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Monster Hunter
Monster Hunter
Key Attribute: Strength, Intelligence By 1st level, you have memorized a number
of serums equal to your Intelligence
Hit points: 1d5+5 (plus Con bonus if any) modifier. Each level thereafter you learn one
per level up to 9th level, then 3 hp/level. additional serum and, if desired, may
substitute one known serum for another.
Armor and shields: Light, Medium armor,
and shields Taking 1d4 hours, you can create serums
out of harvested monster parts, along with
Weapons: Any plants and ingredients found in the wild.
When finding new ingredients, make an Int
Skills: Apothecary, Wilderness lore, plus 3 check to see what they do. If you fail you
of the following: Animal Lore, Arcane Lore, can trial and error to discover the effects’
Divine lore, , Insight, Detection, Acrobatics, Drinking this serum grants you an ability
Athletics, Traps & Locks, Gather information from that monster (Some more powerful
abilities might have side effects, GMs
discretion) Serums last in the body 2d6
rounds, and stay good for 1d6 days after
MONSTER HUNTER ATTACK BONUS creation (unless stored in a container that
would keep it “fresh”)
Level 1 2 3 4 5 6
4 2 4
● Two Hander: If you use a melee
5 2 4 weapon
two handed, you gain advantage when 4 +1 2
rolling damage.
5 +1 2
Voidflight Rune
This rune has two parts that each take up
one space. The rune is carved into two
things and so long as the Hunter bears one
of those two things, he can summon the
other to himself as long as it is one the
same plane of existence
Elderseal
Every consecutive hit on a creature
increases your crit range by 1 until you
score a critical hit, miss an attack, or hit a
different creature
Bloodthirst Rune
Increase the damage die size by 1, to a
maximum of d12. A d12 gains a +3.
Greenleaf Rune
At dawn each day the Hunter’s DDM tally
goes down by one mark
Bloodshadow Rune
This rune, when activated, drinks in light
around it and causes 1d8 of necrotic
damage on a successful hit
Titanfist Rune
Before attacking, you can choose to take a
-5 penalty to the attack roll. If the attack hits,
add +10 to the attack's damage. (Passive)