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Page 1: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,
Page 2: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

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

Capcom’s Monster Hunter 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.

Page 3: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Race and Class Restrictions

The Monster Hunter universe does not

readily feature classes capable of producing

magical effects. Many magical or

supernatural things seen within the series are

only capable of being performed by the very

monsters humanity hunts.

For this reason, the Dungeon Master may

elect to restrict the races and classes players

have access to in order to better emulate the

feel of the Monster Hunter world. The

following lists the default races and classes

permissible by these rules, but the DM has

freedom to change or alter anything they do

not agree with or wish to accommodate.

Permissible Races:

Human, Variant Human, Lynians,

Wyverians, Troverians

Permissible Classes:

Barbarian, Fighter, Monk, Rogue

The default classes assume your version

of the setting has no magic like the games

originally depict. Therefore, the archetypes

that grant use of spell slots, such as Eldritch

Knight or Arcane Trickster, are removed

from the list of player options. If you wish

for the presence of magic that is available to

your players, you may add the following

classes and archetypes to your list.

Expanded Permissible Classes:

Bard, Druid, Ranger (PHB, Spell-less,

Revised), Sorcerer

Hunter Rank

The Hunter’s Guild utilizes Hunter Ranks

that their licensed hunters must adhere to. Its

purpose is to restrict the level of bounties a

hunter has access to in order to prevent them

from taking on a quest they are not skilled

enough to follow through on.

When a Hunter signs onto the Hunter’s

Guild, they begin at Hunter Rank 1. This

rank improves as the Hunter proves their

capabilities to the guild. A Hunter can only

partake in quests with a Quest Rank that is

equal or lower to their Hunter Rank. The

maximum Hunter Rank a Hunter can attain

is Hunter Rank 9.

When the guildmaster of a local guild

hall believes the hunter is ready to advance

in rank, they issue an Urgent Quest. Usually

being of a Quest Rank one higher than their

Hunter Rank, Urgent Quests are very

dangerous, rarely proving themselves to be

an easy task. Completion of an Urgent Quest

will prove to the guild master that the

Hunter is ready to rise in rank. Completion

of an Urgent Quest will raise your Hunter

Rank by 1.

Hunter Ranks are divided into tiers. Low

Rank consists of hunters within Hunter

Ranks 1 to 3. High Rank consists of hunters

within Hunter Ranks 4 to 6. G Rank consists

of hunters with special G Rank permits

within Hunter Rank 7 to 9.

Page 4: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Hunter Weapons

While normal, mundane weaponry exists,

Hunters are known to utilize massive

weapons made from a plethora of materials,

from mundane steel to the very creatures

they hunt. Every character is proficient with

a number of Hunter Weapons equal to twice

their proficiency bonus. Additionally, a

character also gains proficiency with a

Hunter’s Knife, which allows them to

harvest materials from their slain bounties.

They begin play with one mundane version

of every Hunter Weapon they have

proficiency with and a Hunter’s Knife.

A character may only equip a single

Hunter Weapon at a time. The exception is

the Hunter’s Knife, which does not count

towards this restriction.

Variant Rule: Zenny (z)

The currency used in the Monster Hunter

universe is the Zenny, abbreviates as z. One

gold piece in normal play is equal to one

Zenny. Bronze, silver, and electrum do not

have Zenny counterparts, so Dungeon

Masters may elect to award more Zenny to

players to match source material prices or

simply utilize decimals for partial amounts

of Zenny.

One way a Dungeon Master could

balance a party’s zenny income is by

looking to the source video games. For

example, if the party is undertaking a rank 4

quest, look through rank 4 quests in a game

to get an idea for how much a party should

be paid per quest. The following is a table of

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

Page 5: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

New Player Options

The following is a collection of new race

for players to use during character creation.

Lynian

Lynians are a race of sapient creatures

native to the many lands. There are two

main species of Lynian: the more civilized

cat-like Felynes and Melynxes, and the

mysteriously masked Shakalaka. Both

species enjoy complex societies and

languages, although the Shakalaka are a bit

more primitive and barbaric.

While they have established their own

civilizations and settlements, they have

come to build more intense relations with

humans over the recent years. The Lynians

that live within human settlements find

employment in every line of work a human

would be found doing, and those who live in

the wilderness make due as hunter-gatherers

who trade rare goods with nearby villages.

Ability Score Increase: Your Dexterity

score increases by 2.

Age: The true lifespan of a Lynian is

unknown, so it is to be assumed to be about

12 years, the average of a normal housecat.

Alignment: Lynians come with a

plethora of motivations, placing them

anywhere between lawful and chaotic, with

most being neutral or good.

Size: Lynians stand about 2 feet on

average and usually weigh around 40

pounds. Your size is Small.

Speed: Your base walking speed is 35

feet.

Darkvision: 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 grey.

Keen Senses: Your physiology grants

you enhanced hearing and smelling. You

gain proficiency in the Perception skill.

Lynian Nimbleness: You can move

through the space of any creature that is of a

size larger than yours.

Languages: You can speak, read, and

write Common and Lynian.

Subrace: Lynians have three subraces to

belong to. Choose one of these subraces.

Felyne

Felynes are distinguished by their bright

colored fur and cat-like appearance. They

are very sociable and commonly seen

operating within civilized settlements.

Ability Score Increase: Your choice of

Intelligence or Wisdom score increases by 1.

Tradesman: You have a natural

penchant for business and all things

commercial. You gain proficiency in one

tool of your choice and the Persuasion skill.

Melynx

Melynx are chaotic at heart,

characterized by their dark fur and feline

appearance. Due to their nature, they are

rarely seen within settlements, living in the

wild in isolated villages.

Ability Score Increase: Your Charisma

score increases by 1.

Sticky Fingers: You gain proficiency in

the Sleight of Hands skill.

Page 6: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

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.

Page 7: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

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.

Page 8: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Ability Score Improvement: Your

Constitution increases by 2 and your choice

of Charisma or Wisdom increase by 2.

Age: While their lifespan is uncertain,

Wyverians have been confirmed to live up

to 350 years.

Alignment: Wyverians are in tune with

the natural order of the world and are

therefore mostly lawful.

Size: The average Wyverians grow to the

size of a human, yet begin to shrink to about

4 feet tall as their old age begins to set in.

Your size is Medium regardless of age.

Speed: Your base walking speed is 30

feet.

Tradesman’s Wisdom: You have

accumulated many skills over your long life.

You are proficient in 2 skills and 2 artisan’s

tools of your choice.

Draconic Blood: The supernatural

connection to the forces of nature your

dragon ancestors had still runs faintly within

your blood. You know the Druidcraft

cantrip.

Wyverian Resilience: Your Armor class

increase by 1.

Languages: You can speak, read, and

write Common, Wyverian, and one language

of your choice.

Page 9: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

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.

Page 10: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Ability Score Increase: Your

Constitution score increases by 2 and your

Strength score increases by 1.

Age: The maximum lifespan of a

Troverian is unknown and therefore is

assumed to be similar to a Wyverian’s at n

average maximum of 350 years old.

Alignment: Troverians thrive in the

unknown and dangerous tunnels under the

earth and are accustomed to the chaotic

lifestyle it brings. The more reserved ones

tend to be lawful, with neutrality being rare.

Size: Troverians stand around 4 to 5 feet

tall and weigh about 150 pounds. Your size

is Medium.

Speed: Your base walking speed is 25

feet.

Darkvision: 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 grey.

Child of Fire: You have grown

accustomed to the intense heat of your

magma filled village. You have resistance to

fire damage.

Dedicated to the Craft: You gain

proficiency in one artisan’s tool of your

choice.

Earth Dragon’s Wisdom: Whenever

you make an Intelligence (Investigation) to

identify or locate rare ores, you are

considered proficient in the Investigation

skill and add double your proficiency bonus

to the check instead of your normal

proficiency bonus.

Troverian Endurance: Your hit point

total increases by 1, and increases by 1

every time you gain a level. Additionally,

any level of exhaustion you have affects you

as if it was one level lower. 6 levels of

exhaustion will still kill you.

Languages: You can speak, read, and

write Common and Troverian.

Page 11: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

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.

Page 12: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Hunter Weapons

Name Cost

(z)

Damage Properties

Simple Melee Hunter Weapons

Lance 2000

1d8 piercing Versatile (1d10), reach, Superior Defense, Fleet

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 1500

1d6 piercing Ammunition (range 150/600), two-handed,

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

(Axe Form) 3000

1d12 slashing Transforming, heavy, two-handed, Phial Charge

(Phial Max 3)

Switch Axe

(Sword Form) -

1d10 slashing Transforming, heavy, two-handed, Phial Burst

Charge Axe

(Sword Form) 3000

1d8 slashing Transforming, Disassembled, Phial Charge

(Phial Max 5)

Charge Axe

(Axe Form) -

1d12 slashing Transforming, heavy, two-handed, Phial Burst

Insect Glaive 2500 1d8 slashing Kinsect, finesse, Vaulting Strike

Martial Ranged Hunter Weapons

Light Bowgun 1750

Bowgun Ammo Ammunition (range 80/320), light, loading, two-

handed, Modifications

Medium

Bowgun 2250

Bowgun Ammo

+1

Ammunition (range 90/360), loading, two-

handed, Modifications

Heavy Bowgun 2750

Bowgun Ammo

+2

Ammunition (range 100/400), heavy, loading,

two-handed, Modifications

Page 13: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

New Weapon Properties

Bowgun Ammo. This weapon must

utilize Bowgun ammunition for its damage

rolls. Any numeric modifiers at the end of

this property are applied to the damage rolls

of every attack regardless of shot used. This

property must be applied to a weapon with

the Ammunition property.

Carving: This tool can be used to gather

monster materials from fallen monsters.

Coatings: This weapon may utilize

special coatings for its attacks. As an action,

the user may apply a special coating that

lasts for a specified amount of time. This

property must be applied to a weapon with

the Ammunition property.

Demonize: The user of this weapon may

enter a savage frenzy for an overwhelming

offense. Once per long rest, you may enter

Demon Mode. While in Demon Mode, you

gain an additional action during your turns.

This action can only be used to take the

Attack (one weapon attack only), Dash, or

Disengage actions. This lasts for 1 minute.

When Demon Mode ends, you cannot move

or take actions until after your next turn, as a

wave of lethargy sweeps over you.

This property cannot be applied to a

weapon with the two-handed property.

Disassembled. The weapon in this form

is split into two pieces, with one half being

used for offense with the other used for

defense. The half used for offense is a

longsword, spear, or warhammer determined

upon property application. The half used for

defense may be used as a shield on your off

hand, granting a +2 bonus to your Armor

Class. Both halves are required to transform

the weapon if it has the Transforming

property.

Fleet Footed: When an attack misses the

wielder of a weapon with this property

outside of their turn, they can move 5 feet

without provoking opportunity attacks. You

cannot move more than your speed in this

manner until the beginning of your next

turn.

Focus Attack: This weapon can utilize a

charged attack to deal increased damage.

Once per short or long rest, you may focus

your attack and roll your damage die twice

and add your level to a damage roll you

make when a melee weapon attack roll.

Kinsect. This weapon utilizes a trained

Kinsect mounted to one’s arm to assist in

combat by extracting Essence. You gain a

ranged weapon attack that you can use with

the Attack action. The attack has a range of

30 feet. You are proficient with it, and you

add your Wisdom modifiers to its attack and

damage rolls. On a hit, the Kinsect deals 1d4

piercing damage and returns to your arm

with Essence. The type of Essence you gain

is determined by a d4 roll and lasts for 1

minute. If you collect an Essence you

already possess, the effect is renewed.

Kinsect Essence Collection Table

1d4 Effect

1 White: Movement Speed +5 feet

2 Red: +1 to damage rolls

3 Orange: +1 to AC

4 Green: Regain a number of hit

points equal to your proficiency

bonus + your Wisdom modifier

Page 14: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

A weapon with the Kinsect property cannot

be used with a shield.

Mind’s Eye: This weapon ignores

damage resistance of its damage type.

Modifications: This weapon can utilize

modifications and accessories. This property

can only be applied to martial ranged hunter

weapons and each weapon can only benefit

from one modification at a time.

Silencer: Firing from stealth does not

give away your position.

Long Barrel: You gain a +1 to your

damage rolls.

Zoom Scope: Attacking at long range

doesn’t impose disadvantage on your ranged

weapon attack rolls.

Shield: You gain a +1 to your AC while

holding this weapon.

Open-Handed. While using this weapon,

if your off hand is utilizing a shield, the

weapon or your shield do not hamper either

of your hand’s functions.

Phial Charge. This weapon absorbs

kinetic energy and uses it to power phials.

When you make a successful attack, the

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

an additional 1d6 force damage for every

Phial Charge the weapon has stored up to its

Phial Max. The weapon’s Phial Charge is

then reset to zero. A weapon with the Phial

Burst property must also have the Phial

Charge property.

Recital: This weapon can initiate a

musical recital and bestow a melody effect

as a bonus action. A Recital grants any

number of creatures you choose within 90

feet the Melody Effects of the melody you

choose to play. You may have up to two

melodies in effect at the same time. You

must concentrate on your melodies as if they

were a spell, and ending concentration on

the recital dispels all melody effects for you

and the chosen creatures. A creature cannot

gain these bonuses if it is deafened.

A weapon has 3 melodies available to it

determined upon weapon creation. These

cannot be altered after creation. All

melodies have a duration of 1 minute unless

indicated.

You may use Recital a number of times

equal to your Charisma modifier. You

regain uses of this ability after completing a

short or long rest.

Page 15: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Songbook of Recital Melody Effects

Melody Name Effect

Celerity Your speed increases by 5

feet.

Mind’s Eye Your attacks ignore your

target’s damage

resistances.

Song of

Swords

You gain a +1 to damage

rolls

Song of

Shields

Your AC increases by 1.

Rally You gain advantage against

being frightened.

Firewalker You gain resistance to fire

damage.

Icebreaker You gain resistance to ice

damage.

Lightning-

Rider

You gain resistance to

lightning damage.

Thunder-

Swallower

You gain resistance to

thunder damage.

Poisondrinker You gain resistance to

poison damage.

Sonic Waves 1 round only. Hostile

creatures within a 10 foot

radius of you must make a

Constitution saving throw

or be deafened for 1

minute. The DC is equal to

8 + your proficiency bonus

+ your Charisma modifier.

Revitalize 1 round only. Regain a

number of hit points equal

to your proficiency bonus +

your Charisma modifier

Shelling. This weapon can utilize

explosive shells hidden within for explosive

attacks. You gain a ranged weapon attack

that you can use with the Attack action. The

damage is fire, and its range and damage die

vary depending on the Shelling type

determined upon the creation of the weapon.

This can be changed with modification by a

skilled weaponsmith in a civilized area that

has the resources to do so.

Normal. Clip Size 5, Range 5 feet, d8

damage

Long. Clip Size 3, Range 10 feet, d6

damage

Spread. Clip size 2, Range 10 foot cone,

d4 damage

A Medium or smaller creature hit by a

successful Shelling attack is pushed 5 feet

backwards. When Shelling has been used an

amount of times equal to the weapon’s Clip

Size, it must be reloaded with an action. Clip

Size varies by Shelling type.

If the user rolls a 1 or a 2 on their

Shelling attack, the mechanisms become

jammed. The jam must be cleared with an

action before you can use Shelling again.

Stunning Strike: This weapon is capable

of unleashing massive smashes. You may

use an action to focus an earthshaking smash

and unleash it upon a foe as a melee weapon

attack. If the attack is successful, you add

your Constitution modifier to your damage

roll. The target must succeed on a

Constitution saving throw against a DC

equal to 8 + your proficiency bonus + your

Strength modifier. On a failed save, the

creature is stunned for a number of rounds

equal to your Constutution modifier.

You cannot use this ability again until

you complete a short or long rest.

Superior Defense: A shield paired with

this weapon instead utilizes a great tower

shield. The shield grants +3 to AC instead of

its regular bonus of +2 to AC.

Page 16: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Sword Oil: This weapon can utilize Oils

to enhance its attacks. As an action, the user

applies oils to the blade, granting it different

abilities depending on the oil. There are 4

major types of oils, each lasting 1 minute.

Only one type of oil may be applied to a

weapon at once.

Affinity Oil: You may add your Wisdom

modifier to your attack rolls

Stamina Oil: A creature hit with a

weapon with this oil applied has

disadvantage on any concentration check it

must roll in caused by the attack.

Destroyer Oil: You may add your

Wisdom modifier to your damage rolls.

Mind’s Eye Oil: Attacks with this

weapon ignore damage resistance of the

weapon’s type.

You can apply a number of oils to your

weapon equal to your Wisdom modifier.

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

of overheating. As an action, choose any

amount of targets within a 10 foot cone. The

targets must succeed on a Dexterity save

with a DC equal to 8 + your proficiency

bonus + your Strength or Dexterity score.

On a failed save, you may roll your weapon

damage three times with additional damage

equal to your level and half damage on a

successful save.

Regardless of the number of targets hit,

the force of the blast pushes you backwards

10 feet. If your weapon has the Shelling

property, all of the Shells within your

weapon are considered expended and must

be reloaded. This ability cannot be used

again until you have completed a short or

long rest.

The Wyvern’s Fire property must be

applied to a weapon with the Shelling

property.

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Bowgun Ammo

Bowguns utilize a wide array of

ammunitions in their hunts. While this gives

them versatility a Blademaster does not

have, they are dependent on preparing the

most effective shot types for their hunts and

are vulnerable to running out of ammo.

Every piece of Bowgun ammo is called a

shot. There are a wide variety of shots

available to Bowgun users. Along with type,

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

regain a number of points equal to your

proficiency bonus.

Bows do not utilize shots; instead they

utilize coatings that are applied to their

arrows. The rules for coatings follow the

rules for Bowgun shots. Bowgun shots

cannot be used in a Bow and Bow coatings

cannot be used in a Bowgun. These rules

may be overwritten by customized

weaponry. Shot compatibility by type and

level is determined upon weapon creation.

Page 18: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Bowgun Ammo List

Normal S

Shot Type Ammo Cost Damage

Normal 1 0 1d4 piercing

Normal 2 1 1d6 piercing

Normal 3 2 1d8 piercing

A standard Bowgun shot. Inexpensive and

reliable, but underwhelming. Even if all

other ammo types are expended, you will

always have Normal 1 S available to you.

Pierce S

Shot Type Ammo Cost Damage

Pierce 1 1 1d4 piercing

Pierce 2 2 1d6 piercing

Pierce 3 3 1d8 piercing

A high velocity shot. This ammo type makes

a ranged attack roll on every creature in a

line from the user. A Huge creature hit by

this shot is automatically subject to another

damage roll that deals half damage. A

Gargantuan creature hit by this shot is

automatically subject to another two damage

rolls. The second of these extra damage rolls

deals half damage.

Pellet S

Shot Type Ammo Cost Damage

Pellet 1 1 1d2 piercing

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

normal ranges. Instead, targets within a cone

equal to 10 feet per shot level must make a

Dexterity saving throw against a DC equal

to 8 + your proficiency bonus + your

Dexterity modifier.

Crag S

Shot Type Ammo Cost Damage

Crag 1 2 2d4 force

Crag 2 3 1d10 force

Crag 3 4 2d6 force

A shot that penetrates and explodes within

its target with great force.

Clust S

Shot Type Ammo Cost Damage

Clust 1 3 2d6 fire

Clust 2 4 2d8 fire

Clust 3 5 2d10 fire

A shot that breaks apart into small

explosives upon contact. When using this

shot, select a point within your weapon’s

range. All creatures within 10 feet of that

point must succeed on a Dexterity save

equal to 8 + your proficiency bonus + your

Dexterity modifier. A target takes the

damage listed on the table and, if the

creature was Medium or smaller, is pushed

back 10 feet on a failed save, or half as

much damage and not pushed on a

successful one.

Page 19: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Elemental Ammo

Shot Type Ammo Cost Damage

Flaming S 1 1d8 fire

Thunder S 1 1d8

lightning

Freeze S 1 1d8 cold

Dragon S 5 4d6 force

Bowgun shots utilizing the odd properties of

materials that produce elemental energies to

take advantage of a monster’s elemental

weaknesses

Poison S

Shot Type Ammo Cost Damage

Poison 1 2 -

Poison 2 3 +1 to DC

A shot type that causes foes to succumb to

harmful toxins. This shot deals no damage.

Upon a successful ranged attack, the target

must succeed on a Constitution save equal to

8 + your proficiency bonus + your Dexterity

modifier or be poisoned for 1 minute. A

creature may repeat this saving throw at the

end of their turn. On a success, the condition

ends. 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.

Para S

Shot Type Ammo Cost Damage

Para 1 2 -

Para 2 3 +1 to DC

A shot type that causes foes to succumb to

paralyzing concoctions. This shot deals no

damage. Upon a successful ranged attack,

the target must succeed on a Constitution

save equal to 8 + your proficiency bonus +

your Dexterity modifier or be paralyzed for

1 minute. A creature may repeat this saving

throw at the end of their turn. On a success,

the condition ends. 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.

Sleep S

Shot Type Ammo Cost Damage

Sleep 1 2 -

Sleep 2 3 +1 to DC

A shot type that causes foes to succumb to

sleep-inducing chemicals. This shot deals no

damage. Upon a successful ranged attack,

the target must succeed on a Constitution

save equal to 8 + your proficiency bonus +

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.

Page 20: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Recov S

Shot

Type

Ammo

Cost Damage

Recov

1

2 -

Recov

2

3 -

A healing shot used to reinvigorate allies.

Make a ranged attack on a target within

range. An allied creature can elect to be hit

automatically. On a hit, the creature regains

a number of hit points equal to 1d8 + your

Wisdom modifier. This increases to 2d8 +

your Wisdom modifier if using level 2

Recov S. After use, a new shot must be

loaded.

Paint S

Shot Type Ammo Cost Damage

Paint S 1 -

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.

Demon S

Shot Type Ammo Cost Damage

Demon S 2 -

A shot used to bestow strength on targets.

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

creature gains a +1 bonus to their damage

rolls for 1 minute. After use, a new shot

must be loaded.

Armor S

Shot Type Ammo Cost Damage

Armor S 2 -

A shot used to fortify targets. 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 creature gains a

+1 bonus to their Armor Class for 1 minute.

After use, a new shot must be loaded.

Page 21: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Coatings

Bows and other weapons utilizing the

Coatings property can utilize Coatings to

apply special effects to their attacks for a

limited time.

You can carry a maximum number of

coatings equal to your proficiency bonus +

your Dexterity modifier + your Wisdom

modifier. The wielder of the weapon applies

coatings to their weapon as a bonus action.

During this time, the coatings apply to your

weapon attacks for their indicated duration.

During a short rest, one may attempt to

restock their Coatings 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 Wisdom modifier +

your proficiency bonus. On a failure, you

regain a number of points equal to your

proficiency bonus

Power Coating

Duration: 1 hour

Applying a Power Coating to your

weapon adds and additional 1d4 damage to

your ammunition.

Close Range Coating

Duration: 1 hour

When utilizing a melee attack using your

ammunition or making a ranged attack roll

at a target within 10 feet, your weapon deals

an additional 1d6 damage.

Paralysis Coating

Duration: 1 round

The first time a target is hit with this

coating during its duration, it must succeed

on a Constitution save equal to 8 + your

proficiency bonus + your Dexterity modifier

or be paralyzed for 1 minute. A creature

may repeat this saving throw at the end of

their turn. On a success, the condition ends.

Gargantuan creatures are unaffected. A

creature had advantage on this saving throw

if it has already succumbed or resisted this

coating within the past 24 hours

Poison Coating

Duration: 1 round

The first time a target is hit with this

coating during its duration, it must succeed

on a Constitution save equal to 8 + your

proficiency bonus + your Dexterity modifier

or be poisoned for 1 minute. A creature may

repeat this saving throw at the end of their

turn. On a success, the condition ends. A

creature had advantage on this saving throw

if it has already succumbed or resisted this

coating within the past 24 hours

Sleep Coating

Duration: 1 round

The first time a target is hit with this

coating during its duration, it must succeed

on a Constitution save equal to 8 + your

proficiency bonus + your Dexterity modifier

or fall unconscious for 1 minute. A creature

may repeat this saving throw at the end of

their turn. On a success, the condition ends.

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 succumbed or

Page 22: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

resisted the effect of this coating within the

past 24 hours

Exhaust Coating

Duration: 1 round

The first time a target is with this coating

during its duration, it has disadvantage on

Constitution checks and saving throws made

in response to the attack.

Blast Coating

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

the blast coating ignites and explodes,

dealing an additional 2d6 force damage on

the triggering attack.

Paint Coating

Duration: 1 minute

The first time a target is with this coating

during its duration, it leaves a trail of paint

and a strong, distinguishable scent. You

have advantage on any Wisdom (Perception)

or Wisdom (Survival) made to find it.

Page 23: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Forging New Weapons

Utilizing the precious ores and materials

of the monsters you hunt, you can forge new

weapons to give you an edge in your future

hunts or upgrade existing weaponry.

A weapon made from new materials can

select from having a raw damage upgrade or

an elemental upgrade if the materials exhibit

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

Rank

Damage

Die

Damage Bonus

1-3 - +1

4-6 - +2

7-9 - +3

Elemental Damage Upgrade Table

Hunter

Rank

Damage

Die

Damage Bonus

1-3 -1 step +1d4 element

4-6 -1 step +1d6 element

7-9 -1 step +1d8 element

Using this system, we will upgrade the

Long Sword previously mentioned, both

examples utilizing materials a hunter with a

Hunter Rank of 5 would have access to.

Raw Long Sword: 1d10+2+Str/Dex

Mod slashing damage

Ice Elemental Long Sword:

1d8+Str/Dex Mod slashing damage plus 1d6

cold damage

Page 24: Preface - 4chan · 2019. 10. 18. · You know the Druidcraft cantrip. Wyverian Resilience: Your Armor class increase by 1. Languages: You can speak, read, and write Common, Wyverian,

Forging New Armor

The same materials that can be used to

upgrade weaponry can be used to fashion

armor to protect hunters from even the

deadliest of blows.

Similarly to weapon upgrades, 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.

Armor Upgrade Table

Hunter Rank AC

Bonus

Damage Mitigation

1-3 1 -3 damage to x

4-6 2 Resistance to x

7-9 3 Immunity to x

Applicable damage types that one can

receive protection from are: Slashing,

Piercing, Bludgeoning, Acid, Cold, Fire,

Force, Lightning, Poison, Thunder. This

damage type corresponds to the properties of

the materials used to forge the armor. For

example, a Rathalos’s fiery scales will grant

the armor fire damage mitigation.

One may also opt to trade in a higher

level of damage mitigation for two lower

levels of damage mitigation. For example, a

hunter using HR7 armor materials could opt

to forge an armor set with either immunity

to fire damage or resistance to fire and

bludgeoning damage.