2 3 1d10 force reliable, but underwhelming. Even if all Crag 3 4 2d6 force other ammo types are expended, you will always have Normal 1 S available to you. A shot that penetrates and explodes within Pierce S its target with great force.

Shot Type Ammo Cost Damage Clust S Pierce 1 1 1d4 piercing Pierce 2 2 1d6 piercing Shot Type Ammo Cost Damage Pierce 3 3 1d8 piercing Clust 1 3 2d6 fire Clust 2 4 2d8 fire Clust 3 5 2d10 fire A high velocity shot. This ammo type makes a ranged attack roll on every creature in a A shot that breaks apart into small line from the user. A Huge creature hit by explosives upon contact. When using this this shot is automatically subject to another shot, select a point within your weapon’s damage roll that deals half damage. A range. All creatures within 10 feet of that Gargantuan creature hit by this shot is point must succeed on a Dexterity save automatically subject to another two damage equal to 8 + your proficiency bonus + your rolls. The second of these extra damage rolls Dexterity modifier. A target takes the deals half damage. damage listed on the table and, if the Pellet S creature was Medium or smaller, is pushed back 10 feet on a failed save, or half as Shot Type Ammo Cost Damage much damage and not pushed on a Pellet 1 1 1d2 piercing successful one. Pellet 2 2 1d4 piercing Pellet 3 3 1d6 piercing

A shot with a high spread. Ranged attack rolls using this shot type do not use their

Elemental Ammo Para S

Shot Type Ammo Cost Damage Shot Type Ammo Cost Damage Flaming S 1 1d8 fire Para 1 2 - 1 1d8 Para 2 3 +1 to DC Thunder S lightning Freeze S 1 1d8 cold Dragon S 5 4d6 force A shot type that causes foes to succumb to paralyzing concoctions. This shot deals no damage. Upon a successful ranged attack, Bowgun shots utilizing the odd properties of the target must succeed on a Constitution materials that produce elemental energies to save equal to 8 + your proficiency bonus + take advantage of a monster’s elemental your Dexterity modifier or be paralyzed for weaknesses 1 minute. A creature may repeat this saving Poison S throw at the end of their turn. On a success, the condition ends. Gargantuan creatures are Shot Type Ammo Cost Damage unaffected. A creature had advantage on this Poison 1 2 - saving throw if it has already been affected Poison 2 3 +1 to DC by this shot within the past 24 hours. After use, a new shot must be loaded. A shot type that causes foes to succumb to Sleep S harmful toxins. This shot deals no damage. Upon a successful ranged attack, the target Shot Type Ammo Cost Damage must succeed on a Constitution save equal to Sleep 1 2 - 8 + your proficiency bonus + your Dexterity Sleep 2 3 +1 to DC modifier or be poisoned for 1 minute. A creature may repeat this saving throw at the A shot type that causes foes to succumb to end of their turn. On a success, the condition sleep-inducing chemicals. This shot deals no ends. A creature had advantage on this damage. Upon a successful ranged attack, saving throw if it has already been affected the target must succeed on a Constitution by this shot within the past 24 hours. After save equal to 8 + your proficiency bonus + use, a new shot must be loaded. your Dexterity modifier or fall unconscious for 1 minute. The condition ends if the creature takes damage or is woken up with an action. Huge creatures have advantage on this saving throw and gargantuan creatures are unaffected. A creature had advantage on this saving throw if it has already been affected by this shot within the past 24 hours. After use, a new shot must be loaded.

Recov S Demon S

Shot Ammo Shot Type Ammo Cost Damage Damage Type Cost Demon S 2 - Recov 2 - 1 Recov 3 - A shot used to bestow strength on targets. 2 Make a ranged attack on up to 2 targets within a 30 foot cone. An allied creature can elect to be hit automatically. On a hit, the A healing shot used to reinvigorate allies. creature gains a +1 bonus to their damage Make a ranged attack on a target within rolls for 1 minute. After use, a new shot range. An allied creature can elect to be hit must be loaded. automatically. On a hit, the creature regains a number of hit points equal to 1d8 + your Armor S Wisdom modifier. This increases to 2d8 + your Wisdom modifier if using level 2 Shot Type Ammo Cost Damage Recov S. After use, a new shot must be Armor S 2 - loaded. Paint S A shot used to fortify targets. Make a ranged attack on up to 2 targets within a 30 foot Shot Type Ammo Cost Damage cone. An allied creature can elect to be hit Paint S 1 - automatically. On a hit, the creature gains a +1 bonus to their Armor Class for 1 minute. After use, a new shot must be loaded. A shot utilizing bright paint and a distinctive odor used to track and locate targets. You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks to make to find a target hit by this shot. This last for 1 hour unless the target washes off the paint before it wears off naturally. After use, a new shot must be loaded.

Coatings Duration: 1 round The first time a target is hit with this Bows and other weapons utilizing the coating during its duration, it must succeed Coatings property can utilize Coatings to on a Constitution save equal to 8 + your apply special effects to their attacks for a proficiency bonus + your Dexterity modifier limited time. or be paralyzed for 1 minute. A creature You can carry a maximum number of may repeat this saving throw at the end of coatings equal to your proficiency bonus + their turn. On a success, the condition ends. your Dexterity modifier + your Wisdom Gargantuan creatures are unaffected. A modifier. The wielder of the weapon applies creature had advantage on this saving throw coatings to their weapon as a bonus action. if it has already succumbed or resisted this During this time, the coatings apply to your coating within the past 24 hours weapon attacks for their indicated duration. During a short rest, one may attempt to Poison Coating restock their Coatings by making use of Duration: 1 round materials found in nature. To do so, make a The first time a target is hit with this DC 15 Wisdom (Survival) check. On a coating during its duration, it must succeed success, you regain a number of Ammo Cost on a Constitution save equal to 8 + your points equal to your Wisdom modifier + proficiency bonus + your Dexterity modifier your proficiency bonus. On a failure, you or be poisoned for 1 minute. A creature may regain a number of points equal to your repeat this saving throw at the end of their proficiency bonus turn. On a success, the condition ends. A creature had advantage on this saving throw Power Coating if it has already succumbed or resisted this Duration: 1 hour coating within the past 24 hours Applying a Power Coating to your weapon adds and additional 1d4 damage to Sleep Coating your ammunition. Duration: 1 round Close Range Coating The first time a target is hit with this coating during its duration, it must succeed Duration: 1 hour on a Constitution save equal to 8 + your When utilizing a melee attack using your proficiency bonus + your Dexterity modifier ammunition or making a ranged attack roll or fall unconscious for 1 minute. A creature at a target within 10 feet, your weapon deals may repeat this saving throw at the end of an additional 1d6 damage. their turn. On a success, the condition ends. Huge creatures have advantage on this Paralysis Coating saving throw and gargantuan creatures are unaffected. A creature had advantage on this saving throw if it has already succumbed or

resisted the effect of this coating within the past 24 hours the blast coating ignites and explodes, dealing an additional 2d6 force damage on Exhaust Coating the triggering attack. Duration: 1 round Paint Coating The first time a target is with this coating during its duration, it has disadvantage on Duration: 1 minute Constitution checks and saving throws made The first time a target is with this coating in response to the attack. during its duration, it leaves a trail of paint and a strong, distinguishable scent. You Blast Coating have advantage on any Wisdom (Perception) or Wisdom (Survival) made to find it. Duration: 1 minute When a creature is hit with an attack utilizing this coating, it gains a Slime Point on each successful hit. When a creature has 3 Slime Points, the slime contained within

Forging New Weapons Using this system, we will upgrade the Long Sword previously mentioned, both Utilizing the precious ores and materials examples utilizing materials a hunter with a of the monsters you hunt, you can forge new Hunter Rank of 5 would have access to. weapons to give you an edge in your future Raw Long Sword: 1d10+2+Str/Dex hunts or upgrade existing weaponry. Mod slashing damage A weapon made from new materials can Ice Elemental Long Sword: select from having a raw damage upgrade or 1d8+Str/Dex Mod slashing damage plus 1d6 an elemental upgrade if the materials exhibit cold damage elemental properties. A weapon cannot have a raw and elemental upgrade simultaneously. You may also choose to upgrade a mundane weapon that has neither upgrade applied, possibly saving money on costly materials. The efficacy of the upgrade depends on the materials one obtains. These materials are usually moderated by one’s Hunter Rank, as hunters of a higher rank challenge more powerful and battle hardened individuals of species they may have previously hunted. Due to this, the bonuses obtained from upgraded equipment vary by one’s Hunter Rank.

Raw Damage Upgrade Table Hunter Damage Damage Bonus Rank Die 1-3 - +1 4-6 - +2 7-9 - +3 Elemental Damage Upgrade Table Hunter Damage Damage Bonus Rank Die 1-3 -1 step +1d4 element 4-6 -1 step +1d6 element 7-9 -1 step +1d8 element

Forging New Armor Applicable damage types that one can receive protection from are: Slashing, The same materials that can be used to Piercing, Bludgeoning, Acid, Cold, Fire, upgrade weaponry can be used to fashion Force, Lightning, Poison, Thunder. This armor to protect hunters from even the damage type corresponds to the properties of deadliest of blows. the materials used to forge the armor. For Similarly to weapon upgrades, the example, a Rathalos’s fiery scales will grant efficacy of the upgrade depends on the the armor fire damage mitigation. materials one obtains. These materials are One may also opt to trade in a higher usually moderated by one’s Hunter Rank, as level of damage mitigation for two lower hunters of a higher rank challenge more levels of damage mitigation. For example, a powerful and battle hardened individuals of hunter using HR7 armor materials could opt species they may have previously hunted. to forge an armor set with either immunity Due to this, the bonuses obtained from to fire damage or resistance to fire and upgraded equipment vary by one’s Hunter bludgeoning damage. Rank.

Armor Upgrade Table Hunter Rank AC Damage Mitigation Bonus 1-3 1 -3 damage to x 4-6 2 Resistance to x 7-9 3 Immunity to x