[[],[],[],[],[],[],[],[{"id":9473,"name":"Monster Hunter","type":"base","hit_die":"","alignment":"Any","full_text":"

Monster Hunter<\/span><\/h1>

Class Features<\/span><\/strong><\/h2>

As a Monster Hunter, you gain the following class features.<\/p>

Hit Points<\/span><\/strong><\/p>

Hit Dice:<\/span> <\/strong>1d10 per Monster Hunter level<\/p>

Hit Points at 1st Level:<\/span> <\/strong>10 + your Constitution <\/strong>modifier<\/p>

Hit Points at Higher Levels:<\/span> <\/strong>1d10 (or 6) + your <\/strong>Constitution modifier per fighter level after 1st<\/p>

Proficiencies<\/strong><\/span><\/p>

Armor:<\/span> <\/strong>Light Armor, Medium Armor, Shields<\/p>

Weapons:<\/span> <\/strong>Simple Weapons, Martial Weapons<\/p>

Tools:<\/span> <\/strong>None<\/p>

Saving Throws:<\/span> <\/strong>Strength, Wisdom<\/p>

Skills:<\/span> <\/strong>Choose two skills from Acrobatics, Athletics, History, Intimidation, Nature, Perception, and Survival<\/p>

Equipment<\/strong><\/span><\/p>

You start with the following equipment, in addition to the equipment granted by your background:<\/p>

• (a<\/em>) chain mail or (b<\/em>) studded leather armor<\/p>

• a martial weapon<\/p>

• (a<\/em>) a hand crossbow and 20 bolts or (b<\/em>) two handaxes<\/p>

• (a<\/em>) a dungeoneer's pack or (b<\/em>) an explorer's pack<\/p>

The Monster Hunter<\/span><\/strong><\/p>
 <\/td>

Proficiency<\/strong><\/p><\/td>

 <\/td>

Cantrips<\/strong><\/p><\/td>

Spells<\/strong><\/p><\/td>

Spell<\/strong><\/p><\/td>

Slot<\/strong><\/p><\/td><\/tr>

Level<\/strong><\/p><\/td>

Bonus<\/strong><\/p><\/td>

Features<\/strong><\/p><\/td>

Known<\/strong><\/p><\/td>

Known<\/strong><\/p><\/td>

Slots<\/b><\/p><\/td>

Level<\/strong><\/p><\/td><\/tr>

1st<\/p><\/td>

+2<\/p><\/td>

Bestiary, Favored Prey, Hunter School<\/p><\/td>

2<\/p><\/td>

2<\/p><\/td>

1<\/p><\/td>

1st<\/p><\/td><\/tr>

2nd<\/p><\/td>

+2<\/p><\/td>

Second Wind<\/p><\/td>

2<\/p><\/td>

3<\/p><\/td>

2<\/p><\/td>

1st<\/p><\/td><\/tr>

3rd<\/p><\/td>

+2<\/p><\/td>

Fighting Style<\/p><\/td>

2<\/p><\/td>

3<\/p><\/td>

2<\/p><\/td>

2nd<\/p><\/td><\/tr>

4th<\/p><\/td>

+2<\/p><\/td>

Ability Score Improvement<\/p><\/td>

3<\/p><\/td>

4<\/p><\/td>

2<\/p><\/td>

2nd<\/p><\/td><\/tr>

5th<\/p><\/td>

+3<\/p><\/td>

Extra Attack<\/p><\/td>

3<\/p><\/td>

5<\/p><\/td>

2<\/p><\/td>

3rd<\/p><\/td><\/tr>

6th<\/p><\/td>

+3<\/p><\/td>

Hunter School Feature<\/p><\/td>

3<\/p><\/td>

6<\/p><\/td>

2<\/p><\/td>

3rd<\/p><\/td><\/tr>

7th<\/p><\/td>

+3<\/p><\/td>

Monster Sense<\/p><\/td>

3<\/p><\/td>

6<\/p><\/td>

2<\/p><\/td>

4th<\/p><\/td><\/tr>

8th<\/p><\/td>

+3<\/p><\/td>

Ability Score Improvement<\/p><\/td>

3<\/p><\/td>

7<\/p><\/td>

2<\/p><\/td>

4th<\/p><\/td><\/tr>

9th<\/p><\/td>

+4<\/p><\/td>

Second Favored Prey<\/p><\/td>

3<\/p><\/td>

8<\/p><\/td>

2<\/p><\/td>

5th<\/p><\/td><\/tr>

10th<\/p><\/td>

+4<\/p><\/td>

Favored Prey Improvement<\/p><\/td>

4<\/p><\/td>

9<\/p><\/td>

2<\/p><\/td>

5th<\/p><\/td><\/tr>

11th<\/p><\/td>

+4<\/p><\/td>

Hunter School Feature<\/p><\/td>

4<\/p><\/td>

9<\/p><\/td>

3<\/p><\/td>

5th<\/p><\/td><\/tr>

12th<\/p><\/td>

+4<\/p><\/td>

Ability Score Improvement<\/p><\/td>

4<\/p><\/td>

10<\/p><\/td>

3<\/p><\/td>

5th<\/p><\/td><\/tr>

13th<\/p><\/td>

+5<\/p><\/td>

Action Surge (one use)<\/p><\/td>

4<\/p><\/td>

10<\/p><\/td>

3<\/p><\/td>

5th<\/p><\/td><\/tr>

14th<\/p><\/td>

+5<\/p><\/td>

Hunter School Feature<\/p><\/td>

4<\/p><\/td>

11<\/p><\/td>

3<\/p><\/td>

5th<\/p><\/td><\/tr>

15th<\/p><\/td>

+5<\/p><\/td>

 <\/p><\/td>

4<\/td>12<\/td>3<\/td>5th<\/td><\/tr>

16th<\/p><\/td>

+5<\/p><\/td>

Ability Score Improvement<\/p><\/td>

4<\/p><\/td>

12<\/p><\/td>

3<\/p><\/td>

5th<\/p><\/td><\/tr>

17th<\/p><\/td>

+6<\/p><\/td>

Stored Spell<\/p><\/td>

4<\/p><\/td>

12<\/p><\/td>

4<\/p><\/td>

5th<\/p><\/td><\/tr>

18th<\/p><\/td>

+6<\/p><\/td>

Hunter School Feature<\/p><\/td>

4<\/p><\/td>

13<\/p><\/td>

4<\/p><\/td>

5th<\/p><\/td><\/tr>

19th<\/p><\/td>

+6<\/p><\/td>

Ability Score Improvement<\/p><\/td>

4<\/p><\/td>

13<\/p><\/td>

4<\/p><\/td>

5th<\/p><\/td><\/tr>

20th<\/p><\/td>

+6<\/p><\/td>

Bestiary Master<\/p><\/td>

4<\/p><\/td>

13<\/p><\/td>

 <\/td>

5th<\/p><\/td><\/tr><\/tbody><\/table>

Hunter School<\/span><\/b><\/span><\/p>

At 1st level, you have learned or been trained to hunt monsters under a certain school of thought: The School of the Alchemist, School of the Battle Trance, School of the Mage, or the School of the Monster. Your choice grants you an extra proficiency, or expanded spell list at 1st level and grants a feature at 6th, 11th, 14th and 18th level.
<\/b><\/span><\/p>

Bestiary<\/b><\/span><\/p>

You have a book or some other store of knowledge of many forms of monsters and their strengths and weaknesses. You can spend a minimum of 30 minutes to research a specific monster and find out their proficiencies, damage vulnerabilities, resistances, and invulnerabilities. As a bonus action you may try to recall a particular bit of information, to do this you must succeed on an intelligence check with a DC of 20 - Wisdom Modifier + half of your Monster Hunter level. You can do this as many times as your wisdom modifier per long rest.<\/p>

Favored Prey<\/span><\/b><\/span><\/p>

Choose a type of favored prey: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. <\/p>

You have advantage on Wisdom (Survival) checks to track your favored prey, as well as on Intelligence checks to recall information about them. You also do bonus damage of 1d6. This damage increases to 1d10 at 10th level.<\/p>

When you reach 9th level you choose a 2nd favored prey.<\/p>

Second Wind<\/span><\/strong><\/p>

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Monster Hunter level. Once you use this feature, you must finish a short or long rest before you can use it again<\/p>

Fighting Style<\/span><\/strong><\/p>

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again<\/p>

Archery<\/strong><\/span>
<\/strong><\/p>

You gain a +2 bonus to attack rolls you make with ranged weapons.<\/p>

Defense<\/strong><\/span><\/p>

While you are wearing armor, you gain a +1 bonus to AC.<\/p>

Dueling<\/strong><\/span><\/p>

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<\/p>

Great Weapon Fighting<\/span><\/strong><\/p>

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two -handed or versatile property for you to gain this benefit.<\/p>

Protection<\/strong><\/span><\/p>

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<\/p>

Two-Weapon Fighting<\/span><\/strong><\/p>

When you engage in two- weapon fighting, you can add your ability modifier to the damage of the second attack.<\/p>

 <\/p>

Ability Score Improvement<\/span><\/strong><\/p>

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<\/p>

 <\/p>

Extra Attack<\/span><\/strong><\/p>

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<\/p>

Monster Sense<\/span><\/strong><\/p>

Starting at 7th level, you have placed a magical mark upon yourself that burns when in the presence of prey. If a monster is within 60 feet you can magically sense them so long as they are not magically transformed in appearance or form. You can tell if the monster is your favored prey or not.<\/p>

Action Surge<\/span><\/strong><\/p>

Starting at 13th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.<\/p>

Once you use this feature, you must finish a short or long rest before you can use it again.<\/p>

Stored Spell<\/span><\/b><\/span><\/p>

Starting at 17th level you can store a spell to cast for later. Once per long rest you can take 10 minutes to store a spell that can be cast as a bonus action. The spell automatically comes back after a long rest but can be changed if you wish.<\/p>

Bestiary Master<\/span><\/b><\/span><\/p>

Starting at 20th level, you have memorized your bestiary and can recall all of its information at will. In addition the rest if the creature types become favored prey as well.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""}],[],[],[]]