preface - 4chan · 2019. 10. 18. · you know the druidcraft cantrip. wyverian resilience: your...
TRANSCRIPT
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.
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.
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
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.
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
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.
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
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.
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
(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
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
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.
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.
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.
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.
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.
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.
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.
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
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.
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
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.