Amellwind's Guide toAmellwind's Guide toAmellwind's Guide toAmellwind's Guide toAmellwind's Guide to
Monster HuntingMonster HuntingMonster HuntingMonster HuntingMonster Hunting
Welcome to Monster HunterWelcome to Monster Hunter
In Monster Hunter, the player takes the role of a Hunter. Slaying or trapping large monsters across various landscapes as part of
quests given to them by the locals. As part of its core gameplay, players use loot gained from slaying monsters, gathering
resources, and quest rewards to craft improved weapons, armor, and other items that allows them to face more powerful
monsters. This gameplay holds the same in this version of fifth edition of d&d. Throughout this book you will find the lore, gods,
rules, equipment, and information about the Old World to help you create your own campaign or adventure in the Monster Hunter
Universe.
What is differentWhat is different
The biggest difference between your standard D&D game
and a Monster Hunter styled D&D game is the equipment
and magical items. In a standard D&D game, players are
rewarded as they travel through their game by finding
magical equipment or purchasing it from a magic shop.
Monster Hunter is a high magic setting game, but magical
armor, weapons, and other items that do not have a limited
amount of uses do not exist in the world though. Instead you
gain materials from hunting creatures, gathering resources,
or finding a merchant who offers materials for a cost. These
materials provide magical effects that you slot into your
weapons, armor, and trinkets to gain some type of magical
benefit.
How do I obtain Materials?How do I obtain Materials?
Obtaining materials to upgrade your weapon and armor is a
core part of Monster Hunter. The 2 most common ways to
obtain material for you is carving materials off your kills or
capturing larger creatures in the field. Occasionally a hunter
may get lucky and come across a discard material in the field,
possibly from a creature shedding, or what was left over from
another creature's kill. There is rumored to be a tradesman
that travels from location to location that offers materials for
a price.
CarvingCarving
Carving your kills is one of 2 ways to obtain materials while
on a hunt. When you attempt to carve a creature, make a
Dexterity (Survival) check against the creatures Carve DC.
On a success, roll a d20 and compare the results to the
creatures loot table (Monster Hunter Loot Table PDF). On a
failed save, treat the roll as if they rolled a 1 on the loot table.
Carve DC = 10 + 1/2 of the creatures CR rounded down
Variant Carve Rule: Rewarding the natural 20
When you roll a natural 20 on a Carve check, you
roll an additional d20 and add that number to the
loot table roll. The new number is the material
found on that carve check.
Any total higher than 20, counts as if a 20 was
rolled.
CapturingCapturing
Certain creatures can be captured. A creature that can be
captured will have a captured section of their loot table. A
captured creature may provide loot that you are unable to
obtain, an increased or decreased chance to obtain certain
loot that you may have gotten from carving. When you
capture a creature, you obtain a number of materials as
labeled in the creatures loot table. No check is made, but the
material is not gathered until you return to town.
See Tranq Bomb (AGtMH p.82) for capturing rules.
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Table of ContentsTable of Contents
What is DifferentWhat is Different ................................................................ ................................................................
How do I obtain Materials? .......................................
Carving Rules ................................................................................
Capturing Rules ............................................................................
Chapter 1.Chapter 1.
Campaigns in Monster Hunter Campaigns in Monster Hunter ......................................................
The Tale of the Five ...........................................................
The History and Myths of the Old World .
The Myth of the Old World .........................................................
Time Began ....................................................................................
The Age of the Ancients ...............................................................
The Time of the Ancient Civilization ........................................
The Great Dragon War ................................................................
Rebuilding the World ...................................................................
The Rise of Hunting .....................................................................
The Gods of Monster Hunter .................................
The Five ..........................................................................................
The Aspects ....................................................................................
The Guardians ............................................................................
The Corrupted Gods ..................................................................
Archdevils and Demon Lords ..................................................
The Races of Monster Hunter ..............................
Dragonborn ..................................................................................
Dwarves ........................................................................................
Elves ..............................................................................................
Half-Elves .....................................................................................
Gnomes ........................................................................................
Goliaths ........................................................................................
Halfings ........................................................................................
Humans ........................................................................................
Lynians .........................................................................................
Tieflings ........................................................................................
Tritons ...........................................................................................
Troverians ....................................................................................
Warforged .....................................................................................
Wyverian .......................................................................................
Other Races .................................................................................
Monstrous Races ........................................................................
Factions & PC Backgrounds ....................................
Factions Rules and Information ..............................................
Helix Commission ......................................................................
Helix Agent Background .......................................................
Helix Field Scout Background .............................................
Hunter's Guild .............................................................................
Hunter Initiate Background ..................................................
Apprentice Guild Knight Background ................................
Handler Initiate Background ................................................
Royal Paleontology Scriveners ................................................
,no
affront go unpunished.
Take what you covet. Those without the strength to defend
their dominion are not worthy to have a dominion.
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The Fifth Aspect EldathThe Fifth Aspect Eldath
Alignment: Neutral good • Domains: Life, Nature
Also known as "The Green Goddess", the Fifth Aspect Eldath
acts as the guardian of nature, her presence is felt wherever
there is calm. She is a pacifist who avoids hostile action, even
if threatened. Although shy, quiet and enigmatic, Eldath
possesses unknown depths of character and unexpressed
resolve that could not be broken.
As leader of the Wild Lords, Eldath protects rivers,
streams, and druids' groves; her dogma is pacifistic, and her
followers only resort to violence in defense of themselves, of
their friends and loved ones, and of pools and groves. As such
wyverians, elves, and other peaceful monstrous races
typically worship her.
Her worshipers, known as Eldathyns, are organized into a
simplistic hierarchy, where priests report to a local high
priest responsible for a realm or larger region. Most followers
dwelt in quiet forest communities with open-air sacred places
of worship or in woodside cottages.
Many people came to Eldath for help in overcoming
memories of a violent past, sometimes a single event that
affected them but it could also have been an accumulation of
battles fought by the individual.
Her clergy often followed migratory patterns traveling from
holy site to holy site in a local area. They took care of the holy
sites and allied with the local druids who followed the Wild
Lords, of which Eldath was the leader of. Violence of any
kind against an Eldathan priest was considered taboo, and
murdering one was said to bring extremely bad luck. Even so,
most servants of Eldath preferred to avoid conflict rather
than trying to pacify it because they understood that peace
cannot be forced. They would happily preside over peaceful
meetings and witness political treaties.
Commandments of The Green Goddess
Seek stillness and thereby find peace.
Tend to nature
Nurture and aid, and do not restrict or punish.
Work violence only to defend, and slay no thing of the
forest except to prevent it from slaying themselves or
another under their protection.
Share with all beings the beneficial things that grow in or
come from running water that all may know of and praise
Eldath.
The Lesser GodsThe Lesser Gods
Also known as "The Guardians", were originally members of
the first races that ascended to godhood during the War of
the Ancients. The members of the Platinum Court and the
Wild Lords guide the first races and nature itself to this day,
but the lesser gods who were once part of the Radiant Eye
now corrupted serve themselves.
The Platinum CourtThe Platinum Court
The Platinum Court was formed after the War of the
Ancients, around the same time as the Wild Lords and
Radiant Eye. Located on the Celestial plane, the court is led
by the third aspect, Bahamut. Under his leadership the
Platinum Court guides the races of the world, sharing their
knowledge with those they believe to be pillars of the
communities and punishing those that stray from their
teachings.
The All-FatherThe All-Father
Alignment: Lawful Good • Domains: Forge, Knowledge
Moradin is the god of the dwarves and troverians; and the
patron of craft and creation. He is worshipped by smiths,
artisans, and miners alike, granting inspiration where respect
and prayer are given. After the Great Dragon War, Moradin
recreated the dalamadur and other creatures to form and
shape the mountains, providing homes for his followers.
The All-Father is a harsh but fair judge, he is strength and
force of will embodied. Moradin inspires dwarven and
troverian inventions and constantly sought to improve the
races, encouraging their good nature, intelligence, and
harmonious existence with other good races while battling
their pride and isolationist tendencies.
Moradin’s avatar appears as a stern faced male dwarf with
powerful musculature, especially in the upper body, and with
flowing black hair and beard. He always wears a field plate
and carries a large shield and a war hammer.
Moradin is worshipped at forges and hearths. Melted
metals are sacrificed to him monthly during the crescent
moon. The church of Moradin has an active role in guiding
the morals of dwarven and troverian communities. They
emphasize the All-Father’s hand in everyday activities such as
mining, smithing, and engineering, and invoke his blessings
when these tasks are begun. They take an active role in
teaching the young of the communities and oversee most
formal ceremonies.
His symbol is a hammer and anvil.
Commandments of The All-Father
Honor him by emulating his principles and workmanship
in smithing, stoneworking, and other tasks.
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Found new kingdoms and clan lands, defending the
existing ones from all threats.
Innovate with new processes and skills.
The Broken GodThe Broken God
Alignment: Lawful Good • Domains: Life
Ilmater is the god of those who suffered, the oppressed, and
the persecuted, who offered them relief and support,
encouraged them to endure, and who encouraged others to
help them, to take their burdens or take their places. He is
the incarnation of compassion, and the eternal foe of
suffering.
Those who were oppressed, sick, lame, or poor are likely to
be worshipers of Ilmater, and people who had been injured or
were otherwise suffering would often call upon him for aid.
His faith is popular among the poor in big cities, and with
serfs and slaves, as well as merchants, thieves, and a few
guards. Although people of any alignment can worship
Ilmater, he is largely followed by folk of a lawful and good
bent, especially among his own clergy.
Ilmater appeared as a short man with a burly build and
wearing only a breechcloth, with a plain but kind and
comforting face, balding head, and a hairy body. But this body
bore the marks of mutilation and torture on the rack, covered
with open cuts, closed scars, burns, and a range of other
wounds. Ilmater's joints were broken, his limbs were ravaged,
and his hands were smashed yet still functional. Moving
caused him a great deal of pain as he dragged himself
around. No matter how much his avatar healed, it still showed
these terrible wounds.
His Symbol is hands bound at the wrist with a red cord.
Commandments of The Broken God
Help ease the suffering of all,
Stand against those who enjoy causing destruction and
spreading pain and suffering for others.
Encourage those to endure, encourage others to help, and
take their burdens or take their place.
The Even-HandedThe Even-Handed
Alignment: Lawful Good • Domains: Order, War
Tyr, also known as "The God of Justice", rules over the
concepts of courage, law, protection, trust, strategy, tactics,
war, and writing.
Among Tyr's worshipers were guards, judges, lawyers,
magistrates, the oppressed, and paladins. The highly
organized church of Tyr was strong in the more civilized
lands of the Realms. They were known for never refusing
service or aid to the faithful when they were in distress.
Followers of Tyr were expected to show fairness, wisdom,
and kindness to the innocent. Tyrrans never enforced an
unjust law.
Commoners view Tyr and his clerics as stern arbiters of
justice, often missing the paternal philosophical nuances of
Tyrran doctrine for its more obvious black-and-white
teachings on the nature of morality. They tend to view Tyr as
something of a divine constant. They know that Tyr expects
fairness, good judgment, and kindness toward the innocent
from his followers, and hence afford Tyr’s clerics a great deal
of trust.
Tyr was portrayed as blind or with a bloody bandage over
his eyes and missing his right hand, for which he bore his title
of the Maimed God. (His title of the Even-Handed, though it
referred to his position of god of justice, was also seen as
dark humor.) His wounded eyes were seen as symbolic
,of
"blind justice" and the sometimes cost of living a lawful life.
He usually was shown as a burly, noble warrior with a
powerful build and a bearded face.
His symbol is balanced scales resting on a warhammer.
Commandments of The Even-Handed
Reveal the truth, punish the guilty, right the wrong, and
always be true and just in your actions.
Uphold the law wherever you go and punish those who do
wrong under the law.
Be vigilant in your observations and anticipations so you
may detect those who plan injustices before their actions
threaten law and order.
Deliver vengeance to the guilty for those who cannot do it
themselves.
The Hand of RighteousnessThe Hand of Righteousness
Alignment: Lawful Good • Domains: Law, Protection,
Strength, War
Torm the True, patron of paladins and an unswerving enemy
of corruption and evil, serves the people of the Old World by
exemplifying the chivalric ideal. An ascended hero who lived
his mortal life in service to a just sovereign, Torm eschews
the pretense of his fellow deities, instead adopting a humble
position that he exists to serve the common good and the rule
of law as established by honorable mortal rulers.
Torm's worshipers consisted mainly of human males and
females who favored the causes of both good and law.
Righteousness, honesty, loyalty and truth were their primary
pursuits. After the Great Dragon War, the number of dwarven
and elvish members was increasing. In the present
generations, Torm's followers shine as beacons of hope and
courage.
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Temples of Torm frequently double as Fortresses. Often
constructed high on mountains to offer their residents a clear
view of the surrounding area, such structures feature drilling
grounds, high towers, austere quarters for resident and
visiting knights, and plainly adorned, simple worship halls.
White granite walls and statues of teostras and armored
figures predominate, with badges of knights who fell in duty
lining the high-ceilinged hallways.
His symbol was a right-hand gauntlet held upright with
palm forward
Commandments of The Hand of Righteousness
Salvation may be found through service.
Strive to maintain law and order.
Bring painful, quick death to traitors.
Question unjust laws by suggesting improvement or
alternatives, not additional laws.
Your fourfold duties are to faith, family, masters, and all
good beings of the Old World.
The MoonmaidenThe Moonmaiden
Alignment: Chaotic Good • Domains: Knowledge, Life
Selûne is the goddess of the moon, moonlight and stars;
beauty and purity; love and marriage; navigation and
navigators; tracking, wanderers, and seekers; diviners and
dreams; good and non-evil lycanthropes; and autumn. Hers
was the moon's mysterious power, the heavenly force that
governed the world's tides and a mother's reproductive
cycles, caused lycanthropes to shift form, and drew one to the
brink of madness, and back again. Her nature, appearance,
and mood all changed in turn with the phases of the moon
and as such worked closely with the Wild Lords during the
creation of the mizutsune, zinogre, and nargacuga.
Selûne and her teachings of compassion and guidance
were appealing to all folk who lived their lives by the moonlit
night sky, and hence her faithful were a very diverse group.
She was followed by those who were lost and those who
were questing. In particular, she was commonly worshiped by
tritons and many of his temples mark the center of their
settlements.
The appearance of Selune’s temples vary as much as her
clerics, from small shrines in the wilderness to huge open-air
or skylit buildings the size of great mansions. Reflecting
ponds, small gardens, and feminine zymology dominate
Selûnite architecture.
Her holy symbol is a bright pair of eyes of a darkly beautiful
human woman, encircled by seven silver stars.
Commandments of The Moonmaiden
Let all on whom Selûne’s light falls be welcome if they
desire.
As the silver moon waxes and wanes, so too does life.
See all other beings as equals.
Turn to the moon, and she will be your true guide.
Promote acceptance and tolerance.
Aid fellow Selûnites as if they were your dearest friends.
The Wild LordsThe Wild Lords
Under the leadership of the Fifth Aspect Eldath, the Wild
Lords maintain the sanctity of nature, life and their respective
creations. During the reemergence, the Wild Lords set out to
balance nature and sought to minimize Fatalis and Tiamat's
influence over it. While some of the gods within the pantheon
disagree on how exactly to go about this (creating creatures
of all different shapes and sizes, and shaping the land based
on their own vision), they all agree that the corruption must
be contained.
The Forest FatherThe Forest Father
Alignment: Neutral • Domains: Nature
Silvanus, also known as "The Old Oak" is a god of nature and
one of the oldest of the sentient races when he ascended. His
worshipers protect places of nature from the encroachment
of civilization with vigor and were implacable foes of
industrious peoples. It is due to these ideals that both
wyverians and firbolgs are the Forest Fathers most common
worshippers.
The church of Silvanus endlessly strives to preserve the
sacred Balance, despite population pressures that lead to too-
heavy hunting or farming. Members of the clergy work to
redirect development and control populations through covert
sponsorship of brigands, breeding and selective placing of
predators, and other means. It is essential that such work be
as secretive as possible, so that most folk view the servants of
Silvanus as essentially benign lovers of trees. Wildlife
breeding, nursing sick animals, and replanting trees and wild
shrubs are all work that should be done as publicly as
possible to support this perception--and as necessary work to
redress the slipping Balance, of course
The Forest Father appears to mortals most commonly as a
withered, timeworn, bearded man, usually levitating amongst
scenes of nature, like trees, possibly springing from an old,
large oak tree. To druids and rangers, however, he appears as
a long-limbed young man covered in armor made of oak
leaves. He carries an enchanted maul hammer, "The Great
Mallet of Silvanus", and mauls are his clergy's favored
weapon.
Many rituals of worship to the deity take place in a crown
stand or tall, ancient trees on a hilltop. The deity must always
be worshiped by sacrifice, but never by blood sacrifice.
Instead, something made from material taken from wood
must be ceremonially broken and buried--not burned.
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His symbol is a green living oak tree leaf.
Commandments of the Forest Father
Hold your distance and take in the total situation, rather
than latching on to the popular idea of what is best.
It is the duty of the devout to see the cycle and the sacred
Balance as clearly as possible.
Make others see the Balance and work against those that
would disturb it.
Watch, anticipate, and quietly manipulate.
Resort to violence and open confrontation only when
pressured by time or hostile action.
Fight against the felling of forests, banish disease
wherever you find it, defend the trees, and plant new flora
wherever possible.
Guardian of the DeepGuardian of the Deep
Alignment: Good • Domains: Deep Wilds
Sculptor and architect of many wonders throughout the
multiverse, Persana is best known for recreation of the seas
on the material plane. After the Great Dragon War, Persana
took it upon himself to bring life back to the seas. First with
the reemergence of the tritons. Then the elder dragons and
so forth until the sea was once again a majestic body of
beauty. The Architect of the Deep works in many mediums,
from stone and shell to coral and water, and even his foes
cannot in good faith say his creations are ugly or uninspired.
Little interests him besides his creations, but more than one
of his enemies has been fooled into thinking that means he
maintains no associations with other powers of the sea.
,Persana rarely manifested his power to directly aid his
followers. Instead, he favors communicating to his followers
in dreams and sendings, sometimes directing them to build
someplace or something, he may also indicate a place or
object must be guarded or defended; often these are places or
objects of great magical power or great evil.
Persana’s priesthood tends to have an aloof and superior
attitude towards other clergies, even those they are on good
terms with. They willingly work with and help allied clergies
and communities, but it can often take a substantial effort
and great evidence to mobilize them; once mobilized,
however, they are a force to be reckoned with under the
waves.
Temples honoring Persana can be found in most triton
communities, with only the smallest settlements lacking one.
These temples are grand constructions, featuring the best
architecture tritons can muster, and are widely regarded as
among the most beautiful buildings to be found under the
waves, although sea elves often disagree. They are built upon
a geometric plan, with soaring spires regularly placed around
the structure.
His symbol is a silver trident against a silhouetted conch.
Commandments of Guardian of the Deep
Protect both the depths and the shallows against the great
evils that lurk in the deep trenches.
Evil always rises, and good will always confront it; justice
is found in the balance between these forces
Always strive to better your skills and improve your
creations
Nature dictates the shape of the world, for good or ill, so
the only concern of the creatures that inhabit it is survival.
The HuntsmanThe Huntsman
Alignment: Chaotic good • Domains: Nature, War
Solonor Thelandira, the god of hunting, archery, and survival
in wild and harsh places. He teaches his followers the arts of
hunting; including archery, moving unseen and hiding in the
wild places. He is always in pursuit of quarry, and he rarely
remains in one location for very long. Unlike many hunters,
the Great Archer stalks prey only out of concern for the
overall balance between the species and to destroy evil-doers,
particularly the creations of Fatalis and Tiamat.
The Huntsman is a well-respected member of the Wild
Lords, answering to Eldath. He counts his allies as practically
all good-aligned nature deities as well as Silvanus and several
beast cults. Solonor considers Lolth his worst foe. His
worshipers are invariably elves or half-elves of a natural bent,
usually rangers, or other warriors who were particularly
skilled at archery.
The church of Solonor is a disparate one, with little
communication among groups of clerics except to exchange
information. Solonor’s clerics serve as scouts and archers in
elven armies, as bowyers, fletchers, archery instructors in
elven settlements, and as hunters and providers for far-flung
rural communities.
Solonor manifests as a lean & muscular male elf clad in a
cloak of leaves. Wolf, a Beast Totem Spirit worshiped by
wood elves, is often depicted at the side of Solonor in
religious iconography.
Solonor’s faithful generally eschew frivolous celebrations,
considering them unnecessary distractions to the tasks at
hand. Once per lunar month, under the soft light of the full
moon, the Great Archer’s faithful assemble to give thanks for
the skills Solonor has taught and the bounty thus provided.
Hunters sacrifice hunting trophies that cannot otherwise be
employed, and unbroken arrows engraved with the symbol of
Solonor are fired into the sky to poke holes in the firmament
and allow the light of Solonor’s teachings to shine forth on
his people. Each Harvest Festival, the followers of Solonor
assemble to compete in great archery meets. The winners of
such contests are said to receive Keen-Eye’s blessing.
Commandments of The Huntsman
Walk in harmony with nature and oppose the efforts of
those who would disturb her delicate balance.
Preserve the wild places from excessive encroachment,
and work with those who would settle the land to preserve
the beauty that first attracted them.
Hunt only for sustenance, culling the old and the weak
from the herd so that all species may prosper.
Choose your targets carefully, for an ill-considered action
can have a long-reaching impact.
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The Lady of the WoodsThe Lady of the Woods
Alignment: Good • Domains: Deep Wilds
Shilallia is the patron and protector of pregnant forest
creatures, a planter of trees and nurturer of seedlings. She
rejoices in life and shields against death. She is said to be
earthy and winsome, and when not taking care of their needs
delights in frolicking in the woods and playing with the
woodland creatures who are her charges.
Shiallia's church is casually organized, without much of a
formal structure or hierarchy. Her followers are sometimes
known as the Silent Helpers, perhaps for the tales of their
quiet and unseen aid in guiding lost children and fools past
the dangers of the Great Forest. Certain particularly
dedicated priests of The Lady of the Woods are known as
Woodwives, and it is said that they possess spells which can
increase fertility and ease childbirth. She has been known to
confer acorns of desire on especially favored worshipers,
which can grant them wishes.
The Lady of the Woods usually appears as a voluptuously
beautiful female korred whose long blond hair was festooned
with garlands of oak leaves and golden acorns.
Her symbol is a golden acorn.
Commandments of The Lady of the Woods
The only true goal of any living thing is to procreate.
Death is not to be feared, for it is part of the natural cycle
of life.
Life, particularly the birth of new life, is to be encouraged
and nurtured whenever and wherever possible.
Nature dictates the shape of the world, for good or ill, so
the only concern of the creatures that inhabit it is survival.
Lord FiremaneLord Firemane
Alignment: Chaotic good • Domains: Nature, War
Nobanion, also known as "Lord Firemane", leads his faithful
along a noble path, without force or coercion, and never takes
the rear in command. He genuinely wants his pride to
willingly choose benevolent and good actions over the
alternatives by their own accord. He is a deity of virtue, and
would never ask another to take an action that he himself
would not, including the sacrifice of their own life.
Nobanion's worshipers included druids and rangers of the
Old World, of mixed lawful and good alignments in areas
such as the Verdant Hills and the Terosu Jungle. Nobanion’s
followers are strictly ordered in rank but not otherwise
organized. The Pride of Nobanion fills leadership roles in
many communities where he is revered. Many serve as
benevolent monarchs, judges, militia, constables, or as
guardians against evil.
When Lord Firemane manifests in the world he appears as
a Great Teostra radiating a powerful, yet gentle presence.
Nobanion possesses a majesty and charisma that can be
overwhelming at times. Even the smallest of animals feels
comfortable around him.
The Festival of the Pride, known by the common folk as the
Summer Twilight Festival normally takes place on the 28th of
Dusk and lasts for a week. This is a time for frolicking,
dancing, courting a mate, lovemaking, and generally
celebrating the bounty of life and its potential.
His symbol is a male lion’s head on a green shield.
Commandments of Lord Firemane
Hunt only when hungry and do not gorge without need.
Waste nothing and all shall have plenty.
Live and let live unless provoked.
Protect the pride and all its members, but if injury or
illness bring them down, allow him or her a swift and
painless end to suffering.
The law of the jungle is that only the strong survive, but
they survive best by being leaders, not tyrants, by
protecting the weak, not bullying them.
The Corrupted GodsThe Corrupted Gods
Created by the corruption of the Great Wheel or born from it,
the Corrupted seek to twist and pervert the Fives creation to
their
,own image. Though each serves under Tiamat or Fatalis
in some way, it does not mean they are necessarily loyal or
willing to work with each other outside of their respective
pantheons or groups. This shortcoming allowed the Aspects
and Guardians to defeat and banish the corrupt gods back to
the lower planes.
FatalisFatalis
Alignment: Chaotic Evil • Domains: Creation, Death,
Trickery
Fatalis is an evil god of eternal darkness, decay, destruction,
entropy, malign knowledge, and insanity. It is an evil
incarnate that threatens the very existence of not only the
material plane, but the very multiverse. Fatalis is hated by
nearly all other gods, who would gladly put aside their
differences to stop the Dark God from escaping its demiplane
prison.
In its endless imprisonment, Fatalis exerts its will on the
creatures of the material plane and brings the infinite depths
of its mind into reality. The Aspects had thought it locked
away at the end of the War of the Ancients until its aspect
returned to ruin the world during the Great Dragon War.
When the aspect was sealed away in the Ruins of Castle
Schrade, its chaotic mind has fallen into more frightful
dreams, imagining nightmarish creatures into existence.
Fatalis's few followers are almost all insane, and those who
are not are extremely dangerous. Contact with the
imprisoned God is only possible in proximity to one of his
remaining artifacts or forgotten unholy sites, and even then
his blessings come at the cost of madness. Its followers are
highly secretive, and its temples are well hidden. Many follow
it in the optimistic belief that Fatalis will spare its loyal
servants when it destroys the multiverse. Their goal is to
bring together all of its artifacts, and to free Fatalis from his
imprisonment, where it will destroy the multiverse. Although
the cult's leaders are fully aware of this, many low-ranking
members merely seek revenge against society, and are
unaware of the full extent of the Dark God's destruction,
should it be freed.
Followers of Fatalis conduct terrible rituals of sacrifice.
Most of their rites involve failed attempts to commune with
their deity, or learn the secrets to unlocking the seals that
bind it. If it has holy days, they are unknown to all but
perhaps some of his followers.
His holy symbol is a jagged counterclockwise dark spiral
rune known as the Spiral of Decay.
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Commandments of Fatalis
Light must be snuffed, perfection decayed, order dissolved,
and minds fragmented.
The Eyes of the AbyssThe Eyes of the Abyss
Once known as the Radiant Eye, the pantheon was twisted
and corrupted by its leader Tiamat. Once they sought to
contain the corruption, they now seek ways to release it upon
the material plane. The members of the pantheon remain
allies in the thinnest terms while continuing to serve Tiamat,
but only so long as it benefits them.
The Black LordThe Black Lord
Alignment: Lawful Evil • Domains: Order, War
Bane is the evil and malicious greater deity of fear, hatred,
tyranny, and ruler of Banehold. Preferring to plot and scheme,
Bane rarely appears to act in a direct manner; instead acting
through his worshipers and other various agents. His
ultimate goal was to eventually control all of the Old World.
Like many of the younger gods, Bane was once a mortal
human that ascended during the War of the Ancients.
Originally part of the Radiant Eye, Bane succumbed to the
corruption and was twisted under the leadership of Tiamat.
Now part of the Eyes of the Abyss, he forged an alliance with
Bhaal and Myrkul. The three forged a pact of mutual aid and
ambition: together they would conquer not just the world, but
the heavens, becoming gods unto themselves.
Among the evil gods, Bane's church is among the most
stable and powerful. While there was a time when the god
encouraged sectarianism and violent disputes, that time has
long since passed and today the god's faithful are as likely to
solve their disputes through reasonable debate as through
show of force. That being said, Bane's church obeys a strict
hierarchy extending from the god's most powerful worshipers
to his weakest ones, with the god himself the lord of
everything they do. Though worshipers of Bane come from
every station in life, they all know to whom they owe their
blessings, ready to turn it over to the Black Lord at any time.
When summoned he has a dark and rather shadowy
appearance with a resemblance of dark armor and his tell-
tale jeweled dark gauntlet. He emanates an aura of vast
power and cruel intelligence.
His symbol is an upright black right hand, thumb and
fingers together.
Commandments of The Black Lord
Serve no one but The Black Lord.
Fear him always and make others fear him even more
than you do.
Spread the dark fear of Bane.
Submit to the word of The Black Lord as uttered by his
ranking clergy, since true power can only be gained
through service to him.
Dark MotherDark Mother
Alignment: Chaotic Evil • Domains: Trickery, War
Once known as the god of love, Sune. She was worshiped by
all, but Elves were the most common among her clergy. When
Sune succumbed to the corruption of the Great Wheel she
took on a new name, Lolth the Mother of Lust. Lolth is the
goddess of the drow, a chaotic deity who revels in chaos,
inspiring it in her followers along with the veneration of
spiders. Using her newfound power and influence, Lolth
corrupted and twisted the elves that worshipped her when
she was known as Sune, creating the first drow.
Her love of chaos often makes her appear mad but the wise
see her as a calculating individual who is always several steps
ahead of those who believe that they can anticipate her. She
is cruel and domineering, forcing her will upon her followers
and her enemies, a will which instructed the strong to crush
the weak in the most torturous way imaginable.
The way that new-born spider broods tore each other apart
to survive especially appealed to her. She promoted this by
encouraging her worshipers to kill their rivals, thus ensuring
that they were the strongest of the brood. Her real goals were
to hold absolute control over the dark elves, prevent the rise
of alternative faiths or ideas, and avoid complacency (even
though she found amusem*nt in the strife that plagued her
followers' communities). However, in the long run her
influence proved to be an obstacle to the growth and success
of the drow, preventing them from unifying against common
enemies or for a common cause.
Lolth's follower base was varied. It mainly consisted of
drow but also included aranea, chitine, draegloth and deep
dragons. She gained a few elven followers and tried to gain
more worshipers by assuming the aspect of a deity of rot.
Lolth's clerics are usually female, although there are rare
male clerics, but none of which are allowed to achieve the
rank of high priest. Her clerics wear red and black, and drow
tunics and helms. The Spider Queen's sacred animals are
(naturally) arachnids. She is worshipped on the full moon in
underground marble temples. Enemies and riches are
sacrificed to her monthly. Servants who fail Lolth (and there
are many ways to fail the capricious goddess) are usually
either slain or transformed into creatures called driders.
Lolth usually appears in two forms: drow and arachnid. In
drow form, the Spider Queen appears as an "exquisitely
beautiful" female dark elf, sometimes covered in clinging
spiders. In her arachnid form, Lolth takes the appearance of
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a giant black widow spider with the head of a female drow or
human peering from between the eight spider-eyes.
Sometimes, the two foremost pairs of her spider-legs are
actually humanoid arms. On rare occasions her arachnid
form has taken more of a drider-like appearance.
Commandments of the Dark Mother
The strong should rule over the weak.
There are no other rules.
Lord of BonesLord of Bones
Alignment: Neutral Evil • Domains: Death, Decay, Old age,
Exhaustion,
,Dusk, Autumn
After Tiamat's corruption, Myrkul became known as the Lord
of Bones, the Lord of the Dead and the Reaper. He had
become a god of the dead in the Old World. Myrkul has a cold,
malignant intelligence. He is always alert, never sleeps, and is
never surprised. He has never been known to lose his temper
or be anything other than coldly amused when a mortal
succeeds in avoiding his directives or chosen fates.
The worship of Myrkul is not popular in the Old World. His
worshipers, who are often undertakers in one form or
another, are a morose, secretive lot, reticent to share their
faith with those outside his meager and unorganized church.
These Myrkulytes are tasked with ensuring the people of
Toril both feared and respected death. To aggrandize
Myrkul's power they would propagate rumors that merely
touching one of his priests would bring certain death.
The avatar of Myrkul appears as a skeleton of a man
hidden in flowing black robes. His wrinkled, lesioned skin
and blackened, cracked lips gives the appearance he was just
on the verge of death. He speaks in a rather high whisper,
though his words never show enough inflection to convey
feeling or concern.
The holy symbol of Myrkul is a white skull inset into a
black triangle.
Commandments of the Lord of Bones
Know me and fear me.
My embrace is for all and is patient but sure.
The dead can always find you.
My hand is everywhere - there is no door I cannot pass,
nor guardian who can withstand me.
Lord of MurderLord of Murder
Alignment: Neutral Evil • Domains: Death, Decay, Old age,
Exhaustion, Dusk, Autumn
After the Radiant Eye became the Eye of the Abyss, Bhaal
became a god of death who favored murders that were
carried out through violent or ritualistic means.
The Lord of Murder is feared throughout all of the Old World
especially on the island Aya. Despite this shared dread
throughout the Realms, the exact nature of what the Lord of
Murder has power over is contested among sages and
scholars. In his best incarnation he might have taken strength
in violently punishing murderers and warmongers.
Challengers of this notion insisted that he judged whether a
murder was righteous or not.
The clergy of Bhaal in the Old World are known as
Bhaalists or Bhaalyn, the latter being used more commonly
in the lands east of the Terosu Jungle. Together they were a
disorderly network of local hierarchies, with the urban and
rural branches maintaining distant relations from one
another. Collectively, they believed that murder was both a
duty to their god and a game for their enjoyment. Each cleric
of Bhaal was expected to perform at least one murder every
tenday, in the darkest moment in the dead of night.
Bhaal has three avatar forms; a shape-shifting one called
Kazgoroth, a human-sized one called the Slayer, and a giant
called the Ravager. The Slayer appears as a corpse-like male
humanoid, whereas the Ravager is large and bestial.
The holy symbol of Bhaal is a skull surrounded by a ring of
bloody droplets.
Commandments of the Lord of Murder
Commit murder once every ten days. If imprisonment or
other constraining circ*mstances make this impossible,
murder twice for each death missed.
Make all folk fear Bhaal.
Let your killings be especially elegant, or grisly, or seem
easy so that those observing them are awed or terrified.
Tell folk that gold proffered can make the Lord of Murder
overlook them for today.
The Undying KingThe Undying King
Alignment: Neutral Evil • Domains: Evil, Knowledge, Magic
Vecna is considered the most powerful and the most evil lich
in history. He rose to power during the Great Dragon War as
a lieutenant of Fatalis but was eventually destroyed, and his
left hand and left eye were the only parts of his body to
survive. Seeing Vecna's value after his death, Fatalis
rewarded Vecna by ascending him to godhood.
With his new found power Vecna joined the Eyes of the
Abyss, but not before creating many secret strongholds in far-
off regions of the Material Plane. There, the souls of those
who worshipped the Undying King in life continue to serve
him in death.
Vecna and his faithful believe in the power of secrets and
their ultimate ability to destroy anyone, no matter how
powerful. Vecna hopes one day to destroy every other deity in
existence, leaving himself the sole ruler of creation, but until
his power grows beyond contention, the Eyes of the Abyss
provide him safety and powerful allies.
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Vecna's cult is very secretive, and cells have been uncovered,
at various points in history. Clerics of Vecna often don't
realize which god they're serving when they're first initiated.
Many are deluded into believing they belong to an obscure
sect of Torm or Shilallia. The truth is not revealed to them
until they show their willingness to do anything in the pursuit
of knowledge and power.
Each position in Vecna's cult is named for a certain body
part. At the top is Vecna himself, followed by the Voice of
Vecna, which can only be filled by Vecna's manifestation.
Next is the Heart of Vecna, the high priest of the cult.
Individual congregations are known as Organs. Each Organ
is led by a Thought of Vecna. Lesser priests are known as
Memories of Vecna.
Vecna is usually depicted as a powerful magician
resembling a desiccated corpse missing his left hand and eye.
A constant theme in the adventures in which Vecna appears
is his never-ending quest for power, ending, should he
succeed, with Vecna as the only deity in existence.
Commandments of The Undying King
Secrets are power.
Never reveal all you know.
There is a secret evil within every being, no matter how
virtuous. This seed of evil can and should be exploited by
those able to identify it.
Archdevils and Demon LordsArchdevils and Demon Lords
The Archdevils and Demon Lords were born from corruption
when the Abyss and Nine Hells were formed. Being born in
this way, these god-like beings have no innate allegiance to
Fatalis, but they're willing to work with it and its followers if
it proves to work in their favor. The standard 5e Demon
Lords and Archdevils are all found within this setting.
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The Races of Monster HunterThe Races of Monster Hunter
Since the reemergence after the Great Dragon War a thousand years ago, the races of the world crawled back from extinction.
Even with the slow advancements of technology, twelve of the races left their mark in the Old World. Working together with each
other, under the guidance of the Platinum Court and Wild Lords, these races set out to become the society we have today.
This section stands as a resource to help inspire you in deciding how your character’s racial background fits within the Monster
Hunter Universe. The game statistics of each of the standard 5e races are identical to those in the Players Hand Book. The
statistics for the new races can be found in Chapter 3 of this guide.
DragonbornDragonborn
In the time of the ancient civilization the dragonborn were
known far and wide, as the most devout and honorable race
of the time. The original dragonborn were known to be
humans who had ascended, by the grace of Io, to a state of
body and mind that closely resembled the original image of
the Five. These dragonborn excelled at all they did, becoming
great heroes, community leaders, head of clergies and other
research institutions of the ancient civilization.
By the end of the Great Dragon War, most of the
dragonborn had been wiped out with many of the elder
dragonborn bloodlines going extinct with their elder dragon
brethren. After the reemergence dragonborns were a rare
sight for villages and even some towns. Those that lived in
cities were typically well respected noble families that could
trace their heritage back to the ancient civilization. New
dragonborns that weren't born from these families were
almost unheard of. It was a rare occasion when a person of
any race proved themselves worthy to an Aspect, and were
granted
,the gift as a reward. In Tiamat's case, she lorded the
ascension over her followers, only granting the gift to those
who bring her priceless artifacts, great wealth, or progress
her plans beyond her expectations. Those who fail her, or
request the ascension, instead are typically turned into
kobolds.
Dragonborn of any age have a well-known dedication to
honor, but how deeply rooted this trait is remains debatable.
However, all dragonborn tended to view all living things, even
hated enemies, as deserving of courtesy and respect. To
dragonborn, honor was more than a word and was often
considered more important than life itself. Cowardice was
not simply undesirable among dragonborn, it was considered
outright repulsive.
Part of the roots of this honorable attitude lay in the
dragonborn's drive for self-improvement. The draconic nature
of dragonborn gave them a strong self-consciousness and a
tendency for strong emotions. Both of these combined to
make dragonborn particularly wanting for the approval of
others. Dragonborn placed great value on the skill of an
individual, including themselves. Failing at a task was
anathema to dragonborn and as a result they could
sometimes push themselves to unhealthy extremes of effort.
This aspect of the dragonborn mind meant few of the race
took a laid-back approach to any skill or ability, striving
always to become the masters of a particular skill, and
dragonborn respected those among other races who
approached life in the same manner. As a result, most
dragonborn adventurers came to their way of life through a
desire to prove themselves and win respect from their
brethren.
DwarvesDwarves
The bold and hardy dwarves of the Old World are known as
skilled warriors, miners, and workers of stone and metal.
Modeled by the All-Father after the reemergence almost every
dwarf in the Old World originates from Harth, a village near
the Everwoods (located west of the Old World). Harth itself
still stands as the central heart of dwarven society, but in the
last few hundred years they have welcomed the troverians
into their home. Combining their crafts, the troverians and
dwarves have made a dramatic impact on a hunter's quality
of life. Mountain and hill dwarves alike can be found in the
many cities and locales of the Old World, but typically in
small numbers. Hill dwarves are known to make above
ground settlements of their own. If drawn to more dangerous
pursuits, many dwarves turn to mercenary work, working
with the hunters guild and wycademy in search of ancient
civilization artifacts.
DuergarDuergar
The dwarves that stray away from their heritage and gave
into the corruption in their heart became the first duergar. As
generations passed, the duergar carved out an existence in
the Underdark, near the volcanoes in the northern el de
region. Their kinship to other dwarven subraces could be
compared to that of the drow to surface elves.
Duergar are a dark and cruel race, who show no mercy to
their foes and who take great pleasure in inflicting pain on
others. They are pessimistic of their future and deeply cynical
regarding the motives of others. Because of their pessimism,
duergar rarely adventured of their own free will and were
instead most commonly exiles cast out of their society. These
adventurers, most commonly concerned with personal
gratification, were commonly outlanders, gladiators,
criminals, or urchins.
Hill DwarvesHill Dwarves
Hill dwarves are stout, tough individuals like their mountain
brethren but are less off-putting and gruff in nature. They are
a deeply materialistic race who believe that the resources of
the natural world exist only to serve the purpose of conscious
beings. To a hill dwarf, there is no greater purpose than to
fashion the minerals of the earth into things of beauty.
Hill dwarves were once mountain dwarves that were exiled
from their homes or had their home destroyed and moved
above ground instead of deeper like their duergar cousins. As
generations passed, these dwarves settled above ground,
forsaking the old ways and in exchange found new friends,
new business opportunities, spiritual enlightenment, and
even arcane knowledge.
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Mountain DwarvesMountain Dwarves
Whether or not the mountain dwarves claim that they'd been
carved from the world's stone was true, dwarves shared
many qualities considered similar to the stone they lived with.
Strong, hardy, and dependable, dwarves are polite,
particularly to elders, and possess a wisdom beyond that of
many other races. Dwarves value their traditions and look for
inspiration from the ancient civilization. Dwarves were also
known for their stubborn nature and cynicism.
A mountain dwarves friendship and trust is hard to earn,
but was ironclad once won. For dwarves, loyalty is more than
a word and they feel that it should be both valued and
rewarded. Naturally suspicious, the mountain dwarves are
slow to trust others and rightfully so. Many of their attempts
at expanding their territory proved disastrous due to trusting
other races. They do not forgive these past mistakes easily
and the entire race has more or less declared war on goblins
and orcs as a whole, wiping them out where they find them.
ElvesElves
The elves were one of the first races created after the
creation of the Old World. They were the first race to be
created by Eldath meant to represent the beauty of nature.
The elves originated in the wooded lands of the Verdant Hills,
and many elves still call the forest their home. After the War
of the Ancients, when the elves allied themselves with Eldath
against Fatalis and its demonic horde, many of the high elf
families did not return to the forest, instead choosing a new
life in the city of Riveru. Even after the reemergence, Riveru
was a wonderous thing of beauty. Many elven heroes and
hunters originate from this city.
High ElvesHigh Elves
The high elves, named for their close resemblance to Eldath
and innate magic ability, call the city of Riveru home. Within
the city, the elves focus their studies and talents on the
protection of the city. Many of the high elves were known to
join the wycademy to expand their knowledge while others
joined the Hunters Guild before returning to the city to pass
along their new found knowledge.
The high elves are in good standing with their wood elf kin,
and with the other races of the world. They have a deep
seeded hatred for the Dark Mother and the drow that follow
her. Seeking to disrupt her plans over anything else, besides
the protection of their city.
Wood ElvesWood Elves
Since ancient times, the wood elves have fought to protect
their homeland. After the founding of the Hunters Guild and
the Elder Dragon Observation team, young wood elves found
that their wanderlust and skills in hunting and survival were
a perfect fit for these organizations. Over the passage of time,
the wood elf clans spread far and wide, preferring to take up
residence in the small villages or outposts near or in the
forests of the world. They viewed themselves as guardians of
these forests. They were allies and teachers rather than rivals
to those in their communities. As a people, wood elves are
largely seen as calm and level-headed.
Many hours of a typical wood elf's life are spent on the
hunt, which was both a practical activity and a pleasurable
one. Most of the time that wood elves were not hunting they
were enjoying themselves at ease within the highest branches
of their forest homes.
Drow ElvesDrow Elves
Few elves let alone other races wish to be associated with
their subterranean kin. The drow were once high elves that
worshiped the goddess Sune. When the goddess was
corrupted she used her alluring whispers to convince her
followers to ally with Fatalis in the Great Dragon War. After
the Dark Mothers banishment to the Lower Planes, her high
elf followers went into exile, hiding below the earth. As
generations went by, the high elves
,blonde hair turned a
silvery white, eyes blood red, and their once beautiful skin
turned the color of ash. They took on a new name, no longer
the high elves, but the drow servants of Lolth.
Drow, by reputation, were almost entirely evil. The drow
society nominally had two purposes, called "the First and
Second Part of the Destiny of the People". The former was
about forcing all other races of the Underdark into
subservience, while the latter was about driving the entire
elven population into extinction. To achieve this Lolth
promoted perpetual infighting and violent competition, so
that the constant training would make them stronger and
smarter. However, the extreme, self-destructive degree to
which this was taken prevented the drow from achieving
either of their purposes, barring possibilities for significant
growth. In fact, despite her rhetoric, Lolth merely enjoyed the
infighting that she promoted and put no effort into reaching
the supposed goals.
Drow rarely come to the surface, for most are too proud to
return defeated to the sun-drenched lands of the Green
Goddess, even to escape the madness of the underworld.
Nevertheless, some still choose this dishonorable path.
Those that travel to Riveru seeking redemption are executed
before they enter the gates. The drow that return to their
original homeland are welcomed by the wood elves, but only
after renouncing Lolth and embracing Eldath once again.
Others seek to join the Hunters Guild, as a way of atoning for
their races' past sins by slaying the corruption that seeps into
other creatures, like it did to their ancestors.
Half-ElvesHalf-Elves
For a human, having a half-elf child was a blessing that
brought their family closer to the gods. They grew up adored
in their communities, growing up with acceptance and praise.
It is uncommon for a half-elf to leave their families or
communities when they come of age. Most of them take over
family businesses or find a respectable job in town. Those
that do feel the wanderlust from their elven heritage, usually
join the Hunters Guild or Wycademy as a way to satiate that
need.
For the elves, their opinions varied. The wood elves
welcome the half-elves with arms wide open, sharing their
traditions and knowledge. The high elves of Riveru are not so
accepting, the half-elves in their eyes are tainted. Their innate
magic and ancestry are weakened by the human blood
flowing within them, but that isn't to say that the half-elves
have their uses. half-elves in Riveru work as house servants
and doing other menial tasks in the town.
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It is a tough life, that many half-elves choose to leave once
they come of age, never to return to the city. Finally, the drow
do not breed with weaker races, as such no drow half-elves
are known to exist, but should one ever come to be, it would
only find death by both the high elves and drow, but it might
find sanctuary with the wood elves.
GnomesGnomes
The gnomes and gnomish culture were extremely prevalent
during the time of the ancient civilization. There wasn't a
village street or a city block where the sound of gears
grinding, minor explosions, and yelps of surprise were mixed
in with bursts of laughter and joy. The gnomes were
responsible for many of the great innovations and inventions
of the time. After the reemergence the ruins of the Tower to
the far east and the Sky's Corridor on a remote island off the
east coast of the great forest still stand as a testament to their
work.
Rock GnomesRock Gnomes
The rock gnomes are more closely related to their ancestors
than their cousins the forest gnomes. They have a natural
curiosity towards technology and seek to find ways to better
improve the lives of those in their communities. Their natural
inventiveness leads them to become alchemists and
tinkerers, seeking ways to use the resources around them in
new ways.
Forest GnomesForest Gnomes
Descendants of a community of rock gnomes that
inadvertently teleported themselves to the beastlands while
experimenting during the ancient civilization. Unable to find
a way back to the material plane the rock gnomes slowly
adapted to their new environment.
By the time they had returned to the Old World,
generations had passed. The forest gnomes, as they were
now called, had taken up residence in the Verdant Hills.
Preferring to live in nature than in the bustling cities like
their kin, the forest gnomes are more than happy to help their
rock gnomish kin in their search to understand how nature
works and how to manipulate it.
They tend to be good friends with good-spirited woodland
folk, aiding them in their endeavors. Forest gnomes make
great scouts for the Hunters Guild and Elder Dragon
Observation Team due to their ability to befriend small
woodland animals. Using these animals the forest gnomes
are able to relay information about threats that might prowl
their lands.
GoliathsGoliaths
One of the last races created by the gods before the Great
Dragon War, the goliaths were outlanders who resided in the
Snowy Mountains. Molded by Eldath from those who
worshiped the ukanlos that resided deep in the mountain
range, the goliaths are a race wrapped in tradition. Their
society's key focus was competitiveness and held equality and
fairness in high regard. They kept track of their
accomplishments and saw everything as a challenge. Many
outside of the race that didn't understand this tradition would
find it quite annoying when a goliath would bring up how
many times a certain thing would happen.
This was not the case however. To goliaths, score-keeping
was a natural and integral part of life, not meant to belittle or
demean anyone.
Ancient goliaths lived in small tribes in the Snowy
Mountains, that numbered between forty and sixty. This was
usually made up of three to five extended families. Most
goliaths lived in the same tribe their entire life. On rare
occasions, a tribe that got too large would split into smaller
tribes or smaller tribes would merge together.
These tribes only went to war as a final option, and for
much of the Great Dragon War they were successful in this
endeavor. It wasn't until the death of their beloved ukanlos by
the hands of the Dark Mother's cultists that they allied with
the Aspects. The war was bloody for the goliaths, many of the
families and tribes were wiped out. Those that survived
returned to the Snowy Mountains beaten and bruised, but
with a new found respect for their allies.
After the reemergence, the goliaths were an integral part of
the Pokke Village's founding. The Snowy Mountains had
always been their home, and their knowledge of the territory
prevented many casualties in those initial years. Though
most goliath tribes are nomadic, many of them chose to
remain in Pokke Village as gladiators, soldiers, and hunters.
In fact, after the founding of the Hunters Guild in Pokke
Village, the goliaths were one of the first to join up. The guild
to them, represented the tradition that was lost after ukanlos'
death. They were able to compete not only with their fellow
goliaths, but also all the other members of the guild. Rumors
in the past have told of goliath hunters returning to the
Snowy Mountain with large pure white eggs. Though they
deny it, many believe the goliaths are searching for a ukanlos
egg, in hopes of returning on to the mountains once again.
HalflingsHalflings
Halfling clans have always been known for their curiosity and
tendency to collect things. Before the War of the Ancients the
halflings were the leading experts in botany and were most
commonly herbalists. They lead expeditions across the world
collecting plants, mushrooms, and other rare resources that
they could study and use to better the life of the races and
creatures alike.
When the War of the Ancients began, the halfling clans
splintered. The lightfoot clan wished to avoid the war directly,
instead focusing their attention on the curative and other
,beneficial properties the resources they gathered could
provide their armies. The Stoutfoot were ready to fight, but
while the adults headed to the front lines, their young took to
defending the settlements as guards. The forgefoot clan as
they came to be known during the war, strayed from plants
and mushrooms. Instead they turned their focus on ways to
bend the earth to the war's needs.
After the war the halfling clans did not reunite. Two of the
clans had found a new passion while the lightfoot clan stuck
to the halfling traditions. The lightfoots resented the other
clans for straying from the old ways which caused some
minor conflicts between the clans throughout the time of the
ancient civilization, but their accomplishments overshadowed
these "minor" skirmishes.
21
LightfootsLightfoots
After the reemergence the lightfoot clan has spread far and
wide. Their traditions still hold strong throughout the clan
with most lightfoots using their knowledge to become
alchemists, herbalists, researchers, clerics, and druids. They
have a tendency to avoid being up front fighters and would
rather run when in danger than fight.
The Lightfoots still hold a grudge against the other halfling
clans, but they will still work with them if required, albeit
reluctantly. They are also not against bringing up any faults in
plans or issues caused by their halfling brethren.
StoutStout
The Stoutfoot clan took a new name after the reemergence.
Tired of having a name similar to the traditionalist who are
unwilling to change, the Stoutfoot clan came to be known as
the Stoutguard clan. The Stoutguards are well known
throughout the settlements of the Old World. Many do not
take up hunting, instead choosing to guard the villages, cities,
and towns they were born in. On a rare occasion, a
Stoutguard has been known to enter the ranks of guild
knight. Those who reach this achievement are treated as
heroes and legends in their halfling communities.
HumansHumans
During the ancient times the human civilizations were
widespread across the known world. They are diverse in
skills and quick to adapt, which allowed them to learn and
live with the other races without conflict. After the
reemergence, the humans were recreated by the Aspect
Pelor. With the Great Wheel infused with both divine and
corruption, the Humans were made stronger, but their once
good nature was now shaped by the world around them.
Human hunters and folk heroes can originate from anywhere
in the Old World and are typically found in all villages, cities,
and towns. Most Commonly though, hunters that graduate
from the hunter academy are from Minegarde or villages
nearby in the Verdant Hills.
Humans living in the Verdant hills provide the
infrastructure for port and trade between the three largest
cities; Dundorma, Verudo, and Riveru; and the rest of the
world. As such, humans are typically skilled in some craft,
business, or production. For the humans seeking a life away
from civilization, more often than not find work with the
wycademy or hunters guild as research explorers,
archeologist, handlers, or hunters themselves.
LyniansLynians
The Lynians are a relatively common race in the Old World,
able to adapt to their environments much like humans.
Although many of the lynian subspecies originated on the
main continent in the Old World many of them have migrated
to all corners of the world. For those who stay within
multispecies communities, their short stature and beast-like
nature has always proved a social hindrance in the lands of
the tall folk. While lynians fight for respect within human
communities, they can prove themselves through deeds, or
humor, among their taller neighbors. They've been seen
being farmers, traders, adventurers, etc. Some Lynians,
known as "palicos", are known to assist hunters and quite a
few are independent monster hunters, known as prowlers.
BoaboaBoaboa
Cousins to the shakalaka, the boaboa are one of the few
lynians that can tolerate the cold. They call the arctic regions
of the world home and strangely enough worship the popo as
a god. During the Great Dragon War, the boaboa allied with
the Dark Mother when the goliaths and warforged came for
the popo’s fur and meat. At the Dark Mother's request, the
boaboa were tasked with killing their enemies in the most
torturous way possible. In return, the Dark Mother promised
her protection of the popo. The boaboa excelled at their task,
and it wasn't until her banishment that they realized her
betrayal. The northern sea had been poisoned, filled with the
corpses of the goliaths the boaboa had slain. It tainted
everything, killing the popo and boaboa alike.
After the reemergence, the boaboa worship the Wild
Lords. It was by their grace that the popo returned to the
world. They still have a great hate for the goliaths, just as the
goliaths do for them. They're slow to trust, but once you earn
it, the boaboa can prove to be an invaluable lifelong friend.
Felyne & MelynxFelyne & Melynx
The felyne and melynx are the most common lynian
subspecies found in the Old World. While both easily adapt to
lifestyles with other races taking up jobs as chefs, blacksmith
assistants, and other odd jobs, the melynx have a tendency to
revert back to their more... wild nature. They are known to
occasionally have items of value "appear" in their hands with
no knowledge of how they got there. Of course they gladly
return the items if asked, but any that go unclaimed are taken
to their homes for safekeeping until their owner comes to
retrieve them. For those felyne and melynx seeking greater
respect, they typically join up with hunters as their palico or
as prowlers themselves.
Felyne and Melynx that live in the wild are looked at as
their own culture due to their intelligence, lifestyle, and
groups. They are known to form villages in secluded areas,
where most monsters wouldn't dare to venture to. These
villages are known to have tribal exchanges with other
lynians and other cultures. They are also known to worship
the Wild Lords, with many felyne and melynx druids and
rangers originating from these settlements.
GajalakaGajalaka
The gajalaka worship the Lord of Murder and answered his
call for war during the Great Dragon War. They are
outlanders much like their shakalaka cousins, but are
aggressive towards all monsters and hunters that enter their
territory. After the reemergence the few that remained after
the war hid themselves away in an attempt to build their
numbers back up. It wasn't until recent history that the
gajalaka showed themselves once more. A gajalaka rarely
works with anyone from the civilized world, unless exiled, or
if it benefits them. They are also rarely accepted due to many
of them being acolytes to the Lord of Murder, necromancers,
criminals, or thieves.
GrimalkyneGrimalkyne
The grimalkyne were once one large tribe during the time of
the ancient civilization. They were outlanders, who lived off
the land and worked in harmony with nature. They worshiped
the Wild Lords and still do to this day.
22
The reason the grimalkyne split into the separate tribes of
today during the Great Dragon War, was due to a
disagreement between its four leaders. Each of them believed
they were walking the grimalkyne down the correct path. The
Bugtrappers tribe headed into the ancient forests, choosing
to seclude themselves like the shakalaka. The Protectors and
Troupers tribes joined the other races of the world in the fight
against Fatalis and Tiamat. Those grimalkyne who become
palicos or prowlers are typically from these two tribes.
Finally the Plunderers tribe sought to scavenge the
battlefields and other ruins of the world, gathering enough
supplies to protect themselves.
After the reemergence the Bugtrappers remained in the
forests as outlanders, hermits, and sages. They assist hunters
and provide aid to those who enter their territories. The
Protectors and Troupers
,took their leave, traveling into the
deserts and high mountains to build their own communities.
Occasionally these tribes have been known to send
emissaries to towns, cities, and guilds as a sign of good will.
The Plunderers tribe still remain scavengers and criminals. It
is not unheard of for a Plunderers tribe grimalkyne to
impersonate a Protector or Trouper as a way to enter a town
or guild without suspicion.
ShakalakaShakalaka
The Shakalaka are very similar to humans, in that they hunt
and gather, but are less civilized in nature. Even before the
rise of the ancient civilization the shakalaka had secluded
themselves deep in the forests of the world. In doing so, the
shakalaka avoided much of the carnage of the Great Dragon
War, but also stunted their growth as a society, leaving
themselves primitive and barbaric even after the
reemergence. Even so, the shakalaka are a proud and
barbaric subspecies of lynians, attacking most creatures,
including hunters, on sight. Young shakalaka or, Ōme
Shakalaka (unripe shakalaka) as they are known in their
tribes, have been known to befriend hunters, helping them on
their quests.
Hunters typically encounter these young Shakalaka when
they partake in a coming-of-age ritual in which they are sent
out of their settlement to bring back items of great value to
their tribe. This can take the form of a rare monster material,
treasure, or an object with historical or cultural importance
to the tribe (such as a special mask).
Hunters are able to spot an Ōme Shakalaka by their mask.
These masks aren't the usual telltale orange gourd masks
that adult shakalaka wear. Instead young shakalaka wear
masks of all varieties, most commonly acorn masks.
Shakalaka that become palicos or prowlers are known to
have full helms crafted from the creatures they've killed.
TieflingsTieflings
Power hungry, unworthy, untrustworthy scoundrels, and
abomination are many of the words that the races of the
world used to describe the ancient tieflings. Created when a
cult of teostra, shunned by the gods for their power hungry
nature, began experimenting in an attempt to ascend by
themselves. After numerous failed attempts, their leader
cried out to the gods every night, begging for an answer, until
he finally received one. Unknowingly under the guidance of
the newly manifested Fatalis, the cultist succeeded in their
endeavor, but not before killing their beloved teostra and
completing the ritual by injecting its blood into their veins.
These first tieflings had a more beasti*al look similar to the
teostra. They had a fiery coloration, thick horns that curve
backwards, large fangs, and a tail that ended in a clump of
fur. The males had long flowing red hair and a beard that
resembled the teostra's flowing mane. Female tieflings' hair
varied in length and the hair between their horns was varying
shades of yellow.
Though they had ascended, they had committed an
unspeakable act. Killing an elder dragon during this point in
history was tantamount to attacking one of the Five
themselves. The tieflings were forced to live as outlanders in
small communities, or as hermits, but their allure of
ascension brought those who felt ignored by the gods to their
ranks. The tieflings continued to experiment with other elder
dragon blood on the humans that came to them, creating new
tieflings of all different colors and abilities. Their continual
killing of the elder dragons did not go unnoticed. The Fifth
Aspect, Eldath, sensed the blasphemy and the growing threat
of the tieflings. So with the help of the other 4 Aspects, the
tieflings were banished to the Lower Planes and the ritual
was lost to the ages.
The tieflings did not return to the material plane until the
Great Dragon War. Their time in the Lower Planes had
changed their appearance to the commonly known demonic
look of today. Many of the tieflings fought in the archdevils
armies, but tieflings were no longer predisposed to evil or
power hungry as they once were. Those that sought to defect
took the chance to escape and fight on the side of the
Platinum Court and Wild Lords, who allowed them to remain
on the material plane after the war had ended.
Although their evil ancestors could be many generations
removed, the taint lingered. Tieflings tend to have an
unsettling air about them, and most people are
uncomfortable around them, whether they are aware of the
tiefling's unsavory ancestry or not.
When these prejudices were put aside, the tieflings'
cunning and personal allure, which made them excellent
deceivers, also made them inspiring leaders. Members of
other races find that once they demonstrate friendship and
trust towards a tiefling, it would quickly be reciprocated in
full. Once that bond was forged, it was rarely broken.
TritonsTritons
The tritons were the first humans to worship the Fives
creation and as such were infused with the power of the sea.
Due to this, many tritons come across as arrogant, but they
are in fact benevolent creatures at heart, convinced that other
civilized races deserve their protection. Their attitude might
grate, but when pirate fleets prowl the waves or a ceadeus
awakens from its slumber, they are among the first to take up
arms to protect others.
During the War of the Ancients, the tritons suffered
massive defeats and many were twisted by Fatalis’ offer of
power, transforming them into sahuagins. It wasn't until
Persana ascended to godhood that the tritons were finally
able to push the sahuagins and other corrupt creatures back
to the elemental plane of water.
In the aftermath of the war the tritons were tasked by
Persana to be the caretakers of the sea. So they began
building some small settlements beside deep trenches and
even some in other dangerous spots far from the land.
23
That isn't to say that all triton's live so far from the other
races. Many of them call Moga Village and many of the port
towns across the Old World home.
Many triton's that live among the other races work as
dockhands, shipwrights, or merchants in the ports. While
others may join the hunters guild or other research guilds,
using their unique attributes to their advantage.
TroveriansTroverians
Known as the forgefoots in ancient times, the troverians took
their new name after the reemergence. Unlike the dwarves
who were molded by stone and minerals by the all-father, the
troverians were born from humans who worshiped the
creatures of the earth, and were the last to be ascended by Io
before his sacrifice.
The troverians were an instrumental part of the ancient
civilization, working with gnomes and dwarves and
combining their technology with their own. It was this
adaptability that led to the creation of the equal hunter
weapons. It was one of their greatest accomplishments and
greatest regrets. The equal hunter weapons made life easier
for the ancient civilization, but also was the spark that would
eventually begin the Great Dragon War.
The troverians live in the mountains and hills, in recent
years they were welcomed to the village of Harth where they
work together with the dwarves to develop new weapons and
items for the Hunters Guild. Most troverian adventurers have
some sort of smithing or artisan skill, and typically join one of
the many factions to find hidden technology and rare
materials that they can bring back home.
WarforgedWarforged
During the time of the ancient civilization a new race was
created, not by the gods, but by man. These Equal Hunter
Weapons or "EHWs" were created near the end of the
ancient civilization as an attempt to meet the ancient
civilizations' needs. Mindless automatons, these first EHWs
were used to collect vast resources, be it minerals, herbs, or
hunting some of the less intelligent species of wyverns.
By the time of the Great Dragon War, the ancient
civilization had made vast improvements to their original
design. By pumping wyvern blood through their body and
,using energized streamstone as its core, the ancient
civilization had produced a sapient hunter, now more
commonly known as warforged. During the Great Dragon
War, these warforged were not just front line soldiers and
defenders of the many settlements across the world, they
were also tasked with the collection of vast amounts of
dragon blood to fuel the ancient civilizations newest weapon,
the Equal Dragon Weapon. By the end of the war, all of the
warforged had been destroyed, deactivated, or left incomplete
in workshop ruins.
After the reemergence, there have been different points in
history when a warforged or two have woken up, their
programing either incomplete or degraded over time, these
warforged have a greater range of free will, and as such,
albeit begrudgingly by some of the races, have been
recognized as a new species.
WyverianWyverian
While wyverians superficially resemble humans, they actually
descend from the first wyverns. After time began, the Fifth
Aspect Eldath sought to expand the races' understanding of
the Fives creations. As such, she molded the first wyverians
from those wyverns who were up to the task.
At the end of the Great Dragon War, the wyverians were
one of the few races that survived the end of the ancient
civilization. Even so, only a handful of them remained.
Seeking to prevent the atrocities that occurred during the
Great Dragon War, these ancient wyverians made a pact to
hide their knowledge for the rest of the world, but they would
also guide the lost and teach them how to be one with nature.
The new wyverians, who came about after the
reemergence, call the village of Cathar home. Their
population remains small due to the fact that they reproduce
less often than many of the other races, but each wyverian
seeks to better the world. It is rare to see an evil wyverian, so
much so, that there has never been one in recorded history.
When these new wyverians reach adolescence they leave
Cathar and head out into the world on a journey of self
discovery. Many of these wyverians return to Cathar a few
years after their journey began. Others join the Hunters
Guild; become academics, joining the Wycademy or the Elder
Dragon Observation Team; or become hermits and sages,
protecting the balance of nature in the territory they call
home. Due to their long life span many of them who never
return to Cathar become chiefs of villages, lead researchers,
and other positions of respect and power in their old age.
Other RacesOther Races
There are many other races that live within the Monster
Hunter Universe. Many of these races fought alongside or
against the humans, elves, and all the other races listed above
in one of the two wars. Their origins all begin with being
created by one god or another, and which one that created
them might vary in your world. Their history and relevance to
the ancient civilization are for you to choose, but typically
their culture and personalities remain the same as they
would in any standard dungeons and dragons campaign
setting.
Monstrous RacesMonstrous Races
The monstrous races of the Old World were born in many
different ways. Many of them were born when Fatalis and the
other corrupted gods attempted to influence the races of the
world. The kobolds were once dragonborns that were twisted
into the scrawny-like creatures of today. The Orcs were once
goliaths and humans; the goblins, halflings; and tritons were
molded into sahuagin.
Not all of the monstrous races were created in this way
though, many of them were created from the corruption
themselves. Bugbears, hobgoblins, and yuan-ti were all
created in such a way. Other than their creation most of these
races all act as the GM sees fit. The character's aren't defined
by their origins, but by their actions and how they were
raised.
24
Factions & PC BackgroundsFactions & PC Backgrounds
There are many factions in the Monster Hunter Universe.
Some of them make up the foundation of society, while
others seek to destroy it. Many of these factions are voluntary
associations led by guildmasters, but that’s the extent of their
resemblance to the craft and merchant guilds found in most
Dungeons & Dragons worlds. They include many different
kinds of organizations:
A central governing body, the Hunter's Guild
A corporation led by His Immenseness, the Elder Dragon
Observation Team
Two research institutions, Wycademy, and the Royal
Paleontology Scriveners
A poachers ring, the Talon Society
A cult of fanatics, the Cult of Fatalis
The denizens of the Old World aren't born into factions. An
individual can choose to belong to any, or be tricked into
some faction or more commonly belong to no faction at all.
Some Factions actively recruit new members, while others
simply accept those who seek membership. People within a
family might join different factions, which can lead to strong
connections between the factions in question or to painful
animosity in families whose members follow different paths.
Faction MembershipFaction Membership
You establish your character's membership in a faction by
choosing one of their faction backgrounds from among those
detailed in this chapter. This guide assumes that you have
chosen a faction and that you maintain your association with
it throughout your life. As a result, your choice of faction can
play a more significant role than most backgrounds do in
shaping what your character does now.
The backgrounds associated with factions in this chapter
work like those in the Player's Handbook, giving you
proficiencies, languages, equipment, and suggested
characteristics (personality traits, ideals, bonds, and flaws).
Each faction entry also provides personal contacts;
suggestions for your alignment, race, and class; and a list of
spells that you can add to your spell list if you're a member of
a spellcasting class.
Faction SpellsFaction Spells
The spellcasters of the Old World's factions have magic
specific to their guild. A faction's description includes a list of
faction spells.
If you play a character who has the Spellcasting or the Pact
Magic class feature, your guild spells are added to the spell
list for your class, thereby expanding the spell options
available to you.
Additional RulesAdditional Rules
The factions in the Monster Hunter Universe use the same
rules for renown and contacts as found in The Guildmaster's
Guide to Ravnica starting on page 29. As such I cannot just
put all that information into this guide, but I will sum up a
generic explanation of each rule.
ContactsContacts
Contacts are people you know. They might be a rival, a
mentor, a friend, just another member of the faction or
possibly a member of a different faction entirely. These
contacts should be created with your DM and may provide
additional depth for your character. When you create a
character you have a number of contacts equal to your
Intelligence modifier (minimum of 1).
RenownRenown
Renown is your status in a faction. The higher your renown
is, typically the more known and respected you are within the
faction. It's also possible to gain renown in other factions,
though this renown won't allow you to gain any ranks within
the other factions.
To gain renown you must advance the guild’s agenda in
some way. You will find in the Rank and Renown section of
each faction, some suggestions that would merit an increase
in your renown, but you should also check the goals of the
faction to help determine other ways to gain renown. When
you join a faction as a starting character, your renown score
with that faction is 1. It is up to the DM when you gain
renown, not the player.
There are other rules for gaining renown outside of the list
above, but that can be found in The Guildmaster's Guide to
Ravnica.
Benefits of RenownBenefits of Renown
There are many benefits when you gain renown in a faction,
most often it is tied to an increase in rank within the faction
you are in,
,Scrivener Background ...........................................................
Talon Society ...............................................................................
Poacher Background .............................................................
Infiltrator Background ...........................................................
Wycademy ....................................................................................
Wycademy Student Background .........................................
Wycademy Researcher Background ...................................
Chapter 2.Chapter 2.
Character Options Character Options ..................................................................................................................
Creating a Character ....................................................
Creating a Character at a Higher Level .................................
Skills and Their Uses ....................................................
Player Race Options .......................................................
Elder Dragonborn ......................................................................
Lynian ............................................................................................
Troverian ......................................................................................
Wyverian .......................................................................................
Other Races .................................................................................
New Feats .................................................................................
Your Role on a Hunt ....................................................
Trailblazer ....................................................................................
Spotter ..........................................................................................
Scout .............................................................................................
Artisan ...........................................................................................
Artisan Cooking System ............................................
New Downtime Activities ..........................................
Solo Hunt .....................................................................................
Trenya ............................................................................................
Sell Materials ..............................................................................
Palico Farm ..................................................................................
Chapter 3.Chapter 3.
Equipment, Resources, & Crafting Equipment, Resources, & Crafting ................................
Equipment ...............................................................................
Starting Equipment ...................................................................
Magical Items Rules ..................................................................
Armor Rules & Information .....................................................
Weapon Rules & Information ..................................................
Trinket Rules & Information ....................................................
Cosmetic Material Rules & Information ...............................
Armor & Weapon Pricing ..........................................
Let's walk through it all .........................................
Monster Hunter Items ................................................
New Items ....................................................................................
New Magic Items ........................................................................
Monster Hunter Item Pricing ..............................
Shops ...........................................................................................
The Provision Stockpile ............................................................
The General Store ......................................................................
Traveling Merchants ...................................................................
The Smithy ...................................................................................
Ammo Vendor .............................................................................
Combo List ..............................................................................
Using the Combo List ................................................................
Alchemist's Supplies ..................................................................
Brewer's Supplies .......................................................................
Cook's Utensils ............................................................................
Glassblower's Tools ....................................................................
Herbalism Kit ..............................................................................
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Poisoner's kit ...............................................................................
Smith's Tools ...............................................................................
Tinker's Tools ..............................................................................
Woodcarver's Tools ....................................................................
Resources ................................................................................
Bonepiles ......................................................................................
Fish ................................................................................................
Insects ...........................................................................................
Minerals ........................................................................................
Mushrooms ..................................................................................
Plants ............................................................................................
Chapter 4.Chapter 4.
Dungeon Master Resources Dungeon Master Resources ................................................................
Creating a Hunt ................................................................
Choosing the Creature to Hunt ...............................................
Creating the Creatures Territory .............................................
Do We Supply the Hunters? .....................................................
Going on a Hunt ..............................................................
Setting Roles ...............................................................................
Tracking Down Prey ..................................................................
Challenges and Benefits ...........................................................
Generic Benefits, Challenges, and Signs ............................
Example Hunt ....................................................................
Overworld Travel Rules ..........................................
Siege Weapons ..................................................................
Ballista .......................................................................................
Cannon .......................................................................................
Dragonator ................................................................................
Dragonrazer ..............................................................................
,but not all are guild specific such as the two
below:
Renown 3 or Higher. You have established yourself as a
respected member of the guild and as such, the guild
members are friendly to you by default (though some
members might have a reason to dislike you).
Renown 5 or Higher. You gain another contact. This might
be a member of your faction, or perhaps someone else you
met on your adventures.
Losing RenownLosing Renown
If you go against your faction, or commit a crime against
society or nature, you might lose renown. It is up to the DM
to determine how much based on the offense. You cannot
drop below 0 renown with a faction, but if your renown drops
below the required amount for your rank, then you lose the
rank and any benefits it gave you. It also may be much harder
to obtain that rank again.
Changing FactionsChanging Factions
If for some reason you chose to change factions, be it due to
the narrative of the story, or some other reason, you then lose
all renown with your previous faction and start with 0 renown
with the new faction. The only exception with this is if you
already gained renown with the new faction prior to joining
them. Then instead you start with the renown you already
had with them, though it may still take time for you to rise in
the ranks.
25
"Guided by prudence, we meld might and magic to forge
hybrid monstrosities, shielding our world. In defiance of
judgment, we craft protectors where perception and
protection entwine, etching our name in destiny's annals."
- Helix Agent Iihane Hune
The Helix CommissionThe Helix Commission
In the world, there is an organization shrouded in secrecy
known as the Helix Commission. The origins of this group
are unknown, but some believe it was created by a faction of
Wycademy researchers and royal scriveners who discovered
an ancient incomplete Equal Dragon Weapon in the ruins of
an ancient civilization research lab. It has been said that a
few lead scientists and researchers within this faction
became interested in following in the footsteps of the ancient
civilization and began experimenting with creating hybrids of
monsters. However, their requests to conduct this research
were denied by the leaders of the ruling factions, who wished
to keep this information secret.
Despite being denied permission, these scientists and
researchers continued their research in secret. They created
new hybrid monsters, some of which may be the subspecies,
variants, and deviants we see today. But eventually, their
experiments were discovered by the Hunter's Guild, who
raided their labs and destroyed their work. Those who
managed to escape the raid formed the Helix Commission,
an organization dedicated to continuing their research in
secret and away from the prying eyes of the Hunter's Guild,
Wycademy, and Royal Scriveners.
The Helix Commission is known to experiment with
genetic engineering and hybridization, and rumors persist
that they are responsible for the creation of many of the
subspecies of monsters that exist in the world today. Despite
their secrecy, some brave hunters have managed to infiltrate
the Helix Commission's lairs and retrieve valuable
information about their research. But even with this
knowledge, the true goals and motivations of the Helix
Commission remain shrouded in mystery.
Role of the Helix CommissionRole of the Helix Commission
The Helix Commission is dedicated to studying and
experimenting with the creation of hybrid monsters by
combining two distinct species. They believe that these
hybrids could have incredible potential, both for scientific
understanding and practical application. Their goal is to
create new, more powerful species that could be used to
benefit humanity. However, this research is considered illegal
by the Hunter's Guild and immoral by both the Royal
Scriveners and Wycademy. Despite this, the Helix
Commission continues to work tirelessly towards their goal
of creating hybrid monsters that can benefit the world.
Methods of the Helix CommissionMethods of the Helix Commission
To conduct their research, the Helix Commission works
outside of the expected norms of the world. They perform
these experiments in secret, in hidden laboratories scattered
throughout the world. They also employ a team of skilled
hunters to retrieve the necessary samples and conduct
experiments. The process of creating hybrids is complex and
risky, often resulting in dangerous and unpredictable
creatures. Nonetheless, the Helix Commission believes that
the benefits of their research far outweigh the risks.
Members of the Helix CommissionMembers of the Helix Commission
The members of the Helix Commission are scientists who
have left the Royal Scriveners or Wycademy for a variety of
reasons. They are driven by a desire to push the boundaries
of scientific knowledge, even if it means breaking the law or
operating outside the norms of society. Some members are
former hunters who became disillusioned with the Hunter's
Guild and its strict code of ethics.
Scientists of the Helix Commission all have diverse types
of specializations. Some choose to spend their lives inside
the organization, continuing research of old or performing
experiments on the creatures brought to them by their
hunters. Other researchers choose to venture into the world,
discovering new species or gathering new knowledge on
known species.
Hierarchy of the Helix CommissionHierarchy of the Helix Commission
Helix Commission DirectorHelix Commission Director
The Director is the leader of the research facility. They are
the driving force behind the group's research. They oversee
all experiments and are responsible for making the final
decision on which species to hybridize. The leader is highly
respected among the group members and seen as the
ultimate authority on all research matters.
Lead ScientistLead Scientist
Lead scientists are the most experienced and knowledgeable
members of the Helix Commission. They have extensive
knowledge of the genetic makeup of monsters and are
responsible for designing experiments that create hybrids.
They work closely with the director of their facility to ensure
that their research stays on track.
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ScientistScientist
Scientists have all different types of specializations. They are
responsible for conducting experiments, analyzing data, and
sharing their findings with the rest of the Helix Commission.
They may also accompany hunters into the field to collect
samples or conduct experiments on live subjects.
AgentAgent
The Agent role within the Helix Commission oversees the
practical implementation of the Commission's research and
development projects. This includes recruiting hunters and
mercenaries to aid in the collection of research specimens,
coordinating with the Commission's scientists to ensure that
the necessary equipment and personnel are in place for field
research, and liaising with external organizations to procure
any additional resources or support that may be required.
Agents are typically skilled hunters or mercenaries who
possess a deep understanding of monster ecology and
behavior. They work closely with the Commission's
researchers to identify and locate specimens, and often
engage in dangerous missions to capture or eliminate
specimens that are deemed too dangerous or unstable for
further research.
Additionally, Agents may also act as enforcers for the
Commission's strict confidentiality policies, ensuring that any
sensitive information or technology is kept strictly secret and
out of the hands of rival organizations or factions.
Overall, the Agent role within the Helix Commission is a
crucial link between the Commission's scientific research
and the practical implementation of that research in the field.
Junior ScientistJunior Scientist
Junior scientists are the newest members of the Helix
Commission. They are responsible for assisting the senior
scientists in their research and are often
,tasked with the
more menial tasks such as gathering materials or cleaning
equipment. However, they are also given the opportunity to
learn from the more experienced members of the group and
to participate in the creation of new hybrids.
Figures of InterestFigures of Interest
Dr. Elara AmastaciaDr. Elara Amastacia
Founder Half-Elf Artificer One of the founding members of
the Helix Commission, Dr. Amastacia is a renowned monster
researcher and expert in hybridization. She is credited with
creating some of the most successful and dangerous hybrid
monsters known to date.
Sah'tinSah'tin
Infiltrator, Lizardfolk Ranger A skilled monster hunter who
went rogue and joined the Helix Commission, Sah'tin is
known for his ruthlessness and willingness to do whatever it
takes to achieve his goals. He has been linked to several high-
profile attacks on Hunter's Guild facilities and personnel.
Professor Alastair WrenProfessor Alastair Wren
Lead Scientist, Banbaroborn Artificer. A former member of
the Wycademy, Professor Wren left to join the Helix
Commission after he became disillusioned with the
Wycademy's stance on monster hybridization. He is an
expert in monster physiology and has been instrumental in
developing new techniques for hybridization.
Dr. NaluriaDr. Naluria
Scientist, Wyverian Sorcerer A brilliant geneticist who
specializes in creating new species of monsters, Dr. Naluria
is a rising star within the Helix Commission. She is known
for her experiments involving the incorporation of human
DNA into monster hybrids, a practice that is widely
considered unethical.
Director Eilif IronfistDirector Eilif Ironfist
Director, Dwarf Wizard The current director of the Helix
Commission, Ironfist, is a former member of the Royal
Scriveners who joined the Helix Commission after
discovering information that could have saved countless lives
had it been shared. He is known for his strategic thinking and
has been instrumental in expanding the Commission's reach
and influence.
Commission CharactersCommission Characters
Alignment: Usually chaotic neutral
Suggested Races: Any
Suggested Classes: Any
Consider the commission for your character if one or more of
the following sentences rings true:
You want to find and fight new, interesting, and potentially
challenging monsters.
You want to help contribute to making a difference in the
world, to change it in ways never seen before
You have a sense of duty, helping the Helix Commission
create hybrid monsters is the most pragmatic way to
protect against worse monsters.
Joining the Helix CommissionJoining the Helix Commission
There are several ways to join the Commission. The main
way is being recruited by the Commission themselves, as
they keep an eye out for potential bright minds who might be
willing to work for them. It is not uncommon for invitations to
be sent out in this way. Another way would be encountering
one of the escaped monsters of the commission, and helping
take care of it before it could hurt others, proving their worth.
The final way is being a convict of some kind, like poachers or
criminals, as the commission always needs expendable
minions.
Helix Commission SpellsHelix Commission Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Helix Commission Spells table are
added to the spell list of your spellcasting class. (If you are a
multiclass character with multiple spell lists, these spells are
added to all of them.)
Helix Commission Spells
Spell Level Spells
Cantrip druidcraft, message
1st disguise self, Heroism
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2nd alter self, enhance ability
3rd nondetection, water breathing
4th divination, dominate beast
5th passwall, tree stride
Helix Commission BackgroundsHelix Commission Backgrounds
As you set out into the world, you must decide where your
ambitions lie within the Helix Commission. The members of
this secretive organization are driven by a desire to push the
boundaries of scientific knowledge through genetic
engineering and hybridization, even if it means operating
outside the norms of society. There is no specific training to
become a member of the Helix Commission, as they are often
recruited from other factions due to their specialized skills.
Guild Feature: Experimental ResourcesGuild Feature: Experimental Resources
As a member of the Helix Commission, you have access to
advanced experimental equipment and resources not
available to the public. You can use this equipment to
enhance your weapons and armor, craft unique items, or
conduct research on monsters and their behaviors (work with
your DM to determine what these might be).
Helix AgentHelix Agent
You are a member of a secret organization dedicated to
understanding and manipulating the natural world for the
betterment of humanity. Whether you are a trained hunter, a
skilled tracker, or a trusted messenger, you have been
selected to work for the Commission because of your unique
abilities and your unwavering loyalty to the cause.
Skill Proficiencies: Athletics, Survival
Tool Proficiency: Smith's Tools or Tinker's Tools
Languages One of your choice
Equipment: A set of artisan's tools (one of your choice), a
shovel, an iron pot, a set of common clothes, and a belt pouch
containing 10 gp
d8 Personality Trait
1 I am always studying my surroundings, looking for
potential dangers or advantages.
2
I am convinced that any monster can be tamed and
trained with the right approach.
3 I am obsessed with perfecting my craft and pushing
the boundaries of what is possible.
4 I am always prepared and equipped for any situation.
5 I have a keen eye for detail and can spot even the
slightest anomaly.
6 I am always looking for ways to improve my skills and
abilities.
7
I am a natural leader and can inspire those around me
to action.
8 I am curious and constantly seeking new knowledge
and experiences.
d6 Ideals
1
Knowledge. The pursuit of knowledge is worth any
sacrifice. (Neutral)
2 Control. I seek to control the monster population
through study and manipulation. (Lawful)
3
Responsibility. I understand the importance of my role
in the Helix Commission and take it very seriously.
(Any)
4
Innovation. I believe in pushing the boundaries of
science and discovery, even if it means taking risks.
(Chaotic)
5
Loyalty. I am devoted to the Helix Commission and will
do whatever it takes to protect its secrets and goals.
(Neutral)
6
Progress. I believe in constantly improving and
advancing, both in my own abilities and in the field of
monster research. (Any)
d6 Bonds
1 I owe a debt of loyalty to the Helix Commission and
will do whatever it takes to protect its secrets.
2
I have a close friend or family member who was
harmed by a monster, and I seek to prevent that from
happening to others.
3
I am indebted to a senior member of the Helix
Commission who trained and mentored me.
4 I have a deep respect for my fellow agents and will go
to great lengths to protect them.
5
I have a long-standing rivalry with another agent in the
Helix Commission, and constantly strive to outdo
them and prove myself superior.
6
I have a personal vendetta against a rival organization
or individual who opposes the goals of the Helix
Commission.
d6 Flaws
1 I have infiltrated the helix commission, but I am
starting to see the benefits they provide.
2 I am willing to take extreme measures to achieve my
goals, even if it means putting innocent lives at risk.
3
I struggle to control my temper when provoked and
can become aggressive or violent.
4 I have a weakness for acquiring and experimenting
with forbidden technology before I really understand it.
5 I struggle with the ethical implications of my work and
often question whether the ends justify the means.
6
I am willing to sacrifice innocent lives for the sake of
my research.
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Feature: Helix NetworkFeature: Helix Network
You have connections to the Helix Commission and can call
on its resources for assistance. When you arrive
,in a new
town or city, you can contact a member of the Commission to
provide you with information about the local monster
population, or to request assistance with capturing a specific
target. However, be warned that the Commission is not
always popular and your association with it may draw
unwanted attention or suspicion.
Helix Field ScoutHelix Field Scout
The Helix Commission has many cogs that must work
perfectly together. One such cog is the Field scouts, who are
highly skilled and specialized individuals; responsible for
gathering and analyzing data on various creatures and
species to help determine which ones are suitable for
hybridization. Their primary objective would be to develop
new hybrid monsters that possess a combination of the most
desirable traits and abilities from the original creatures.
The scouts must travel to various locations to study and
collect samples from different creatures. They would need to
be highly observant and knowledgeable about the behavior,
physiology, and ecology of various animals and beasts.
Skill Proficiencies: Deception, Investigation
Tool Proficiency: Disguise Kit
Languages One of your choice
Equipment: a miner's pick, a hunting trap, a trophy from an
animal you killed, a set of traveler's clothes, and a belt pouch
containing 10 gp
d8 Personality Trait
1 I have a keen eye for detail and can quickly notice
changes in my environment.
2 I tend to be cautious and meticulous in my work,
always double-checking my data and observations.
3
I have a strong desire to learn and discover new things,
especially when it comes to creatures and their
behavior.
4
I have a natural ability to break down complex
information and analyze it to find patterns and
connections.
5 I have a strong will and I am determined to complete
my mission, no matter the obstacles.
6
I tend to be introverted and prefer the company of
animals over people.
7 I have a dry sense of humor that comes out when
things get tough in the field.
8 I tend to be cautious and meticulous in my work,
always double-checking my data and observations.
d6 Ideals
1
Responsibility. I am accountable for the data I collect
and the creatures I study, and I take that responsibility
seriously. (Good)
2
Discovery. I am driven by the thrill of discovering
something new and unexpected.
d6 Ideals Cont.
3
Freedom. I value the freedom to explore and learn
without the constraints of bureaucracy or red tape.
(Chaotic)
4
Progress. I believe that hybridization can lead to new
and exciting discoveries, and I'm always eager to push
the boundaries of what's possible. (Chaotic)
5
Cooperation. I believe that cooperation and
collaboration between all members of the Helix
Commission is crucial to achieving our collective
goals. (Good)
6 Knowledge. I believe that understanding the natural
world is key to unlocking its secrets. (Any)
d6 Bonds
1
I am loyal to the Helix Commission and believe in their
mission to create new hybrid monsters for the
betterment of humanity.
2
I am fiercely loyal to my fellow field scouts and will do
whatever it takes to keep them safe.
3 I am grateful for the opportunity to explore new lands
and discover new creatures.
4 I have a soft spot for creatures that are misunderstood
or maligned by society.
5
I am motivated by the desire to make a lasting
contribution to the field of hybridization.
6
I am haunted by a past mistake that resulted in the
unintentional death of a creature I was studying, and
I'm determined to never let it happen again.
d6 Flaws
1
I become so focused on my research that I neglect
other important aspects of my life.
2
I am willing to do whatever it takes to achieve my
goals, even if it means breaking the law or violating
ethical standards.
3 I tend to be overly critical of myself and my work,
always striving for perfection.
4 I can be so fascinated by a creature that I lose sight of
my objectivity and become emotionally attached.
5
I sometimes act on impulse rather than carefully
considering my actions, which can lead to mistakes or
even danger.
6
I tend to underestimate challenges due to my own
confidence.
Feature: Hybrid HunterFeature: Hybrid Hunter
You are experienced and have expertise in tracking and
hunting down hybrid creatures that have escaped from the
faction's laboratories or breeding facilities. You recognize the
signs of a hybrid creature when acting as the trailblazer or
scout. Additionally, you can find a place to hide, rest, or
recuperate among other members of the commission, if
doing so does not put them in danger.
29
How do I fit in?How do I fit in?
As a member of the Helix Commission, you would be an
expert of monster anatomy. Carving and tracking such
monsters is a small feat of your skills. Your role would be to
help track down monsters, explain their habits, and lead your
allies into battle so you can learn more about every monster.
Outside of combat, you would be responsible for tracking
the monster, examining bodies of said monsters and taking
samples from them, and getting rid of the small amounts of
evidence left over from escaped Commission Monsters.
Overall, your role as a member of the Helix Commission
would be to lead and protect your companions, as well as
keeping an eye out for new recruits for the Commission.
Joining a Hunter's Guild PartyJoining a Hunter's Guild Party
As a member of the Helix Commission, you would likely have
an interest in studying the monsters that a hunting party
encounters, especially if they are creatures that are suitable
for hybridization. You might join the party to study the
monsters in their natural habitats and to collect samples to
bring back to the Helix Commission for further analysis.
To hide your true identity and affiliation with the Helix
Commission, you might adopt a false identity, using a
disguise kit to change your appearance and clothing. You
might also use your skills in deception to blend in with the
group and avoid drawing attention to yourself.
As for how you might fit into the group, you would be an
asset due to your knowledge and expertise in studying
monsters. You might be able to provide useful information
about the creatures you encounter, such as their behavior,
weaknesses, and strengths.
A Commission PartyA Commission Party
The Helix Commission is not known by many, due to many
efforts from the Commission to keep their important duties
secret, knowing many would not approve of their methods to
protect the masses. As such, while it's common for
Commission members to be part of groups of hunters, aiding
them in hunts, it is rare for the group to know the truth
unless they are trusted allies.
Rank and RenownRank and Renown
The Helix Commission is a secretive organization that
specializes in studying and researching the arcane forces that
shape the world. Members of the Helix Commission gain
renown by making groundbreaking discoveries, uncovering
lost knowledge, or solving arcane mysteries. As members
gain renown, they can advance through the ranks of the
organization. Advancement is based on a combination of
renown, demonstrated expertise in arcane matters, and the
approval of the Commission's leadership.
Rank 1: NoviceRank 1: Novice
Prerequisite: Renown 1 or higher in the Helix Commission
As a Novice of the Helix Commission, you have demonstrated
a basic understanding of arcane or scientific theory and have
proven your dedication to the pursuit of knowledge. You are
granted access to the Commission's library and archives, but
you may be ordered on dangerous missions and tests by lead
scientists. Additionally, you may consult with other members
of the Commission for advice and guidance.
Rank 2: Full-fledged MemberRank 2: Full-fledged Member
Prerequisite: Rank 1 and renown 10 or higher in the Helix
Commission
As a full-fledged member of the Helix Commission, you have
shown a deeper understanding of arcane and scientific
principles and have contributed to the organization's body of
knowledge.
,You are granted access to more advanced texts
and research materials and may be assigned to assist more
senior members of the Commission on their projects. You
also receive a salary that allows you to maintain a
comfortable lifestyle.
Hybrid Hunter (Special Role)Hybrid Hunter (Special Role)
Prerequisite: Rank 2 and renown 25 or higher in the Helix
Commission and must have captured at least three escaped
hybrids.
As highly trained member of the Helix Commission you
specialize in tracking and capturing escaped test subjects.
This role requires exceptional combat skills, knowledge of
the creatures being hunted, and a thorough understanding of
the Commission's testing facilities.
Your role grants access to special equipment to aid in the
capture and containment of escaped hybrids, the authority to
detain and arrest those suspected of aiding escaped hybrids,
and to to purchase rare and exotic monster parts from the
Helix Commission for use in creating specialized traps and
restraints.
At this rank, you are provided with an income to satisfy a
modest lifestyle.
Rank 3: ScientistRank 3: Scientist
Prerequisite: Rank 2 and renown 25 or higher in the Helix
Commission
As a scientist of the Helix Commission, you have made
significant contributions to the organization's research efforts
and have demonstrated a talent for solving complex puzzles.
You are granted access to the most innovative research
materials and may be given your own research project to
pursue, and 1d4 junior scientists (commoners) to assist you.
You also receive additional research funding and can publish
your findings under the Commission's name.
Infiltrator (Special Role)Infiltrator (Special Role)
Prerequisite: Rank 3 and renown 50 or higher in the Helix
Commission and must stole information from at least one
organization.
A specialized member of the Helix Commission who is
tasked with gathering information from other organizations,
including but not limited to the Hunter's Guild. This role
requires exceptional stealth and deception skills and
knowledge of the target organization's culture and practices.
Your role grants access to sensitive information about the
Hunter's Guild, such as their hunting schedules, tactics, and
high-priority targets, the ability to purchase forged
documents and other materials from the Helix
30
Commission for use in maintaining your cover, and the
authority to recruit informants and allies within the Hunter's
Guild and other organizations.
At this rank, you are provided with an income to satisfy a
comfortable lifestyle.
Rank 4: Lead ScientistRank 4: Lead Scientist
Prerequisite: Rank 3 and renown 50 or higher in the Helix
Commission
As a lead scientist of the Helix Commission, you are one of
the most accomplished scholars of arcane lore in the world.
Your expertise is sought after by other organizations and
governments, and you may be called upon to advise on
matters of great magical importance. You have access to the
most closely guarded secrets of the Commission, and at your
request, you are provided with two young seregios to act as
loyal guards, or bait. Additionally, are granted a generous
stipend, allowing you to live a wealthy lifestyle.
Rank 5: DirectorRank 5: Director
Prerequisite: Rank 4 and renown 100 or higher in the Helix
Commission and must have served as a member of the
Commission for a minimum of 5 years.
The Director of the Helix Commission is responsible for
overseeing all aspects of the organization, from research and
testing to security and personnel management. This role
requires exceptional leadership and strategic skills and a
deep understanding of the ethical and moral implications of
the Commission's work. As the director, you are given
ultimate authority over all Helix Commission operations and
personnel in your territory, allowed to allocate resources and
personnel as needed to achieve the Commission's goals, and
you can call upon 21 (6d6) scientists and support staff to
assist you in your research or downtime actions.
I am the esteemed instructor of the Pokke Training School. I
am currently looking for as many students as possible to join
my hunter's training school. It was ten years ago that this
school started with a dream...
... a dream held by hunters who burn with the desires of
youth, a dream held by those who wish to become real
hunters, a dream held by hunters looking to perfect their
skills, a dream held by hunters looking to tie their hopes onto
me in their three legged race to first class status! The gate to
my Training School is always open, especially to my fans!
-Hunter Training School Master Azrar
The Hunter's GuildThe Hunter's Guild
The Hunter's Guild is the central governing body within the
Monster Hunter universe. The Hunter's Guild unifies and
regulates all hunting activities on which many people make
their living. The guild aggregates hunting and gathering
requests from far and wide, and posts them within their
gathering halls and outposts throughout the land for
professional hunters to undertake. These "quests" can have
many purposes, including defense of citizens or towns, or
research into monster anatomy and biology. The Hunter's
Guild is also well-known for preventing poaching. Any
unsanctioned hunting is illegal to the Hunter's Guild and can
lead to a multitude of punishments, but most commonly
death at the hand of a Guild Knight.
The Hunter's Guild headquarters are located in the city of
Dundorma, and all major announcements and actions are
made from this location. Beyond this, the Hunter's Guild
commands a sprawling territory comprising many districts
located in a multitude of regions. Each district has a guild
master that manages the district, though not all of them are
the best managers. Hunter's Guild-certified gathering halls
can be found in all major city centers such as the ones noted
above. Smaller Hunter's Guild outposts, commonly set up in
less populous and more remote towns and villages, such as
Pokke Village, Moga Village, or Yukumo Village, and are
handled by one or more Hunter's Guild-employed
representatives. These smaller outposts are considered to be
a part of the larger districts in which they are located.
Though the Hunter's Guild is connected together, each
district of it prefers to work alone. This means that not every
district is aware of new discoveries made by the other, such
as locations and monsters.
31
The Four Swords of the GuildThe Four Swords of the Guild
The Hunter's Guild crest has four symbols on it. Each symbol
on the crest has a meaning that the Hunter's Guild follows.
The north represents Respect for nature, the west represents
Life as a community, the south represents Crafting from
nature, and the east represents Prosperity from nature.
Fate of Most Captured MonstersFate of Most Captured Monsters
Usually when a monster is captured, it is torn apart in its
sleep with ease by the corporation that requested it. This is
due to said corporation wanting to research the body parts
and organs of said monster, allowing them to better
understand a certain species. The corporations that request
for monsters to be captured include Elder Dragon
Observation Team, Wycademy, and the Royal Paleontology
Scriveners. Only on some rare occasions, is the monster
tamed and becomes a person's pet.
Goal of the Hunter's GuildGoal of the Hunter's Guild
The Hunter's Guild doesn't exist to annihilate all monsters,
they exist to harmonize society with nature. Their primary
goal is to prevent further damage to the monster populations,
so they can prevent other monster species from going extinct
like some ancient species. However, if a monster threatens
lives, towns, cities, etc, then hunters are allowed to hunt it to
prevent destruction. If the monster is rare, the guild will
sometimes seek to repel the monster rather than kill it.
The Hunter's Guild also seeks to minimize poaching. Any
kill or capture unsanctioned
,by the Hunter's Guild is illegal in
the eyes of the guild. Poaching can lead to a multitude of
punishments, but most commonly death at the hand of a
Guild Knight.
Furthermore, the Hunter's Guild is responsible for
discovering and determining specific hunting grounds
throughout the land. Only when a swath of area is officially
within the guild's jurisdiction can it be embarked upon for the
purposes of undertaking quests. Even despite this, the guild
will sometimes only allow hunters within a specific city or
region to accept certain quests.
Finally, the Hunter’s Guild seeks to rid the world of the
monsters that succumb to corruption. These creatures are
treated with the highest priority and are one of the few
creatures allowed to be killed outside of a hunting ground.
Hierarchy of the GuildHierarchy of the Guild
Guild MastersGuild Masters
Guild masters are the leaders of their district. Beyond
bureaucratic work, they mainly help hunters register into the
Hunter's Guild, in order to let them hunt legally under this
corporation and test a hunter's strength. They are known to
test a hunter's strength with Urgent Quests in order to see if
the hunter is worthy of ranking up. Guild masters are also
known to give the hunters various types of advice to help
them overcome challenges.
Under the laws set by His Immenseness, the guild master
job/title is limited only to wyverians and elves. There are
currently four known guild masters located in Dundorma,
Loc Lac, Minegarde, and Val Harbor, each a wyverian,
responsible for their own districts.
Guild ManagersGuild Managers
The guild managers are much like the guild masters, helping
hunters register into the Hunter's Guild and providing
various types of advice to help them overcome challenges. In
addition to their Hunter's Guild responsibilities., the guild
managers act like mayors of the town or village they live in,
answering only to the guild master in the district where they
reside. The guild manager job is also limited to elves and
wyverians.
Guild KnightsGuild Knights
The main job of a guild knight is to hunt down poachers,
other illegal hunters, and wanted murderers; bringing them
to justice, typically by killing them. This also applies to
hunters that break the rules of the Hunter's Guild. If an
emergency situation happens during their post, guild knights
try to keep order by acting as leaders. Guild knights have also
been known to act as negotiators for settlements and collect
info on monsters unknown to the public.
In each district and outpost of the Hunter’s Guild, there can
be at least twelve guild knights in one location at a time,
though there can sometimes be less. Who the guild knights
are is mostly unknown to the common members of the guild.
Preferring to keep their job a secret, many of the guild
knights do other jobs within the guild, acting as receptionists,
hunters, teachers, or merchants.
Guild ReceptionistsGuild Receptionists
Since monster hunting is a popular job among the world and
the geography of the world being mostly unknown, along with
its history, a special few individuals have the job of collecting
information. This information is not only about an area but
the monsters that inhabit it. It is the guild receptionist's job to
give hunters quests and to inform them about any monsters
within their rank. The job mainly allows females to be guild
receptionists, however, some males can be qualified as one
too.
The uniforms are different for each district for guild
receptionists. Some uniforms are perfect for going to many
different environments, others just make it easier to move
from place to place while on the job. Many handlers chose to
become receptionists after retiring from the field.
Figures of InterestFigures of Interest
FelcoteFelcote
Guild Knight, Felyne Battlemaster A secret guild knight
found typically in pokke village. Felcote is a very secretive
individual that is seemingly calm and polite. Her job is to
search for extremely talented hunters in the world and send
them on secret requests to test their skills. Felcote does this
to recruit new hunters into the Hunter's Guild highest ranks
of honor.
BeckyBecky
Guild Knight, Human Paladin She is a guild receptionist, and
secretly a guild knight found in Minegarde and occasionally
Kokoto Village. She doesn’t really like to work much, though
she can be quite blunt, giving those that do not know her the
impression that she is rude. She sometimes investigates the
room of hunters and kills those that break the rules of the
Hunter’s Guild with a single smash of her hammer. She also
occasionally goes out on hunts by herself.
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PattyPatty
Guild Receptionist, Human Cleric Patty is known for being a
workaholic. She is also known for being kind-hearted, though
someone, like Becky, can scare her or make her cry quite
easily. Though she is just a receptionist, Patty now watches
over Jumbo Village due to her "father", Jumbo Chief, leaving
her to travel around the world. She has a dream to travel
around the world someday, just like him.
Kokoto ChiefKokoto Chief
Guild Manager, Wyverian Samurai At one time, he was
adventurous and didn't fear any challenges. Nowadays,
Kokoto Chief doesn't really show too many emotions. In his
youth, he was a legendary hunter that helped shape hunting
today. From the beginning of his hunting career, he loved
hunting together with his three companions and his wife,
even allowing her to attend some hunts. This sadly led to an
incident only known as the Five. Today, Kokoto Chief is
retired and watches over Kokoto Village. Kokoto Chief also
now trains the next generation of hunters.
Hunter's Guild CharactersHunter's Guild Characters
Alignment: Usually lawful or good, often neutral
Suggested Races: Any race, but rarely do monstrous races
join
Suggested Classes: All
Consider the Hunter's Guild for your character if one or more
of the following sentences ring true:
You seek fame and fortune.
You have a thirst for adventure.
You enjoy the great outdoors, exploration, and finding rare
and undiscovered creatures
Joining the Hunter's GuildJoining the Hunter's Guild
In order to undertake guild-sponsored quests, you must first
register yourself as an official Monster Hunter under the
Hunter's Guild. Following this, you are sent to a training
school where you undergo rigorous physical and mental
training. Afterwards you are given a specific measure of
personal skill or "Hunter Rank" (often shortened to HR),
based on how well you do in the training.
Hunter RankHunter Rank
A hunter rank is how the Hunter's Guild can gauge one's
ability to undertake varying levels of hunting requests. In
accordance with this, the guild will assign rankings, often on
a number-of-stars basis, to quests listings to ensure that
dangerous or difficult quests are only embarked upon by
skilled hunters who have proven their aptitude. This is both
to ensure the safety of its hunters and to ensure that the
request is properly completed.
If hunters are extremely skilled, they will sometimes be
sent to do secret requests or investigations for extremely
dangerous monsters. They will do these quests secretly so it
won't cause a panic to the public, in order to get a better
understanding of said situation, because in some cases it is
just a false alarm, and so the Hunter's Guild can come up
with the proper actions needed to protect the truth or the
public without causing a panic.
Guild CardGuild Card
Each hunter is also given a Guild Card that they can
customize at their own free will. They are used as an ID for
hunters to list their name, awards they've collected, and the
monsters they have slain. These cards can be made out of
various materials like timber, ore, and monster materials.
The Guild Cards of some elite hunters are known to be made
of parts belonging to more dangerous monsters, such as
Nargacuga scales and the shell of Zinogre. Some legendary
hunters have cards
,made out of Elder Dragon materials.
Each hunter is known to have their own personalized title
given to them by their guildmaster.
Hunter's Guild SpellsHunter's Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Hunter's Guild Spells table are
added to the spell list of your spellcasting class. (If you are a
multiclass character with multiple spell lists, these spells are
added to all of them.)
Hunter's Guild Spells
Spell Level Spells
Cantrip produce flame, resistance
1st detect poison and disease, longstrider
2nd enhance ability, gust of wind
3rd fear, plant growth
4th elemental bane, guardian of nature
Sth awaken, skill empowerment
Hunter's Guild BackgroundsHunter's Guild Backgrounds
As your training comes to an end and your adventuring
career begins, you must decide where your ambitions lie in
your future with the Hunter's Guild. In this section you will
find a number of backgrounds based on the many
employment opportunities a hunter has as their Hunter Rank
increases.
No matter the background you pick, each member of the
Hunter's Guild has the same background feature.
Guild Feature:Guild Feature: Guild Membership Guild Membership
All Hunter's Guild backgrounds have the same feature
Your guild will provide you with food and accommodation if
necessary. You have access to a guild hall if one is present
(located in most cities, towns, and villages). The guild will
support you in legal matters, so long as your rank is high
enough and you are in good standing with the guild, and is a
good way to gain introduction to influential members of
society. Connections made through the guild for personal
reasons may require a donation to the guild coffers. The guild
requires dues of 5gp a month or at least one completed hunt
per month.
Hunter InitiateHunter Initiate
You aspire to greatness like many of the legendary hunters
before you. You joined the guild not to find a cozy job within
the guild hall’s safe walls, but to seek adventure, protect
others, or perhaps discover an unknown species.
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Skill Proficiencies: Survival; Choose one from Animal
Handling, Athletics, Stealth
Tool Proficiency: Choose one from: Glassblower's tools,
Herbalism Kit, Smith’s Tools, Tinker’s tools, Woodcarver’s
Tools
Languages: One of your choice.
Equipment: A pick, miner’s, bug net, herbalist kit, or fishing
tackle; A guild card, a hunting trap, a momento from your
past that represents why you became a hunter, a set of
traveler’s clothes, a pouch containing 10 gp.
d8 Personality Trait
1 I constantly scan my surroundings and stay alert.
2 I am always rooting around in the brush to see what’s
growing.
3 I obsess over what tools best bring down my quarry.
4 I am always the hunter, never the hunted.
5
I value the wildlife and natural world and believe the
balance must be maintained.
6 I have deep respect for a specific type of animal.
7
I have learned that the most successful hunt is the one
that involves skilled allies.
8 I value the wildlife and natural world only insofar as it is
valuable to me dealing with the merchant guilds.
d6 Ideals
1 Guild. My guild is all that really matters. (Any)
2
Wealth. I will do whatever it takes to become as rich as
the hunters of old. (Evil)
3 Order. There is a natural order that must be preserved
(Lawful)
4 Fun. I love my job! Despite the dangerous working
conditions, there's nothing I'd rather do. (Chaotic)
5
Nature. The natural world is more important than the
edifices of the city and civilization. (Neutral)
6 Life. Preserving life and nature is always a worthwhile
endeavor. (Good)
d6 Bonds
1 My fellow hunters are my family.
2 I would lay down my life for the Hunter's Guild and the
Platinum Court.
3 I am determined that one day I will lead my guild.
4 My weapon is made from the first monster I ever
hunted.
5 I will do anything to prove myself greater than my
siblings or ancestors.)
6
I'll never forget the training school where I learned my
skills, or the other attendants who learned alongside
me.
d6 Flaws
1
I act bravely when I'm in a group. but I'm a coward
when I'm alone.
2 I nag people about the impact they have on nature
3
I understand animals better than people. I am not very
good at socializing and get nervous in crowds.
4 When bragging about my kills, I tend to lie or
exaggerate.
5 My pride leads me to believe I'm able to bring down
beasts beyond my measure.
6
What I earn I tend to spend quickly, leaving me groping
for the next job at the cusp of becoming a beggar.
Apprentice Guild KnightApprentice Guild Knight
The Guild Knights are an elite group of hunters whose main
job is to hunt down poachers or other illegal hunters, and
wanted murderers. Guild Knights also act as leaders during
times of crisis, negotiators for settlements, and also collect
info on monsters unknown to the public. As an apprentice to
the Guild Knights you are expected to enforce the laws of the
guild while following the teachings of your mentor.
Skill Proficiencies: Investigation, plus one from among
Insight, History, Nature, and Religion, as appropriate for your
order.
Tool Proficiencies: Herbalism kit, and one artisan tool of
your choice
Equipment: One set of traveler's clothes, a signet, banner or
seal representing your place or rank in the order, and a pouch
containing 10 gp.
d8 Personality Trait
1 I never change my mind once it's made up.
2 I hate it when people try to make light of a serious
situation.
3 I can stare down a rathalos without flinching.
4 When I give an order, I expect it to be obeyed.
5
I try never to let my judgment become clouded by
emotion.
6 No wrongdoing can escape my watchful gaze.
7
I face problems head-on. A simple, direct solution is
the best path to success.
8 I'm good at hiding my true thoughts and feelings.
d6 Ideals
1
Order. Like a well-pruned tree, society thrives when
everything is kept in good order. (Lawful)
2 Punishment. A public display of consequences is an
excellent deterrent for other criminals. (Evil)
3 Lawful. The law embodies excellence in its precision
and detail. (Lawful)
4
Justice. Achieving justice requires establishing fair,
equitable, and compassionate relationships within a
community. (Good)
34
5
Protection. It isn't right for innocents to suffer because
of the arrogance of others. (Good)
6 Honor. Poachers must be rooted out wherever they are
found. (Lawful)
d6 Bonds
1
I am beholden to a Guild Knight who captured the
criminal who killed my parents, saving me from the
same fate.
2
I've modeled my career after a highly respected Guild
Knight, but I fear that I may suffer the same fate as
them.
3 I tried and failed to stop a group of poachers, and I
have sworn to find and arrest the perpetrators.
4
One of my parents was prominent in the guild, and I
resent constantly being compared to that standard.
5 It is to my mentor that I owe all that I am, and for them
I continue in this work.
6 I have a rivalry with another apprentice, I will prove my
superiority.
d6 Flaws
1
The monstrous enemy we faced in battle still leaves
me quivering with fear.
2 I obey the law, even if the law causes misery.
3
I have little respect for anyone who is not a proven
warrior.
4
I made a terrible mistake during a hunt, that cost many
lives— and I would do anything to keep that mistake
secret.
5
My hatred of those who break the law is blind and
unreasoning.
6 I'm just a little fascinated by the ways of the Talon
Society.
Handler InitiateHandler Initiate
You have spent your time in the Hunter's Guild training under
the tutelage of the handlers that came before you. Even as an
initiate you are the caretaker of your party. You use your
knowledge of monsters to prepare your group and ensure
that they are taken care of, whether they are in the town or in
the field. You also act as the liaison between the guild and the
hunters, providing detailed reports on the hunts and other
events when you return to town.
Skill Proficiencies:
,History, Nature
Tool Proficiencies: Cartographer's tools, cook’s utensils
Equipment: One set of traveler's clothes, a guild card, empty
book, quill and ink, 3 regional maps, and a pouch containing
15 gp.
d8 Personality Trait
1 I am passionate and easily excitable.
2 I am observant and ask a lot of questions.
3 I am quiet and analytical.
4 I am comfortable talking about nature, but very
awkward interacting socially.
5
I am tireless when researching or learning, which I
always seem to be doing.
6 I expect others to listen to me and get very frustrated
with those who don’t value my opinion.
7 I enjoy being busy and am uneasy when idle.
8 I am hardworking and reliable.
d6 Ideals
1 Guild. My guild is all that really matters. (Any)
2 Vanity. I deserve to be treated as an important person
because of what I know (Evil)
3
Balance. The world functions when things are in
balance. (Lawful)
4 Exploration. Experiencing history is the only thing
better than learning of it (Chaotic)
5 Objectivity. Opinion must not intrude on analysis; we
must stay objective. (Neutral)
6 Driven. I want to know everything I can. (Any)
d6 Bonds
1 Everything goes in my journal, which is my legacy.
2 I have heard of a scroll that contains knowledge I seek;
I must find it.
3 I study the world to understand why my home village
was destroyed.
4 My hunter allies are as friend and family to me as my
own flesh and blood, and I will never abandon them.
5
I owe everything to my mentor, but they vanished. I
must find them.
6 My clumsy initial studies have brought me to the
attention of a powerful being; it watches me.
d6 Flaws
1 I tend to shorten pet names I use for my colleagues.
Aka someone I'd call partner, is shortened to "Pard."
2
I cannot pass up the chance to learn about the ancient
civilization.
3 I'm constantly getting myself into trouble all for the
sake of some food.
4 I talk FAR too much.
5 I am overly serious, to the point of disbelief
sometimes.
6 I have a tendency to overestimate the capability of my
team.
35
How do I Fit In?How do I Fit In?
As a member of the Hunter's Guild, your primary goal is to
prevent untoward damage to the monster populations, while
providing a service and protection to society. Due to this, you
are expected to keep tabs on the monster populations in
areas and report any strange events to the guild leaders. The
laws also prevent you from taking the same quest more than
once, unless it is necessary. However, if a monster threatens
lives, towns, cities, etc. then you are allowed to hunt it to
prevent destruction, even if the monster is rare.
As a hunter, handler, guild knight, or other role, you will
spend most of your time completing bounties and other
requests as a way to make a living within the guild. A hunter
initiate is the core role in the hunters guild where you might
strive to become like one of the hunters of legends, or
perhaps to seek to preserve the balance in nature. It is not
uncommon for you to take the scout role on a hunt.
As a handler initiate you are typically the caretaker of the
group. You might spend most of your down time in the books
learning as much as you can about the creatures in the area,
or in shops buying up new supplies to ease the difficulty of an
upcoming hunt. It is not uncommon for you to take the
artisan or spotter roles on a hunt.
As a guild knight you are charged with enforcing the laws
of the guild, on the streets or in the wilds. When you aren't off
on a hunt, you most likely spend your time rooting out
poachers or members of the cult of Fatalis. It is not
uncommon for you to take the spotter role on a hunt.
A Hunter's Guild PartyA Hunter's Guild Party
An adventuring party made up entirely of Hunter's Guild
members could be a specialized team dedicated to the
preservation of nature and society. A hunter initiate (a rogue
or ranger) and a guild knight apprentice (fighter, or paladin)
would form the core of the party, supported by a handler
(cleric or druid) who helps direct their missions.
Hunter Rank and RenownHunter Rank and Renown
A member of the Hunter's Guild gains renown typically when
they complete dangerous hunts, discover new information
about creatures, or prevent something from disrupting
nature's balance, such as poachers. By gaining renown as a
member of the Hunter's Guild, you can advance your hunter
rank within the guild. Promotion through the ranks requires
the approval of the guild master. Advancement is a reward for
services rendered to the guild, rather than an automatic
consequence of increased renown.
HR 1HR 1
Prerequisite: Renown 1 or higher in the Hunter's Guild
Having completed your first dangerous hunt, the guild
recognizes you as a true hunter. Your rank allows you to take
on higher difficulty hunts and the guild provides you with a
home and a modest living wage while you are in a town or
village where a guild hall can be found. The guild also
provides you with supplies you need to complete those
missions (within reason) and access to their guild store.
HR 2HR 2
Prerequisite: Rank 1 and renown 10 or higher in the Hunter's
Guild, 4th level or higher
At this rank, you have begun to make a name for yourself and
as such the guild provides you with access to purchase CR 2
or lower materials that the guild store offers (DMs choice of
what materials and when the stock changes). Additionally
you are given a lynian caretaker for your home and even
though they may not go hunt in the field with you, it is not
unheard of for a caretaker to give its hunter gifts when they
return from a hunt.
HR 3HR 3
Prerequisite: Rank 2 and renown 25 or higher in the Hunter's
Guild, 8th level or higher
At HR 3, you are responsible for hunting some of the more
dangerous monsters in the world when they become a threat
to a settlement or the ecosystem it is located in. As such, you
are given access to the guilds wingdrakes (see page 191 of
the MHMM for its stat block) or other mounts for faster travel
between locations. Additionally, the guild grants you
permission to purchase CR 4 or lower materials that the
guild store offers (DMs choice of what materials and when
the stock changes).
HR 4HR 4
Prerequisite: Rank 3 and renown 50 or higher in the Hunter's
Guild, 12th level or higher
As a HR 4, you are an elite hunter and given access to G
ranked hunts (hunts kept hidden from the populace for their
own safety and to prevent panic should the knowledge get
out) and other secret information hidden away by the guild.
As an elite hunter your words and actions reflect immensely
on the guild, but also carry an immeasurable weight with
them. As such, nobles and other members of high society
treat you with great respect, unless you prove yourself
untrustworthy.
36
""As a Royal Scrivener, it's our duty to document every detail
of a hunter's expedition, from the smallest triumphs to the
most epic battles. Our records serve as a testament to the
courage and skill of those who venture out into the unknown,
and we take great pride in preserving their legacy for
generations to come."
-Senior Scrivener Flight D. Eisenhower
Royal PaleontologyRoyal Paleontology
ScrivenersScriveners
The Royal Paleontology Scriveners are a group of scholars
and researchers dedicated to studying and observing the
ecologies of various monster species creatures. Their work
involves collecting and analyzing fossils, reconstructing the
skeletal structures of monsters, and piecing together the
evolutionary history of these creatures. They use their
knowledge to inform the wider community about the
behaviors, habitats, and weaknesses of these monsters,
providing valuable insights that can help hunters take on new
challenges in the field. The Royal Paleontology Scriveners are
an essential part of the wider research community, and their
work helps to deepen our understanding of the world and its
inhabitants.
How do They Pass This InformationHow do They Pass This Information
,Along?Along?
The knowledge obtained by the Royal Paleontology
Scriveners is relayed to the Elder Dragon Observation Team,
who then publishes this information in Hunting Insights
Magazine, a monthly publication sold to hunters to keep
them abreast of the latest findings. Additionally, new
discoveries are compiled into encyclopedias for wider
distribution.
Hunters of the Royal ScrivenersHunters of the Royal Scriveners
A hunter of the Royal Paleontology Scriveners in Monster
Hunter is a skilled researcher and adventurer dedicated to
studying monsters and their environment. These hunters are
responsible for conducting field research, collecting fossils,
and studying the remains of monsters. They use their
expertise to analyze monster's weaknesses, classify fossils,
reconstruct skeletons, and piece together the evolutionary
history of these extinct creatures. Depending on their
specialization, they may focus on a particular area of
paleontology, such as the study of fossils from a specific
environment or time period. They may also specialize in a
particular skill, such as paleontological illustration, where
they create detailed drawings and reconstructions of ancient
creatures based on fossil evidence. Hunters of the Royal
Paleontology Scriveners are an essential part of the wider
research community in Monster Hunter, and their work helps
to deepen our understanding of the world and its inhabitants.
Hierarchy of the Royal ScrivenersHierarchy of the Royal Scriveners
Head ScrivenerHead Scrivener
The highest-ranking member of the Royal Paleontology
Scriveners, responsible for overseeing all aspects of the
organization's research and operations.
Head of Field ResearchHead of Field Research
Oversees the team of scriveners who conduct field research,
collect fossils, and study the remains of monsters.
Head of Laboratory ResearchHead of Laboratory Research
Oversees the team of scriveners who analyze and classify
fossils, reconstruct skeletons, and study the evolutionary
history of monsters.
Senior ScrivenerSenior Scrivener
Experienced researchers who specialize in a particular area,
such as the study of monsters from a specific region, time
period, or type.
Paleontological IllustratorPaleontological Illustrator
Creates detailed drawings and reconstructions of creatures
based on fossil evidence, research notes, or face to face
contact; helping to bring the past to life for the wider
community.
Paleontological TechnicianPaleontological Technician
Provides technical support for the laboratory and field
research teams, ensuring that equipment is properly
maintained and calibrated.
Junior ScrivenerJunior Scrivener
Entry-level researchers who assist senior scriveners with
their work, performing tasks such as fossil cleaning, sorting,
resource gathering, and monster material collecting.
Figures of InterestFigures of Interest
John ArthurJohn Arthur
Original Director of Paleontology, Unknown Class John
Arthur, a renowned hunter, and the original leader of the
Royal Paleontology Scriveners, was widely respected for his
expertise in the study of Monster Hunter's diverse array of
species. He was particularly noted for his innovative creation
of the Ecological Tree Plot and his fearless fieldwork in some
of the world's most perilous ecosystems. However, while
conducting research in the Great Forest, John Arthur
mysteriously vanished, leaving behind only a single page from
his notebook, which read: "There are many species yet to be
37
discovered in the world." Intriguingly, a torn book on Elder
Dragons, attributed to John Arthur, was later discovered in
the Volcano, leading some to speculate that he may still be
alive and exploring the unknown corners of the world.
Gustave RonGustave Ron
Director of Paleontology, Humanoid Wizard Gustave Ron has
taken up the mantle of leadership within the Royal
Paleontology Scriveners, but unlike his predecessor John
Arthur, Gustave has a particular interest in Monster Hunter's
historical elements and has been known to keep information
about monsters concealed in the shadows. However, many
members of the Scriveners still hold fast to John Arthur's
original vision, and they continue to follow his examples
rather than Gustave Ron's divergent approach.
Darren DinoDarren Dino
Head of Field Research, Humanoid Ranger Within the Royal
Paleontology Scriveners, Darren Dino is renowned for his
expertise in the study of Elder Dragons, drawing many
comparisons to the legendary John Arthur. As a seasoned
researcher, Darren has penned many reports detailing the
habits and behaviors of Elder Dragons, including infamous
species such as Teostra, Kushala Daora, and Yama Tsukami.
He has also dedicated much of his research to uncovering the
myths and legends that surround the enigmatic Fatalis,
further cementing his status as a leading figure in the field.
Sir BeynesSir Beynes
Paleontological Illustrator, Human Paladin A knight of the
Royal Paleontology Scriveners, Sir Beynes is renowned for
his exceptional skill in creating accurate paintings of
monsters, often producing astonishingly precise depictions
based solely on lore and documents. His most celebrated
works feature the formidable Rajang and the massive Lao-
Shan Lung.
Scrivener CharactersScrivener Characters
Alignment: Usually neutral
Suggested Races: Any
Suggested Classes: Any
Consider the Scrivener's for your character if one or more of
the following sentences ring true:
You seek unique opportunities for research and discovery.
You want to contribute to the knowledge and
understanding of the world's many species, including
those that are still undiscovered.
You want access to advanced information on monsters.
Joining the Royal ScrivenersJoining the Royal Scriveners
There are several paths that might lead someone to join the
Royal Paleontology Scriveners in Monster Hunter. One
possibility is a background in academic research or a
fascination with monster ecology and behavior. Another path
could be through a desire to hunt and study rare or powerful
monsters, and to share that knowledge with others.
Alternatively, someone might join the Scriveners after
experiencing a profound encounter with a particular monster,
which sparked their curiosity and led them to pursue a
deeper understanding of its biology and habits.
Royal Scrivener SpellsRoyal Scrivener Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Royal Scrivener Spells table are
added to the spell list of your spellcasting class. (If you are a
multiclass character with multiple spell lists, these spells are
added to all of them.)
Royal Scrivener Spells
Spell Level Spells
Cantrip guidance, mending
1st purify food and drink, heroism
2nd animal messenger, enhance ability
3rd speak with dead, water walk
4th freedom of movement, fabricate
Sth commune with nature, modify memory
Scrivener BackgroundsScrivener Backgrounds
You are part of a group of scholars who study monsters and
their behaviors. You work for the royal family and are
responsible for maintaining the Monster Hunter Archives, a
collection of information about various monsters.
No matter the background you pick, each member of the
Royal Paleontology Scriveners has the same background
guild feature in addition to their normal background feature.
Feature: SpecialtyFeature: Specialty
To determine which category of monsters you are most
knowledgeable about, roll a d10 or choose from the options
in the table below.
d10 Monster Category
1 Amphibians & Carapaceon
2 Lynians & Herbivores
3 Bird Wyverns & Fanged Beasts
4 Leviathans & Piscine Wyverns
5 Flying Wyverns
6 Elder Dragons
7 Snake Wyverns, Temnoceran, & Unknown
8 Neopterons & Theropods
9 Brute Wyverns & Fanged Wyverns
10 Reroll
Guild Feature: Scrivener ResearcherGuild Feature: Scrivener Researcher
When you attempt to learn or recall a piece of information
about a creature mentioned by someone or that you have
encountered,
,if you do not know that information, you often
know where and from whom you can obtain it. Usually, this
information comes from the hunter's guild, dragon
observation team, wycademy, or a scrivener or other learned
38
person or creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible place, or
that it simply cannot be found. Unearthing the deepest
secrets of reclusive or unknown monsters of the world can
require an adventure or even a whole campaign.
ScrivenerScrivener
You have dedicated years to mastering the lore of monsters
from the ancient civilization to the present. Your tireless
efforts have led you to scour countless manuscripts, study
ancient scrolls, and learn from the greatest experts in your
field. Through your rigorous studies, you have become a true
master of monster behavior and hunting techniques.
Skill Proficiencies: Choose two from: Athletics, History,
Insight, Investigation, Nature
Tool Proficiency: None
Languages: One of your choice.
Equipment: A bottle of ink, a quill, a small knife, a notebook
containing your notes on creatures you have encountered or
studied, a set of common clothes, and a pouch containing
10gp
Feature: InvestigationFeature: Investigation
Expanding the knowledge of your research is an important
aspect of your job at the Royal Paleontology Scriveners.
When you discover new information about a creature related
to your specialty, you can bring that information to a Royal
Paleontology Scriveners owned location to receive a stipend.
Discuss with your DM what that amount is and if you can
make more depending on what you discover or as you level
up.
d8 Personality Trait
1
I am constantly seeking to learn more about the
monsters I study.
2 I have a keen eye for detail and can notice subtle
changes in monster behavior.
3 I approach new information with a healthy dose of
skepticism and always seek to verify its accuracy.
4
I can break complex information into its component
parts and analyze it.
5 I pay attention to even the smallest details in my
research and writing.
6 I've read every book in the world's greatest libraries –
or I like to boast that I have.
7
I have learned that doing your research before a hunt
leads to a safer hunt.
8
I take a methodical approach to my work and ensure
that every aspect of a monster's behavior is thoroughly
documented.
d6 Ideals
1
Knowledge. I believe that knowledge is the key to
understanding and defeating monsters. (Neutral)
2
Preservation. I am committed to preserving the natural
balance of the world and ensuring that monsters are
not hunted to extinction. (Good)
3
Responsibility. It is responsibility to share my
knowledge of monsters with others in order to keep
them safe. (Lawful Good)
4
Progress. I believe that there is always more to learn
about monsters, and I am committed to pushing the
boundaries of my field. (Chaotic)
5
Power. I believe that knowledge is power, and I seek to
use my expertise to gain influence and control over
others. I are willing to do whatever it takes to advance
my own agenda and increase power. (Evil)
6
Truth. I believe in the importance of seeking out and
sharing the truth about monsters, even if it is difficult
or unpopular. (Neutral)
d6 Bonds
1
My research is my life's work, and I will do anything to
protect it.
2 I feel a deep sense of responsibility to use my
knowledge to help others defeat monsters.
3 I am fiercely loyal to my colleagues and will do
whatever it takes to help them in their research.
4
I have a deep respect for the traditions and history of
monster hunting, and I am committed to preserving
them.
5 I am motivated by a desire to uncover the secrets of
the world and the creatures that inhabit it.
6
I have a personal connection to a particular monster or
group of monsters, and I am driven to learn everything
you can about them.
d6 Flaws
1
My obsessive focus on research can make it difficult
for me to form meaningful relationships with others.
2 I am prone to tunnel vision and may miss vital details
in my research.
3 I can be dismissive of information that does not fit
with my preconceived notions about monsters.
4
My commitment to preserving monsters can
sometimes put me at odds with others who believe
they should be hunted and killed.
5
I can be single-minded in my pursuit of knowledge,
even at the expense of my own safety.
6
My desire for knowledge can sometimes border on
recklessness, as I willingly take risks to gather
information about dangerous monsters.
39
How do I Fit In?How do I Fit In?
As a member of the Royal Paleontology Scriveners in the
Monster Hunter world, you would be a valuable asset to any
hunting party due to your extensive knowledge of monster
behavior and weaknesses. Your role would be to provide
insight and guidance to the hunters, using your expertise to
help them develop effective strategies for taking down their
quarry.
During a hunt, you would likely stay at a safe distance from
the monsters (though this is not always the case), observing
their behavior and taking notes on their strengths and
weaknesses. You might use your knowledge to help the
hunters identify weak points on the monster's body or
develop tactics for avoiding dangerous attacks.
Outside of combat, you would be responsible for analyzing
the data collected during hunts and updating the Royal
Paleontology Scriveners' database on monster behavior. This
information would be invaluable to future hunting parties and
could help improve the efficiency and success of future hunts.
Overall, your role as a member of the Royal Paleontology
Scriveners would be to support and augment the abilities of
the hunters, helping them to succeed in their dangerous and
challenging work.
A Scrivener PartyA Scrivener Party
The Royal Paleontology Scriveners are also well-known to
travel in groups and work in the natural habitats of monsters
to study their ecosystem or discover new species. In these
groups, they are protected from monsters by their own
personal guards. However, sometimes the guards are not
enough to protect the researchers from monsters, so the
Hunter's Guild is known to request some hunters to
accompany them for extra protection.
Rank and RenownRank and Renown
A member of the Royal Scriveners gains renown typically
when they make a new discovery, be it an unknown species,
information about a known species, information about the
ancient civilization, or some new use for a resource, etc. By
gaining renown as a member of the Royal Scriveners, your
course of advancement leads to increased responsibility.
Promotion through the ranks requires the approval of the
Head Scrivener. Advancement is a reward for services
rendered to the Royal Scriveners, rather than an automatic
consequence of increased renown.
Rank 1: Junior ScrivenerRank 1: Junior Scrivener
Prerequisite: Renown 3 or higher in the Royal Scriveners
As a junior scrivener within the Royal Paleontology
Scriveners, you would be responsible for learning the basics
of the organization's field of study. You might spend time
studying the anatomy of different monsters, learning about
the history and lore of ancient monsters, and familiarizing
yourself with the various tools and techniques used by the
organization.
While completing a task that requires you to stay away
from home for a week or longer, your senior researcher may
provide you with a modest living wage until you return.
Rank 2: Journeyman ScrivenerRank 2: Journeyman Scrivener
Prerequisite: Rank 1 and renown 10 or higher in the Royal
Scriveners
After completing your basic training as a junior scrivener, you
have gained a solid understanding of the organization's field
of study. Thus, you are expected to take on more
responsibilities within the organization. As a journeyman, you
work and study under a senior scrivener, assisting in
fieldwork and research projects, including excavating and
analyzing monster fossils. In addition to
,collaborating with
other members of the organization on larger research
projects and serving as a liaison between the organization
and other groups, such as guilds or research institutions.
If your research requires it, your senior researcher or chief
researcher may assign a junior scrivener to assist you in
advancing the project before you undertake a mission or an
experiment. In addition, you are provided a salary that
provides a modest lifestyle.
Rank 3: Senior ScrivenerRank 3: Senior Scrivener
Prerequisite: Rank 2 and renown 25 or higher in the Royal
Scriveners
As a proven researcher, you are a highly respected member of
the organization, having demonstrated significant knowledge
and expertise in the field. You are considered a leader and
mentor to other members of the organization, and would be
responsible for research projects and initiatives, including
organizing fieldwork and laboratory research. The Head
Scrivener of your institution gives you access to some
classified documents, and you have a staff of 3d12
journeyman scriveners (which use the stat blocks of
commoners from the Monster Manual). You can have this
staff work on projects for you, which can include downtime
actions.
With your vast array of knowledge of monsters. You can
pick two additional monster categories from the Specialty
feature, and you gain a +2 bonus to Intelligence (History) and
Wisdom (Nature) checks related to the monster.
Rank 4: Head of Field ResearchRank 4: Head of Field Research
Prerequisite: Rank 2 and renown 50 or higher in the Royal
Scriveners
As a famous researcher or a successful project leader, you
stand ready to take on a supervisory role for an entire
institution. New Royal Scrivener locations are rarely built, so
you must wait for the previous head of field research to retire
before a position exists for you to fill, except in truly
exceptional circ*mstances.
As the Head of Field Research within the Royal
Paleontology Scriveners, you would be responsible for
overseeing all the organization's fieldwork initiatives. With
your extensive experience in conducting field research and
managing teams of scriveners, you would be a senior
member of the organization, respected and relied upon by
your colleagues.
You would be the driving force behind planning and
organizing field expeditions to collect data and samples for
analysis, and would develop protocols and procedures for
conducting fieldwork that all scriveners would be trained
in. Your expertise in analyzing data and interpreting results
would be invaluable to the organization's research initiatives.
As a leader within the organization, you can call upon a
team of 5d12 scriveners and support staff, to assist with
maintaining relationships with local communities and
authorities to ensure that fieldwork is conducted ethically
and with respect for local customs and traditions.
Head Scrivener (Special Role)Head Scrivener (Special Role)
Prerequisite: Renown 50 or higher in the Royal Scriveners
You are eligible to become the Head of the Royal
Paleontology Scriveners. The selection of a new Director (in
the event of an existing Head's retiring, dying, or otherwise
leaving the position) with the His Immenseness choosing the
new Head. If you emerge as the victor, you will hold the
highest rank within the organization and be responsible for
overseeing all aspects of its operations. You would provide
strategic leadership and direction to the organization and
work closely with other senior members to develop and
implement research initiatives.
Your extensive knowledge and experience in paleontology
would be invaluable in guiding the organization's research
priorities and ensuring that all research conducted by the
organization is of the highest quality. You would be
responsible for developing and maintaining relationships
with other organizations and individuals in the field and for
representing the organization at academic conferences and
other events.
As the Head Scrivener, you would be a respected and
influential member of the Monster Hunter world's scientific
community, with the ability to shape the direction of the field
of paleontology and contribute to the understanding of the
world's ancient creatures.
40
41
"I left the Red Talon Society because I found their methods
too destructive for both hunting and artifact collecting. But
don't be fooled by their facade. They hide behind the word
'poacher' to make themselves seem disorganized, but their
strength can rival the Guilds. If left unchecked the resulting
clash would leave a permanent mark on the land."
-Former Talon Member Heavy
The Talon SocietyThe Talon Society
The Talon Society is a secretive organization of poachers
known to specialize in hunting rare and exotic creatures.
They operate in the shadows, avoiding the authorities and
conducting their illegal activities under the cover of darkness.
They are motivated by profit and are willing to go to great
lengths to secure valuable trophies, which can fetch high
prices on the black market. They are skilled hunters and
trackers, often employing traps and other means to capture
their prey alive. The Talon members are notorious for their
disregard of wildlife conservation and have been known to
cause considerable damage to the ecosystem. Despite the
risks involved in their line of work, membership in the society
is highly sought after, as it offers lucrative rewards and the
chance to become one of the most successful poachers in the
land.
Role of the Talon SocietyRole of the Talon Society
The Talon Society's main goal is to capture rare and exotic
creatures for profit. They are known for their expertise in
tracking and capturing these creatures and have been hired
by wealthy collectors and traders from all over the world. The
society is also responsible for collecting and selling rare
materials from the creatures they capture, such as scales, fur,
and horns.
To capture these rare creatures, the Talon Society uses a
variety of techniques and equipment, including traps,
poisons, and specialized weapons. They are constantly
innovating and experimenting with new methods to increase
their success rate.
Poachers of the Talon SocietyPoachers of the Talon Society
The Talon Society is a group of skilled poachers who
specialize in hunting and capturing rare and valuable
monsters. They are known to infiltrate the Hunters Guild and
gather information on rare creatures to pass along to the
Talon Society. They seek to steal knowledge from the
Hunters Guild by theft or by accessing sites of ancient
technology.
Using this knowledge, they develop their own tools and
magics to make their job easier. The Talon Society believes
that they have the right to hunt and capture any monster they
desire, regardless of the laws and regulations of the land.
Their ultimate goal is to accumulate as much wealth and
power as possible by exploiting the resources provided by
these creatures.
Hierarchy of the Talon SocietyHierarchy of the Talon Society
Raxis the EverlivingRaxis the Everliving
Raxis is the leader of the Talon Society and is considered to
be the best poacher in the group. However, Raxis is not just
any ordinary poacher. He is a lich and champion of the Lord
of Bones, and his true goal is to punish those who do not fear
and respect death. Many members of the hunter's guild do
not respect death, taking jobs to gather rare scales or kill
monsters for trivial reasons, such as killing a monster
because it will not move out of their way. Raxis believes they
all need to learn the value of life and death, and he is willing
to do whatever it takes to teach them. His appearance is
similar to the avatar of the Lord of Bones, with a skeletal
figure hidden in flowing black robes. He speaks in a high
whisper, conveying no emotion.
Talon KnightsTalon Knights
Talon Knights are the elite hunters of the Talon Society and
are hand-picked by Raxis for their
,Large Boulder ...........................................................................
Dragonships ......................................................................
Dragonship Stat Block ............................................................
Dragonship Blueprint .............................................................
Upgrading the Dragonship ....................................................
Ships in Combat & Traveling at Sea ....................................
Creating your own Loot Tables .......................
Creating Materials ......................................................
Determine the rarity of the magical effect ..........................
Material Effects Creation Tables ..........................................
Runes ..........................................................................................
MHMLT Named Material List ...............................
Weapon Material Effects ........................................................
Armor Material Effects ...........................................................
Chapter 5.Chapter 5.
The Old World The Old World ..................................................................................................................................
The Calendar and the Passage of Time ..............................
The Schrade Kingdom ...............................................
Hinmerun Mountains ..............................................................
The Arcolis Region ..................................................................
Metapetatto ...............................................................................
Schrade Castle Ruins .............................................................
The Western Schrade Kingdom ...........................................
Verudo ........................................................................................
Minegarde ..................................................................................
Kokoto Village ...........................................................................
Kokoto Village Location Stat Block ..................................
Kokoto Village Notable NPCs ............................................
The Eastern Schrade Kingdom ............................................
Riveru .........................................................................................
Dundorma ..................................................................................
Schrade Hunting Grounds .....................................................
Verdant Hills .............................................................................
The Old Jungle ..........................................................................
The Marshlands .............................................................
Jio Telado Marsh .......................................................................
The Wetlands ............................................................................
Villages .......................................................................................
Marshland Hunting Grounds .................................................
The Swamp ...............................................................................
The Old Swamp .......................................................................
The North El De Region ..........................................
Nganga .......................................................................................
Hunting Grounds .......................................................................
The Volcano ..............................................................................
The Old Volcano .......................................................................
Monster Lairs .............................................................................
The Battleground .....................................................................
The Lava Canyon .....................................................................
The Sacred Land ......................................................................
The South El De Region ...........................................
Hunting Grounds .......................................................................
Volcano (3rd) .............................................................................
The Odibatorasu Region .........................................
The Dede Desert ......................................................................
Sekumea Desert .......................................................................
Loc Lac City ..............................................................................
Val Habar ...................................................................................
Rekusara ....................................................................................
Hunting Grounds .......................................................................
The Dunes .................................................................................
The Desert .................................................................................
The Great Desert .....................................................................
The Terosu Jungle .........................................................
Jumbo Village ............................................................................
Hunting Grounds .......................................................................
The Jungle ..................................................................................
The Northern Region ...............................................
Furahiya Mountains .................................................................
The Frozen Sea ........................................................................
Polar Fields ...............................................................................
The Unknown Arctic ...............................................................
Pokke Village ............................................................................
Pokke Village Location Stat Block ...................................
Pokke Village Notable NPCs .............................................
Pokke Village Map ................................................................
Hunting Grounds .......................................................................
The Frozen Seaway .................................................................
The Snowy Mountains ............................................................
Tundra ........................................................................................
Monsters Lair .............................................................................
The Polar Field .........................................................................
The Snowy Mountains Peak ..................................................
Siki Country .......................................................................
Cathar .........................................................................................
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The Fonron Continent ............................................
Bateyubatomu Great Forest ..................................................
Heaven's Mount ........................................................................
The Tower ..................................................................................
,exceptional skills. They are
trained in various techniques to capture and subdue their
prey, including magic and conventional traps, poison, and
other trade tools. Talon Knights are responsible for training
new recruits and maintaining the society's equipment. They
are also tasked with carrying out Raxis's orders, which can
sometimes be extreme. They are some of the only members
of the Talon Society that are aware that Raxis is a lich.
Talon MembersTalon Members
Talon Members are experienced poachers who have proven
their worth to Raxis and have been granted full membership
into the society. They are responsible for carrying out
missions and assisting the Talon Knights in their duties.
Talon Members are also responsible for reporting any
valuable information they obtain from their poaching
activities to the talon knights, who use this knowledge to
further Raxis and their own goals.
Talon RecruitsTalon Recruits
Talon Recruits are new members of the society who are still
learning the ropes. Often, these recruits join up due to the
rumors of the spoils and riches they might receive as a
member of the Talon Society. They are tasked with assisting
the Talon Knights on missions and are trained in basic
poaching techniques. Recruits must prove themselves before
they can be promoted to Talon Knight or Talon Member
status.
42
Figures of InterestFigures of Interest
Patton the SilentPatton the Silent
Talon Knight, Human Rogue Patton the Silent is known for
his cunning and sly demeanor. He often wears a sly grin on
his face, exuding confidence, and arrogance. He has a quick
wit and a sharp tongue, always ready with a quip or a cutting
remark. Despite his tendency towards mischief and
deception, Patton is fiercely loyal to the Talon Society and
will do whatever it takes to complete his missions and protect
his fellow knights. His dual blades are feared for their ability
to silence his enemies with a single strike. In combat, Patton
is a whirlwind of motion, darting in and out of the shadows
with ease. He is known for his cunning and his ability to turn
any situation to his advantage.
Elizabeth the CountessElizabeth the Countess
Talon Knight, High Elf Wizard Elizabeth is a powerful wizard
with a penchant for blood magic. Once a beautiful high elf,
Elizabeth has become twisted and corrupted by her
obsession with dark magic. Her Pure White hair and Blood-
filled eyes, coupled with her blood-stained robes and gloves,
give her an almost vampire-like appearance. She is a master
of arcane knowledge and uses her Glavenus Pyroshell in
tandem with her magus staff to imbued with to boil her
enemies' blood from within, burning them from the inside
out. Her expertise in blood magic also enables her to
manipulate the life force of her foes, drawing power from
their suffering.
Venra the Grave WhispererVenra the Grave Whisperer
Talon Knight, Halfling Cleric Venra is a cleric who worships
the lord of bones. She is a quiet and tactical member of the
Talon Knights, using her powers of divination to speak with
the dead and gather information for Raxis. Venra is known
for her ability to provide support to her allies, even bringing
fallen comrades back from the brink of death. Her opal-
colored hair and green eyes give her an otherworldly
appearance, hinting at the power she wields.
The CollectorThe Collector
Business Proprietor, Unknown While not an official member
of the Talon Society, the Collector is a wealthy trader who
hires the Talon Society to capture rare creatures for his
collection. He pays generously for each successful capture
and is willing to go to great lengths to acquire the creatures
he desires.
The PoisonsmithThe Poisonsmith
Talon Member, Unknown The Poisonsmith is a mysterious
figure who supplies the Talon Society with a variety of deadly
poisons. He is known for his expertise in creating poisons
that are deadly to specific types of creatures, making him a
valuable asset to the society.
The TrapperThe Trapper
Talon Member, Unknown The Trapper, was once a member of
the Wycademy or Royal Scriveners that was known for their
expertise in capturing and training monsters. They have also
gained a reputation as a skilled archaeologist, spending years
studying ancient ruins and artifacts to uncover lost
knowledge and techniques for monster capture. The
Trapper's mastery of both magical and conventional traps is
matched by their deep understanding of monster behavior
and psychology, allowing them to train and control even the
most fearsome beasts. Their extensive knowledge of ancient
civilizations has also made them a valuable asset to the Talon
Society, providing insights into historical methods of
controlling monsters.
Talon Society CharactersTalon Society Characters
Alignment: Usually chaotic neutral or evil
Suggested Races: Any
Suggested Classes: Fighter, Monk, Ranger, Rogue
Consider the Talon Society for your character if one or more
of the following sentences ring true:
You enjoy hunting monsters and collecting their valuable
parts.
You are fascinated by ancient technologies and artifacts.
You enjoy spying and gathering information from other
organizations.
Joining the Talon SocietyJoining the Talon Society
The Talon Society is a group of poachers and hunters seeking
to hunt monsters for valuable materials and to gather
knowledge about rare creatures for profit. When you join the
Talon Society, choose one of the following roles for your
character.
Artifact Hunter
As an Artifact Hunter, you seek out ancient technologies and
artifacts to uncover their secrets. You may spend your time
studying ancient ruins or infiltrating the Hunters Guild to
gather information on secret locations.
Poacher
As a Poacher, you specialize in hunting and collecting
valuable parts of monsters. You see the Talon Society as the
ultimate destination for your talents, a place where you can
put your abilities to use for maximum profit. You join the
society not only for the resources and training it provides, but
also for the prestige of being associated with such a
notorious and elite group of poachers.
Information Broker
As an Information Broker, your job is to gather and provide
valuable information to the Talon Society. This information
could include the location of valuable resources, potential
targets for poaching, or information on the society's rivals.
Your connections and ability to gather this information will be
highly valued within the society and could earn you special
privileges and rewards.
Talon Society SpellsTalon Society Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Talon Society Spells table are
added to the spell list of your spellcasting class. (If you are a
multiclass character with multiple spell lists, these spells are
added to all of them.)
43
Talon Society Spells
Spell Level Spells
Cantrip mage hand, minor illusion
1st detect magic, longstrider
2nd pass without trace, locate object
3rd nondetection, speak with dead
4th divination, arcane eye
Sth mislead, modify memory
Talon Society BackgroundsTalon Society Backgrounds
As your training with the Talon Society ends and your
adventuring career begins, you must decide where your
ambitions lie within the society. In this section, you will find
several backgrounds based on the many employment
opportunities a Talon Society member can pursue as they
advance in rank.
No matter which background you choose, each member of
the Talon Society has the same background feature: a deep
knowledge and understanding of poaching, tracking, and
hunting monsters for valuable materials and resources.
Guild Feature:Guild Feature: Talon Network Talon Network
You have connections to the Talon Society's vast network of
poachers, scouts, and other operatives. You can call upon
these contacts to gain information about monsters, track
down rare resources, or arrange transportation to remote
locations.
PoacherPoacher
,As a member of the Talon Society, you have honed your skills
in the art of poaching and hunting rare and exotic creatures
for valuable materials and resources. Whether you were born
into this secretive organization or joined its ranks later in life,
you have dedicated yourself to the pursuit of dangerous prey
and the thrill of the hunt.
Skill Proficiencies: Nature, Survival
Tool Proficiency: Poisoner's Kit; Choose one from
Alchemist's Supplies, Calligrapher's Supplies, Tinker's Tools
Equipment: hunting trap, skinning knife, set of common
clothes, trophy from an animal you killed, letter of
introduction from a black-market dealer, pouch with 10gp
d8 Personality Trait
1 I am impulsive and act on my whims without thinking
about the consequences. (Chaotic)
2
I am always looking for new experiences and
adventures. (Neutral)
3 I enjoy seeing others suffer and will do whatever it
takes to achieve my goals. (Evil)
4 I love to live life on the edge and take risks. (Chaotic)
5 I am calm under pressure and can keep a level head in
dangerous situations. (Neutral)
d8 Personality Trait Cont.
6
I have no qualms about taking down any creature if it
means putting food on the table. (Neutral)
7 I don't take kindly to those who question my methods
or beliefs. (Neutral)
8 I will betray anyone, even fellow poachers, if it benefits
me. (Evil)
d6 Ideals
1
Unity. The Talon Society unites us towards a common
goal, and that unity is essential for our success.
(Neutral)
2
Innovation. We must constantly innovate and challenge
the status quo to remain ahead of our enemies.
(Neutral)
3
Unpredictability. By being unpredictable, we keep our
enemies on their toes and gain an advantage. (Chaotic)
4
Anarchy. The Talon Society should be dissolved, and
each member should be free to pursue their own
interests. (Chaotic)
5
Control. We must control all aspects of the Talon
Society and ensure that no one can challenge our
authority. (Evil)
6 Dominance. We must assert our power over other
factions and make them bow to our will. (Evil)
d6 Bonds
1 I am in debt to the Talon Society and will do whatever
they ask of me to repay it.
2 I have a deep-seated hatred for authority figures and
will always work to undermine them.
3
I've been searching my whole life for the answer to a
certain question.
4 I am on a personal mission to uncover a conspiracy
within the Talon Society.
5 I am fiercely loyal to the Talon Society and will do
anything to protect its secrets.
6
I have a close relationship with a fellow agent, and we
work together to complete our missions.
d6 Flaws
1 I am distrustful of those outside of the Talon Society.
2
I am prone to overthinking and second-guessing
myself, which can lead to mistakes.
3 I am secretive about my methods and information,
even to those I work closely with.
4 I can be overly critical and judgmental of others.
5 I can be indecisive and struggle to act when needed.
6
I am easily bored, and often seek out new challenges
and adventures regardless of the danger.
44
Feature: Black Market ConnectionsFeature: Black Market Connections
You have a network of contacts within the criminal
underworld who can help you sell your poached goods. You
can sell animal parts for 50% more than their normal market
value, but only if you can find a willing buyer.
InfiltratorInfiltrator
You were trained to infiltrate the Hunter's Guild and gather
information on rare and valuable creatures to pass along to
the Talon Society. Your goal is to steal knowledge and secrets
from the guild by any means necessary, including theft or
breaking into sites of ancient technology.
Skill Proficiencies: Deception, Stealth
Languages: Two of your choice.
Equipment: A small knife or blade, vial of poison, crowbar,
grappling hook, set of dark common clothes suitable for
sneaking and hiding, and a belt pouch containing 10 gp
d8 Personality Trait
1
I am always observing and analyzing my surroundings
to anticipate potential threats or opportunities.
2 I love a good challenge and will do whatever it takes to
overcome it, even if it means breaking the rules.
3
I take pleasure in manipulating others to achieve my
goals, and I am not above using deception and trickery
to get what I want.
4 I am calm and collected in high-pressure situations,
which allows me to make rational decisions.
5 I am always on the lookout for potential allies or
informants who can provide useful information.
6
I am patient and willing to wait for the right moment to
strike or take action.
7 I enjoy living in the moment and taking risks, even if it
means potentially endangering myself or others.
8 I always want more and will never be satisfied with
what I have.
d6 Ideals
1
Prideful. I am a master of deception and subterfuge,
and I take pride in fooling those who trust me.
(Neutral)
2
Loyalty. I am fiercely loyal to my superiors in the Talon
Society, and I will do whatever it takes to advance their
interests. (Evil)
3
Perfectionist. Infiltration is an art form, and I strive to
perfect my skills to complete my objectives. (Neutral)
4
Selfish. The best way to achieve my objectives is by
disregarding the rules and manipulating others.
(Chaotic)
5
Exploitation. I believe that those who are not strong
enough to defend themselves deserve to be exploited.
(Evil)
6
Pragmatism. I am loyal to the Talon Society, but I also
have my own agenda and goals that I am working
towards. (Neutral)
d6 Bonds
1
I have a burning desire to disrupt the status quo and
expose the corrupt and powerful.
2
I have a personal vendetta against a particular
organization or individual and will use my skills to get
revenge.
3 I am drawn to chaos and disorder and will go to great
lengths to create it wherever I can.
4 I live for the thrill of infiltration and deception. There's
nothing like the rush of a successful mission.
5
The Talon Society is a means to an end. I'll use it to
further my own goals, but I won't forget my obligations
to the organization.
6
My loyalty to the Talon Society may be false, but my
loyalty to my true allies is unwavering.
d6 Flaws
1 I'm willing to take extreme risks to achieve my
objectives, even if it puts myself or others in danger.
2 I tend to act impulsively, which can sometimes get me
into trouble on a mission.
3 I am not the best at lying when it is far from the truth.
4
I'm extremely competitive and always want to be the
best infiltrator in the Talon Society, even if it means
stepping on others.
5 I tend to underestimate my opponents and take
unnecessary risks, which can put me in danger.
6
I am so deep in my infiltration that I sometimes forget
which side I am truly on.
Feature: False IdentityFeature: False Identity
As a poacher, you have developed skills in hiding your identity
and blending in with your surroundings. You have a false
identity and the necessary paperwork to back it up, allowing
you to move about undetected in certain areas.
How do I Fit In?How do I Fit In?
As a member of the Talon Society, your primary goal is to
hunt creatures for profit while avoiding detection from the
authorities. Due to this, you are expected to keep your
hunting activities hidden and operate within the shadows.
You may also be tasked with stealing rare creatures from
protected areas and delivering them to wealthy clients.
As a member of the Talon Society, you will spend time
between hunts, gathering information about your targets,
such as their location and weaknesses, and on forging
connections with wealthy clients who are interested in
purchasing rare creatures. You may also need to invest in
equipment and weapons that can aid in your hunting and
poaching activities.
Self-preservation is also an important part of your mission.
Anything you can do to protect yourself from authorities or
other rival poaching groups - whether it's learning new
survival skills or developing connections with influential
people - makes you a more efficient poacher and increases
your chances of success.
45
A Talon
,Society PartyA Talon Society Party
Unless you are playing a chaotic or evil campaign an
adventuring party will almost never consist of all talon society
members. Instead, you might have one talon member that
infiltrated a hunting group. On the off chance it is a full party
of talon society members, one of those members may be
infiltrating the talon society and working for the Hunter's
Guild.
Rank and RenownRank and Renown
In the Talon Society, members can gain rank and renown
through various means, but one of the most significant ways
is by bringing in valuable prey through poaching.
Successfully capturing and delivering rare and exotic
creatures can earn a member prestige and recognition within
the society, leading to promotions and higher ranks.
Members can also gain rank and renown by completing
missions assigned by the society, as well as by demonstrating
their skills and loyalty through service to the society. Those
who show exceptional cunning and resourcefulness in the
field, whether through poaching or other means, can rise
through the ranks quickly and earn the respect of their peers.
However, it's important to note that poaching without the
approval of the society is strictly forbidden and can result in
severe consequences such as expulsion from the society or
even death. The Talon Society values secrecy and discretion,
and members must be careful to only target creatures that
have been designated as acceptable prey by the society's
leadership.
Rank 1: Talon RecruitRank 1: Talon Recruit
Prerequisite: Renown 10 or higher in the Talon Society
As someone starting out in the Talon Society, you would
begin as a Talon recruit. Your main role would involve
learning the fundamentals of poaching and hunting, as well
as becoming knowledgeable about the different types of
creatures that the society targets. Your duties may include
scouting and gathering information on potential hunting
grounds, identifying valuable targets, and supporting higher-
ranked members of the society on their hunts.
As a Talon recruit, you may also be expected to assist with
other tasks such as maintaining equipment, caring for
captured creatures, and helping with the transportation of
goods and materials. The goal for a Talon recruit is to prove
your worth and rise through the ranks of the society to gain
more prestige and renown within the organization.
At this rank, you are provided with an income to satisfy a
modest lifestyle... so long as your last mission was a success.
Rank 2: Talon MemberRank 2: Talon Member
Prerequisite: Rank 1 and renown 25 or higher in the Talon
Society
As someone who is part of the Talon Society, your primary
responsibility as a talon member would be to carry out tasks
related to poaching and trafficking exotic creatures. This
could include identifying valuable targets, tracking, and
capturing them, and ensuring their safe transportation to
buyers. You might also be tasked with training and
overseeing new recruits, ensuring that they follow the
Society's values and code.
Since the Talon Society operates in secrecy, it's important
for members to avoid detection by authorities and other rival
factions. To do this, you might need to cultivate a network of
contacts and informants and utilize covert methods to stay
hidden.
When you reach the rank of member, you are provided with
a monster hunter weapon of your choice. This weapon can be
either uncommon or rare. When going on missions that
require you to stay away from home for a week or longer, the
talon knight you serve under may provide you with locations
of safehouses and hidden caches for storing or obtaining
poaching equipment.
Talon Knight (Special Role)Talon Knight (Special Role)
Prerequisite: Rank 2 and renown 40 or higher in the Talon
Society
To become a Talon Knight, you must first become a highly
respected and skilled member of the Talon Society. This
requires years of dedicated service, exceptional hunting and
poaching skills, and a deep understanding of the Society's
values and code.
Once you have achieved a prominent level of renown and
respect within the Society, you may be considered for the
position of Talon Knight. However, it is important to note that
there can only ever be five Talon Knights at any given time,
and they are not replaced until they die. This means that the
position is highly coveted and exceedingly difficult to attain.
To increase your chances of being considered for the
position, it's essential to maintain a close relationship with
the current Talon Knights, as they are the ones who
ultimately choose who will take their place. It's also
important to show a willingness to carry out the will of Raxis,
even if it means deviating from the Society's normal tasks.
Overall, becoming a Talon Knight is a long and complicated
process that requires unwavering dedication and exceptional
skills. But for those who can achieve this esteemed position,
it is a great honor and a mark of true mastery in the art of
poaching and hunting.
In this role, you are advised and in regular communication
with Raxis, who places you in charge of a major territory and
all talon members residing within. You might be tasked with
obtaining rare or valuable specimens, sabotaging, or
disrupting the activities of rival factions, to gather
information on their plans and operations, eliminating
individuals or groups that pose a threat to the Talon Society,
or special assignments that are particularly challenging or
sensitive missions that require your unique talents and
expertise.
You continue to draw a salary sufficient to maintain a
comfortable lifestyle.
46
"The Wycademy is a wonderful foundation in any person's
pursuit of knowledge. The staff are willing. The facilities,
proven. The buffet, full.
I, myself, have branched off into study of the ancient
civilization. For whom are we, who do not know our past?
Our present? For our future is built upon both and I hope that
the Wycademy can be your beginning."
-Wycademy Field Researcher Al'Set Alokin
The WycademyThe Wycademy
Long ago, the village of Bherna was visited by the Royal
Scribes of Paleontology. During the visit, it was discovered
the limestone formations around the village contained
quantities of fossils of monsters and plants extinct today.
From the Royal Paleontology Scriveners investigation and
report, the scribes dispatched a small group to set up camp.
Over the years scholars focused on laboratory work, leaving
field work to hunters, and giving rise to the Wycademy.
Role of the WycademyRole of the Wycademy
Originally, the Wycademy was tasked with solving mysteries
within the village though that has changed over time. Now
the Wycademy is tasked with carrying out research in newly
discovered areas in order to clearly define its ecosystem, its
geography as well as its fauna and flora. This information is
essential so that other groups such as the Hunter's Guild and
other corporations like the Elder Dragon Observation Team
can work there or establish a small village safe from danger.
To more easily carry out their research on an area, the
Wycademy uses airships for aerial surveillance as well as to
quickly drop hunters into the area.
Being a Guild organization, it is also in charge of managing
and assigning missions to the hunters who come to this
region, which helps the organization to obtain information
about the new monsters.
More secretly, the Wycademia conducts an exhaustive
study of the strange variants of the monsters that have
appeared all over the world, called Deviants. Since truly little
information is known about them and they are extremely
dangerous, they can only be hunted by experienced hunters.
Hunters of the WycademyHunters of the Wycademy
In order to facilitate the research of scientists in the field, the
Wycademy sends specialized hunters to scout various
regions and discover info about known species of monsters.
If necessary, the
,hunters repel or kill the monsters present in
the area. They are also sent on urgent missions when it is a
question of studying an unidentified species without having
for as much needing to kill it; these hunters therefore have, in
addition to their hunting talent, a great scientific knowledge.
Hierarchy of the WycademyHierarchy of the Wycademy
Wycademy DirectorWycademy Director
Directors are the leaders of their research facility. The
director holds the same rank as a guild manager (many times
acting as the guild manager as well), answering only to the
guild masters who manage the territory they are in. Beyond
bureaucratic work, an academy director is responsible for
managing academy teachers, researchers, and hunters. The
director recruits for replacements when there are positions
open. Directors establish performance goals for wycademy
personnel, evaluate their performances and coach them
throughout the year to help each employee to perform at his
best.
Chief ResearcherChief Researcher
A chief researcher knows more than other researchers within
their facility. The knowledge they do have is shared freely,
including with hunters, unless deemed forbidden by the
director. The chief, however, does not know about some
species due to the Wycademy council's limited jurisdiction.
From this, they are known to ask visitors, or other
researchers not from their area, about monsters from
faraway lands to perform further studies for the Wycademy.
ResearcherResearcher
Researchers have all different types of specializations. Some
choose to spend their lives inside the wycademy, continuing
research of old, or performing experiments on resources and
creatures brought to them by hunters. Other researchers
choose to wander into the world, discovering lost ruins,
discovering unknown species, or perhaps gathering new
knowledge on known species. These field researchers are
known to be handlers for hunter groups, or hunters
themselves.
StudentStudent
Wycademy students varied in age. Some started their
educational journey during childhood, while others who
aspired to be hunters arrived at the wycademy after passing
the initial hunter exams.
Figures of InterestFigures of Interest
Bherna Guild ManagerBherna Guild Manager
Director, Wyverian Sorcerer The Guild Manager is a kind-
hearted woman that will sometimes talk in a strange way.
She is the director of the Wycademy and serves as the Guild
Manager of Bherna. The Guild Manager is known to
constantly read and decipher ancient books to better
understand certain locations, while also identifying new
47
species yet to be discovered. Though some lives will be lost in
these investigations, it is for the greater good.
Bherna Chief ResearcherBherna Chief Researcher
Chief Researcher, Wyverian Artificer Though he has a name,
everyone just calls him Chief. He is a calm and collective
individual with a friendly way of speaking. Like most chief
researchers, he has some knowledge on a number of
monsters that the Wycademy is aware of and shares the
information he has freely.
HymelHymel
Field Researcher (Wyventurer), Wyverian Wizard Hymel is
the youngest member to ever join the research corporation of
the wycademy, he is known to have a stronger sense of
responsibility and does his best to ensure any mission is
completed as efficiently as possible. He helps perform further
research on monsters and studies in different environments
through varying investigations. Hymel is also one of the
researchers who built the Soaratorium, even becoming the
captain of that Airship.
LuceLuce
Guild Receptionist/Wycademy Researcher, Human Monk
Luce has a positive attitude and is highly respectful towards
others that she meets. She is a young researcher at the
Wycademy, that was immediately put on the Soaratorium the
moment it was ready to lift off into the sky, acting as a guild
receptionist aboard the airship.
Ms. Meow-It-AllMs. Meow-It-All
Wycademy Research Assistant, Lynian Sorcerer Ms. Meow-it-
All is a research assistant to Hymel that is known to be an
extremely hard worker. She is an important member on the
Soaratorium, acting as support for the laboratory on the
Airship.
Wycademy CharactersWycademy Characters
Alignment: Usually neutral
Suggested Races: Any
Suggested Classes: Spellcasters
Consider the Wycademy for your character if one or more of
the following sentences ring true:
Prying into secrets and mysteries inspires your curiosity.
You like playing artificers, sorcerer, or wizards.
You want to make the world a better place through
research.
Joining the WycademyJoining the Wycademy
Many paths lead people to the Wycademy, all of them guided
by the notion that tomorrow can be made better than today.
All of the Wycademy's efforts strive to achieve a safer future
that they believe is within reach. When you join the
Wycademy, choose one of the following roles for your
character.
Ancient Civilization Researcher
The Ancient Civilization was a once thriving civilization that
mysteriously went extinct some centuries ago. You seek to
learn the secrets that were lost when this advanced
civilization fell. These researchers may spend their time
deciphering scrolls in the depths of the Wycademy or travel
the world seeking these ruins. Thanks to these researchers'
weapons with multiple modes and several types of
ammunition for the bowguns have been discovered.
Endemic Researcher
You choose to study endemic life. This refers broadly to all
small lifeforms that inhabit an area. Some endemic life can
be used to provide long lasting benefits to hunters on a hunt,
or temporary effects that may help or hinder a creature that
interacts with them. Your goal is to study these creatures,
classifying new endemic life once you determine their effects
as one of the following: Hunting Helpers, Ensnaring Life,
Craft Creatures, Rare Creatures, Other.
Resource Researcher
You choose to research into the natural materials the world
provides, attempting to locate unknown resources or ways to
make use of known materials (such as earth crystals,
thunderbugs, popfish) in different ways. Those who focus on
minerals are known as geologists; those who study plants are
known as botanists; insects are known as entomologists; fish,
ichthyologist; mushrooms, mycologist. If you don't specialize
in one type of resource, you are known as a naturalist.
Monster Researcher
Monster researchers are split into two distinct types. The
zoologist studies known creatures by observing various
species in their habitats, zoologists understand how animals
behave in the wild. Their goal is to identify and monitor how
different species interact within their ecosystem. This is
particularly important as many species continue to transform
various habitats.
A researcher who searches for and studies unknown,
legendary, or extinct animals whose present existence is
disputed or unsubstantiated is known as a cryptozoologist.
These researchers spend their time in the field almost
exclusively seeking rumors of unknown creatures or traveling
to some of the most dangerous areas in the world to find
what lives there.
Wycademy SpellsWycademy Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Wycademy Spells table are added
to the spell list of your spellcasting class. (If you are a
multiclass character with multiple spell lists, these spells are
added to all of them.)
Wycademy Spells
Spell Level Spells
Cantrip druidcraft, light
1st comprehend languages, expeditious retreat
2nd alter self, locate animals or plants
3rd water breathing, tongues
4th control water, leomund's secret chest
Sth commune with nature, legend lore
48
Wycademy BackgroundsWycademy Backgrounds
As your training comes to an end and your adventuring
career begins, you must decide where your ambitions lie in
your future with the Hunter's Guild. In this section you will
find some backgrounds based on the many employment
opportunities
,a hunter has as their Hunter Rank increases.
No matter the background you pick, each member of the
Hunter's Guild has the same background guild feature in
addition to their normal background feature.
Guild Feature:Guild Feature: Magic Gathering Magic Gathering
When you attempt to gather a resource, you can use the
specified cantrip from the table below to automatically
succeed on the gather check, but you do not gain the effects
from materials that provide additional resources from
gathering when you gather resources in this way.
Cantrip Resources
Druidcraft mushrooms, plants
Gust of Wind insects
Mold Earth bones, minerals
Shape Water fish
Wycademy StudentWycademy Student
As a child you were always curious about the world, whether
it was exploring lost ruins near home, collecting bugs and
plants, or drawing the khelbi that graze in the nearby fields.
In your formative years you made your way to the wycademy
with a goal in mind, to learn all you can and decide what you
are going to do with the rest of your life. Now that your first
year is over, it's time to head out into the field and learn
firsthand.
Skill Proficiencies: History; Choose one from Arcana,
Investigation, Nature, Religion
Tool Proficiency: Choose one from: Alchemist Supplies,
Calligrapher's Supplies, Herbalism Kit
Languages: One of your choice.
Equipment: Empty book, quill and ink, 3 candles, scroll case
with 4 blank pieces of parchment and a few with notes and
questions, one set fine robes, traveling clothes, pouch with
10gp
d8 Personality Trait
1 I am observant and ask a lot of questions.
2 I am easily excitable and passionate.
3
I take myself very seriously and have no sense of
humor.
4 I am meticulous and organized.
5
I constantly ask questions about areas and important
people when I’m somewhere I’ve never been.
6 I get excited and speak quickly when discussing topics
that interest me.
7 I have learned that doing your research before a hunt
leads to a safer hunt.
8 I like to use big words to showcase my intelligence.
d6 Ideals
1
Education. Learning and teaching others can benefit
everyone (Good)
2 Knowlege. We better ourselves by learning (Neutral)
3
Order. Understanding the order of things is essential
(Lawful)
4 Achievement. Learning and knowing are essential.
5
Self-Improvement. The goal of a life of study is the
betterment of oneself. (Any)
6 Power. Knowledge is the path to power and
domination. (Evil)
d6 Bonds
1 I had a romantic relationship with a fellow student, I
still love them.
2 I have a rival; we still compete to this day.
3 I've been searching my whole life for the answer to a
certain question.
4
My notebook is made from the last creature my father
hunted.
5 I will do anything to prove myself greater than my
siblings or ancestors.
6 I idolize a historical scholar and measure my
accomplishments against theirs.
d6 Flaws
1 I am easily distracted by the promise of information.
2 If my teacher calls me, I’ll abandon what I’m doing to
go to them.
3 A scandal prevents me from returning to my place of
education, I’m trying to stay ahead of the rumors.
4
I speak without really thinking through my words,
invariably insulting others.
5 I prefer a dusty tome to conversation.
6 I feel superior to uneducated folk, but quietly so.
Feature: Unrestricted AccessFeature: Unrestricted Access
The Wycademy possess and maintain their own restricted
system of libraries which often include extremely detailed
knowledge of creatures and secrets of the surrounding area.
You are allowed access to these restricted areas, as well as
most other major libraries as a matter of scholarly courtesy.
You are also allowed to lodge in many wycademy owned or
sponsored schools or major sites of research as a student
and pilgrim.
Wycademy ResearcherWycademy Researcher
Having graduated from the wycademy, you chose to continue
your studies dedicating your life to becoming an expert in
your chosen field. Now you have struck out to increase your
knowledge, for good or evil, for everyone or for yourself, that
is up to you to decide.
49
Skill Proficiencies: Investigation; Choose one from Animal
Handling, Athletics, History, Insight, Nature, Survival
Tool Proficiency: One type of artisan's tools
Languages: One of your choice.
Equipment: A bottle of black ink, a quill, a small knife, a
partially filled journal filled with notes and questions you
have not yet been able to answer, a set of common clothes,
and a belt pouch containing 10 gp
Feature: Research GroupFeature: Research Group
Your research search group is a loose network of wycademy
graduates who each typically work in a different village that
you share knowledge with. Their studies can help you with
your hunts and investigations. You can select what you
research from the Group Research table or roll randomly.
Group Research
d8 Research Type
1 Endemic Life
2 Lynians
3 Botanical
4 Mineralogical (Ore)
5 Piscine (Fish)
6 Archeologist
7 Ancient Civilization
8 Exotic Monsters from Far Off Lands
Feature: InvestigationFeature: Investigation
Expanding the knowledge of your research is an important
aspect of your job at the Wycademy. When you discover new
information about a creature or resource related to your
research, you can bring that information to a Wycademy
owned location to receive a stipend. Discuss with your DM
what that amount is and if you can make more depending on
what you discover or as you level up.
d8 Personality Trait
1 I am quiet and analytical.
2 I am tireless when researching or learning, which I
always seem to be doing.
3 I try to travel to all the important places of a region to
see them firsthand.
4
I am a voracious reader and spend every spare moment
learning about new things or writing.
5 I enjoy an intellectual challenge.
6
I've read every book in the world's greatest libraries –
or I like to boast that I have.
7 I have learned that doing your research before a hunt
leads to a safer hunt.
8 I'm convinced that people are always trying to steal my
secrets.
d6 Ideals
1
Improvement. Understanding history give us a chance
to make a better world (Good)
2 Knowledge. The path to power and self-improvement is
through knowledge. (Neutral)
3 Discovery. Knowledge can accomplish anything; you
cannot hope to master it, only marvel at it (Chaotic)
4
Vanity. I deserve to be treated as an important person
because of what I know (Evil)
5 Logic. Emotions must not cloud our logical thinking.
(Lawful)
6 Self-Improvement. The goal of a life of study is the
betterment of oneself. (Any)
d6 Bonds
1
I have an ancient text that holds terrible secrets that
must not fall into the wrong hands.
2 I work to preserve a library, university, scriptorium, or
monastery.
3 My life's work is a series of tomes related to a specific
field of lore.
4
I investigated a fascinating and beautiful monster; I
must see it again.
5 I am determined to cure the disease that killed my
family.
6 I need to be known for my contributions, discoveries,
and skill.
d6 Flaws
1 I am easily distracted by the promise of information.
2 What's the point of secrets? All knowledge should be
shared.
3 I feel superior to uneducated folk, but quietly so.
4 Unlocking an ancient mystery is worth the price of a
civilization.
5 I will endanger my friends and family if I think it will
advance my research.
6 I prove my intellect by pointing out others mistakes.
How do I Fit In?How do I Fit In?
As a member of the Wycademy, your primary goal is to carry
out research in any area you are in order to clearly note
changes its ecosystem, its geography as well as its fauna and
flora. Due to this, you are expected to keep tabs on the
monster populations in areas and report any strange events
to the Wycademy and the Hunter's Guild.
As a member of the Wycademy, you will spend time
between compiling your research during down time to send
to the Wycademy and joining hunters on hunts, as one of the
members of the party or possibly as a
,handler. Self-
improvement is also an important part of your mission.
Anything you can do to make yourself more capable- whether
learning a new spell or discovering a new technology to use -
50
gives the Wycademy and hunters a more efficient way to
hunt.
A Wycademy PartyA Wycademy Party
An adventuring party is rarely ever made up of only
Wycademy members. Typically, parties will have one or two
Wycademy members with members of the Hunter's Guild
filling the rest of the parties' roles.
Rank and RenownRank and Renown
A member of the Wycademy gains renown typically when
they make a new discovery, be it an unknown species,
information about a known species, information about the
ancient civilization, or some new use for a resource, etc. By
gaining renown as a member of the Wycademy, your course
of advancement leads to increased responsibility. Promotion
through the ranks requires the approval of the Wycademy
Director. Advancement is a reward for services rendered to
the Wycademy, rather than an automatic consequence of
increased renown.
Rank 1: Junior ResearcherRank 1: Junior Researcher
Prerequisite: Renown 3 or higher in the Wycademy
As a junior researcher, you are responsible for evaluating and
interpreting scientific results from laboratory investigations
and experiments. Junior researchers assist the senior
researchers in gathering information to support research
studies and claims. You perform both laboratory and field
trials to collect samples for further examinations. Such
errands can bring you into contact with members of other
guilds and lead to adventures.
While completing a task that requires you to stay away
from home for a period of a week or longer, your senior
researcher may provide you with a modest living wage until
you return.
Rank 2: ResearcherRank 2: Researcher
Prerequisite: Rank 1 and renown 10 or higher in the
Wycademy
After doing your time as a junior researcher, you are eligible
to lead your own experiments. You must be associated with a
project and must work on experiments related to its primary
focus under the general guidance of the senior researcher.
Senior researchers are more hands-on, ensuring that your
research contributes to reaching the immediate objective.
Your chief researcher may check in from time to time, but
they give you wide latitude to pursue your own experiments
under the general aegis of the Wycademy's interests.
If your research requires it, your senior researcher or chief
researcher can provide you with specific materials related to
advancing the project before you undertake a mission or an
experiment. In addition, you gain a +2 bonus to checks
related to your role within the wycademy.
Rank 3: Senior ResearcherRank 3: Senior Researcher
Prerequisite: Rank 2 and renown 25 or higher in the
Wycademy
A proven researcher, you are eligible to oversee your own
project, directing the efforts of other researchers toward the
solution of some problem facing the Wycademy or Hunter's
Guild. The director of your institution gives you laboratory
space, and you have a staff of 3d12 researchers (which use
the stat blocks of commoners from the Monster Manual). You
can have this staff work on projects for you, which can
include downtime actions.
Hosting the work of a successful and important project
reflects well on your director, so they keep a close eye on your
work. On the positive side, you can count on access to the
director's considerable resources if your research is going
well. On the other hand, you can expect your director to
expect constant updates (by way of the sending spell if you
are in the field) to ensure that your efforts remain relevant to
the overall goals of the Wycademy.
Rank 4: Chief ResearcherRank 4: Chief Researcher
Prerequisite: Rank 2 and renown 50 or higher in the
Wycademy
As a famous researcher or a successful project leader, you
stand ready to take on a supervisory role for an entire
institution. New Wycademy locations are rarely built, so you
must wait for your chief researcher to retire before a position
exists for you to fill, except in truly exceptional circ*mstances.
Like a project leader, you are responsible for directing the
efforts of researchers exploring a wide variety of projects
related to the focus of the Wycademy. Unless an experiment
turns out to be especially interesting, these efforts can carry
on without your supervision. If you need to, you can enlist the
aid of 5d12 researchers (which use the stat blocks of
commoners from the Monster Manual), and you can also
request the support of Hunter's Guild members from the
guild manager of any Hunter's Guild in a town where the
members of your institution live and work.
Wycademy Director (Special Role)Wycademy Director (Special Role)
Prerequisite: Renown 50 or higher in the Wycademy
You are eligible to become the Director of a Wycademy
institution. The selection of a new Director (in the event of an
existing Speaker's retiring, dying, or otherwise leaving the
position) takes place through a combination of popular
election and the input of the other Wycademy Directors, with
the His Immenseness having the final word. If you emerge as
the victor after this rigorous process, you assume the
leadership of your Wycademy and are empowered to bring its
concerns before His Immenseness.
You are a political leader rather than a scientific one, so
you have authority over other members of the combine only if
they live and work in your area. If an institution has a
laboratory in your area, you have the right (and responsibility)
to supervise its activities to ensure compliance with laws and
regulations, but not to interfere in its research beyond that
point. And if the chief researcher lives in a different area, you
have no authority whatsoever over that person.
Additional Factions will be added in future updates to Amellwind's Guide to Monster Hunting.
Chapter 2Chapter 2
Character Options
52
This section helps answer some basic questions and outlines a number of new options for players to choose from when creating
and developing their characters along the way, and can easily be introduced into any 5th edition D&D campaign, whether or not it
takes place in the Monster Hunter Universe. Remember that all options presented here must be approved by your Dungeon
Master for use within their game, and it is their final say on their inclusion.
Creating a CharacterCreating a Character
In the Monster Hunter video game series, you are basically a
powerful warrior, with no magical ability, that swings around
a giant sword or fires arrows at the creature you are hunting.
That is not the case in a Monster Hunter styled Dungeons
and Dragons game. The Monster Hunter Universe was
created with all official classes and races in mind. You will
find weapons and monster materials, and even factions that
grant extra spells to spellcasters throughout this guide and its
companion book the Monster Hunter Monster Loot Tables.
The ArtificerThe Artificer
The artificer is a special case when it comes to the rule set
found within this book. As an artificer levels up, they gain the
ability to attune to additional magical items. The balance of
this system does not mesh well with this feature, so instead
of an artificer gaining the ability to attune to additional
magical items, they instead are given one additional material
slot in both their armor and weapons at the 10th, 14th, and
18th level.
Artificer Infusions.
Artificer infusions are a special material that can be placed
into a creature's armor, weapon, or trinket. These infusion
materials are considered temporary and can be placed in
slot(s) during a long rest. The slot can be empty or already
contain a normal material. If it is placed in a slot with a
normal material already in it, then the infusion material
replaces it as the active material (but it does not destroy the
normal material). The infusion material remains in the slot
until
,it is removed during a long rest, the artificer no long
knows the infusion, or the artificer is no longer apart of the
hunting party.
If an infusion material requires attunement, then being
attuned to the armor or weapon counts towards the
attunement requirement for it with one condition. If the
artifcer places an infusion material into another creature's
armor or weapon and it requires attunement, then the
infusion takes up two slots instead of one. When an artificer
places an infusion material that requires attunement into its
own armor or weapon, it takes only one slot.
Druid WildshapesDruid Wildshapes
Druids may want to make use of some of the beasts found in
the Monster Hunter Monster Manual. If the DM allows this,
the druid can choose any beast that doesn't have an action
that causes the blinded, incapacitated, or paralyzed
conditions. The druid also cannot use a beasts action that
summons additional creature's to its aid.
Alternatively, a DM can allow the druid to choose creatures
whose actions cause these conditions. If so, once the
creature succeeds on a saving throw against a condition
caused by the druid's wildshape, that creature is immune to
that condition from the wildshape's actions for 24 hours.
Creating a Higher Level CharacterCreating a Higher Level Character
Creating a character at higher than 1st level in a monster
hunter styled campaign is not a complicated matter, but does
take a little more time than creating a standard Dungeons
and Dragons character.
Starting equipment and materials for characters above 1st
level is entirely up to the DMs discretion, but the following
section provides a guide for a balanced start to the character.
Starting WealthStarting Wealth
A characters starting wealth is shown below
Character Level Starting Wealth
1-2 Gold given by your Background
3-8 500 gp plus 1d10 x 25 gp
9-15 5,000 gp plus 1d1O x 250 gp
16-20 20,000 gp plus 1d1O x 250 gp
Starting WeaponsStarting Weapons
With Monster Hunter weapons, replace all the starting
weapons a character gets in their normal starting equipment.
They instead get the rarity and number of weapons listed in
the table below. They also get a number of upgrade materials
that can be saved or used to upgrade their weapon
immediately at no cost, if they roll enough of the materials
required for the upgrade.
Character
Level Weapon*
# of Upgrade
Materials
1-2
Any one common MH
weapons 0
3-8 Any two common MH
weapons 1d8 earth crystals
9-15 Any two uncommon MH
weapons
2d8 machalite
ore
16-20
Any two rare MH
weapons 3d8 dragonite ore
*A Character can upgrade a weapon without paying its
upgrade cost, if they roll enough upgrade materials to do so.
Starting Armor*Starting Armor*
A character begins with the armor they get from their starting
equipment, but they are allowed to use their starting wealth
to purchase better armor if they so choose. They can then roll
on the table below to determine how many armor upgrade
materials they begin with and which type they are depending
on their level.
Character Level # of Upgrade Materials
1-2 0
3-8 1d8 armor spheres
9-15 2d8 hard armor spheres
16-20 3d8 heavy armor spheres
53
*A Character can upgrade their armor without paying its
upgrade cost, if they roll enough upgrade materials to do so.
This includes any armor they purchased with their starting
wealth.
Starting Monster MaterialsStarting Monster Materials
A character has a number of monster materials already
collected when they begin at a higher level. This can be
explained through weapons and armor that are family
heirlooms, or perhaps its from creatures the character has
already hunted. The table below lists the number of materials
a character starts with, but to determine which materials they
have, can be found on the next page.
Character Level # of Starting Materials
1-2 0
3-8 5
9-15 8
16-20 10
What Materials do I start with?
To determine what materials you start with, find out the
number of materials you will get in total from the table on the
previous page.
Once you know the number of materials, you need to find
out what the highest Challenge Rating monsters you could
have gotten materials from. Consult the Table below:
Character
Level
Highest
Challenge
Rating Roll
1 — —
2 — —
3 CR 5 1d6-1*
4 CR 6 1d6
5 CR 9 1d8+1
6 CR 10 1d8+2
7 CR 11 1d10+1
8 CR 12 1d10+2
9 CR 13 1d10+3
10 CR 14 1d10+4
Character
Level
Highest
Challenge
Rating Roll
11 CR 16 2d6+4
12 CR 17 2d6+5
13 CR 19 2d6+7
14 CR 20 3d6+2
15 CR 21 3d6+3
16 CR 21 3d6+3
17 CR 22 3d6+4
18 CR 22 3d6+4
19 CR 23 3d6+5
20 CR 24 3d6+6
*If you roll a 0 on this CR range, treat it as if you rolled a 1
Now that you know the CR of the hardest creature you can
hunt, you now get to find out what materials you get by
following these steps:
1. Roll the number of dice and add the bonuses shown in the
table. The number rolled is the CR of the creature you
gained the material from.
2. Count the number of creatures that are that Challenge
Rating (A list can be found at the end of the MHMM) and
roll a die number equal to (or close to) the amount of
creatures in that challenge rating, or pick a number and
find the creature down the list equal to that number. This
is the creature you hunted.
3. Roll on that creature's loot table, and choose either the
carved or captured material (your choice after reading the
materials effects).
4. Repeat steps 1-3 until you have the number of materials
you should have for your level.
Creator's NoteCreator's Note
When I have my players roll for materials, if they
aren't having great luck with the RNG, I will have
them reroll a material or 2, typically on the same
creature they got the material from.
I also like to give them at least one material on
the higher range of CRs on their final material, if
they are rolling low on previous materials.
Other Starting EquipmentOther Starting Equipment
Any and all other starting equipment you get from your class
or background remains the same.
SkillsSkills
Most skills in a Monster Hunter styled campaign have the
exact same uses as they do in a standard Dungeons and
Dragons game, but some of them that are used more
frequently, have additional uses in this type of game, or
perhaps just need a bit more clarification on some of the
things they can do.
Arcana. If your DM plans to use the shrine benefits or
cursed shrine complications. An arcana check can help
determine if it's worth touching, if the shrine is more
closely related to magic than religion. An arcana check
can also help identify magical effects left by creatures,
such as the gore magala's frenzy virus.
History. Used when attempting to recall information
about a creature a character may have read about or has
done other research on.
Investigation. Used for finding resources in an area and
looking for signs when a perception check finds nothing.
Medicine. Can be used to determine what type of the new
blight conditions (found in the MHMM) a creature is
suffering from.
Nature. Used when attempting to discern what a
creature(s) is by the signs they find, the silhouettes they
see off in the distance, or possibly by the impact the
creature has on the environment.
Perception. Used by both the scout and spotter roles
during hunts. (see the scout and spotter role in this
chapter for more information)
Religion. If your DM plans to use the shrine benefits or
cursed shrine complications. A religion check can help
determine if it's worth touching, if the shrine is more
religiously based.
Stealth. Commonly used by the scout role during hunts.
(see the scout role in this chapter for more information)
Survival. Used by the trailblazer role during hunts (see
the trailblazer role in this chapter for more information)
54
Player Race OptionsPlayer Race Options
There are many races specific to the monster hunter universe. In this section you will find information about the new races, the
elder dragonborn,
,the lynian the troverians, and the wyverian.
Elder DragonbornElder Dragonborn
The Elder Dragonborn are a dragonborn variant. You can
allow a player to choose one of the following dragonborn
ancestries. These ancestries replace the normal draconic
ancestry a dragonborn can choose in addition to replacing
other traits as listed. These ancestries also provide the
damage they are resistant to, if the draconic resistance trait is
not replaced.
Draconic Ancestry: AlatreonDraconic Ancestry: Alatreon
The alatreon dragonborn personality is matched only by its
ability to harness the elements. They more often prefer to live
in solitude, but are known to work with others or insert
themselves into a situation when it benefits them. Their
bodies are covered in reverse scales that they use to control
the cold, fire, lightning, or necrotic elements. Atop of the
alatreon dragonborn head are two large horns that act as a
conduit for their elemental powers.
An alatreon dragonborn uses the dragonborn traits in the
Player’s Handbook, with the following traits replacing the
Ability Score Increase and Breath Weapon.
Ability Score Increase. Your Strength score increases by
2, and one other ability scores of your choice between
Intelligence, Wisdom, or Charisma increases by 1.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Draconic Resistance. You have resistance to one of the
following damage types: cold, fire, necrotic.
Elemental Affinity. When you deal cold, fire, lightning, or
necrotic damage, you can add your Intelligence, Wisdom, or
Charisma modifier to the damage. You can use this trait a
number of times equal to your proficiency bonus. You regain
all expended uses when you finish a long rest.
Menacing. You have advantage on saving throws against
being frightened, and you gain proficiency in the Intimidation
skill.
Draconic Ancestry: AmatsuDraconic Ancestry: Amatsu
Amatsumagatsuchi dragonborn's head is adorned with large
golden horns. Their scales are largely pale white and fins that
stretch across all four limbs and back. Many of them are
known to wear long flowing clothing, as a representation of
amatsumagatsuchi's webbing, while others use it as a means
to hide the fact that their feet never touch the ground.
An Amatsumagatsuchi dragonborn uses the dragonborn
traits in the Player's Handbook, with the following traits
replacing the Ability Score Increase and Breath Weapon
traits.
Ability Score Increase. Your Wisdom score increases by
2, and your Dexterity score increases by 1.
Draconic Resistance. You have resistance to radiant
damage.
Elder Dragon Magic. You know the gust cantrip. When
you reach 3rd level, you can cast the thunderwave spell once,
and it recharges after a long rest. When you reach 5th level,
you vcan also cast the levitate spell once, and it recharges
after a long rest. Wisdom is your spellcasting ability for these
spells.
Glide. You always hover one to two inches off the ground.
Moving through nonmagical difficult terrain costs you no
extra movement.
Wind Barrier. You can use an action to summon a barrier
of wind around you for 1 minute. While the barrier is active,
you have half cover against range attacks, resistance to
nonmagical ammunition, and disperse any fog like effect in a
5-foot radius around you. Once used, you can't use this trait
again until you finish a long rest.
Draconic Ancestry: CeadeusDraconic Ancestry: Ceadeus
Due to the ceadeus resemblance to giant whales, the ceadeus
dragonborn's shape is portly. Both male and female
prominent beards of fur and two massive horn that must be
shaved down or overtake their eyes, leaving them blind.
Luminous organs line the ceadeus dragonborn's belly aswell
as its apendages, which turn from blue to red when it is
angered.
A ceadeus dragonborn uses the dragonborn traits in the
Player's Handbook, with the following traits replacing the
Ability Score Increase, Speed, and Breath Weapon traits.
Ability Score Increase. Your Strength score increases by
2, and your Wisdom increases by 1.
Speed. Your base walking speed is 30 feet, and you have a
swimming speed of 30 feet.
Bioluminescence. As an action, you can emit dim light
from your body in a 5-foot radius. While emitting the light,
you can use a bonus action to increase the illumination to
bright light in a 5- to 20-foot radius (and dim light for an
additional number of feet equal to the chosen radius), or
extinguishes the light.
Shared Breath. You can hold your breath for a number of
hours equal to your Constitution modifier. In addition, you
are able to share oxygen with creatures that are within 5 feet
of you by splitting the time you can hold your breath by the
number of creatures in the area around you.
Damage Resistance. You have resistance to acid damage.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Languages. You can speak, read, and write Common and
Draconic.
Draconic Ancestry: ChameleosDraconic Ancestry: Chameleos
Chameleos dragonborn scales are purple, though their limbs
and stomach are bare, showing off-white skin. They have
long, elastic tongues, but unlike the Chameleos, the
dragonborn's eyes do not resemble a chameleon's in shape.
Instead, their iris and pupil simulate the look.
A chameleos dragonborn uses the dragonborn traits in the
Player's Handbook, with the following traits replacing the
Ability Score Increase and Breath Weapon.
55
Ability Score Increase. Your Wisdom score increases by
2, and your Dexterity score increases by 1.
Dragon Resistance. You have resistance to poison
damage.
Elder Dragon Magic. You know the poison spray cantrip.
When you reach 3rd level, you can cast the fog cloud spell
once, and it recharges after a long rest. When you reach 5th
level, you can also cast the misty step spell once, and it
recharges after a long rest. Wisdom is your spellcasting
ability for these spells.
Hidden Step. As a bonus action, you can magically turn
invisible until the start of your next turn or until you attack,
make a damage roll, or force someone to make a saving
throw. Once you use this trait, you can't use it again until you
finish a short or long rest.
Mask of the Wild. You can attempt to hide even when you
are only lightly obscured by foliage, heavy rain, falling snow,
mist, and other natural phenomena.
Draconic Ancestry: DalamadurDraconic Ancestry: Dalamadur
Dalamadur dragonborn have a snake-like face, with bright
red eyes, numerous fangs. Their body is covered in thick
black and gray scales with many hook-like spikes along their
body which start out clustered around their head and neck.
When angered, their face and chest will glow red.
A dalamadur dragonborn uses the dragonborn traits in the
Player's Handbook, with the following traits replacing the
Ability Score Increase, Breath Weapon, and Speed.
Ability Score Increase. Your Strength score increases by
2, and your Charisma score increases by 1.
Speed. Your base walking speed is 30 feet, and you have a
climbing speed of 30 feet.
Dalamadur Ancestry. You have advantage on saving
throws against being charmed, and magic can't put you to
sleep.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Elder Dragon Magic. You know the firebolt cantrip. When
you reach 3rd level, you can cast the charm person spell once,
and it recharges after a long rest. When you reach 5th level,
you can also cast the melf's minute meteors spell once, and it
recharges after a long rest. Charisma is your spellcasting
ability for these spells.
Draconic Ancestry: FatalisDraconic Ancestry: Fatalis
,Fatalis dragonborn look similar to a regular dragonborn,
except each day their scales change color. Fatalis dragonborn
that live within society tend to only show themselves when
they are one color, or cover themselves almost entirely.
Outcasts or those who lean more towards evil, proudly show
their heritage at all times.
A fatalis dragonborn uses the dragonborn traits in the
Player's Handbook, with the following additional traits.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Elder Ancestry. You have advantage on saving throws
against being charmed, and frightened.
Shifting Scales. Your scales change color daily. This
determines your draconic resistance and breath weapon for
the day. Each day at dawn, roll a d3 and refer to the table
below to determine your scale's color.
d3 Color
Draconic
Resistance Breath Weapon
1 Black Necrotic Black Fire (Dex. save)
2 Red Fire Crimson Demons Breath (Dex. save)
3 White Lightning Emperor's Roar (Dex. save)
Black Fire. When you use your breath weapon, you exhale
black flames in a 15-foot cone. The damage dealt by this
breath weapon is half necrotic and half fire. If the damage die
is odd, the last die is dealt as necrotic damage.
Crimson Demon's Breath. When you use your breath
weapon, you exhale black flames in a 5 by 30-foot line. The
damage dealt by this breath weapon is half necrotic and half
fire. If the damage die is odd, the last die is dealt as fire
damage.
Emperor's Roar. When you use your breath weapon, you
let out a cacophonous roar, calling down red lightning that
strikes down in a 5-foot radius around you. The damage dealt
by this breath weapon is lightning damage.
Draconic Ancestry: Jhen MohranDraconic Ancestry: Jhen Mohran
Like the ceadeus dragonborn, the jhen mohran dragonborn
has a portly shape. It has an almost serpentine-like body
shape with two sturdy, sharp-ended tusks. A rocky spine runs
along its back. Due to the calm nature of the jhen mohran,
the jhen mohran dragonborn takes little notice of slights
against them, and is able to think clearly when in high stress
situations.
A jhen mohran dragonborn uses the dragonborn traits in
the Player’s Handbook, with the following traits replacing the
Ability Score Increase, Breath Weapon, and draconic
resitance.
Ability Score Increase. Your Constitution score increases
by 2, and your Wisdom increases by 1.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Elder Dragon Magic. You can cast Enlarge spell, using
Wisdom as your spellcasting ability for it. Once you cast the
spell, you can't cast it again with this trait until you finish a
long rest.
Elder Dragon Fortitude. You have advantage on saving
throws against poison.
Hold Breath. You can hold your breath for up to 1 hour.
Sand Surfing. You have a burrow speed of 20 feet. This
speed is reduced by 10 feet if you are wearing heavy armor.
Draconic Ancestry: 'JiivaDraconic Ancestry: 'Jiiva
Until it molts around middle age, the 'jiiva dragonborn has an
otherworldly appearance. It has two eyes and six orange
sensory organs running up the length of its horns. Parts of its
body glow ethereal blue, making its skin appear crystalline
and translucent. Its wings are frayed at the edge of the
membrane and are grayish-blue in color. Following a skin-
shedding, the 'jiiva dragonborn emerges with an appearance
similar to a red dragonborn. Its scales are now rigid with
some dark accents on many parts, such as the horns, feet,
spikes, and wing edges. Its wing webbing and underside,
however, is a tan colour.
56
A 'jiiva dragonborn uses the dragonborn traits in the Player’s
Handbook, with the following traits replacing the Ability
Score Increase and Breath Weapon.
Ability Score Increase. Your Intelligence score increases
by 2, and your Con increases by 1.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Dragon Claws. Your claws are natural weapons, which
counts as a simple melee weapon with which you are
proficient. You add your Constitution modifier, instead of your
Strength modifier, to the attack and damage rolls when you
attack with your claws. It deals 1d4 necrotic damage on a hit.
While you are missing half or more of your hit points, you
have advantage on attack rolls you make with your claws.
When you attack with your claws and hit a creature that
isn't a Construct or an Undead, you can empower yourself to
regain hit points equal to the necrotic damage dealt by the
claws.
You can empower yourself with these claws a number of
times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest. At 5th level, your
damage die with your claws increases to a d6.
Draconic Resistance. You have resistance to fire damage.
Xeno'Jiiva Ancestry. You have advantage on skill checks
against being grappled, and magic can't put you to sleep.
Keen Senses. You have six orange sensory organs running
up the length of your horns. You have proficiency in the
Perception skill.
Draconic Ancestry: KirinDraconic Ancestry: Kirin
The kirin dragonborn are the fairest dragonborns, whose
beauty is often compared to that of the elves. Their bodies are
sleek and slender, covered by fine white and dark cyan scales.
The most prominent feature is their ability to grow majestic
white hair that stands on end, as if charged with static when
they get angry.
A kirin dragonborn uses the dragonborn traits in the
Player's Handbook, with the following traits replacing the
Ability Score Increase, Breath Weapon.
Ability Score Increase. Your Dexterity, Intelligence, and
Charisma scores each increase by 1.
Control Lightning. Whenever you cast a spell that deals
lightning or thunder damage, you can cast it as if you were in
a space within 15 feet of your actual location.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Draconic Resistance. You have resistance to lightning
damage.
Elder Dragon Magic. You know the Thaumaturgy cantrip.
When you reach 3rd level, you can cast the thunderwave spell
once, and it recharges after a long rest. When you reach 5th
level, you can also cast the shatter spell once, and it recharges
after a long rest. Intelligence is your spellcasting ability for
these spells.
Draconic Ancestry: Kulve TarothDraconic Ancestry: Kulve Taroth
Kulve taroth dragonborn are slim and muscular with dark
blue and golden scales covered by a metallic mantle (typically
gold). They have large spiraling horns that resemble lapis
lazuli, when they aren't covered in gold plating.
A kulve taroth dragonborn uses the dragonborn traits in
the Player's Handbook, with the following traits replacing the
Ability Score Increase and Breath Weapon traits.
Ability Score Increase. Your Charisma score increases by
2, and your Consitution score increases by 1.
Draconic Resistance. You have resistance to fire damage.
Glorious Dragonborn. You gain proficiency in the
Persuasion skill.
Metallic Coat. As part of a long rest, you can produce
apowerful magnetic force that attracts metals and minerals
from the ground to your body and melt them with your high
body temperature before letting it cool on your body, forming
a metal coat. While wearing this metallic coat, your AC is 17,
but your movement speed is reduced by 5 feet.
As an action you can shed the coat by entering a super
heated state. Your super heated state lasts for 1 minute or
until you end it as a bonus action. During it, once on each of
your turns,
,you can deal extra fire damage to one target when
you deal damage to it with an attack or a spell. The extra fire
damage equals your level.
Draconic Ancestry: Kushala DaoraDraconic Ancestry: Kushala Daora
Recognized by their two backward curving horns that blend
in with the spikes lining their back and their organic metallic
scales, the kushala dragonborn are steel willed defenders.
Their mantra is "a cracked scale will lead to a dragon's
downfall". So they train themselves and others to the best of
their ability, to protect their beliefs.
The Kushala dragonborn scales are almost a pristine silver
when they are born and begin to oxidize, darkening and
rusting, as they age. To counteract the rust, the dragonborn
molts as it grows, like a snake, shedding its old scales and
beginning the process anew. Until their elder years when
their molting ceases and they slowly turn the orange-red
brown color of rust over the entirety of their body.
A kushala daora dragonborn uses the dragonborn traits in
the Player's Handbook, with the following traits replacing the
Ability Score Increase and Breath Weapon traits.
Ability Score Increase. Your Strength, Constitution, and
Intelligence scores each increase by 1.
Acclimated. You’re acclimated to high altitude, including
elevations above 20,000 feet. You’re also naturally adapted to
cold climates.
Draconic Resistance. You have resistance to thunder
damage.
Natural Armor. Due to the constant oxidation of your
metal scales, any armor you wear rusts rapidly. Your scales
provide ample protection, however; it gives you a base AC of
17 (your Dexterity modifier doesn't affect this number). You
gain no benefit from wearing armor, but if you are using a
shield, you can apply the shield's bonus as normal.
Wind Barrier. You can use an action to summon a barrier
of wind around you for 1 minute. While the barrier is active,
you have half cover against range attacks, resistance to
nonmagical ammunition, and disperse any fog like effect in a
5-foot radius around you. Once used, you can't use this trait
again until you finish a long rest.
Draconic Ancestry: MagalaDraconic Ancestry: Magala
Magala dragonborn's is a unique elder dragonborn,
possessing six limbs, including the clawed wings on its back.
During its adolescent years, its body is covered in dark
57
exoskeleton plates, and its wings are covered in jet-black fur
that resemble a tattered and ragged cape, with notable
features including the hidden feelers that are folded
alongside its face. As an adult, following the skin-shedding, its
body is covered in glittering golden scales, as well as its
horns, claws and other spiky protrusions, which changed
colors from crimson red/purple to dark brown. Its ragged-
tattered wings also became golden scaly sheets that when
fully expanded, resembles a star shape
A magala dragonborn uses the dragonborn traits in the
Player's Handbook, with the following traits replacing the
Ability Score Increase and Breath Weapon traits.
Ability Score Increase. Your Constitution score increases
by 2, and your Strength increases by 1.
Damage Resistance. You have resistance to necrotic
damage.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Frenzied Immunity. You are immune to the frenzy virus.
Frenzied State. Starting at 3rd level, you can use your
bonus action to enter a frenzied state, causing two feelers to
poke out from your head, and the color under your wings
slowly changes to a bright purple. This state lasts for 1
minute or until you end it as a bonus action. Once you enter
this state, you can't use it again until you finish a long rest.
While in this state, your darkvision increases by 30 feet,
you can see normally in darkness, both magical and
nonmagical; and at the end of each of your turns, each
creature within 10 feet of you take necrotic damage equal to
your equal to your proficiency bonus. Until the frenzied state
ends, once on each of your turns, you can deal extra necrotic
damage to one target when you deal damage to it with an
attack or a spell. The extra damage equals your proficiency
bonus.
Winged Arms. You have two claws on your extremely
prehensile wings. These claws can manipulate an object,
open or close a door or container, pick up or set down a Tiny
object, or wield a weapon that has the light property.
Languages. You can speak, read, and write Common and
Draconic.
Draconic Ancestry: MalzenoDraconic Ancestry: Malzeno
Resembling the revered velkhana dragonborn in their Regal
and slender physique, the malzeno dragonborn are instead
adorned with dark resilient scales. Their striking Visage
features two resplendent golden horns and frills which
gracefully extend from either side of their neck, reminiscent if
an elegant cowl. Their tail exhibits three large movable
prongs at its end granting them a versatile tool to ensnare
smaller prey. One of their most unique abilities lies within
their wings structure which allows them to wrap them
around their bodies like a cape.
A malzeno dragonborn uses the dragonborn traits in the
Player’s Handbook, with the following traits replacing the
Ability Score Increase, Breath Weapon, and Damage
Resistance.
Ability Score Increase. Your Constitution score increases
by 2, and your Strength score increases by 1.
Bloodmist Blink. As a bonus action, you can magically
teleport up to 30 feet to an unoccupied space you can see.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
When you reach 3rd level, you can make one Tail attack
against a creature within 5 feet of you immediately after you
use your Bloodmist Blink.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Tail. You can use your tail to make unarmed strikes. When
you hit with it, the strike deals 1d6 + your Strength modifier
as bludgeoning damage.
Draconic Ancestry: NakarkosDraconic Ancestry: Nakarkos
Dragonborn only by name and silhouette, the nakarkos
dragonborn are actually cephalopod-like humanoids. They
have glowing yellow eyes and blue skin with spots of
turquoise bioluminescence. The nakarkos dragonborn are
able to secrete a sticky mucus from their pores, using it to
adhere the bones of slain creatures to their body.
A nakarkos dragonborn uses the dragonborn traits in the
Player's Handbook, with the following traits replacing the
Ability Score Increase, Breath Weapon, Draconic Resistance,
and Speed traits.
Ability Score Increase. Your Constitution score
increases by 2, and your Wisdom score increases by 1.
Speed. Your base walking speed is 30 feet, and you have a
swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Bone Armor. As part of a short rest or long rest, you can
harvest the bones from a slain creature of size Small or
larger and adhere them to your body, gaining a number of
temporary hit points equal to 1/2 the creature's CR. To use
this trait, you need a blade, such as a dagger, or appropriate
artisan's tools, such as woodcarver's tools.
Draconic Resistance. You have resistance to fire damage.
Nakarkos Beams. From your hands you fire two 5 by 15
foot lines of draconic energy that deal necrotic damage (Con.
save). A creature in the line of more than one beam is affected
only once. The damage and save DCs are the same as a
dragonborn's breath weapon. After using your nakarkos
beams, you cannot use them again until you complete a short
or long rest.
Sticky Mucus. You secrete a sticky liquor through your
skin. You have advantage on Strength (Athletics) checks to
climb, grapple, or prevent yourself from being disarmed; but
you also have disadvantage when attempting to
,Hunting Grounds .......................................................................
The Great Forest ......................................................................
Inside the Tower .......................................................................
Monster Lairs .............................................................................
Great Forest Peak ....................................................................
Speartip Crag ............................................................................
The Tower Top ..........................................................................
The Western Continent ...........................................
Primal Forest ............................................................................
Misty Peaks ...............................................................................
Yukumo Village .........................................................................
Hunting Grounds .......................................................................
The Primal Forest ....................................................................
The Misty Peaks .......................................................................
Monster Lairs .............................................................................
Sacred Pinnacle .......................................................................
The Great Ocean .............................................................
Islands ........................................................................................
Moga Village .............................................................................
Hunting Grounds .......................................................................
The Deserted Island ................................................................
The Flooded Forest .................................................................
The Jurassic Frontier ..............................................................
Monster Lairs .............................................................................
Underwater Ruins ...................................................................
Other Notable Locations ......................................
Aya Country ...............................................................................
The Sky Corridor .....................................................................
The Village of Bherna .............................................................
Cheeko Sands ...........................................................................
Sunsnug Isle ..........................................................................
Harth ...........................................................................................
Everwood ...............................................................................
Appendix A.Appendix A.
Location Stat BlocksLocation Stat Blocks ....................................................................................................
Ancestral Steppes ..........................................................
Player Level 1-5 ........................................................................
Player Level 6-10 ......................................................................
Player Level 11-16 ...................................................................
Player Level 17-20 ...................................................................
The Dunes .............................................................................
Player Level 1-4 ........................................................................
Player Level 5-10 ......................................................................
Player Level 11-16 ...................................................................
Player Level 17-20 ...................................................................
Jungle .......................................................................................
Player Level 1-4 ........................................................................
Player Level 5-10 ......................................................................
Player Level 11-16 ...................................................................
Player Level 17-20 ...................................................................
Ocean ........................................................................................
Player Level 1-5 ........................................................................
Player Level 6-10 ......................................................................
Player Level 11-20 ...................................................................
Snowy Mountains .........................................................
Player Level 1-4 ........................................................................
Player Level 5-10 ......................................................................
Player Level 11-16 ...................................................................
Player Level 17-20 ...................................................................
Verdant Hills ....................................................................
Player Level 1-4 ........................................................................
Player Level 5-10 ......................................................................
Player Level 11-16 ...................................................................
Player Level 17-20 ...................................................................
Volcano ..................................................................................
Player Level 1-4 ........................................................................
Player Level 5-10 ......................................................................
Player Level 11-16 ...................................................................
Player Level 17-20 ...................................................................
The Wetlands .....................................................................
Player Level 1-4 ........................................................................
Player Level 5-10 ......................................................................
Player Level 11-20 ...................................................................
Appendix B.Appendix B.
Monster Hunter WeaponsMonster Hunter Weapons ......................................................................
Accel Axe ....................................................................................
Charge Blade ............................................................................
Dual Blades ...............................................................................
Great Sword ..............................................................................
Gunlance ....................................................................................
Hammer .....................................................................................
Hunting Horn ............................................................................
Insect Glaive ..............................................................................
Lance ..........................................................................................
Longsword .................................................................................
Magnet Spike ............................................................................
Magus Staff ...............................................................................
Splint Rapier .............................................................................
Switch Axe .................................................................................
Sword and Shield .....................................................................
Tonfas .........................................................................................
,escape a
grapple.
Draconic Ancestry: NamielleDraconic Ancestry: Namielle
Namielle dragonborn have large needle-shaped teeth, like a
deep-sea fish, and may have multiple long whiskers that
resemble jellyfish-like tendrils. Normally their body is colored
black and a deep sea blue, accented by a vibrant red while
parts of their face and limbs glow with a bioluminescent light
that pulses with the colors of the rainbow. When they haven't
spent time in the rain or in water, their scales dry out
changing to a milky tan coloring.
A namielle dragonborn uses the dragonborn traits in the
Player's Handbook, with the following traits replacing the
Ability Score Increase, Draconic Resistance, and Speed
traits.
Ability Score Increase. Your Constitution score increases
by 2, and your Dexterity score increases by 1.
Speed. Your base walking speed is 30 feet, and you have a
swimming speed of 30 feet.
58
Amphibious. You can breathe air and water.
Breath Weapon. Your breath weapon is a 5 by 30 foot line
(Con. save) that deals cold damage.
Draconic Resistance. You have resistance to your choice
of one of the following damage types: cold damage or
lightning damage.
Waterbending. You know the shape water cantrip.
Draconic Ancestry: NergiganteDraconic Ancestry: Nergigante
Nergigante dragonborn have a bristly appearance. Much like
their elder dragon brethren, their scales are black with purple
and orange accents and sport two bulbous horns atop their
head. The regenerative properties of the nergigante still flow
in the blood of this elder dragonborn, though at a much
slower rate. Taking hours to regrow their spikes instead of
seconds.
A nergigante dragonborn uses the dragonborn traits in the
Player's Handbook, with the following traits replacing the
Ability Score Increase, Breath Weapon, and Draconic
Resistance traits.
Ability Score Increase. Your Strength score increases by
2, and your Constitution score increases by 1.
Horns. Your horns are natural weapons, which you can use
to make unarmed strikes. If you hit with them, you deal
bludgeoning damage equal to 1d6 + your Strength modifier.
Indurate Spikes. You can cast shield of faith with this
trait, but only target yourself. When you use this version of
shield of faith, you have advantage on Constitution saving
throws to maintain concentration on this spell. Once you cast
this spell, you can't cast it again with this trait until you finish
a long rest.
Menacing. You have proficiency in the Intimidation skills.
Natural Armor. You have tough, scaly skin. When you
aren't wearing armor, your AC is 13 + your Dexterity modifier.
You can use your natural armor to determine your AC if the
armor you wear would leave you with a lower AC. A shield's
benefits apply as normal while you use your natural armor.
Spiked Regrowth. As an action, you can regain a number
of hit points equal to your level + your Constitution modifier.
Once you use this trait, you can't use it again until you finish a
long rest.
Draconic Ancestry: Shara IshvaldaDraconic Ancestry: Shara Ishvalda
The shara ishvalda dragonborn are as mysterious as the elder
dragon they share their lineage with. The dragonborn from
this ancestry share a strange trait in which they always seem
to be endlessly gazing at something that's just right past you.
Although this gaze never meets your eyes, one can’t help but
feel they're looking at the real you. Their bodies are lithe and
athletic, boasting a variety of bright colors, mainly yellows,
purples, and white. They are known to manipulate the earth
to surround their body, using their innate ability to control
vibration, though they are not as skilled as their elder dragon
ancestors.
A shara ishvalda dragonborn uses the dragonborn traits in
the Player's Handbook, with the following traits replacing the
Ability Score Increase.
Ability Score Increase. Your Wisdom score increases by
2, and your Strength score increases by 1.
Breath Weapon. Your breath weapon deals thunder
damage in a 5-foot wide by 30-foot long line (CON save).
Draconic Resistance. You have resistance to thunder
damage.
Perceptive. You gain proficiency in the Perception skill.
Stone Shell. As an action, you gain 1d4 + 4 temporary hit
points for 1 hour. At 3rd level you gain an additional 5
temporary hit points. Once you use this trait, you can't use it
again until you finish a long rest.
Draconic Ancestry: Teostra & LunastraDraconic Ancestry: Teostra & Lunastra
The teostra dragonborn has leonine features and a fiery red
coloration. They have a grand mane, large fangs, and a pair of
horns that curve backward. His wings are covered in fur, and
its tail ends in a clump of such fur. The Lunastra dragonborn
has the similar leonine features to the teostra dragonborn,
but has a cool coloration. She has a prominent mane, large
fangs, and a distinct crest that resembles a sort of crown. Her
wings are covered in fur.
A Teostra and Lunastra dragonborn uses the dragonborn
traits in the Player's Handbook, with the following traits
replacing the Ability Score Increase and speed traits.
Ability Score Increase. Your Charisma score increases by
2, and your Constitution increases by 1.
Speed. Your base walking speed is 30 feet.
Regal. You have advantage on Charisma checks when
interacting with nobles.
Dormant Power. When you reach 3rd level, you can use a
bonus action to unleash dormant elder dragon energy within
yourself. Your transformation lasts for 1 minute, until you end
it by expending the charges you built up or as a bonus action.
Once you transform, you can’t use it again until you finish a
long rest.
Searing light temporarily radiates from your eyes and
mouth. For the duration, you are able to spread mass
quantities of explosive powder made from your own scales,
and at the end of each of your turns, each creature within 10
feet of you takes fire damage equal to your proficiency bonus.
Until the transformation ends, you gain a charge at the end
of each of your turns. As an action you can expend all charges
(minimum of 0) to release the stored dormant power inside of
you, creating a supernova like explosion. Each creature
within 10 feet of you must make a Dexterity saving throw
equal to 8 + your Proficiency Bonus + your Constitution
modifier. The creature takes fire equal to your level + an extra
1d6 fire damage for each charge gained on a failed save, or
half as much damage on a successful one.
Damage Resistance. You have resistance to fire damage.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Languages. You can speak, read, and write Common and
Draconic.
Draconic Ancestry: Vaal HazakDraconic Ancestry: Vaal Hazak
Vaal hazak dragonborn's are typically slender and covered
in silver scales, which are obscured by the fleshy red veil that
covers most of their body. Similar to its elder dragon relative,
the elder dragonborn vaal hazak, has the ability to transform
the effluvium created by the bacteria on its body, into magic.
A vaal hazak dragonborn uses the dragonborn traits in the
Player's Handbook, with the following traits replacing the
Ability Score Increase and Breath Weapon.
Ability Score Increase. Your Constitution score increases
by 2, and your Wisdom score increases by 1.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
59
Draconic Resilience. You have advantage on saving
throws against disease, and you have resistance against acid
damage.
Effluvium Aura. Starting at 3rd level, you can use your
action to unleash effluvium stored within yourself, causing
miasma to emanate in a 5-foot radius around you for 1
minute, or until you end it as a bonus action. When a creature
starts its turn in the
,effluvium or enters it for the first time on
a turn, that creature takes 2 (1d4) acid damage.
The damage increases to 1d6 at 7th level, 1d8 at 11th, and
1d10 at 16th level. Once you use this trait, you can't use it
again until you finish a long rest.
Effluvium Magic. When you reach 5th level, you can cast
the bestow curse spell once, and it recharges after a long rest.
wisdom is your spellcasting ability for these spells. If the
nature of the curse targets one of the creature's Ability Score,
you have advantage on Constitution saving throws to
maintain concentration on the spell and the spell acts as if it
was casted as a 4th-level spell.
Variant Blackveil Vaal HazakVariant Blackveil Vaal Hazak
The blackveil vaal hazak uses the vaal hazak
dragonborn traits with the following traits
replacing the Ability Score Increase, Effluvium
Aura, and Effluvium Magic.
Ability Score Increase. Your Constitution score
increases by 2, and your Dexterity score increases
by 1.
Effluvium Explosion. As an action you create an
explosion of spores that fill a 30-foot sphere
centered on you for 1 minute, until a wind of
moderate or greater speed (at least 10 miles per
hour) disperses it, or you use the effluvium spore
trait. The sphere spreads around corners, and its
area is lightly obscured.
While you remain in the spores, you know the
location of all creatures and objects in the area,
creatures or objects in the area can't benefit from
being invisible, and you can use an action to cover
one creature or object in spores.
The spores remain on the creature for the next
24 hours, or until they completely submerge their
body and anything they were wearing or carrying
(when the spores attached to it) in water for 5
minutes. For the duration, you know the location of
the creature or object if you are within 30 feet of
it.
Effluvium Spores. Starting at 3rd level, you can
use your action to cause the effluvium spores on
your body to float in a 5-foot radius around you for
1 minute, or until you end it as a bonus action.
Additionally, as a bonus action you can send your
spores to a location of your choosing within 30
feet of you. The spores fill a 10-foot-squared area
that is 5 feet tall and remain in that location until
they deal damage to a creature, or your effluvium
spore duration ends. At the start of your next turn,
a new set of spores floats around you once again.
When a creature starts its turn in the spore's area
or enters it for the first time on a turn, that creature
takes 2 (1d4) acid damage. The damage increases
to 1d6 at 7th level, 1d8 at 11th, and 1d10 at 16th
level. Once you use this trait, you can't use it again
until you finish a long rest.
Draconic Ancestry: ValstraxDraconic Ancestry: Valstrax
Valstrax dragonborn are typically slender and covered in
gleaming silver scales with blue eyes. Their backs are lined
with fin-like projections.
A valstrax dragonborn uses the dragonborn traits in the
Player's Handbook, with the following traits replacing the
Ability Score Increase and Breath Weapon.
Ability Score Increase. Your Dexterity score increases by
2, and your Constitution score increases by 1.
Draconic Resistance. You have resistance to necrotic
damage.
The Red Comet. Your ability to discharge draconic energy
from your hands or wings allows you to move with a burst of
speed that resembles a red comet traveling through space.
When you move on your turn in combat, you can double your
speed until the end of the turn. Once you use this trait, you
can't use it again until you move 0 feet on one of your turns.
Valstrax Lineage. Starting at 3rd level, you can use your
action to unleash the draconic energy within yourself,
causing your eyes to glow red and two trident-like, wings to
sprout from your back.
Your transformation lasts for 1 minute or until you end it as
a bonus action. During it, you have a flying speed of 30 feet,
and once on each of your turns, you can deal extra fire
damage to one target when you deal damage to it with an
attack or a spell. The extra fire damage equals your level.
Once you use this trait, you can't use it again until you
finish a long rest.
Variant Trait - IgnitionVariant Trait - Ignition
The following trait replaces the The Red Comet.
vastrax trait.
Ignition. You can use your action to discharge
dragon element energy from your hands in one of
the following ways: as a 5 by 30 ft. line, a 15 ft.
cone, or in a 5-foot radius around you. When you
use your ignition, each creature in the area of the
discharge must make a Dexterity saving throw. The
DC for this saving throw equals 8 + your
Constitution modifier + your proficiency bonus. A
creature takes 2d6 necrotic damage on a failed
save, and half as much damage on a successful
one. The damage increases to 3d6 at 6th level, 4d6
at 11th level, and 5d6 at 16th level. After you use
your ignition, you can’t use it again until you
complete a short or long rest.
Draconic Ancestry: VelkhanaDraconic Ancestry: Velkhana
Velkhana dragonborn are elegant and slim. Their scales are a
unique crystalline blue, and their head has a tiara-like crown
of small horns. The velkhana dragonborn have the unique
ability to summon ice to cover their bodies, providing
additional protection. They also can use this ice offensively
against those who attack them.
A velkhana dragonborn uses the dragonborn traits in the
Player's Handbook, with the following traits replacing the
Ability Score Increase and Breath Weapon.
Ability Score Increase. Your Charisma score increases by
2, and your Dexterity score increases by 1.
Draconic Resistance. You have resistance to cold damage.
60
Frost Breath. You know the ray of frost cantrip. Charisma
is your spellcasting ability for it.
Glacial Grace. You gain proficiency in the Acrobatics and
Persuasion skills.
Ice Armor. You know the armor of agathys spell. When you
reach 3rd level, you can cast it as a 2nd-level spell. When you
reach 5th level you can cast it as a 3rd-level spell. Once you
use this trait, you cannot use it again until you finish a long
rest.
Ice Walk. You can move across and climb icy surfaces
without needing to make an ability check. Additionally,
difficult terrain composed of ice or snow doesn't cost you
extra moment.
Draconic Ancestry: Zorah MagdarosDraconic Ancestry: Zorah Magdaros
The zorah magdaros dragonborn is an extremely tall semi-
aquatic elder dragonborn. They are covered in a rocky hide
and have turtle-like characteristics, bearing a mountainous
shell on its back that it can retreat under, though it is unable
to walk like its elder dragon ancestor. When angered, fire,
smoke, and lava constantly radiate from the creature's shell.
A zorah magdaros dragonborn uses the dragonborn traits
in the Player’s Handbook, with the following traits replacing
the Ability Score Increase and Breath Weapon.
Ability Score Increase. Your Constitution score increases
by 2, and your Strength increases by 1.
Draconic Resistance. You have resistance to fire damage.
Elder Dragon Magic. You know the firebolt cantrip.
Natural Armor. Due to your rocky hide and the shape of
your body, you are ill-suited to wearing armor. Your
rocky hide provides ample protection, however; it
gives you a base AC of 17 (your Dexterity modifier
doesn't affect this number). You gain no benefit from
wearing armor, but if you are using a shield, you can
apply the shield's bonus as normal.
Rocky Defense. You can withdraw into your rocky
hide as an action. Until you emerge, you gain a +4
bonus to your AC, and you have advantage on
Strength and Constitution saving throws. While in
your rocky hide, you are prone, your speed is 0 and
can't increase, you have disadvantage on Dexterity
saving throws,
,you can't take reactions, and the
only action you can take is a bonus action to
emerge from your rocky hide.
LynianLynian
Lynians are sapient creatures, that are typically short of
stature. There are currently three distinct groups of Lynian:
the cat-like Felyne and Melynx, the lynx-like Grimalkyne and
Boaboa, and the humanoid Shakalaka and Gajalaka, and the
unique Uruki. The feline species are intelligent, have complex
societies, and speak their own languages. Whereas the
Shakalaka and Gajalaka are more primitive and tribal. The
feline species tend to lead peaceful lives and often coexist
with human society.
Many lynians are seen working in all sorts of human
establishments or settlements. They've been seen being
farmers, traders, adventurers, etc. Some lynians are known
to assist hunters, and quite a few are independent
"Meownster Hunters" in their own right.
Lynian TraitsLynian Traits
Your lynian character has a variety of natural abilities, honed
during their younger years.
Ability Score Increase. Your Dexterity score increases by 2.
Age. It is currently unknown exactly how old the Lynian
people live to be, but they seem to have the average lifespan
of most feline species.
Size. Lynians are between 2 and 3 feet tall and average
about 35 pounds. Your size is Small.
Darkvision. You have a cat's keen senses, especially in the
dark. You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of gray.
Naturally Stealthy. You can attempt to hide even when you
are obscured only by a creature that is at least one size larger
than you.
Languages. You can speak, read, and write Common,
Lynian, and one other language of their choice.
Subrace. Six main subraces of Lynian exist: Boaboa,
Felynes, Melynx, Gajalaka, Grimalkyne, and Shakalakas.
Choose one of these subraces.
FelyneFelyne
Felynes are recognized by their white fur and have the ability
to talk in human language, and can be found both in human
villages and in the wild.
Ability Score Increase. Your Charisma score increases by
1.
Alignment. Felynes are most often good. Those who tend
toward law are found in villages working as adventurers,
chefs, farmers, or traders. Those who tend toward chaos are
from the wilderness and live off the land as scavengers and
hunters. Felyne are good-hearted and even the tricksters
among them are more playful than vicious.
Speed. Your base walking speed is 30 feet.
Adaptive Fighter. You are proficient with improvised
weapons.
Felyne Magic. You know the friends cantrip. When you
reach 3rd level, you can cast the calm emotions spell once per
day. When you reach 5th level, you can also cast the
suggestion spell once per day. Charisma is your spellcasting
ability for these spells.
Meowster Chef. You have proficiency with cook’s utensils.
Cultured. You have proficiency in the Persuasion skill.
61
MelynxMelynx
Melynx are noted for their black fur and the ability to talk in
human language, as well as do human activities like their
fellow Lynian subspecies called the Felynes.
Ability Score Increase. Your Intelligence score increases
by 1.
Alignment. Melynx tend toward chaotic alignments as they
let impulse, curiosity, and mischievousness guide their
decisions. Melynx that grow up in villages tend towards good,
but those mistreated or those who grew up in the wilderness
lean towards neutral or evil.
Speed. Your base walking speed is 30 feet.
Cat's Claws. Because of your claws, you have a climbing
speed of 20 feet. In addition, your claws are natural weapons,
which you can use to make unarmed strikes. If you hit with
them, you deal slashing damage equal to 1d4 + your Strength
modifier, instead of the bludgeoning damage normal for an
unarmed strike.
Kleptomaniac. You have proficiency in the Sleight of Hand
skill. Additionally, you are able to determine the value of an
object you have stolen,if you spend at least 1 hour inspecting
or studying it without interruption. If the item is magical, you
know its rarity, but not what its magical properties are.
Meowster Chef.* You have proficiency with cook’s utensils.
ShakalakaShakalaka
Shakalaka are small, humanoid creatures with green skin.
They wear a mask over their heads at all times, so their true
faces are unknown.
Ability Score Increase. Your Strength score increases by
1.
Alignment. Shakalaka are typically neutral evil, as they
care only for their own needs. A few shakalaka might tend
toward good or neutrality, but only rarely.
Speed. Your base walking speed is 25 feet.
Aggressive. You pursue foes relentlessly, even at great risk
to yourself. As a bonus action, you may move up to your speed
towards a hostile creature you can see.
Mask of the Wild. You can attempt to hide even when you
are only lightly obscured by foliage, heavy rain, falling snow,
mist, and other natural phenomena.
Natural Athlete. You have proficiency in the Athletics skill.
Shakalaka Weapon Training. You have proficiency with
the club, greatclub, morningstar, and warhammer.
GrimalkyneGrimalkyne
Grimalkyne resemble bipedal lynxes. They have tufted ears,
and come in a variety of colors depending on the tribe.
Ability Score Increase. Your Wisdom score increases by
1.
Alignment. Most grimalkynes are good and rarely choose
sides when it comes to law and chaos. Tribal leaders and
warriors might be lawful, while explorers and adventurers
might tend toward chaotic.
Speed. Your base walking speed is 30 feet.
Keen Hearing. You have advantage on Wisdom
(Perception) checks that rely on hearing.
Tracker. You have proficiency in the Nature and Survival
skills.
Grimalkyne Weapon Training. You have proficiency with
the glaive, javelin, net, and trident.
GajalakaGajalaka
Gajalaka are short humanoids. They resemble Shakalaka
more than Felynes or Grimalkynes, lacking any fur and
wearing large tribal masks which leave only their bright
yellow eyes visible. These red masks have different color
accents, ranging from blue to yellow to purple, to represent
what status ailment their weapons afflict. The Gajalaka in the
Caverns of El Dorado have golden masks.
Ability Score Increase. Your Constitution score increases
by 1.
Alignment. Gajalaka are proud and barbaric, and are not
strongly inclined toward good. They are slow to trust, but
once someone gains the trust of a gajalaka, they are
considered an ally for life, or until proven otherwise.
Speed. Your base walking speed is 25 feet.
Herbalist. You have proficiency in the Nature skill.
Tool Proficiency. You have proficiency with poisoner's kit.
Tribal Mask. You have a red tribal mask that is accented by
a color. Choose one color from the Tribal Mask table. Your
gaja knife and your gajalaka tolerance is determined by the
color of the mask's accents, as shown in the table.
Should this mask be destroyed, you can recreate a new one
during a short or long rest, but the accent color cannot
change.
Tribal Mask Table
Accent Color Condition Duration
Blue Blinded* 1 minute
Yellow Stunned
Until the end of your next
turn.
Purple Poisoned 1 minute
*A creature may repeat its saving throw for this condition
at the end of each of its turns
Gaja Knife. Your knife is coated with viscous liquid that is
an opaque color, similar to the color of your mask's accents.
You're proficient with this knife, and it has the finesse and
thrown property, with a normal range of 20 and a long range
of 40. When you hit with a weapon attack using it, the target
takes 1d4 + your Dexterity modifier as piercing damage and
they must make a Constitution saving throw.
The DC for this saving throw equals 8 + your Constitution
modifier + your proficiency bonus. On a failed save, the
creature is afflicted with the condition based on your mask's
accent color and lasts for the duration
,listed in the Tribal
Mask table.
After you hit a creature with this knife, it shatters. During a
short or long rest, you can create a new gaja knife, but you
can never carry more than one at a time.
Gajalaka Tolerance. You have advantage on saving throws
against the condition associated with your tribal mask.
BoaboaBoaboa
The Boaboa have the basic shape of a Grimalkyne, but
exhibit much thicker, white fur and a bulkier frame. They
wear crude imitations of Popo heads as masks, with the
tusk's tips painted in colours that correspond to the status
ailment each individual Boaboa uses in combat.
62
Ability Score Increase. Your Constitution score increases
by 1.
Alignment. Boaboa tends toward neutrality, being more
focused on survival than concepts of good and evil. A sense of
community can drive boaboas toward lawful alignments.
Speed. Your base walking speed is 25 feet.
Frost Resistance. You have resistance to cold damage.
Ice Walk. You can move across and climb icy surfaces
without needing to make an ability check. Additionally,
difficult terrain composed of ice or snow doesn't cost it extra
moment.
Tribal Mask. You have a mask that is a crude imitation of a
popo's head that has its tusks painted a color. Choose one
color from the Popo Mask table. Your boa javelin and your
gajalaka tolerance is determined by the color of the mask's
accents, as shown in the table.
Should this mask be destroyed, you can recreate a new one
during a short or long rest, but the accent color cannot
change.
Popo Mask Table
Tusk Color Condition Duration
Blue Blinded* 1 minute
Yellow Stunned Until the end of your next turn.
Purple Poisoned 1 minute
*A creature may repeat its saving throw for this condition
at the end of each of its turns
Boa Javelin. Your javelin’s blade is coated with a viscous
liquid that is an opaque color, similar to the color of your
mask’s tusks. When you hit a creature with it, they take
damage as normal, but they must also make a Constitution
saving throw.
The DC for this saving throw equals 8 + your Constitution
modifier + your proficiency bonus. On a failed save, the
creature is afflicted with the condition based on your mask's
tusk color and lasts for the duration listed in the Popo Mask
table.
After you hit a creature with this javelin, the javelin breaks.
During a short or long rest, you can create a new javelin, but
you can never carry more than one boa javelin at a time.
Boaboa Tolerance. You have advantage on saving throws
against the condition associated with your tribal mask.
TroverianTroverian
Troverians are an industrious dwarf-like people who coexist
with the dwarves in the village of Harth. Troverians are
known to prefer living in underground areas, due to them
using the many ores and minerals in the areas to produce
equipment such as armour and weapons. Some troverian
tribes have special ways to polish old equipment found in the
field by hunters. This race is said to be "workaholics" due to
them working for long periods. It's been said they can
continue work day and night to produce such equipment
without a need to sleep until their work is finished. Many of
the troverian's clothes allow them to continue working
without much problem, while also acting as their usual attire.
Trovierian TraitsTrovierian Traits
Troverians resemble short, slightly stockier, and bulkier
humans and are commonly mistaken for dwarves. Their skin
usually tanned, Troverian males grow massive beards and
moustaches, wearing them in odd but traditional shapes.
Female Troverians lack facial hair all together, resembling
human females with a smaller but sturdier frame.
Ability Score Increase. Your Strength score increases by
2 and your Constitution score is increased by 1.
Age. Troverians mature at the same rate as humans but
live a few years less.
Alignment. Troverians care most of all about wanting to
work. As such, they are usually neutral or chaotic good.
Size. Troverians stand between 4 and 5 feet tall and
average about 150 pounds, similar to dwarves. Your size is
Medium.
Speed. Your base walking speed is 25 feet.
Artisan's Cunning. Whenever you make an Intelligence
(History) check related to the origin of metalwork or you
make an Intelligence (Investigation) to identify or locate ores,
you are considered proficient in the skill and add double your
proficiency bonus to the check, instead of your normal
proficiency bonus.
Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Heart of Fire. You have resistances to fire damage.
Troverian Magic. You know the mold earth cantrip. When
you reach 3rd level, you can cast the heat metal spell once per
day. Wisdom is your spellcasting ability for these spells.
Troverian Weapon Training. You have proficiency with the
greataxe, lance, and maul.
Tool Proficiency. You have proficiency with smith's tools
and mason's tools.
Workaholic. When crafting an item (XGtE p.128) as your
downtime activity, you divide the gold piece cost of the item
by 200 to determine the amount of workweeks it takes to
craft it. You can complete multiple items in a workweek if the
items' combined cost is 200 gp or lower.
Languages. You can speak, read, and write Common,
Dwarvish, and Troverian.
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The WyverianThe Wyverian
Wyverians superficially resemble humans, but they have
several traits that suggest a wyvern ancestry. They have
pointed ears, four-fingered hands, and an increased lifespan.
Many, though not all , Wyverians also possess digitigrade
legs.
A Wyverian's ThinkingA Wyverian's Thinking
Wyverians think differently than most races, perhaps in part
due to their increased lifespan, and are often considered
more intelligent and rational. Some Wyverians have an
extensive education, more than most races can learn in a
feasible timespan, and are versed in multiple subjects. They
are also more attuned to nature, which they greatly respect.
They are peaceful and prefer to avoid conflict if possible, but
still, recognize the value of Hunters. In fact, they were the
first Hunters, but eventually gave way to the Hunter's Guild
and transitioned into a supporting role. There are very few
Wyverian Hunters today and are considered rarities.
Wyverian humor is strange by human standards.
WyveriansWyverians
Here you will find the general information about the wyverian
race.
Ability Score Increase. Your Intelligence score increases
by 2.
Age. Although wyverians reach physical maturity at about
the same age as humans, the wyverian understanding of
adulthood goes beyond physical growth to encompass
worldly experience. A wyverian typically reaches adulthood
around the age of 80 and can typically live to be 1000 years
old.
Size. The average Wyverians grow to the size of a human,
but shrink to about 4 feet tall as their old age begins to set in.
Your size is Medium.
Alignment. Wyverians are most often good. Those who
tend towards law are hunters, researchers, scholars,
investigators, and soldiers. Those who tend toward chaos are
hermits, sages, wanderers, and tend to prefer nature to
civilization, but understand the need of both.
Speed. Your base walking speed is 30 feet.
Expert. Choose one creature type. Whenever you make an
Intelligence (History) check related to recall information
about a creature of that type, you are considered proficient in
the History skill and add double your proficiency bonus to the
check, instead of your normal proficiency bonus.
Inquisitive. You have proficiency in the Investigation skill.
Languages. You can speak, read, and write Common,
Draconic, and Wyverian.
Subrace. There are two kinds of wyverian: modern and
ancient. These two are more akin to ancestors and
descendants to each other more than
,true subraces. Choose
one of these subraces.
ModernModern
Modern wyverians peacefully coexist with humans and often
live among them, especially older modern wyverians, past
their prime. Younger Wyverians are known to travel far and
wide, often accompanying humans. Modern wyverians are
usually between 20 and 200 years old.
Ability Score Increase. Your Strength or Dexterity score
increases by 1.
Modern Magic. You know the create bonfire cantrip. When
you reach 3rd level, you can cast the enlarge/reduce spell
once per day. When you reach 5th level, you can also cast the
Blindness/Deafness spell once per day. Intelligence is your
spellcasting ability for these spells.
Tool Proficiency. You have proficiency in two artisan tools
of your choice.
Wyverian Weapon Training. You have proficiency with two
martial weapons of your choice.
AncientAncient
Ancient wyverian are the wyverian who survived the Great
Dragon War and may even remember the time of the ancient
civilization. They are small in stature, sometimes a bit
stubborn, but always seek to help those lost in the world.
Ancient wyverians are usually between 600 and 1000 years
old.
Ability Score Increase. Your Constitution score increases
by 1.
Ancient Magic. You know the druidcraft cantrip. When you
reach 3rd level, you can cast the barkskin spell once per day.
When you reach 5th level, you can also cast the earthbind
spell once per day. Intelligence is your spellcasting ability for
these spells.
Kit Proficiency. You gain proficiency with the kit of your
choice: herbalism kit or poisoner's kit.
Mask of the Wild. You can attempt to hide even when you
are only lightly obscured by foliage, heavy rain, falling snow,
mist, and other natural phenomena.
Survivor. You have proficiency in the Survival skill.
64
Other RacesOther Races
In this section of the guide to monster hunting. You will find
additional races that doesn't necessarily fit with the elder
dragonborn or other races already listed. These races are not
typically a variant of an already established race.
Draconic Ancestry: MizufolkDraconic Ancestry: Mizufolk
Mizufolk have have a long, slender bodies. Dark purple fur
covers its chest, underbelly, legs and tail. Their scales are
light colored and resemble those of a fish. Their head has a
long snout and is beautifully adorned by many fin-like
appendages with that are pink with yellow markings.
Ability Score Increase. Your Dexterity score increases by
2, and your Charisma increases by 1.
Age. Mizufolk reach maturity around age 18 and rarely live
longer than 75 years.
Size. Mizufolk have a long, slender body. Dark purple fur
covers their chest, legs, and tail and their scales are lightly
colored and resemble those of a fish. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Bubbly. Your body secretes a special fluid that creates tiny
bubbles when you move. As an action you can magically
clean yourself, your outfit, and your armor itself of dirt, grime,
sweat, and so forth.
Damage Resistance. You have resistance to acid damage.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Slippery. You have advantage on saving throws against
being slick and you are proficient in the Acrobatic skill.
Tail. Your tail is a natural weapon, which you can use to
make unarmed strikes. If you hit with it, you deal damage
equal to 1d8 + your Strength modifier as bludgeoning
damage.
Tool Proficiency. You gain profiency with calligrapher's
supplies and you can use your tail as a calligraphy brush.
Languages. You can speak, read, and write Common and
Draconic.
Draconic Ancestry: AlmudronfolkDraconic Ancestry: Almudronfolk
Almudronfolk have scaly skin ranging in color from gray to
creamy yellow to pinkish red. Its underbelly is covered in
wide, pinkish scales. Almudron's head features some
mammalian-like traits, sporting a short snout, a pair of red
eyes, and several whisker-like tendrils. Both the back side of
its body and its legs are covered by a gray-colored shell with
some darker highlights. The shell forms two ridges on its
neck reminiscent of Lagiacrus's hood.
Ability Score Increase. Your Constitution score increases
by 2, and your Strength increases by 1.
Age. Almudronfolk reach maturity around age 20 and
rarely live longer than 76 years.
Size. Almudronfolk have scaly skin ranging in color from
gray to creamy yellow on their body to pinkish red on their
bellies. Almudronfolk's head features some mammalian-like
traits, sporting a short snout, a pair of red eyes, and several
whisker-like tendrils. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a
burrowing speed of 20 feet.
Damage Resistance. You have resistance to acid damage.
Darkvision. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray.
Jumper. You are proficient in the Athletic skill and your
standing jumps are treated as if you moved 10 feet before
making the jump.
Mud Bath. As part of a long rest, you can melt the natural
terrain around you, transforming it into a mud bath. A
creature that spends at least one hour in this bath gains the
following benefits:
If the creature is poisoned it can repeat its saving throw
when it gets out and has advantage on the save.
If the creature is suffering from more than one level of
exhaustion, it can make a DC 15 Constitution saving
throw, losing one extra level of exhaustion when it finishes
the long rest.
Languages. You can speak, read, and write Common and
Draconic.
Draconic Ancestry: GlavenusfolkDraconic Ancestry: Glavenusfolk
The glavenusfolk have dark red scales covering their body. Its
belly is more of a cream color. Two rows of blue, bony plates
run along their back, going from the eyes to the tail. They
share the unique feature of a sword-like tail. The face and
jaws are covered in sturdy plating, particularly resembling the
head of a Carnotaurus.
Ability Score Increase. Your Strength score increases by
2, and your Dexterity increases by 1.
Age. Glavenusfolk reach maturity around age 22 and rarely
live longer than 74 years.
Size. Glavenusfolk have dark red scales covering their
body; accompanied by two rows of blue, bony plates run
along their back, going from the eyes to the sword-like tail.
Their underside is more of a cream color. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Damage Resistance. You have resistance to fire damage.
Fiery Weapon. You can use an action to engulf a melee or
thrown weapon in flames for 1 minute by coating it in your
saliva and igniting it with a spark from your teeth. While
engulfed, the weapon deals fire damage instead of its normal
damage type. You can use this property a number of times
equal to your proficiency modifier, regaining all expended
uses when you finish a long rest.
Menacing. You gain proficiency in the Intimidation skill.
Sharpen. You can use a bonus action to sharpen your tail
or a bladed weapon with your teeth. The next time you attack
a target with this sharpened weapon and hit, roll your
weapon's damage dice twice, using the higher of the two rolls
as its damage on this attack. You can use this property a
number of times equal to your proficiency bonus, regaining
all expended uses when you finish a long rest.
Tail. Your tail is a natural weapon, which you can use to
make unarmed strikes. If you hit with it, you deal damage
equal to 1d6 + your Strength modifier as slashing damage.
Languages. You can speak, read, and write Common and
Draconic.
65
New FeatsNew Feats
Feats can be an important part of Dungeons and Dragons
and should your Dungeon Master allow them, here are a few
new additional feats you are able to choose from.
Arcane
,AdaptionArcane Adaption
Your natural arcane ability allows you to improvise and adapt
to your surroundings
Being within 5 feet of a hostile creature doesn't impose
disadvantage on your ranged attack rolls.
You can cast a spell that requires a spell slot with both an
action and a bonus action on the same turn as long as the
bonus action spell does not require a spell attack roll,
saving throw, or deals damage.
Armored GunnerArmored Gunner
Prerequisite: Strength 13 or higher
As a bonus action, you can attach or detach a shield to
your heavy bowgun.
While the shield is attached, you gain a +2 bonus to your
AC, your movement speed is halved, and being within 5
feet of a hostile creature doesn’t impose disadvantage on
your ranged attack rolls.
When you attack a creature with your heavy bowgun, and
they are within the weapon's normal range, you can
choose to use Strength instead of Dexterity for its attack
and damage bonuses.
BastionBastion
Prerequisite: Strength 13 or higher
If you are subjected to an effect or action originating from a
creature or object that does not spread around corners (for
example, a red dragon's breath weapon, the lightning bolt
spell, or the thunderwave spell), you can use your reaction to
employ your shield or a weapon with the guard property,
positioning it between yourself and the effect or action. When
you do, you gain the following benefits:
You can make a Strength saving throw instead of the
original saving throw.
Creatures in a 90-foot cone behind you have total cover
from the effect.
You can use this reaction a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Bomb SpecialistBomb Specialist
Increase your Dexterity score by 1, up to a maximum of
20.
You are proficient with improvised thrown weapons.
You gain proficiency with tinker's tools. If you are already
proficient with the tool, you add double your proficiency
bonus to checks you make with them.
You can detonate barrel bombs planted by you, as a bonus
action, from up to 60 feet away with the snap of your
fingers.
Frenzy FeverFrenzy Fever
Research once again goes a step too far with the invention of
a medicine that will give you the frenzy virus.
Increase your Constitution by 1, up to a maximum of 20.
You are infected with a mutated version of the frenzy
virus. You gain all the effects of the frenzy virus sentient
race template on page 80 of the Monster Hunter Monster
Manual except for the impaired healing effect. You can
still heal from nonmagical means.
At your DM’s discretion, whenever you hit a creature with
your natural weapon attacks (claws or bite mainly), they
can have the creature make a Constitution saving throw
equal to 8 + your proficiency bonus + your Constitution
modifier. On a failed save the creature is infected with the
frenzy virus (See page 379 of the Monster Hunter
Monster Manual). On a successful save, the target is
immune to your mutated version of the frenzy virus,
forever.
Creator's NoteCreator's Note
Dungeon Masters, don't allow your players to
intentionally infect other players' characters. This
could be a great story and mechanical feat, but
could potentially ruin a campaign if you let it.
Gunlance MasteryGunlance Mastery
You have unlocked the secrets of the gunlance. While you are
attuned to a gunlance, its wyvernfire now recharges on a
short or long rest. Additionally, it uses a new type of shell.
Choose one of the following shells below that you now use in
place of your original shells:
Long Range Shells. Your shell's attack range is now
150/600 feet.
Wide Range Shells. When you hit a creature with your
shell attack, you also deal your damage against a different
creature that is within 5 feet of the original target and
within range of your weapon.
Short Range Shells. The attack range of your shells is
reduced by half, but you can add your Strength or
Dexterity modifier to the damage.
Horn MaestroHorn Maestro
Thanks to extensive practice with the hunting horn, you gain
the following benefits:
Your hunting horn's chord length is increased by 1.
You can now complete a hunting horn's melody as a bonus
action.
Fortissimo! Your hunting horn's single note melody effect
is doubled.
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Insect Glaive MasteryInsect Glaive Mastery
You master fighting with an insect glaive, gaining the
following benefits:
Increase your Strength by 1, up to a maximum of 20.
When you use the insect glaive standing leap property, you
can now use the Attack action as part of the same action,
instead of a single weapon attack. Additionally, if you use
the standing leap property to jump into the air, the
distance you can jump is doubled.
When you hit a creature with a melee weapon attack from
your insect glaive, while you are in the air, you can move
up to 10 feet in any direction. This movement does not
count against your normal movement speed or the
amount of movement you gain from the standing leap
property.
Improved Hammer ChargeImproved Hammer Charge
When you are wielding a Hammer, you can use its
hammer charge property when you move 15 feet instead
of 20.
If you jump when performing a hammer charge, you
perform a spinning hammer charge that allows you to
pass through a hostile creatures space without provoking
opportunity attacks.
You can add the extra damage from the hammer charge to
1 additional attack on this turn for every 5 feet you jump
during the charge, so long as the attacks target a creature
you passed through during the spinning hammer charge.
Kinsect MasteryKinsect Mastery
You can use an action to have your kinsect act as if it was
summoned by the find familiar spell, with the following
differences:
It can only be used in this way for a total of 1 hour each
day.
It cannot be dismissed, instead you can use an action to
call it back to you.
It uses the stat block of a hawk (MM p.330).
When its hit points reaches 0 it reappears on your insect
glaive at full hit points and will resume what it was last
doing unless told otherwise.
It can use its action to absorb a creature's essence in the
standard order, but it can return this essence to you or one
other creature you designate as an action.
While being used in this way, you cannot use it to attack as
part of your Attack action.
Master CraftsmanMaster Craftsman
Increase your Intelligence or Wisdom score by 1, up to a
maximum of 20.
You gain proficiency with one tool of your choice that is
listed in the combo list section of chapter 3.
Whenever you attempt to craft anything from the combo
list, the DC to craft it is reduced by the number of times
this feat has been taken by you.
You can select this feat multiple times. Each time you do
so, you must choose a different tool.
Master MounterMaster Mounter
Prerequisite: 8th level or higher
You have advantage on Strength (Athletics) or Dexterity
(Acrobatics) checks to climb onto a bigger creature (DMG
p.271) or remain on a creature you are already on.
While you remain on a bigger creature, you can use your
action to make an unarmed strike against the creature. On
a hit, the creature must use its reaction to move up to half
its movement speed in a direction of your choice. If it hits
a solid object - that is as big or larger than it - before the
end of its movement, the creature is knocked prone. If the
creature would enter into any environmental hazard
dangerous to the creature (such as falling off a cliff when
it can't fly, or into lava when it isn't immune to fire), it
instead falls prone in the space adjacent to the hazard.
Switch Axe MasterySwitch Axe Mastery
You master fighting with the switch axe, gaining the following
benefits:
Increase your Strength by 1, up to a maximum of 20.
When you use a phial and critically hit with this weapon,
you regain a number of expended phials equal to half the
cost of the one you used (rounded up).
Your phials save DC is increased by 1.
You can use a free
,action on your turn to switch weapon
modes. This replaces your free action to draw or stow a
weapon.
Additional WildshapesAdditional Wildshapes
Prerequisite: Druid
Choose a creature type: Bird Wyverns, Brute Wyverns,
Fanged Wyverns, Flying Wyverns, Leviathans, Neopterons &
Temnoceran, Piscine Wyverns.
You can use your Wild Shape to transform into a creature
from the type you chose (you ignore the fact that the creature
isn't a beast, but must abide by the other wildshape
limitations for your level). Additionally when you wildshape
into one of these creatures, you cannot use their legendary
resistances (if it has any), any recharge ability can only be
used once per wildshape, and you cannot use any action or
ability that can only be used a limited number of times a
day/rest.
You can select this feat multiple times. Each time you do
so, you must choose a different creature type.
Creator NoteCreator Note
The Additional Wildshape feat is still in the testing
phases. Allowing the recharge ability to be used
once, keeps the creatures CR more accurate to its
calculated CR. This might be removed after some
testing, but for the time being it should be ok, but
your DM may use their own discretion to limit use
of recharge abilities.
67
Your Role on a HuntYour Role on a Hunt
When your party goes on a hunt or heads out on an
expedition, you choose a role from the ones detailed below.
Each role can be only chosen by one character, except for the
spotter role.
Sometimes the party may split up. When split into groups
of two the only roles available are the trailblazer and spotter.
If someone is alone, they are both the trailblazer and
spotter, but they either have to choose to take disadvantage
on their survival roll for finding signs or take a -4 to their
passive perception.
TrailblazerTrailblazer
Primary Skill: Survival
The trailblazer is the leader of the group and is the one who
makes the final decision on which direction the group should
go on a hunt. Whenever the group enters an area (new or
old), the trailblazer rolls a survival check vs the creatures
carve DC. On a failure the GM rolls a d10 on the finding
signs table (found in the Going on a Hunt section in chapter
4), on a success the GM rolls a d20 instead. On a critical, the
GM rolls a 2d20 and takes the highest roll, on a nat 1 the GM
rolls 2d10 and takes the lowest roll.
SpotterSpotter
Primary Skill: passive Perception
The spotter uses their passive perception to scope out for any
ambushes or dangers missed initially by the scout. There can
be 2 spotters, the 2nd spotter gives a +4 perception bonus to
the other, but does not provide any bonus to the original
spotter's passive investigation.
(Optional Rule) If your DM chooses to allow passive
Investigations (10+ investigation skill bonus), then the spotter
is also able to find resources in an area without needing to
make an Intelligence (Investigation) to find them. A spotter is
able to spot resources with their passive Investigation, only if
it is higher than the investigation DC of the area they are in.
Finally, a second spotter does not provide any bonus to the
spotters passive Investigation.
ScoutScout
Primary Skill: Perception, Stealth
The scout is the initial person who enters an area, they get
the lay of the land, potential resources, creatures in the area,
potential hazards. When a scout notices a potential spot for
an ambush it gives the spotter a +4 bonus to their perception.
ArtisanArtisan
Primary Skill: Cooking Utensils, Three highest Ability Scores
The artisan can cook a meal for the party at the start of a
hunt and during a short or long rest (if they choose to),
granting all who eat it a boon to help them on their
hunt/journey/day.
How to cook a mealHow to cook a meal
Step 1.
When getting ready to cook a meal as an artisan, the first step
is to decide on what you want to cook and ensuring you have
the ingredients required for the meal. On the next page you
will find a list of tables with meal names, ingredients, the DC
required to cook the meal, and the boon they grant.
The ingredients themselves should be easy to obtain. They
might find them near the campsite as part of preparing the
meal or be able to purchase them in town for under 1 sp for a
portion large enough to prepare a meal for a party of four.
Step 2.
There are multiple steps in creating a meal; deciding on the
recipe/what to cook, gathering ingredients, preparing the
ingredients, cooking the meal, plating it properly.
Choose three of the steps from the list above and one of the
six main ability scores for each step. You cannot use the same
ability score on different steps. Then describe how you use
that ability score for the step you chose and make an ability
score check. The DM may impose disadvantage on the check
if the description is wildly improbable to work or not allow
the roll.
Cooking UtensilsCooking Utensils
A creature that has cooking utensils and is
proficient with them, can add their proficiency
bonus to one of the three ability score checks.
Step 3.
Once the player has made their three checks, take the
average of the checks and compare them to the DC of the
meal they are attempting to make.
On a successful check the meal counts as a days ration for
any who eat it and they gain the boon the meal provides. If
the artisan succeeds by 4 or more, roll once on the daily skill
list. If they succeed by 8 or more, roll twice on the daily skill
list.
On a failed check it becomes a bland meal and counts as 1
days ration. If the artisan fails the check by 5 or more, it does
not count as a ration and any creature who eats the meal
must succeed on a Constitution saving throw equal to the
meals DC or become poisoned for 1 hour.
Let's look at an Example:Let's look at an Example:
Zuri the half-orc fighter has taken on the role of artisan on a
hunt in the Verdant Hills. As the group wakes up in the early
morning she begins preparing a meal for all of them. The
following is what the player describes:
Zuri looks around and spies some fruit high up in a tree
that she thinks she could turn into a sauce. she climbs up the
tree (Strength) plucking the fruit as she goes. Back at the
campfire with fruit in hand, she thinks about the type of meal
she wants to make (Intelligence). Deciding on the meal, Zuri
spends the rest of her time over a sweltering hot fire
(Constitution) cooking the meal to perfection.
68
This example doesn't go into excruciating detail, and in some
cases allows the player to make some things up. I didn't have
Zuri make a perception check to find the fruit, instead the
Strength check either allowed her to gather as many as she
wanted for the meal or perhaps on a failed save, they aren't
ripe, already rotting when she gets to them, or they are on
small thin branches preventing her from getting more than
few of them. Most importantly, passing or failing on a single
check does not matter. What matters is if Zuri succeeded well
enough overall to pass the meals check DC.
On a successful check, Zuri was able to create the meal
even though she may have experienced a few hiccups along
the way and could be narratively described based on the
checks that scored below the meals DC. Say she failed on her
strength but succeeded on both the intelligence and
constitution checks. Narratively it could be described as Zuri
struggling to find enough fruit for the meal, but made up for
its missing component by adjusting the recipe and taking the
meal off the fire a little earlier than normal to deal with this
challenge.
On a failed check, Zuri was unable to create the meal as
she had planned, this could be due to a lack of fruit she was
able to obtain, her recipe was incorrect, or perhaps she
removed it from the fire too soon. Depending on how badly
she failed the check, it could still be edible, but bland, or it
could cause someone some stomach issues for a bit.
Ingredient CostIngredient Cost
There
,is always a cost when cooking a meal. Wether you use
your supplies to go out and collect local foliage and fauna or
purchase it in the market. The cost of preparing a meal
depends on its rank. A Rank 1 meal costs 1 sp; Rank 2 meals,
1 gp; Rank 3 meals, 5 gp; and Rank 4 meals, 10 gp.
Cooking higher ranked mealsCooking higher ranked meals
More recipes will become available to you as you increase
your hunter rank.
You are able to cook rank 2 meals at 5th level, rank 3 meals
at 10th level, rank 4 meals at 15th level.
Rank 1Rank 1
Food
Name DC* Boon
Aged
Cheese 10
You count as if you were one size larger
for the purpose of determining your
carrying capacity.
Carefree
Yogurt
10 You gain the same benefits as if you drank
a cool drink.
Cube
Steak 10
You can doff or don your armor as an
action.
Fruity Jam 10 You have advantage on Dexterity (Sleight
of Hand) checks to catch insects.
Furahiya
Cola 10 You gain the same benefits as if you drank
a hot drink.
Hardtack 10 Reduces the casting time of rituals by half.
Mild
Herbs 10
Once per meal, you can roll a d4 and add
the number rolled to one saving throw of
your choice. You can roll the die before or
after making the saving throw.
Food
Name DC* Boon
Moofa
Butter 10
Once per meal, when you fail a
Constitution saving throw to maintain
concentration, you can reroll the d20,
taking the new result.
Northern
Orange 10 Your passive Perception is increased by 1.
Sliced
Cactus
10
As a bonus action, you can make a DC 15
Dexterity (Acrobatics) check. If you
succeed, difficult terrain doesn't cost you
extra movement until the end of the
current turn.
Snake
Salmon 10
You have advantage on Wisdom
(Athletics) checks to catch fish.
Snowy
Rice 10
While holding your weapon in darkness it
sheds moonlight, creating bright light in a
15-foot radius and dim light for an
additional 15 feet.
Spicy
Sausage
10
Once per meal, you can roll a d4 and add
the number rolled to one ability check of
your choice. You can roll the die before or
after making the ability check.
Spotted
Onion
10 You have blindsight out to a range of 5
feet.
Tuna
Head 10 Your swim speed is increased by 5 feet.
Wild
Bacon 10 Your walking speed is increased by 5 feet.
Young
Potato 10 If you do not expend any hit die on a short
rest, you regain one instead.
Zamtrios
Caviar 10
One creature that eats this meal (artisan's
choice) adds an extra 1d4 to Intelligence
(Investigation) checks to find resources.
*DC is increased by 1 for each serving over 4
Rank 2Rank 2
Food
Name DC* Boon
Buffalo
Butter 13
Once per meal, you may ignore the verbal
and/or somatic components of a spell you
are casting.
Chili
Cheese 13
When you would take fall damage, you
reduce the damage you take by your
proficiency bonus.
Cudgel
Onion
13 Your life signs become imperceptible by
nonmagical means.
Curved
Shrimp 13 You can breathe underwater.
Frozen
Apples 13 Your passive Perception is increased by 2.
Great
Mutton
13
You gain the same benefits as if you had
the Athlete feat, but it does not increase
your ability score.
69
Rank 2 Cont.Rank 2 Cont.
Food Name DC* Boon
Juicy Rib
Roast 13
You gain the same benefits as if you
had the Actor feat, but it does not
increase your ability score.
Meatwagon 13
You can sense the presence and
location of poisons, poisonous
creatures, and diseases within 30 feet
of you.
Panish 13
Once per meal, when you fail a carve
check, you can reroll the d20 and take
the new roll.
Poogiechops 13
You have advantage on Intelligence
(Nature) checks to gather plants and
mushrooms.
Rare Onion 13
You can use a bonus action to conjure
two earplugs in the shape of your
choice. While using these earplugs,
you are considered deafened. You can
dispel the ear plugs as a bonus action
ending the deafened effect.
Spicy Carrots 13
When you take the dodge action on
your turn, until the start of your next
turn, any damage you take is reduced
by an amount equal to your Dexterity
modifier.
Spicy Herbs 13
Choose a rank 1 meal that has a once
per meal effect. You gain that meals
effect and it can now be used twice per
meal.
Spiky
Blowfish 13 Ranged weapons can be fired
underwater at no penalty.
Succulent
Rice 13
A creature that eats this meal gains the
same benefits as if the aid spell was
cast on them. This meal can be cooked
at a higher rank (+2 to the DC for each
rank higher), increasing level of the
spell cast by 1 for each rank.
Velklondike
Bar 13
Once per meal when you roll on a
creature's loot table, you can choose to
reroll it and take the new roll.
Western
Parsley
13 You have advantage on Strength
(Athletic) checks to mine ore.
Wild
Mushrooms
13
The artisan receives an omen as if by
the augury spell. The omen they
receive is about all who eat the meal,
not just the themselves.
*DC is increased by 2 for each serving over 4
Rank 3Rank 3
Food
Name
Ingredients
Required DC* Boon
Ancient
Beans 14
You gain the same benefits
as if you had the Tavern
Brawler feat, but it does not
increase your ability score.
Food Name DC* Boon
Burning
Mango 14
Your passive Perception is increased by
3.
Cannon
Lettuce 14 If your Dexterity score is over 15, you
have advantage on Initiative rolls.
Dragon
Foot
14 You can understand any spoken language
you hear, but you cannot speak it.
Emperor's
Strudel 14
You have advantage on intimidation and
persuasion checks when interacting with
lynians for 8 hours.
Empress'
Strudel 14
You have advantage on intimidation and
persuasion checks when interacting with
wyverians for 8 hours.
Gator
Ribmeat 14
You ignore difficult terrain if it was not
created by a magical effect.
Horseshoe
Crab 14 Your walking speed is increased by 10
feet.
King Squid 14 You have advantage on ability checks
made to resist being grappled.
Kokoto
Rice 14
You automatically succeed on all
Strength (Athletics) checks when mining.
Lifejam 14
Once per meal, when you must make a
saving throw, you can choose to do so
with advantage.
Megabagel 14 You have advantage on all carve checks.
Pink Caviar 14
You can breath underwater and you have
a swim speed of 60 feet.
Princess
Pork 14
A single creature that eats this meal
gains the same benefits as if they had the
Inspiring Leader feat.
Queen
Shrimp 14
You have darkvision out to 60 feet for
24 hours.
Royale
Cheese 14 You gain the same benefits as if you had
the Dungeon Delver feat.
Scented
Celery 14
A single creature (artisan's choice) that
eats this meal gains the ability to cast the
earthbind spell once within the next 8
hours and they do not have to
concentrate on the spell. The spell save
DC is 15 or their spellcasting save DC,
whichever is higher.
Tasty Rice 13
You gain the same benefits as if you had
the Keen Mind feat, but you can only
recall anything you have seen or heard
since your last meal.
*DC is increased by 2 for each serving over 4
Rank 4Rank 4
Food
Name DC* Boon
1000-
Year Crab 16
Once per meal, when you miss with a
melee weapon attack, you can choose to
hit instead.
70
Food Name DC* Boon
Bigmeat 16
Once per meal, you can use your
action to teleport yourself back to
the location where you ate this meal,
so long as it is within 1 mile of
where you are at.
Crimson
Seabream
16
Once per meal, as an action, you can
cast the misty step spell, without
using a spell slot or any components.
Demonshroom 16 You have advantage on Constitution
saving throws.
Dragon Head 16
You can speak telepathically with any
creature who ate this meal so long as
they are within 60 feet of you.
Dragon Tail 16
When you would take fall damage,
you reduce the damage you take by
half your character level.
Emerald Durian 16 Your passive Perception is increased
by 4.
Fatty Tomato 16
Once per meal, when you take
damage from any source, you can
reduce that damage to 0.
Gold Rice 16
You have advantage on saving
throws against the poisoned
condition.
Food Name DC* Boon
Goldenfish
Brew 16
Dim light doesn’t impose disadvantage
on your Wisdom (Perception) checks
relying
,on sight.
Hairy Tuna 16
Once per meal, you can add a d10 roll to
any ability check, attack roll, or saving
throw you make.
Heaven
Bread 16
Once per meal, you can use a bonus
action to regenerate a number of hit
points equal to 10 + your character level.
King Truffle 16 Roll two daily skills.
King Turkey 16 You gain a flying speed of 30 feet.
Kirin
Cheese 16 You gain inspiration.
Soul Beans 16
You are able to find the most direct
physical route to a specific fixed
location that you are familiar with on the
same plane of existence.
*DC is increased by 2 for each serving over 4
Daily skillsDaily skills
If the skill doesn't specify a duration, the effect lasts for 24 hours, until you finish a long rest, or until you eat another meal. When
you roll on the daily skill list below, roll a 1d20 plus 1d6 - 1.
1. Felyne Weathercat. Foul weather occurs more often
during a quest (Heavy rain, blizzards, sandstorms, etc).
2. Felyne Swimmer. Your swim speed is increased by 15
feet.
3. Felyne Fur Coating. You take half as much damage from
environmental hazards and blight effects.
4. Felyne Gatherer (Lo). Increase the number of resources
you can gain on a hunt by 2.
5. Felyne Backer. Prevents being knocked prone when
transporting items.
6. Felyne Provoker. When a creature within 5 feet of you is
hit by a melee weapon attack, you can use your reaction to
redirect the damage to you.
7. Felyne Researcher. You are able to immediately identify
any materials effects as soon as you touch them. Additionally,
you can add both your Wisdom and Intelligence ability
modifiers to any one History or Nature check.
8. Felyne Escape Artist. You have advantage on Strength
(Athletics) and Dexterity (Acrobatics) checks when
attempting to escape from a creature or object that has you
grappled or restrained.
9. Felyne Insurance. The first time you or an ally drops to 0
hit points on the hunt, they instead drop to 1 hit point.
10. Felyne Crafter. You have a +2 bonus to crafting checks.
11. Felyne Medic. Health recovery items add 1 extra die.
12. Felyne Fisher. You have advantage on skill checks when
fishing.
13. Felyne Sprinter. When you take the dash action, you can
move an extra 10 feet.
14. Felyne Gatherer (Hi). Double the amount of resources
you can gain on a hunt.
15. Felyne Cliffhanger. You have a climbing speed of 20 feet.
16. Felyne Lander. You always land on your feet when falling
from a height greater than 10 feet. This does not prevent the
damage you would still take.
17. Felyne Parting Gift. The first time an ally drops to 0 hit
points during a hunt, they can choose up to 6 creatures in a
30-foot radius of them. Those creatures are healed for 2d6
hit points.
18. Felyne Dungmaster. A creature hit by a dung bomb must
succeed on a DC 12 Constitution saving throw or
immediately use its reaction, if available, to move as far as its
speed allows away from you. The creature doesn't move into
obviously dangerous ground, such as fire or a pit.
19. Felyne Inspiration. You gain inspiration.
20. Felyne Foodie. The food bonus lasts for 48 hours, you
cannot become inebriated during this time, and you can cast
the thaumaturgy spell at will.
21. Felyne Courage. If you are frightened, you can choose to
repeat your saving throw at the start of your turn instead of
the end.
22. Felyne Rider. You have advantage on checks to stay
mounted on monsters.
23. Felyne Cleats. Your movement is unaffected by the first
15 feet of difficult terrain (magical or otherwise) you move
through on your turn.
24. Felyne Bomb Expert. Barrel bombs and thrown bombs
gain a +1 bonus to their range attack roll or save DC.
25. Felyne Oracle. Hunt begins with one sign found.
71
New Downtime ActivitiesNew Downtime Activities
Solo HuntSolo Hunt
Sometimes it is easier to hunt alone. This activity gives a
character the chance to obtain some extra materials from
creatures. The table below shows the maximum CR a
character can hunt depending on their level and difficulty
they choose. Once they choose their difficulty, they can then
pick the creature they are hunting.
Character
Level
Medium
Encounter
Hard
Encounter
Deadly
Encounter
1 CR 0 CR 1/4 CR 1/4
2 CR 1/8 CR 1/2 CR 1
3 CR 1/2 CR 1 CR 2
4 CR 1 CR 2 CR 2
5 CR 2 CR 3 CR 4
6 CR 2 CR 3 CR 4
7 CR 3 CR 4 CR 4
8 CR 3 CR 4 CR 5
9 CR 3 CR 4 CR 5
10 CR 4 CR 5 CR 6
11 CR 4 CR 6 CR 7
12 CR 5 CR 7 CR 8
13 CR 5 CR 7 CR 8
14 CR 6 CR 7 CR 8
15 CR 6 CR 8 CR 9
16 CR 7 CR 8 CR 10
17 CR 8 CR 9 CR 11
18 CR 8 CR 10 CR 11
19 CR 8 CR 11 CR 12
20 CR 9 CR 12 CR 13
Resources. This activity requires one workweek of effort plus
100 gp to pay for research and supplies to hunt a medium. A
character can hunt a hard encounter for 150 gp to cover
expenses, or 200 gp for a deadly encounter.
Resolution. The character must make a series of checks,
with the DC for all the checks determined by the difficulty of
the encounter. The chosen DC for medium is equal to the
creature’s carve DC. A hard encounter is the creature’s carve
DC +3 and deadly is the creature’s carve DC +6. Successful
completion of the hunt yields a number of materials, as
shown on the Loot Value table.
To attempt a Hunt, the character makes three checks:
Wisdom (Perception), Intelligence (Investigation), and the
player's choice of Wisdom (Survival), Dexterity (Stealth), or
Strength (Athletics).
If none of the checks are successful, the character is severely
injured and hospitalized. The injured character must spend
one week in the hospital for every 50g of the initial cost of the
hunt.
If only one check is successful, the hunt fails but the
character escapes.
If two checks are successful, the hunt is a partial success,
netting the character one material from the creature. Roll on
the loot table to determine which.
If all three checks are successful, the character earns three
materials from the creature. Roll on the loot table for each
material to determine which materials are obtained.
72
TrenyaTrenya
Trenya travels to various regions in his boat. A character can
travel with Trenya on adventures. Trenya can help gather
items for hunters, some of which can only be obtained
through him. Trenya is a great way to gather materials for
upgrading weapons and armor.
Resources. This activity requires one workweek of effort and
the character chooses the location for the adventure. The
character has a choice between these locations: snowy
mountains, jungle, desert, or swamp. Once the location is set,
the character pays Trenya 200gp, 500gp, or 1500gp.
Resolution. Depending on the location and how much the
character spent they will need to make a number of checks; a
Strength (Athletics) check, a Dexterity (Stealth) check, an
Intelligence (Investigation) check, a Wisdom (Perception)
check, and a Charisma (Intimidation, Persuasion, or
Deception) check. The character can only use each skill once
and once they fail a check the adventure is over and they
return home.
If only one check is successful, the character rolls on the
general section of the table.
If two checks are successful, the character rolls on the first
and second level of the table.
If three checks are successful, the character rolls on the
first, second, and third level of the table.
If four checks are successful, the character rolls on the
fourth and below levels of the table. If there is no fourth level
or higher, the character may roll once again on a previous
level.
If all five checks are successful, the character rolls on each
level of the table. If there is no fifth level, the character may
roll once again on a previous level.
Some of the items listed on Trenya loot tables do not yet
have a purpose. Either the creature's loot table has not
been created as of yet, their purpose has not yet been
determined, or they are junk that only has a gold value.
200gp Adventures (DC 12)200gp Adventures (DC 12)
Level D% Snowy Mountains
1.General d6
Empty Phial, Snow Herb, Honey, Net,
,Paintball, Raw Meat
2.Mineral d4
Earth Crystal, Machalite Ore, Ice Crystal,
Armor Sphere
3.Insect d2 Flashbug, Spiderweb
4.Monster d4
Brute Bone, Bullfango Pelt, Screamer Sac,
Sm Monster Bone
Level D% Jungle
1.General d8
Dung, Honey, Huskberry, Sm Bone Husk,
Monster Fluid, Nitroshroom, Blue
Mushroom, Horn
2.Mineral d2 Armor Sphere, Earth Crystal
3.Monster d4
Conga Pelt, Flame Sac, Velociprey Hide,
Velociprey Fang
Level D% Desert
1.General d6
Insect Husk, Acid (vial), Fishing Lure
(Tuna), Dung, Fire Herb, Meat (Poisoned)
2.Mineral d4 Armor Sphere, Earth Crystal, Ice Crystal,
Hard Armor Sphere
3.Fish d4 Sushifish, Burst Arrowana, Pin Tuna, Small
Goldenfish
4.Insect d2 Flashbug, Snakebee Larva
5.Monster d4 Genprey Fang, Piscine Fang, Giggi Stinger,
Sm. Hermitaur Shell
Level D% Swamp
1.General d4
Glass Bottle, Large Barrel, Raw Meat,
Potion of healing
2.Insect d6 Carpenterbug, Bitterbug, Cricket, Worm,
Honey, Spiderweb
3.Monster d8
Jumbo Bone, Conga Pelt, Hydro Hide,
Ioprey Scale, Blind knife, Mosswine Hide,
Kelbi Horn, Velocidrome Head
500gp Adventures (DC 17)500gp Adventures (DC 17)
Level D% Snowy Mountains
1.General d2 Flute, Net
2.Fish — Small Goldenfish
3.Insects d2 Thunderbug, Godbug
4.Monster d6
Arzuros Pelt , Electro Sac, Gammoth Pelt,
Med Monster Bone, Pale Extract, Monster
Fluid
5.Unique — Bag of Holding (DMG p.153)
73
Level D% Jungle
1.General d4
Huskberry x20, Raw Meat x10, Black Pearl
(250g), Potion of Greater Healing
2.Mineral d2 Hard Armor Sphere, Dragonite Ore
3.Monster d6
Hornetaur Wing, R.Inferno Sac, Kelbi Horn,
Anjanath Pelt, Screamer Sac x4, Ceanataur
Shell
4.Unique — Quaals's Feather Token (Roll to determine
which feather, DMG p.197)
Level D% Desert
1.General d4 Large Barrel x5, Parashroom x5, Hot
Pepper, Dust of Life x2
2.Mineral d2 Hard Armor Sphere, Dragonite Ore
3.Monster d6
Cephalos Scale, Lg Monster Bone, Med
Monster Bone, Paralysis Sac, Coral
Cephalos Scale, Hermitaur Claw
4.Unique — Chime of Opening (DMG p.158)
Level D% Swamp
1.General d6
Bedroll, Antiseptic Stone, 10 Torches,
Antidote, Blue Mushroom x5, Dragon Seed
x10
2.Mineral d4
Machalite Ore, Heavy Armor Sphere,
Lightcrystal, Dragonite Ore
3.Monster d6
Hornetaur Wing, Pukei-Pukei Scale, Med
Monster Bone, Vibrant Pelt, N.Sleep Sac,
V.Tobi-Kadachi Thickfur
4.Unique — Mystery key (XGtE p.138)
1500gp Adventures (DC 22)1500gp Adventures (DC 22)
Level D% Snowy Mountains
1.Mineral d4 Lifecrystals, Hard Armor Sphere, Heavy
Armor Sphere, Royal Armor Sphere
3.Insects d4
Flashbug, Godbug, Thunderbug, Emperor
Locust
4.Monster d8
Banbaro Cortex, Zinogre Carapace, Frost
Sac, Pale Extract, Blangonga Pelt, Daora
Carapace, Elder Dragon Bone, Ukanlos Tail
5.Unique — Elemental Gem (Emerald) (DMG p.167)
Level D% Jungle
1.General d6
Tropical Berry x3, Lg Barrel-bomb, Flash
Bomb x2, Potion of Greater Healing,
Antidote Horn, Dragon Toadstool
2.Mineral d4
Dragonite Ore, Carbalite Ore, Heavy Armor
Sphere, Royal Armor Sphere
3.Insect d2 Godbug x5, Large Toxic Kumori
4.Monster d8
Black Pearl, Silverwind Blackfur, Garuga
Shard, Leshen Resin, Inferno Sac, Tsukami
Hide, Kirin Tail, Elder Dragon Bone
5.Unique — 1 bean from the Bag of Beans (DMG
p.152)
Level D% Desert
1.Mineral d4
Light Crystal, Lifecrystals, Heavy Armor
Sphere, Royal Armor Sphere
2.Insect d4 Bitterbug x10, Flashbug x4, Godbug x5,
Emperor Locust
3.Monster d6
Lunastra Scale, Monoblos Carapace,
Diablos Tailcase, Valstrax Cortex, Royal
Pyroxene, Queen Substance
4.Unique — Nolzur's Marvelous Pigments (DMG
p.183)
Level D% Swamp
1.General d2 Lg Barrel-bomb, Dragon Toadstool
2.Mineral d6
Dragonite Ore, Life Crystals, Carbalite Ore,
Heavy Armor Sphere, Life Crystals, Royal
Armor Sphere
3.Insect d2 Godbug x5, Bitterbug x10
4.Monster d8
Ceanataur Shell, Acidic Glavenus Shard,
Rathalos Scale, Chameleos Webbing,
Rathalos Carapace, Gogmazios Offenders,
Honed Acidcryst, Brach Carapace
Sell MaterialsSell Materials
Selling materials can be a difficult task at times. Demand is
not always there and even if you have a legitimate buyer for
one you may still not get the price you are expecting.
Resources. A character can find a buyer for a specific
material by spending one workweek and 25gp, which is used
to spread word of the desired sale. A character can pick up to
10 materials at a time to sell.
Resolution. A character who wants to sell materials must
make a Charisma (Persuasion) check to determine what kind
of offer comes in. The character can always opt not to sell,
instead forfeiting the workweek of effort and trying again
later. Use the Material Base Price and Material Item Offer
tables below to determine the sale price.
Material Base Price
Creatures CR level Base Price*
0-3 25 gp
4-8 100 gp
9-13 500 gp
14-19 2,000 gp
20+ 4,000 gp
*All materials are the same price from a creature based on
its CR level.
Material Item Offer
Check Total Offer
1-10 50% of base price
11-20 100% of base price
21+ 150% of base price
74
Palico FarmPalico Farm
A character who has the time, the money, and the needed
tools can use downtime collecting resources at the palico
farm.
Resources. This activity requires access to a farm run by
felyne and melynx (typically found in any village or town), one
workweek of effort plus a cost of 25 gp for access to the farm
and tools required for the work.
Resolution. Choose a location stat block appropriate for
your level or lower, and the area you are in. The character
then chooses three resources to collect between: fish, insects,
mushroom, or plants. The character can pick the same
resource multiple times, but they cannot pick a resource that
is not on the location stat block they chose. The character
then makes three skill checks, one for each resource they
chose. The DC is equal to the resource DC in the location
stat block.
The type of check they make depends on the resource they
are attempting to obtain. For fish, they make a Strength
(Athletics) or Dexterity (Sleight of Hand) check. For insects,
they make a Dexterity (Sleight of Hand) or Wisdom (Nature)
check. For mushrooms, they make a Wisdom (Nature) or
Wisdom (Survival) check. For plants, they make a Wisdom
(Nature) or Wisdom (Survival) check.
For each successful check, the character rolls on the
location stat blocks resource table, gaining the resource
listed.
Complications. Complications while farming usually relate
to the maintenance of the tools to gather the resources.
Whenever a character starts a workweek on the palico farm,
there is a 10 percent chance of one of the tools being
unavailable due to maintenance. Roll on the complication
table to determine why certain resources can't be collected
this workweek.
d4 Complication
1
The Fishing Pole is broken, a new one won't arrive
for a workweek. The character can't collect fish.
2 The bug net is filled with more holes than actual
netting. The character can't collect insects.
3 The fields were just seeded, there are currently no
plants to collect.
4
A mosswine got into the mushroom cave and ate
every last mushroom. The character can't collect
mushrooms to do this.
Chapter 3Chapter 3
Equipment, Resources,
& Crafting
76
E
EquipmentEquipment
quipment and Equipment Crafting are
essentials of Monster Hunter. Players will
seek out monster materials to use to
improve their weapons, armor, and
consumables. Below you will find the rules
for weapons and armor, new items, and
crafting.
Starting EquipmentStarting Equipment
When you create your character, you receive equipment
based on a combination of your class and background as per
usual with a standard D&D game, except that you start with
at least one of the new Monster Hunter Weapons found in
appendix B and two trinkets. Alternatively, you can start with
a number of gold pieces based on your class and spend them
on items from the lists in this book or in the PHB. See the
Starting Wealth by Class table (PHB p.143) to determine
how much gold you have to spend. You decide how
,Wyvern Boomerang .................................................................
Bow .............................................................................................
Dual Repeaters .........................................................................
Heavy Bowgun ..........................................................................
Light Bowgun ............................................................................
Appendix C.Appendix C.
Old World BestiaryOld World Bestiary ..........................................................................................................
Monstie Sidekick ClassMonstie Sidekick Class ......................................................................................
Chapter 1Chapter 1
Campaigns in Monster
Hunter
Once there was a world without time. The world was nothing but white light, inhabited only by people and five
dragons.
In that world, there was only eternity, and a sun that burned without beginning or end. And because there was only
timeless eternity, nothing was ever lost … yet nothing was ever gained.
One day, the people began to wonder why their world had no beginning or end, so they asked the dragons.
The dragons opened their mouths as if to answer, but from their mouths poured water instead of words. It rushed
out in streams to create the sky and the oceans, and the dragons swam away. The dragons swam to the center of
the ocean and there they began to transform into an island.
One dragon sank into the sea and became the land.
One dragon lifted its gaze to the sky and became the mountains.
One dragon stooped low and became the lakes, and scattered its scale to create the rain.
One dragon fell into a deep slumber and became the forests.
The last dragon climbed far into the sky to become a Star of Sapphire Blue, shining brightly above the island.
The people could not understand why the dragons had left, or why they had transformed. Eventually, a lone youth
decided to go to the island to seek the answers from the dragons themselves. He donned a simple cloak, climbed
into a simple boat, and cast off alone into the murky seas.
At last, guided by the light of Sapphire Star, he reached the Island of The Five.
Some time passed, and the youth returned.
“Did you speak with the Dragons?” the people asked.
“Yes, I spoke with them,” he replied.
“Then tell us, why did they create the island?”
But the youth did not answer. Instead, he reached into his cloak and pulled out five Dragon Scales, which he gave to
the people. And then, before anyone realized, the youth disappeared.
The people left their white world and sailed across the ocean.
Using the five scales, they created their own lands, their own mountains, their own lakes, and their own forests.
Last of all they created a bright moon, so that the Sapphire Star, which had guided the youth during his voyage to
seek the dragons, would no longer shine alone in the sky.
The land grew large enough to obscure the sun, and day and night were born.
The mountains, lakes and forests breathed together, and the seasons were born. The moon casts its light on the
ocean, and waves were born.
And thus time was also born.
Swept up on the almighty current of time, the people came to know death. But the people also came to know life.
Countless days and countless nights have passed since people first came to live on the islands they had created. As
time passed, they lost their memory of the Five Dragons, and even the memory of how Time itself had been born.
But deep in their hearts there dwelt a quiet knowledge of the Island of The Five, the most sacred place in the world,
which to this day sleeps in the middle of the ocean, uninhabited by people, and unchanged even by the relentless
flow of time. 2
3
From the village chiefs, who protect and guide young hunters, to academics of the Wycademy, who research the mysteries of the
world, everyone has their own ideas about the origins of the Old World, but the widely accepted version of this worlds creation is
the Tale of the Five Dragons.
There are many myths and unknowns to what happened after the creation of the five continents. In villages, village chiefs pass
down myths and tales of godlike creatures that continue to shape the world in the dragons' image to this day. Father tells the
stories of great heroes and ferocious beasts to their sons and daughters. Others remain focused on the few existing truths,
exploring beneath the rot and ruin that hides the technology of the ancients, scars of old battles, and forgotten hunters of old. The
details are often debated, and while the common folk may live their entire lives with little care for the question of where we all
came from, the question remains, consuming the curious, calling those hungry for purpose, and fueling the business of
adventuring to delve into the dangerous shadows of ancient ruins.
The History and Myths ofThe History and Myths of
the Old Worldthe Old World
The following information outlines what is known within
scholarly circles and historical archives, kept by the
Wycademy, Royal Paleontology Scriveners, and the
Wyverians. The learned student may begin their journey with
seeds of this history to explore, while others uncover its
truths as they wander along their path. Regardless, we all
came from somewhere, and to learn from history is to write a
better destiny.
The Myth of the Old WorldThe Myth of the Old World
The Tale of the Five
Once there was a world without time. The world was nothing
but white light, inhabited only by people and five dragons. In
that world, there was only eternity, and a sun that burned
without beginning or end. And because there was only
timeless eternity, nothing was ever lost … yet nothing was
ever gained. One day, the people began to wonder why their
world had no beginning or end, so they asked the dragons.
The dragons opened their mouths as if to answer, but from
their mouths poured water instead of words. It rushed out in
streams to create the sky and the oceans, and the dragons
swam away. The dragons swam to the center of the ocean
and there they began to transform into an island. One dragon
sank into the sea and became the land. One dragon lifted its
gaze to the sky and became the mountains. One dragon
stooped low and became the lakes, and scattered its scale to
create the rain. One dragon fell into a deep slumber and
became the forests. The last dragon climbed far into the sky
to become a Star of Sapphire Blue, shining brightly above the
island.
The people could not understand why the dragons had left,
or why they had transformed. Eventually, a lone youth
decided to go to the island to seek the answers from the
dragons themselves. He donned a simple cloak, climbed into
a simple boat, and cast off alone into the murky seas. At last,
guided by the light of Sapphire Star, he reached the Island of
The Five. Some time passed, and the youth returned.
“Did you speak with the Dragons?” the people asked. “Yes,
I spoke with them,” he replied. “Then tell us, why did they
create the island?” But the youth did not answer. Instead, he
reached into his cloak and pulled out five Dragon Scales,
which he gave to the people. And then, before anyone
realized, the youth disappeared.
The people left their white world and sailed across the
ocean. Using the five scales, they created their own lands,
their own mountains, their own lakes, and their own forests.
Last of all they created a bright moon, so that the Sapphire
Star, which had guided the youth during his voyage to seek
the dragons, would no longer shine alone in the sky.
The land grew large enough to obscure the sun, and day
and night were born. The mountains, lakes and forests
breathed together, and the seasons were born. The moon
casts its light on the ocean, and waves
Swept up on the almighty current of time, the people came
to know death. But the people also came to know life.
Countless days and countless
,your
character came by this starting equipment. Typically you
would have been equipped with a weapon, armor, and a
backpack as part of graduating from the Wyvernian Academy,
or from one of the other suggestions in the PHB.
WealthWealth
Wealth in the Monster Hunter universe is the same as in a
standard D&D universe. Though it is a high magic setting, so
a couple hundred gold is a pretty standard reward for a
hunting party fresh out of the Wycademy. While high rank
rewards can range in the tens if not hundreds of thousands.
Selling TreasureSelling Treasure
Opportunities are abound to find monster parts research
items; rare ores, bugs, plants, etc; and old weapons and
armor. Normally, you can sell your treasures and trinkets
when you return to a town or other settlement, provided that
the town, guild, research fleet, or wandering merchants are
interested in your loot.
Magical ItemsMagical Items
Magical items do not exist in Monster Hunter the same way
that they do in a normal D&D game. You cannot find or
obtain a Flame Tongue Long sword, a Staff of Frost or any
other magical armor, weapon, or wonderous items. Instead,
when you kill or capture a creature, the party receives a
number of materials that can be inserted into their weapons
and armor to gain their magical effects. Think of it as a
"create your own magical items."
The number of materials you obtain from a creature is
shown on the creatures loot table located in the Monster
Hunter Monster Loot Table PDF.
Limited Use Magical Items
Magical Items that have a limited number of uses, such as
potions, food, spell scrolls, Bag of Beans (DMG 152), Dust of
Disappearance (DMG 166), etc are all allowed and made
available based on your GMs choosing.
Attunement
When you finish a Short or Long rest you can attune to one
weapon, one armor, and two trinkets. You cannot attune to
multiple weapons or armor, and only one attuned trinket is
active at a time, granting you the material effect placed inside
of it. As an action, you can swap between which trinket is
active.
An unattuned armor or weapon acts as a common version
of the weapon no matter its rarity; preventing the use of the
weapon properties it gained from the rarity increase.
Additionally, any materials in these unattuned armor or
weapons are disabled until attuned.
ArmorArmor
Armor in the Monster Hunter universe is comprised of all
nonmagical armor in the Player's Handbook (p.145) and uses
the standard rules for the armor. A PC at level 1 starts with
the armor in their starting equipment of their class. This
armor can be enhanced at the Smithy using materials you
obtain while out on a hunt. They usually have the look and
feel of the monsters utilized to enhance the armor
RarityRarity
There are 5 rarities of armor in Monster Hunter: common,
uncommon, rare, very rare, and legendary. Each rarity has a
number of slots the hunter can use to place monster
materials in. These monster materials enchant their armor
with magical effects.
When your armor's rarity increases to rare and above,
choose one of the following properties it gains: +1 bonus to
your AC, +1 to two skills of your choice, +1 to a chosen saving
throw, or +1 to all saving throws you are not proficient with.
You can pick the same bonus each time your armor's rarity
increases or a different one if that is your preference.
rarity slots
Common (1 Slot)
Uncommon (2 Slots)
Rare (3 Slots)
Very Rare (4 Slots)
Legendary (5 Slots)
RulesRules
Below you will find a set of rules that limit the materials that
you can place in your armor, to provide a fair and balanced
game:
1. Your armor can only have one damage reduction,
resistance, or immunity to any one damage type.
2. Your armor can only have one advantage or immunity vs a
condition such as poisoned, frightened, or prone.
3. Your armor can only have one material that grants a
bonus to AC.
4. Your armor can only have one effect that uses runes.
5. A material can only be replaced with another material.
Once replaced the previous material is destroyed.
6. Materials do not stack with improved versions of their
effects, including unnamed materials (IE: detect does not
stack with detect+).
77
ClothingClothing
A class that does not use armor such as a barbarian, monk,
or some spellcasters can choose a piece of clothing as their
armor. For example, this could be a robe, a tunic, or a
loincloth. This armor provides no AC increase, but they can
have their rarity upgrade the same way as a normal piece of
armor can be to increase the material slots for magical
effects.
Upgrading your armorUpgrading your armor
When you want to upgrade your armor consult the table
below. Once you have the correct number of resources, a
smithy will upgrade your armor for the cost listed. It takes
one week to complete the process.
Rarity Resource*
Amount
Needed Cost
Uncommon Armor Sphere 5 500 gp
Rare Hard Armor
Sphere
10 1,500 gp
Very Rare
Heavy Armor
Sphere 15 6,000 gp
Legendary Royal Armor
Sphere 20 24,000
gp
*Some creature materials will state that it is a "rarity" armor
crafting material, these can be used in place of the
resources listed in the table above.
ShieldsShields
Shields in the Monster Hunter universe can only be used
with a weapon that already provides it. Any AC bonus it may
provide is increased as the weapon's rarity changes, as shown
in the weapons information in appendix B.
WeaponsWeapons
Your class grants proficiency in certain weapons, reflecting
both the class's focus and the tools you are most likely to use.
Whether you favor an insect glaive or a heavy bowgun, your
weapon and your ability to wield it effectively can mean the
difference between life and death while adventuring.
There are 21 types of weapons in the Monster Hunter
universe: Accel Axe, Charge Blade, Dual Blades, Great
Sword, Gunlance, Hammer, Hunting Horn, Insect Glaive,
Lance, Longsword, Magnet Spike, Magus Staff, Splint Rapier,
Switch Axe, Sword & Shield, Tonfas, Wyvern Boomerang
Bow, Dual Repeaters, Light Bowgun, and Heavy Bowgun.
These are the only weapons available to the players and other
npcs. Standard D&D weapons do not exist in this world, but
their proficiencies are still used to determine which type of
weapon each class can use. You can find information about
each weapon’s compatible proficiencies in the weapon
section of this guide.
All weapons stats & additional
information can be found in Appendix B.
Unarmed StrikesUnarmed Strikes
A character can choose to attune to an “unarmed item”
instead of a weapon, such as handwraps, gauntlets, or
knuckles. This item is treated as a weapon for upgrading,
attunement and material placement. This item has no special
properties except that it offers 1 additional material slot per
rarity level. E.g. an uncommon "unarmed item" would have 3
material slots rather than 2.
Weapon ProficienciesWeapon Proficiencies
Below you will find the 21 weapons allowed in the Monster
Hunter Universe and what proficiencies are required to wield
them. You only need to have proficiency in one of the
compatible weapons to have proficiency with one of the
Monster Hunter weapons below. A weapon that has a shield,
requires both the shield proficiency and compatible weapon
proficiency.
Accel Axe
Martial Melee Weapon
Compatible Proficiency Battleaxe, Greataxe
Charge Blade
Martial Melee Weapon
Compatible Proficiency Shield, Greataxe, Shortsword,
Longsword, Scimitar
Dual Blades
Martial Melee Weapon
Compatible Proficiency Longsword, Scimitar, Shortsword
Great Sword
Martial Melee Weapon
Compatible Proficiency Greatsword
Gunlance
Martial Melee Weapon
Compatible Proficiency Lance, Halberd
Hammer
Martial Melee Weapon
Compatible Proficiency Warhammer, Maul
Hunting Horn
Martial Melee Weapon
Compatible Proficiency Musical Instrument, Maul,
Warhammer
Insect Glaive
Martial or Simple Melee Weapon
Compatible Proficiency Halberd, Glaive, Trident, Javelin,
Spear
Lance
Martial
,nights have passed since
people first came to live on the islands they had created. As
time passed, they lost their memory of the Five Dragons, and
even the memory of how Time itself had been born.
But deep in their hearts there dwelt a quiet knowledge of
the Island of The Five, the most sacred place in the world,
which to this day sleeps in the middle of the ocean,
uninhabited by people, and unchanged even by the relentless
flow of time.
Time BeganTime Began
As the hand of time ticked its first second, the five looked
down on their creation and found it empty. Vast oceans,
islands, mountains, and forests filled the world, but it
contained only humans.
Thus, the Five formed the first creatures, the Elder
Dragons, created with physical power reflecting the Five
themselves. The Elder Dragons had the power to shape the
land, adapt and change it to fit the Five's image. As the first
minute went by, the second creatures were molded — the
leviathans, amphibians, and other sea creatures; including
the ancestors of the desert piscine wyverns who lived in the
sea at this time.
As Jhen Mohran and Ceadeus's ancestors modeled the seas
to provide its new occupants a place to dwell, islands dotted
the landscape and enormous coral reefs that seemed to
stretch forever into the depths formed, creating a colorful
display beneath clear ocean waves. The sea flourished and
the humans who set sail began to take notice. Believing the
mohran's and ceadeus to be the sea architect of the Five, the
humans began to pray and worship the Elder Dragons.
Touched by the humans’ worship of the dragons, the first of
the Five Dragons infused its worshipers with the power of the
sea, creating the first tritons, or sea people, as they are
commonly known.
As time continued to tick, the second of the Five Dragons
wrought the elves. Worshipers of Kirin and other powerful
and beautiful Elder Dragons, the elves have an unearthly
grace and fine features, that is sometimes compared to the
Five's own divinity.
4
The Five continued to create as the day went on. Creatures
began to appear in the sky and large beasts patrolled the land.
Many races were formed as the human's continued to
discover new Elder Dragons to worship.
Satisfied with their creation, the Five departed this world,
but not before leaving aspects of themselves as the new gods,
or The Aspects as they are typically known to the common
man, to watch over the world from the Outer Planes.
In the time after the five dragons, ancient species of
monsters ruled the world. The world was at peace, many
species of Elder Dragons thrived in their environments, living
in harmony with other creatures. Nature was truly at peace
with itself in this age.
The Age of the AncientsThe Age of the Ancients
It is unknown when the age of the ancients began, but most
researchers and scholars believe it started when the first
races experienced death for the first time. Having been
immortal before time began, the first races feared this
unending sleep and prayed to the Five who blessed them with
these forms to save them. The Aspects heard their plight and
were crushed to see the pain in the hearts of the first races,
and so the Aspects sought to ease their suffering. First, by
extending the life of the halflings by a hundred years or so,
hoping that this extended time would ease their pain before
the unending sleep. To their dismay, it only prolonged the
inevitable. The Aspects continued to experiment, extending
the life of dwarves, gnomes, elves, and lastly the wyverians
far beyond that of humans, but they found it was not within
their power to extend the life of the first races indefinitely, but
they could mold it. Death was not the end, but instead it was
the beginning and end of a cycle. When a creature died, the
Aspects welcomed the first races and all other creations of
the five to the Outer Planes where they remained until they
were infused with new life and returned to the material plane.
This is commonly referred to as "The Wheel."
But the Wheel was flawed. Unknown to the Aspects, the
twisting and contorting of the Five's original creation had
corrupted it. This corruption slowly seeped into the pores of
the Outer Plane, forming the Fatalis, the lord of the newly
formed Lower Planes. Thought to be created by the mixing of
energy between Limbo, the Abyss, and the Nine Hells the
Fatalis sought to destroy and recreate in its own image. In the
beginning it started small, first influencing small monsters
making them rabid and territorial. The harmony of nature
had been broken, but the Aspects did not take notice. Their
concern for the first races blinded them to small changes in
the world. As the wheel turned, the Fatalis grew in power and
began twisting and contorting the monsters under its
command into the first demons.
Next it moved its sights to the first races, offering power
and knowledge to the weakest of them. The ones who
accepted the Fatalis's offer became the first devils. The ones
who attempted to resist the Fatalis but failed, were twisted
into the monstrous races like the orcs, goblins, or kobolds.
The Aspects looked on in horror as these abominations to
nature invaded the Five's creation. Monsters and humanoids
alike were being slaughtered, forests were burning,
mountains were demolished, and seas became sand. The War
of the Ancients had begun.
War of the AncientsWar of the Ancients
The War of the Ancients threatened to undo everything the
Five created. The battle took place across all creation and the
Aspects were unable to focus their assistance in just one
area. So they shared their knowledge with the first races,
showing them how to fortify themselves by creating walled
settlements. They taught them how to harness the nature
around them to fight, how to bend the earth to their will, use
the bodies of fallen monsters to strengthen themselves,
harness the destructive power of the magic they possessed,
and work with the uncorrupted monsters of the world. A
century went by, but inch by inch the monsters and first races
forged ahead together. They pushed back the corruption from
the world, winning skirmish after skirmish until the
emergence of a new threat.
The Fatalis released its generals across the Material and
Upper Planes. Created from granting its most powerful
warriors fused with its own essence, the Archdevils were the
ones to invade the Upper Planes in an attempt to break the
Wheel and spread the corruption further. On the material
plane Demon Lords, created from elder dragons under its
influence of the Fatalis, trampled armies and once again
threatened the existence of the Five's creation. With hope
waning, the first races once again turned to the Aspects
again, praying for assistance.
It was never in the Aspect's power to grant immortality to
all of the first races and they knew that, but it was within
their power to gift it to a select few. In doing so they would
weaken themselves, but it was what was required. And so, the
Aspects called upon the most faithful, wise, and powerful of
the first races and ascended them to godhood. These lesser
pantheons of gods took to the battlefield against the
Archdevils and Demonlords, pushing them back into the Nine
Hells and the Abyss. The Aspects themselves took the fight to
the Fatali's lair where they sealed Fatalis away, preventing it
from ever physically leaving its lair for eternity, but at the cost
of the first Aspect Io's life.
Notable Events and Locations during the
War of the Ancients
Heaven's Mount
In the small village of Cathar, old folktales are told of
Heaven's Mounts creation during the War of the Ancients. It
has been said that the peak of Heaven's mount is a gateway to
the Upper Planes and was guarded by a number of elder
dragons known as dalamadur. When the Archdevils attacked
the Upper Planes, they used the gate atop the mountain to
invade, but not before the dalamadurs massacred much
,of
the Devil's army. Now the mountains have markings all over
them, showing where each of these elder dragons dug. In the
present, chunks of the mountains are falling to the ground
and the formations don't look natural in the slightest. It is
said that these giant elder dragons went underground under
the mountain and still guard the gate to this day.
Great Forest Brawl
In the War of the Ancients, a brawl took place in the Great
Forest. This fight was between an espinas and an unknown
elder dragon, believed to be the first of many created by the
Fatalis.
5
Espinas was the ruler and protected its home with all of its
might, even going as far as taking on the elder dragon solo to
stay. Through determination and power, espinas was able to
defeat the elder dragon and claim its title as Lord of the
Great Forest. This made espinas one of the few monsters
equal to an elder dragon during this age, but there is no
known sighting of espinas in recent years.
The Great Seas
In Ancient times, the desert region of the Old World was
covered by a great sea filled with the ancestors of some
monsters seen today. The Jhen Mohran's ancestors ruled the
region and defended it with the tritons against the Demon
Lord Dagon and its army during the War of the Ancients.
These sea battles did untold damage not only to the sea itself,
but it remained in a constant stalemate between the two
forces until the end of the war. Whenever one side would win
a battle, the other would counter attack somewhere else,
canceling out the territory each gain. It wasn't until the lesser
gods entered the battle that Dagon was forced back to the
abyss, but not before he opened a portal to the Shadowsea
that would consume the entirety of the region's water before
vanishing. For centuries after the war, the region remained an
inhospitable barren waste of sea creature bones and decayed
vegetation until the Sand God, Odibatorasu transformed the
region into the deserts found in the present.
The End of the WarThe End of the War
The war finally came to a close when Fatalis and its generals
were finally pushed back to their respective planes. The
second Aspect, Pelor, filled the void that the First Aspect left
behind, becoming the leader of the other Aspects and gods.
The lesser gods, or guardians as they came to be known as,
said their goodbyes to the first races and joined the
remaining Aspects in the Upper Planes. The first races and
the monsters of the material plane went their separate ways,
nature was once again in harmony, for now...
Though the Fatalis was sealed, the corruption of the Five's
creation still seeped into the Lower Plane, forming new
devils, creatures, and other abominations. It was only a
matter of time before the corruption once again leaked into
the Material Plane. So, the Aspects and Guardians set
forward their plans to protect the world.
Unlike the original five Aspects, the Guardians did not
agree on how exactly to go about protecting the world and
split into smaller pantheons that reported to one of the
Aspects. They were known as: The Platinum Court, The Wild
Lords, and the Radiant Eye. Some believed the creation of
new monsters and expansion of nature was the best solution,
and so they went to the Beastlands to begin their work.
Others believed that the first races were the answer. After all
the Aspects choose them to become gods. So they shared
their power and knowledge with those deserving and created
what is now known as the ancient civilization. Finally, a select
few sought to contain the corruption, hoping to prevent its
spread. In doing so, the world would remain in harmony
forever, or so they thought.
The Time of the Ancient CivilizationThe Time of the Ancient Civilization
The Platinum Court
When the Guardians formed the Platinum Court they
presented themselves to the new leaders of the first races at
the request of the third Aspect Bahamut. The pantheon
nurtured the first races, expanding their knowledge and
power beyond their wildest dreams. Thousands of years
passed and the ancestors of the first races came to be known
as the ancient civilization. In time they used their newfound
knowledge and the materials they collected from the monster
corpses during the War of the Ancients to build giant towers
that reached to the heavens, cities of stone within the
mountains, elegant towns in the forests, and settlements of
all different types across the world. They became a highly-
advanced society with technology that the races of today still
can't figure out.
The Wild Lords
The Wild Lords under the leadership of the Fifth Aspect
Eldath, spent their time repairing the world and creating
monsters to inhabit it. They started with the creation of three
monsters; the akantor, odibatorasu, and ukanlos. To the races
of the present day they are known respectively as the black,
white, and sand gods. The odibatorasu created the deserts
from the now empty sea, while the ukanlos and akantor
repaired the damage from the demons within the Northern El
De regions. They filled the world with warrior monsters to
defend the land. These formidable beasts could mold the
world around them and bend the elements to their will.
The Radiant Eye
Before the world could return to what it once was, the
Radiant Eye under the command of the Fourth Aspect,
Tiamat, set out to rid the material plane of the corruption that
remained after the War of the Ancients. They enlisted the
members of the ancient civilization and monsters alike to
hunt down the rabid beasts, and sanctify the lands across the
world. Using the technology of the ancient civilization and
with the assistance of the Platinum Court they crafted
weapons and armor to combat the new monsters born from
the corruption. They used the powers granted to them by the
gods, blessing the land, and sending the corruption back to
the Lower Plane, but in doing so they strengthened the
demons, devils, and the Fatalis himself.
The Great Dragon WarThe Great Dragon War
Nobody knows exactly when the war that wiped out almost
every monster and race began, but scholars and other
researchers suggest it started long before the ancient
civilization attempted to create the equal dragon weapon. A
set of dominos that fell into place if you will. Though it is
mostly unknown what exactly happened in the war, The
Legend of the Black Dragon is said to describe all that
happened in the Great Dragon War. The war ended with
most of the dragons extinct and with ancient civilization gone
for good.
6
The Unknown History.
It all started with the Great Wheel. Tiamat along with the
assistance of the Radiant Eyes attempted to patch the holes
in the Great Wheel where the corruption emanated from. If
successful, the corruption would grow no stronger, and the
Lower Planes and Fatalis would no longer be able to use it to
enter the material plane without first weakening themselves
in the process. The patch for a time was a success, but it was
applied at an unknown and devastating cost. The corruption
had taken hold of Tiamat and as it grew within her, so did the
Fatalis's influence.
With Tiamat as its new vestige, the Fatalis set its plan in
motion. Tiamat slowly spread the corruption through the
Radiant Eyes and its followers, twisting and contorting them
into the pantheon known as the Eyes of the Abyss. Soon the
corrupt monsters roamed free, spreading Fatalis's influence
to the Wild Lord's creations.
During this time, the ancient civilization had stalled.
Reports of Tiamat's successful patching of the Great Wheel
brought celebration to the ancients, but with their resources
running dry from the War of the Ancients and with the now
corrupt followers of the Radiant Eye no longer killing new
monsters, the ancients grew desperate. After much
discussion and a bit of influence by Fatalis, the decision was
made to begin hunting the monsters throughout the world.
Waiting for them to die was too slow and
,would only ever be
enough for repairs.
At the same time the other gods began to take notice of the
spreading corruption throughout the Five's world. The three
confronted Tiamat who responded by opening a portal for the
Archdevils and their army to enter the Upper Plane, sending
the heavens into chaos. The Great Dragon War had begun.
As the war raged in the heaven's above, the ancient
civilization continued to advance on the material plane. Their
advancement did not come without sacrifices as an
innumerable amount of dragons were hunted, killed, and
captured for the sake of research; to improve the quality of
life for the ancients. Because of this, many of the species
were left on the brink of extinction. This wanton destruction
of the their kin angered the dragons. No longer would they sit
idly by and let their kind be killed or be used as mere cattle. It
was time to break away from the ancients who had forgotten
the rules of nature, and destroy them.
Eventually the wars converged, Tiamat and the archdevils
were pushed out of the Upper Planes into the Material Plane.
In an attempt to weaken the Aspects army, Fatalis sent an
aspect of itself to destroy the kingdom of Schrade. The
material plane became the battle field for all sides. The
monsters of the world had been fully consumed by the
corruption and joined the demons and devils in the war. This
began a long, violent war between the ancients, dragons,
devils, and demons that spread worldwide, leaving behind
mass destruction just about everywhere.
At the end of the war, the ancient civilization and almost
every creature in the world was wiped out. Tiamat was
banished to the Nine Hells, along with the Archdevils. Those
within her pantheon were scattered across the Planes of
Limbo and Pandemonium, a punishment for their treason.
The Aspect of Fatalis was sealed away in the ruins of Castle
Schrade and the Platinum Court with the Wild Lords
returned to the Upper Planes victorious in the war at the cost
of everything.
Rebuilding the WorldRebuilding the World
Centuries passed before the gods regained their power, and
many were devastated by the destruction of their creations.
Some gods were so filled with despair and grief they wished
to leave and start anew. Others wished to stay and rebuild.
After much debate and input from the remaining three
Aspects, the gods looked to rebuild. There was just one
complication.
When the Great Wheel was patched by Tiamat, the
corruption had only one place to go, into the life of the new
creations. The corruption and fatalis's influence would always
remain within anything the gods created and they no longer
had the power to change or create a new system. So they did
only what they could, they poured their own divine influence
into the wheel. Their creations from this point forward would
be capable of both good and evil, and the war with Fatalis
would continue through their creations, but so long as they
guided them towards the light, the balance would remain.
The Wild Lords filled the world with new creatures, big
and small, but none as powerful as the warrior monsters that
existed before. They adapted nature to work with the
corruption and keep it in balance with the help of the
wyverians, who became the first druids and rangers.
The Platinum Court created the races once more. Using
religion and worship, the Platinum Court guided the masses
indirectly towards the light. They shared their power with
those they deemed worthy and limited the knowledge they
gave, letting the races advance their technology slowly
through the information found in the ruined settlements of
the ancient civilization.
The Rise of HuntingThe Rise of Hunting
Hundreds of years after the rebuilding of the world, some
wyverians began to hunt down monsters at the request of the
Wild Lords. This was the beginning of the hunting career.
These wyverians were known to wander the world in search
of creatures that fell to the Fatalis's corruption but also to be
one with nature itself, due to having a great compassion for it
and its many life forms. Besides hunting, some wyverians
became merchants and began to take requests from people to
do certain things, such as gathering mushrooms or mining
for rare ore. The main reason why the wyverians started
hunting is because the other races were defenseless against
the harsh monsters that haunted many areas, due to the
Platinum's Court decision to limit the knowledge they passed
down. This led to wyverians protecting the other races
against said monsters due to the will of the Wild Lords and
taking pity on the other races. Some of the other races saw
this act and followed in the footsteps of the wyverians. This
eventually led to the Hunter's Guild forming some time later.
The Hunter's Guild is FormedThe Hunter's Guild is Formed
The Hunter's Guild was formed when the other races saw
what the wyverians were doing in order to help preserve all
species and to harmonize all races with nature. This led to
the corporation growing overtime and becoming well-known
among the world for its hunters and hunting restrictions.
Other corporations soon formed, such as the Royal
Paleontology Scriveners and Elder Dragon Observation
Team.
7
GenerationsGenerations
Generations passed since the founding of the Hunter's guild.
In this time, new rules were founded in the hunters guild and
technology continued to progress as hunters and other
explorers searched the ruins of the ancient civilization that
were dotted across the world. But those are stories for
another time.
Additional history will be added in future updates to
Amellwind's Guide to Monster Hunting
8
The Gods of Monster HunterThe Gods of Monster Hunter
The gods found within these pages are not set in stone and you should feel free to add or remove them as you see fit. In addition
you will find that some of the lore may have changed from a standard dungeons and dragons setting so that the gods would fit
within this new setting.
The FiveThe Five
The Five were the creators of the world and the Upper
Planes. They populated the universe with creatures and
blessed the many of the first humans with their power,
creating the first races. Once their work was done, the Five
left aspects of themselves to watch over their creation before
leaving the Universe. The Five were never named, and only
ever referenced by their number.
The AspectsThe Aspects
The Aspects were created from a portion of the Five's power.
They are the leaders of all lesser gods and the creators of
"The Great Wheel". They are also responsible, albeit
unintentionally, for the creation of the god, Fatalis, and the
Lower Planes.
The First Aspect IoThe First Aspect Io
Alignment: Neutral • Domains: Dragons, Knowledge, Magic,
Spells, Strength, Travel, and Wealth.
Io cared for all of the Five's “children,” but favored the
dragons, and their continued existence in the world. Io was
considered to be the greatest dragon of them all and as such
was the leader of the Aspects, granting him the title of the
Prime Deity. He is the Concordant Dragon, encompassing
good and evil, law and chaos, and transcends them all. It was
said that Io only manifested once on the material plane,
during the War of the Ancients, when he ascended the first
human to godhood.
At the end of the War of the Ancients Io sacrificed himself
to seal Fatalis away in its lair. Though Io is dead, he is
remembered and celebrated through the teachings of the
Platinum Court and the Wild Lords. To this day, a few
wyverians and dragonborn pay homage and live in service to
Io through Bahamut.
His symbol was a multi-coloured disk.
Remembrance of Io
When Io was still alive, one of his rituals involved the
blending of many things together, reflecting Io's own nature.
One common ritual involved drinking wine with a drop of
blood from each participant dissolved in it. After Io's death,
the followers of both the Wild Lords and the Platinum
,court
honor this rite during the Autumn Harvest Festival. Those
who can't drink, such as children, instead hold a potluck in
the middle of town.
The Second Aspect PelorThe Second Aspect Pelor
Alignment: Neutral Good • Domains: Good, Healing,
Strength, Sun, Travel
The God of the sun and summer, Pelor is the keeper of time.
He supports those in need and opposes all that is evil and for
that reason, he took it upon himself to become the Prime
Deity after Io's death. As the Prime Deity, Pelor guides and
lords over the remaining aspects and the lesser pantheons.
He believes justice and freedom are brought about through
charity, modesty, and perseverance.
Pelor's leadership and resolve was tested with the betrayal
of Tiamat, but he did not falter. Instead his wrath and the
wrath of his followers were more focused than ever on the
corruption of the world.
Pelor’s strength is a spiritual strength, opposed to physical
strength. His strength is the power of will and hope, the need
to face evil in the face of insurmountable odds. Pelor is
wrathful against the forces of evil, corruption, and darkness,
and is especially opposed to the undead. However, Pelor
urges his followers to remember that excessive attention to
things of evil can blind one to the truly important things:
compassion and goodness.
Pelor's priests teach that the truly strong don't need to
prove their power. Pelorians strive to perform so many good
acts that evil has no room in which to exist, though they will
fight if necessary.
In times of war, his clerics heal the sick, bless the crops,
and destroy any evil that threatens the balance of the world.
Pelorian paladins, known as Crusaders, are at the forefront
of almost every battle. They see themselves as the burning
light of the sun which scours away darkness and evil and
brings strength and comfort to the innocent.
Pelor’s services involve communal prayer, the singing of
hymns, and the distribution of alms. Prayers to Pelor are
often affirmations in the first person, for example, “I am
merciful, just as the Sun of Mercy shines on me.” Weddings
and rites of passage often take place at the beginning of a
new season. Farmers often request a ritual known as the
Blessing of the Sun-Kissed Field.
Pelor’s temples are tall, with large windows; many are
stained-glass cathedrals. They are arranged so that the sun
shines into most of the rooms during the day, and many
feature large courtyards. They tend to be airy and blindingly
white. Temple trappings are typically yellow or gold. They are
always kept clean. Many Pelorian temples have hospital
wings.
Commandments of Pelor
Alleviate suffering wherever you find it.
Bring Pelor’s light into places of darkness, showing
kindness, mercy, and compassion.
Be ever vigilant for evil. People are quick to forget the
lessons of the past.
9
The Third Aspect BahamutThe Third Aspect Bahamut
Alignment: Lawful Good • Domains: Life, War
Bahamut, also known as "The Platinum Dragon", is revered
in many locales. The pillar of justice, protection, nobility, and
honor, Bahamut stands as the leader of the Platinum Court.
He stood vehemently against all evil and as such, was the first
to take up arms against Fatalis in the War of the Ancients and
against his own sister Tiamat during the Great Dragon War.
After the Great Dragon War, Bahamut was a beacon in the
darkness to all the races and revered by the elder dragons.
He, along with the Platinum Court, sought to guide the races
of the world on how to survive and live with nature.
In agreement with the remaining Aspects, Bahamut locked
away the knowledge of the ancient civilization within his
hoard, only sharing the information to those in need and that
he deemed worthy. However he also pursued viciously,
(usually sending his champions and followers) those who
tried to steal the hoard from his palace as, after all, he was a
god of justice.
In spite of his stance against evil, Bahamut is also
considered one of the most compassionate beings in the
multiverse. He has limitless empathy for the downtrodden,
the dispossessed, and the helpless. He usually preferred to
polymorph those who had offended him into kelbi, and other
herbivores, instead of killing them.
Bahamut accepts only good clerics. Clerics of Bahamut, be
they dragons, half-dragons, or other beings attracted to
Bahamut’s philosophy, strive to take constant but subtle
action on behalf of good, intervening wherever they are
needed but trying to do as little harm as possible in the
process. Many wyverians maintain simple shrines to
Bahamut in their homes, usually nothing more elaborate than
Bahamut’s symbol scribed on a wall.
Temples to Bahamut were extremely rare, as the Platinum
Dragon didn't appreciate being honored by objects, taking
into account deeds instead. The few temples that were made
to honor him were beautiful and elegant buildings with
simple furniture and no embellishment or adornment.
Bahamut's worshipers and clergy had no formal rituals or
ceremonies. Those who followed the Platinum Dragon
believed in the philosophy of "praying through their deeds".
The only activity that was considered as something like a
ritual was the Rite of Rebirth, the magical process by which
non-dragon humanoids transformed themselves into
dragonborn.
Commandments of The Platinum Dragon
Stand as a paragon of honor and justice.
Smite evil wherever it is found, yet show compassion to
those who have strayed from righteousness.
Defend the weak, bring freedom to those without, and
protect the ideals of just order.
The Fourth Aspect TiamatThe Fourth Aspect Tiamat
Alignment: Lawful Evil, Chaotic Evil • Domains: Trickery
Also known as "The Undying Queen", Tiamat once sought to
contain the corruption of the world, but during her attempts
to contain it, she instead succumbed to it. Once a god who
followed in the footsteps of her brother Bahamut and the
Prime Deity, Pelor. Tiamat has since become arrogant,
greedy, hateful, spiteful and vain. She never forgives any kind
of slight and is focused on obtaining more power and wealth.
She disdained mortals, regarding them as mere disposable
tools in her schemes.
Tiamat resides in the Lower Planes after her banishment
during the Great Dragon War. After being abandoned by
Fatalis for her failures during the war, Tiamat's
maliciousness and insanity grew. As such, she constantly
seeks to extend the power and dominion of her rule over the
land, particularly by twisting creatures made by the Wild
Lords into her servants. She believes deities of all creeds and
from every pantheon are inherently tyrannical, and therefore
her rivals. She considered herself the only being powerful
enough to defy these gods, including Fatalis, and overthrow
their despotic rule.
Tiamat has an insatiable greed for treasures, but prefers
that her followers bring it to her in the form of gifts instead of
searching for riches on her own. As such, Tiamat only
accepts those with evil in their heart. Her followers work
tirelessly toward her agenda of world domination. When
Tiamat assumed her throne as the only goddess of the
Realms, her draconic children would serve her as dukes, or
so her followers believed, and her clergy struggled to gain the
position vassals when that move came.
In her natural form, Tiamat is a thick-bodied dragon with
five heads and a wyvern’s tail. Each head is a different color:
white, black, green, blue, and red. Her massive body is striped
in those colors.
Though many evil beings honor Tiamat, few keep shrines
dedicated to her in their lairs because they don’t want
Tiamat’s greedy eyes gazing at their treasure hoards. Instead,
they dedicate vast, gloomy caverns to their deity and keep
them stocked with treasure and sacrifices
Commandments of The Undying Queen
Amass wealth, and spend little. The gold, and the power
that comes with it, is sufficient reward.
Do not forgive nor forget an indignity to yourself. Let