Skip to content

Class Monster Hunter

yoonmoonsik edited this page Aug 23, 2026 · 18 revisions

MonsterHunter

Subclasses

Your Subclass is chosen at Level 3 and defines your Monster Hunter's professional specialization.

  • Carver Guild — Heavy Armor, Close Quarters, Frightened immunity, Terrorize the Terrors
  • Devourer Guild — Monster consumption, Transmuting Metabolism, Synchronized Response, Gnawing Hunger
  • Occultist Guild — Arcane knowledge, Spellcasting, Arcane Interference, Mage Hunter

Core Monster Hunter Traits

TRAIT DETAIL
Primary Ability Intelligence
Hit Point Die D10 D10 per Monster Hunter level
Saving Throw Proficiencies Dexterity and Intelligence
Skill Proficiencies Choose 3: Athletics, History, Investigation, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies Simple and Martial weapons
Armor Training Light and Medium armor and Shields

Class Features

Progression Overview

LEVEL FEATURE
1 Weapon Mastery
2 Fighting Style, Studied Response
3 Hunter's Guild
4 Ability Score Improvement
5 Expert Strike
6 Improved Monster Hunting
9 Knowledgeable Defense
11 Extra Attack

Level 1

Weapon Mastery Choose two weapons whose Mastery properties you can apply when you attack with them. You gain one additional choice at Level 5 and again at Level 11. Mastery choices are made in the level-up screen and are locked in afterwards — they can't be swapped on a Long Rest.

Level 2

Fighting Style Choose one Fighting Style: Archery, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Protection, Thrown Weapon Fighting, Two-Weapon Fighting, or Unarmed Fighting.

Studied Response When a creature targets you or an ally with an attack, you can take a Reaction to strike back with your main-hand weapon. The range depends on which weapon you're using to retaliate: if you counter with a ranged weapon, the attacker can be up to 60 feet away; if you counter with a melee weapon, the attacker must be within your own melee reach (about 6–7 feet), not 60 feet.

Level 5

Expert Strike You can add your Intelligence modifier to the attack and damage rolls of your weapons and Unarmed Strikes.

Level 6

Improved Monster Hunting Your attack rolls with weapons and Unarmed Strikes score a Critical Hit on a roll of 19 or 20 on the d20.

Level 9

Knowledgeable Defense Whenever a creature forces you to make a saving throw, you can add your Intelligence modifier to that saving throw.

Level 11

Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn.

Playstyle Notes

The Monster Hunter's defining trait is single-stat scaling: Intelligence applies simultaneously to Studied Response (Reaction attack trigger), Expert Strike (attack and damage rolls), and Knowledgeable Defense (all saving throws). Every INT point increase multiplies across offense, reaction value, and survivability — a tighter stat consolidation than most martial classes.

Studied Response at Level 2 adds a Reaction attack every time an enemy attacks you or an ally. The counter does not stop the triggering attack, which still resolves as normal, so the value is the extra attack itself — just remember the range only reaches 60 feet if you're countering with a ranged weapon; a melee counter requires the attacker to already be within your own reach.

Subclass defines the combat identity:

  • Carver — heavy armor access; Terrorize the Terrors turns the Frightened condition into a mutual damage multiplier
  • Devourer — consume monster remains for stacking mutations; Synchronized Response lets the whole party chain Reactions off each other
  • Occultist — limited arcane spell access plus Arcane Interference to disrupt concentration; Mage Hunter converts incoming spell saves into offensive advantage

Clone this wiki locally