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Subclass Monster Hunter Carver Guild

yoonmoonsik edited this page Jul 8, 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 an attack roll using a Melee weapon, you can take a Reaction to deal an extra 2d6 damage of the same type dealt by the weapon. There is no Disadvantage-on-next-attack effect in the actual dataInterrupt_CarverGuild_CloseQuarters's Properties field only deals the bonus damage (plus the Level 10 Frighten add-on below); it doesn't apply any Disadvantage status to the target.

This damage scales with level: it's 2d6 at Level 3, rising to 4d6 by Level 11.

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 attack for pure bonus damage (2d6 scaling to 4d6) — it's a damage tool, not a control one, since it doesn't impose any debuff on its own.

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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