Amellwind's Guide to Monster Hunting - Inglês (2024)

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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.

10

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.

11

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.

12

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.

13

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.

14

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.

15

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

16

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.

17

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.

18

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.

19

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.

20

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.

26

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.

28

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.

32

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.

33

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.

63

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.

66

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

Amellwind's Guide to Monster Hunting - Inglês (2024)

FAQs

How do you hunt in Monster Hunter? ›

Hunting Large Monsters in the Field
  1. Tap on any large monster that appears within your access range.
  2. You can change weapons or armor with the Hunt Prep Screen that pops up. Once you're ready, tap "Solo hunt" or "Hunt with nearby hunters" to continue.

Who is the strongest character in Monster Hunter? ›

1 Disufiroa

The Frozen Seraphim Dragon, Disufiroa, is the most dangerous Elder Dragon in existence and the apex of Dangerous First-Class Monsters.

What is the most powerful monster in Monster Hunter world? ›

Arguably one of the most difficult foes to take down in the entire series, Extreme Behemoth (or 'Extremoth', as he's affectionately known by players) is an absolute titan that effortlessly ranks as Monster Hunter World's hardest monster.

What is the strongest monster in Monster Hunter stories? ›

The Silver Rathalos is one of the toughest monsties you can get that's not an Elder Dragon. This monstie combines the strengths of other Rathalos types with better genes such as the Fire Scale Gene and the Kinship Gene for better power buildup. Silver Rathalos has several exclusive skills made just for him.

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