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Class Monster Hunter

yoonmoonsik edited this page Jun 29, 2026 · 14 revisions

Monster Hunter

Hunter's Guilds

Your Guild 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 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 can change your Mastery choices on a Long Rest. You gain one additional choice at Level 5 and again at Level 11.

Level 2

Fighting Style Choose one fighting style to define your combat approach.

Studied Response You have learned the most effective way to slay a monster is to strike its most vulnerable area at the right moment. Too early, and your attack glances away. Too late, and the monster may eviscerate you.

When a creature you can see within 60 feet of you targets you or another creature with a melee or ranged attack, you can take a Reaction before the attack roll to make one attack with a weapon or an Unarmed Strike against that creature.

Level 5

Expert Strike You learn the weaknesses of monsters so that you know exactly where to strike to inflict the most damage. 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 You can rely on your knowledge to anticipate a monster's actions and muster your best 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 — tighter stat investment than any other martial class in the mod.

Studied Response at Level 2 changes the action economy in a specific way: when an enemy targets an ally within 60 feet, your Reaction attack fires before the incoming hit. A kill or condition application on that Reaction can prevent the original attack from landing at all.

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

Classes, Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Gunslinger, Illrigger, Monk, Monster Hunter, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard

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