Monster Hunter
About this class
Translated from Ghostfire Gaming’s Grim Hollow 5e class, Monster Hunters are skilled professionals, each specializing in identifying, seeking, and killing different types of creatures. Therefore, each monster hunter also specializes in different methods for doing so. While some hunters don heavy armor and carry shields to protect against crushing jaws and scything claws, others prefer to remain light and agile to keep distance between themselves and their quarry.
Suggested Traits:
Devourer’s Guild: +2 Agility, +1 Knowledge, +1 Finesse, +0 Instinct, +0 Strength, -1 Presence
Carver’s Guild: +2 Strength, +1 Knowledge, +1 Agility, +0 Finesse, +0 Instinct, -1 Presence
Tinkerer’s Guild: +2 Finesse, +1 Knowledge, +1 Agility, +0 Instinct, +0 Strength, -1 Presence
Suggested Equipment: Broadsword, Hand Crossbow, Leather Armor (Devourer & Tinkerer Guild) OR Hallowed Axe, Tower Shield, Chainmail Armor (Carver Guild)
Domains
Bone
Blade
Valor
Midnight
Starting stats
Hope feature
Class features
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Monster Grimoire
Each monster hunter carries with them a grimoire of lore and research about the creatures they hunt. Upon taking the Monster Hunter class, work with your GM to determine two types of adversaries you specialize in hunting. Whenever making action rolls to recall or research something relating to adversaries in your field of specialization, you gain advantage on that action roll. You gain a +1 bonus to your Evasion against adversaries whose type you have studied.
You choose additional creature types to add to your Monster Grimoire at Tiers 2 & 3:
- Tier 1 - Choose two types:- Tier 2: Choose a third type:
- Tier 3: Choose a fourth type:
At Tier 4, your expertise in your specializations is unmatched. Your weapon attacks made against adversaries whose type you have studied also score a critical success when your duality dice are only one value apart from each other (5 & 6, 9 & 10, etc.).
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Hunter's Instincts
You have honed your hunter’s instincts to the point of only needing clues a creature has left behind to learn information about them. These clues could include tracks or claw marks, standing inside the monster’s lair, the remains of one of their victims, or even an accurate description given by a witness.
You may spend a Study point to learn one piece of information about an adversary from the following list:
- Adversary Type
- Evasion
- Resistances or Immunities
- Vulnerabilities
If the object of your Hunter's Instincts is misleading in any way, such as being an illusion or an inaccurate witness account, you become aware of this fact instead of learning any of the above information.
Class items
- Basic supplies, Monster Grimoire, Guild Pendant
Character questions
Background prompts
- What life event or inspired you to take on the dangerous life of a Monster Hunter? Do you still feel the same about that memory now?
- Who was the first to teach you? What is/was your relationship to them and how has it changed?
- Were you always a part of your current Guild? If not, why? How has it affected your relationships with other Hunters?
Connection prompts
- What about my Grimoire scares or fascinates you?
- We've promised to hunt a specific monster together. What is it and why is it so important?
- What have I done to make you trust or distrust me?
Monster Hunter
Translated from Ghostfire Gaming’s Grim Hollow 5e class, Monster Hunters are skilled professionals, each specializing in identifying, seeking, and killing different types of creatures. Therefore, each monster hunter also specializes in different methods for doing so. While some hunters don heavy armor and carry shields to protect against crushing jaws and scything claws, others prefer to remain light and agile to keep distance between themselves and their quarry.
Suggested Traits:
Devourer’s Guild: +2 Agility, +1 Knowledge, +1 Finesse, +0 Instinct, +0 Strength, -1 Presence
Carver’s Guild: +2 Strength, +1 Knowledge, +1 Agility, +0 Finesse, +0 Instinct, -1 Presence
Tinkerer’s Guild: +2 Finesse, +1 Knowledge, +1 Agility, +0 Instinct, +0 Strength, -1 Presence
Suggested Equipment: Broadsword, Hand Crossbow, Leather Armor (Devourer & Tinkerer Guild) OR Hallowed Axe, Tower Shield, Chainmail Armor (Carver Guild)
Domains
Bone + Blade + Valor + Midnight
Starting Evasion
10
Starting Hit Points
6
Class Items
- • Basic supplies, Monster Grimoire, Guild Pendant
Monster Hunter’s Hope Feature
Grave Strike : Spend 3 Hope: Make an attack against an adversary within range of your equipped weapon. On a success, deal damage equal to 1d8 x your Knowledge (Minimum of 1). On a success with Hope, you may target an additional adversary with your off-hand weapon so long as the adversary is within range. If an adversary is of a type you have chosen for your Monster Grimoire, you may use Grave Strike to interrupt an attack on an ally made by that adversary, but you must also Mark a Stress to use it this way. An adversary defeated by the damage of a successful interrupting Grave Strike does not complete the action they were attempting.
Class Features
Monster Grimoire
Each monster hunter carries with them a grimoire of lore and research about the creatures they hunt. Upon taking the Monster Hunter class, work with your GM to determine two types of adversaries you specialize in hunting. Whenever making action rolls to recall or research something relating to adversaries in your field of specialization, you gain advantage on that action roll. You gain a +1 bonus to your Evasion against adversaries whose type you have studied. You choose additional creature types to add to your Monster Grimoire at Tiers 2 & 3: - Tier 1 - Choose two types: - Tier 2: Choose a third type: - Tier 3: Choose a fourth type: At Tier 4, your expertise in your specializations is unmatched. Your weapon attacks made against adversaries whose type you have studied also score a critical success when your duality dice are only one value apart from each other (5 & 6, 9 & 10, etc.).
Hunter's Instincts
You have honed your hunter’s instincts to the point of only needing clues a creature has left behind to learn information about them. These clues could include tracks or claw marks, standing inside the monster’s lair, the remains of one of their victims, or even an accurate description given by a witness. You may spend a Study point to learn one piece of information about an adversary from the following list: - Adversary Type - Evasion - Resistances or Immunities - Vulnerabilities If the object of your Hunter's Instincts is misleading in any way, such as being an illusion or an inaccurate witness account, you become aware of this fact instead of learning any of the above information.
Monster Hunter Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
- • What life event or inspired you to take on the dangerous life of a Monster Hunter? Do you still feel the same about that memory now?
- • Who was the first to teach you? What is/was your relationship to them and how has it changed?
- • Were you always a part of your current Guild? If not, why? How has it affected your relationships with other Hunters?
Connections
Ask one of the following, or improvise.
- • What about my Grimoire scares or fascinates you?
- • We've promised to hunt a specific monster together. What is it and why is it so important?
- • What have I done to make you trust or distrust me?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.