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Subclass Monster Hunter Carver Guild

yoonmoonsik edited this page Aug 19, 2026 · 12 revisions

CarverGuild

What Is the Carver Guild?

The Carver Guild is a Monster Hunter subclass of heavy-armored frontline hunters who use a devastating Reaction attack (2d6, scaling to 4d6 by Level 11) to punish every melee hit they land, grow immune to fear at Level 7, and at Level 10 can Frighten enemies with that same Reaction strike.

Class Features

Progression Overview

LEVEL FEATURE
3 Equipped for Battle, Close Quarters
7 True Grit
10 Terrorize the Terrors

Level 3

Equipped for Battle You gain training with Heavy armor.

Close Quarters When you hit a creature with a melee weapon attack, you can take a Reaction to deal an extra 2d6 damage of the weapon's type, rising to 4d6 at Level 11. It is pure damage — no rider condition — and it does not trigger on a killing blow.

Level 7

True Grit You are immune to the Frightened condition.

Level 10

Terrorize the Terrors When you hit a creature with an attack as part of a Reaction, you can force the creature to make a Wisdom saving throw or have the Frightened condition until the end of your next turn. The DC for the saving throw equals 8 plus your Intelligence modifier and your Proficiency Bonus.

Playstyle Notes

The Carver Guild is the armored frontliner of the three Monster Hunter Guilds. Equipped for Battle at Level 3 gives Heavy Armor access, removing the base class's Medium Armor limitation. Close Quarters converts every melee hit into a potential Reaction for bonus damage (2d6 scaling to 4d6). It is a damage tool rather than a control one until Level 10 adds the fear rider.

True Grit at Level 7 pairs naturally with the base class's Studied Response: you can stand in melee against fear-inducing creatures without flinching, and still counter their attacks with Reaction strikes. Terrorize the Terrors at Level 10 makes those Reaction strikes carry a fear proc, completing a loop — you hit them, Reaction-attack them for bonus damage, and now they might also be Frightened.

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