[[],[],[],[],[],[],[],[{"id":9686,"name":"Monster Hunter - School of the Mage","type":"archetype","hit_die":"","alignment":"Any","full_text":"
Hunters trained under the school of the mage use the field of magic to help defeat monsters. School of the mage hunters, whether taught by themselves or others, have learned to use wizardly powers by tapping into the world around them.Those hunters trained in this way learn a relatively small amount of spells, memorizing them instead of using a spellbook.<\/p>
When you choose this school at first level, you augment your hunting skills with the ability to cast spells. <\/p>
Cantrips<\/span>.<\/strong><\/em> Spell save DC<\/strong><\/em><\/span> = 8 + your proficiency bonus + your Wisdom modifier<\/p> Spell attack modifier<\/strong><\/em><\/span> = your proficiency bonus + your Wisdom modifier<\/p> At 6th level you use your magical prowess to deal more damage to your prey. Once per long rest, you can spend a spell slot of 1st level of higher to imbue your weapon with extra elemental damage. When you choose to do this, choose a damage type, cold, fire, electricity acid, poison or thunder to imbue on a weapon you have equipped. On a hit, this weapon deals an extra 1d4 damage of your chosen type per level of spell used. If the weapon you are using this on is a ranged weapon, you choose up to 10 pieces of ammunition instead. The imbued weapon or ammunition only holds this effect for 1 minute or until you are knocked unconscious.<\/p> <\/p> At 11th level, as a bonus action, you can spend uses of last stand to regain spell slots. One last stand use restores a spell slot of level 2 or below. Spending both uses (when obtained) restores a spell slot of 4th or lower, or two 2nd level or lower spell slots.<\/p> <\/p> At 14th level, your experience and training at dispatching the unnatural has allowed you to twist the magic you cast to be more harmful. Whenever a spell you cast deals damage, you can add your Monster's Bane damage to the damage roll of the spell, if the spell does different amounts of damage to multiple targets, you can only add the damage to one damage roll.<\/p> <\/p> At 18th level, your mastery of monster hunting allows you to further empower your magic. Whenever a spell you cast forces a creature to make a saving throw, you can spend a use of last stand to force the creature to fail.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":9695,"name":"Monster Hunter","type":"base","hit_die":"","alignment":"Any","full_text":" As a Monster Hunter, you gain the following class features.<\/p> Hit Points<\/strong><\/span><\/p> Hit Dice<\/span>: <\/strong><\/span>1d10 per Monster Hunter level<\/span><\/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><\/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><\/span><\/p> Proficiency<\/strong><\/p><\/td> Level<\/strong><\/p><\/td> Bonus<\/strong><\/p><\/td> Features<\/strong><\/p><\/td><\/tr> 1st<\/p><\/td> +2<\/p><\/td> Bestiary, Hunter's School, Monster's Bane.<\/p><\/td><\/tr> 2nd<\/p><\/td> +2<\/p><\/td> Last Stand (one use)<\/p><\/td><\/tr> 3rd<\/p><\/td> +2<\/p><\/td> Fighting Style<\/p><\/td><\/tr> 4th<\/p><\/td> +2<\/p><\/td> Ability Score Improvement<\/p><\/td><\/tr> 5th<\/p><\/td> +3<\/p><\/td> Extra Attack<\/p><\/td><\/tr> 6th<\/p><\/td> +3<\/p><\/td> Hunter's School Feature<\/p><\/td><\/tr> 7th<\/p><\/td> +3<\/p><\/td> Monster Sense<\/p><\/td><\/tr> 8th<\/p><\/td> +3<\/p><\/td> Ability Score Improvement<\/p><\/td><\/tr> 9th<\/p><\/td> +4<\/p><\/td> Monsters Bane Improvement<\/p><\/td><\/tr> 10th<\/p><\/td> +4<\/p><\/td> Monster's Bane Damage improvement<\/p><\/td><\/tr> 11th<\/p><\/td> +4<\/p><\/td> Hunter School Feat<\/p><\/td><\/tr> 12th<\/p><\/td> +4<\/p><\/td> Ability Score Improvement<\/p><\/td><\/tr> 13th<\/p><\/td> +5<\/p><\/td> <\/p><\/td><\/tr> 14th<\/p><\/td> +5<\/p><\/td> Hunter School Feat<\/p><\/td><\/tr> 15th<\/p><\/td> +5<\/p><\/td> Last Stand (two uses)<\/p><\/td><\/tr> 16th<\/p><\/td> +5<\/p><\/td> Ability Score Improvement<\/p><\/td><\/tr> 17th<\/p><\/td> +6<\/p><\/td> Monster's Bane Dmg Improvement<\/p><\/td><\/tr> 18th<\/p><\/td> +6<\/p><\/td> Hunter's School feature<\/p><\/td><\/tr> 19th<\/p><\/td> +6<\/p><\/td> Ability Score Improvement<\/p><\/td><\/tr> 20th<\/p><\/td> +6<\/p><\/td> Bestiary Master<\/p><\/td><\/tr><\/tbody><\/table> Hunter School<\/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 Beast, School of the Mage, or the School of the Trapper. Your choice grants you an extra proficiency at 1st level and grants a feature at 6th, 11th, 14th and 18th level. 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> Monster's Bane<\/b><\/span><\/p> You're knowledge of the inner workings of monsters has made you more efficient at dispatching them. Whenever you make an attack against a monster, you can choose to do an extra 1d4 damage along with the normal damage. These attacks are magical in terms of overcoming resistances and thresholds. This damage increases to 1d6 at 10th lvl and 1d8 at 17th level. When you reach lvl 9 attacks against monsters are made with advantage.<\/p> Any creature that falls within the following categories counts as a monster: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.<\/p> Last Wind<\/strong><\/span><\/p> Your continual fights with the creatures that stalk the world haz given you the resilience to strike back with deadly precision when the going gets tough. At 2nd lvl, whenever you go below half health (rounded down) you can force an attack you make to act as if a 20 was rolled on the dice. You can only use this feature once per long rest. At lvl 15 the times you can last wind becomes 2 each long rest. Fighting Style<\/strong><\/span><\/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> 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<\/strong><\/span><\/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<\/strong><\/span><\/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<\/strong><\/span><\/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> Extra Attack<\/strong><\/span><\/p> Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<\/p> Monster Sense<\/strong><\/span><\/p> Starting at 7th level, your time spent on the hunt has made you quickly detect the telltale signs of nearby monsters. If a monster is within 60 feet of you, you can sense them so long as they are not magically transformed in appearance or form. You can not tell the monster type or distance\/ direction. Checks made to track monsters are also made with advantage.<\/p> Bestiary Master<\/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":""},{"id":9700,"name":"Monster Hunter - School of the Trapper","type":"base","hit_die":"","alignment":"Any","full_text":" Monster hunters trained in the School of the Trapper believe that slowing down the prey is the surest way to a successful hunt. Attuned to nature and the world around them, a monster hunter from this school uses the natural energy of their environment to make obstacles. They are never found far from a wide open plain, or from a particularly nasty, dense woods, where their skillset is particularly useful.<\/p><\/div> When you choose this school at level one, you gain the ability to use the enenergies in the world around you to make traps and other obstacles. You can spend 5 minutes setting a trap, or twice per long rest as an action you can set one of the following traps. These traps count as magical in terms of overcoming resistances.<\/p> Caltrop<\/span>.<\/strong><\/em> When you place this trap, the ground you stand on grows sharp to harm those you hunt. Choose a 20x20 foot square or a 40 foot line adjacent to you, this space becomes rough terrain, in addition every creature that enters or starts their turn in this space takes piercing damage equal to your proficiency bonus at the start of their turn and the obstacle distracts them giving them disadvantage on attack rolls. This trap disappears after 1 hour or until dispelled by the placer.<\/p> Ensnaring Trap<\/span>.<\/strong><\/em> When you place this trap, the environment around you lashes out to trip up and stop your foes making them easier to hit. Choose a 15 foot cube adjacent to you. While in this or moving through this space, creatures of your choice have their movement speed halved, cant take reactions and attacks against them are made with advantage. All flying creatures are grounded when entering this space. This trap disappears after 1 hour or until dispelled by the placer.<\/p> Leg Break Trap<\/span>.<\/strong><\/em> When this trap is placed, the world strikes out to harm your prey, pick two spaces in 5 feet, when a creature of your choice and of size large or smaller enters one or either of these spaces, they must make a wisdom saving throw against your trap DC. On a success the creature can share a space with the trap, on a failure the trap is set off, dealing 2d6 piercing damage and halving their movement speed. This effect goes away when an action is taken to remove the trap or until it disappears 1 hour later or is dispelled by the placer.<\/p> Pit Trap<\/span>.<\/strong><\/em> When this trap is placed, the ground opens up to devour your foes. choose a 5 foot space within 20 feet. A creature of size medium or smaller moving through this space must make a dexterity saving throw against your trap dc to notice the pit, if the pit is made under them they automatically fail. On a success the trap is noticed and the creature can move around or jump the pit. On a fail a creature falls 10 feet taking 1d6 damage and is knocked prone and must climb out of the hole. This trap disappears after 1 hour or it is dispelled by the user, which then ejects the contents of the pit out.<\/p> At 6th level the amount of traps you can place in between long rests increases to 3.<\/p> At 11th level, you regain a single use of Hunter's trap whenever you take a short rest<\/p> At 14th level, when placing a trap, a use of last stand may be used to empower and change a trap into a more powerful version.<\/p> Poison Caltrop.<\/strong><\/em><\/span>The empowered version of the Caltrop. When you place this trap, the ground you stand on grows sharp and poisonous to harm those you hunt. Choose a 30x30 foot square or a 60 foot line adjacent to you, this space becomes rough terrain, in addition any non-friendly creature that enters or starts their turn in this space takes 1d4+profiency bonus in poison damage at the start of their turn and must make a constitution saving throw against your trap DC, on a failure they take another 2d4 poison damage. The obstacle distracts them giving them disadvantage on attack rolls. This trap disappears after 1 hour or until dispelled by the placer.<\/p> Lashing Trap<\/span>.<\/strong><\/em> The empowered version of the Ensnaring Trap. When you place this trap, the environment around you lashes out to trip up and stop your foes making them easier to hit. Choose a 15 foot cube adjacent to you. While in this or moving through this space, creatures of your choice have their movement speed halved, they take 1d6 bludgeoning damage, cant take reactions and attacks against them are made with advantage. They also must make a dex saving throw or be knocked prone and take 2d6 bludgeoning damage. All flying creatures are grounded when entering this space. This trap disappears after 1 hour or until dispelled by the placer.<\/p> Fire Bomb<\/span>.<\/strong><\/em> The empowered version of the Leg Breaker Trap. When this trap is placed, the world strikes out and explodes to harm your prey, pick two spaces in 5 feet, when a creature of your choice and of size large or smaller enters one or either of these spaces, they must make a wisdom saving throw against your trap DC. On a success the creature can share a space with the trap, on a failure the trap is set off, dealing 8d6 fire damage and is caught on fire taking 2d6 damage at the start of each of their turns until the fire is put out in addition their movement speed is halved. Any creature within 5 feet of this must make a Dexterity saving throw against your trap save, on a failure they take 8d6 fire damage and half as much on a success. This trap disappears after one hour or until dispelled by the placer.<\/p> Spike Pit Trap<\/span>.<\/strong><\/em> The empowered version of the Pit Trap. When this trap is placed, the ground opens up to swallow and stab your foes. choose a 10 foot space within 20 feet. When a creature of large or smaller enters this space, they must make a dexterity saving throw against your trap dc to notice the pit, if the pit is made under them they automatically fail. On a success the trap is noticed and the creature can move around or jump. On a fail a creature falls 20 feet taking 10d4 piercing damage and is knocked prone. This creature also takes 2d4 piercing damage for the next 4 rounds as a bleed effect. This trap disappears after 1 hour or it is dispelled by the user, which then ejects the contents of the pit out.<\/p> At 18th level, you no longer need to expend a use of last stand to empower a trap.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""}],[],[],[]]
You learn one cantrip of your choice from the Wizard Spell List. You learn an additional wizard cantrip of your choice at 4th, 8th, and 16th levels.
Spell Slots.<\/strong><\/em> <\/span>
The School of the mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.<\/p>
Spells Known of 1st-Level and Higher<\/span>.<\/strong><\/em> <\/span>
You know three 1st-level wizard spells of your choice. The Spells Known column of the School of the Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one
new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability<\/span>.<\/strong><\/em> <\/span>
Wisdom is your spellcasting ability for your wizard spells,thiugh you learn your spells through study, you draw on your connection with the world to cast. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier
when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.<\/p> <\/td> Spells<\/td> <\/td> <\/td> <\/td> <\/td> <\/td> <\/td><\/tr> Level<\/td> Known<\/td> Cantrips<\/td> 1st<\/td> 2nd<\/td> 3rd<\/td> 4th<\/td> 5th<\/td><\/tr> 1<\/td> 3<\/td> 1<\/td> 1<\/td> <\/td> <\/td> <\/td> <\/td><\/tr> 2<\/td> 3<\/td> 1<\/td> 1<\/td> <\/td> <\/td> <\/td> <\/td><\/tr> 3<\/td> 3<\/td> 1<\/td> 1<\/td> <\/td> <\/td> <\/td> <\/td><\/tr> 4<\/td> 3<\/td> 2<\/td> 2<\/td> <\/td> <\/td> <\/td> <\/td><\/tr> 5<\/td> 4<\/td> 2<\/td> 2<\/td> <\/td> <\/td> <\/td> <\/td><\/tr> 6<\/td> 4<\/td> 2<\/td> 2<\/td> <\/td> <\/td> <\/td> <\/td><\/tr> 7<\/td> 4<\/td> 2<\/td> 2<\/td> 2<\/td> <\/td> <\/td> <\/td><\/tr> 8<\/td> 4<\/td> 3<\/td> 3<\/td> 2<\/td> <\/td> <\/td> <\/td><\/tr> 9<\/td> 5<\/td> 3<\/td> 3<\/td> 2<\/td> <\/td> <\/td> <\/td><\/tr> 10<\/td> 5<\/td> 3<\/td> 3<\/td> 2<\/td> 2<\/td> <\/td> <\/td><\/tr> 11<\/td> 6<\/td> 3<\/td> 3<\/td> 2<\/td> 2<\/td> <\/td> <\/td><\/tr> 12<\/td> 6<\/td> 3<\/td> 3<\/td> 2<\/td> 2<\/td> <\/td> <\/td><\/tr> 13<\/td> 7<\/td> 3<\/td> 3<\/td> 2<\/td> 2<\/td> <\/td> <\/td><\/tr> 14<\/td> 7<\/td> 3<\/td> 3<\/td> 3<\/td> 2<\/td> 1<\/td> <\/td><\/tr> 15<\/td> 8<\/td> 3<\/td> 3<\/td> 3<\/td> 2<\/td> 1<\/td> <\/td><\/tr> 16<\/td> 8<\/td> 4<\/td> 4<\/td> 3<\/td> 3<\/td> 1<\/td> <\/td><\/tr> 17<\/td> 9<\/td> 4<\/td> 4<\/td> 3<\/td> 3<\/td> 2<\/td> <\/td><\/tr> 18<\/td> 9<\/td> 4<\/td> 4<\/td> 3<\/td> 3<\/td> 2<\/td> 1<\/td><\/tr> 19<\/td> 10<\/td> 4<\/td> 4<\/td> 3<\/td> 3<\/td> 3<\/td> 1<\/td><\/tr> 20<\/td> 11<\/td> 4<\/td> 4<\/td> 3<\/td> 3<\/td> 3<\/td> 1<\/td><\/tr><\/tbody><\/table> Imbue Weapon<\/span><\/h2>
Wounded Recovery<\/span><\/h3>
Doom of Monsters<\/span><\/h3>
Force Vulnerability<\/span>.<\/h3>
Monster Hunter<\/span><\/h1>
Class Features<\/strong><\/span><\/h2>
<\/td> <\/td><\/tr>
<\/b><\/p>
<\/strong><\/p>
<\/strong><\/p>School of the Trapper<\/span><\/h1>
Hunter's Trap<\/strong><\/span><\/h2>
Improved Hunter's Trap<\/strong><\/span><\/h2>
Trapper's Rest<\/strong><\/span><\/h2>
Empowered Traps<\/strong><\/span><\/h2>
Master Trapper<\/span><\/h2>