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Monster Hunter, DND 5.0. - Guild Monster
Monster Hunter, DND 5.0. - Guild Monster
d6 Ideal
You are a person hat makes a living by hunting monsters and 1 Balance: Humanoids and monsters can coexist together
doing request for civilians as part of the Hunter's Guild. The in peace.
Hunter's Guild and hunters don't exist to annihilate all
monsters, they exist to harmonize humans with nature by 2 Victory: I will defeat the odds no matter what needs to
be done.
hunting said beasts. In order to enforce and balance this
policy, the Hunter's Guild uses hunters, making them a major 3 Loyalty: My comrades are my life and my sword, Ill be
part of the corporation faithful to them no matter what.
4 Improvement: I always look for new places and new
Skill Proficiencies: Acrobatics, Survival challenges to be better and renewed.
Tool Proficiencies: Two types of artisan's tools 5 Effort: What matters most is giving your all at all times.
Equipment: a set of guild approved armor for your region, a
weapon of the hunter's choice (as per hunter's weapon list), a 6 Community: I will create a world where everyone can
set of artisan's tools, and a belt pouch containing 15gp exist and live in harmony.
1
Weapons
Hunter Weapons
(Martial) Melee Cost Damage Range Weight Properties
Dual Blades 15 gp 1d4 slashing 4 lb. finesse, light, special
Sword and Shield 15 gp 1d6 piercing or 1d4 bludgeoning 6 lb. finesse, light, shielded
Greatsword 15 gp 2d6 slashing 6 lb. heavy,two-handed
Longsword 15 gp 1d8 slashing 3 lb. versatile(1d10)
Hammer 10 gp 2d6 bludgeoning 10 lb. heavy,two-handed
Hunting Horn 50 gp 1d10 bludgeoning 6 lb. heavy,two-handed, special
Hunting Lance 15 gp 1d12 piercing 10 lb. reach,two-handed, shielded
Gunlance 25 gp 2d4 piercing 10/30 8 lb. two-handed, shielded, ammunition, special
Switch Axe 15 gp 1d10 slashing 6 lb. versatile(1d12)
Charge Blade 10 gp 1d8 slashing 5 lb. versatile (1d10), shielded, special
Insect Glaive 25 gp 1d8 bludgeoning 4lb. special
The list above is a list of guild approved weapons, but this Charge Blade: Whenever you hit successfully an enemy,
might vary from time to time. Most of them act as their the weapon gains one charge. You can expend five charges of
regular counterpart, with the exceptions noted on properties. this weapon to have it deal one additional die of damage on
your next successful attack, and you can never have more
Weapon Properties than five charges accumulated.
Many weapons have special properties related to their use, as Insect Glaive: A small kinsect lives attached to the glaive.
shown in the Weapons table. The kinsect only detaches when you wield the weapon for
Shielded: This weapon includes a shield that is always attacking. If you successfully hit an enemy, as a bonus action,
carried in the off hand. This shield provides the normal you can command the kinsect to attack the same creature
bonuses of a shield, and cannot be weared alone. This also using your attack bonus, dealing 1d4 damage on a succesful
makes the user of the weapon unable to carry items on their strike.
offhand while carrying the weapon. Hunter Bow: This bow is created with a charging
mechanism. If you spend your bonus action to charge the
bow, it deals 2d6 piercing damage on each attack instead of
Special Weapons its regular damage.
Weapons with special rules are described here.
Dual Blades: These weapons always come in pairs. They
must be held one in each hand, so a shield or other items
can't be carried in the offhand while wielding them.
Hunting Horn: This weapon doubles as a musical
instrument, it can be used for any spells, abilities or checks
that require the use of a musical instrument.
Gunlance: This weapon has a secondary fire function that
allows you to shoot it as a ranged weapon. If you connect a
melee hit with the weapon as a bonus action you can make an
attack with the fire function that deals half the damage done
on the melee attack.