Hunter: Hunter's Weapons | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Hunter: Hunter's Weapons - 6800 AXP

TIER THREE FEATURE: Hunter: Hunter's Weapons

    • AXP: 6800
    • Grants Access To: None

You gain proficiency in Intelligence checks towards modifying normal weapons and turning them into hunter's weapons. Hunter's weapons are unique variants of normal weapons that you modify using monster parts such as the Hunter's Repeater or the Hunter's Greatsword. Hunter's Weapons Deal an additional 1d4 elemental damage with an element assigned based on the parts used to improve the base weapon. Fire beetle carrapace will apply fire damage, yeti hide will apply frost damage ect.

Hunter's Greatsword: This hefty, imposing greatsword deals 2d6 slashing damage and has the heavy, and two-handed properties. You cannot make extra attacks with this weapon, but it can deal more damage the more attacks you lose out on. At Tier 5 the sword's damage becomes 2d8 and at Tier 7 the damage becomes 2d12. In addition The blade can be used to block incoming melee attacks giving +1 AC.

Hunter's Hammer: This beast of craftsmanship deals 1d10 + STR mod bludgeoning damage, it has the two handed, and heavy properties. You gain the ability to make a called shot on the monster's head with the hammer, taking -3 penalty to the attack roll, but if the attack hits, you add a +15 bonus to the damage roll, and the monster must make a Constitution saving throw (DC= 8 + 1/2 damage dealt) or become stunned until the start of your next turn.

Hunter's Sword and Shield: With this combination you gain the ability to expand your shield, rooting you in place but effectively giving you and up to 1 ally directly behind you 1/2 cover from ranged attacks.

Hunter's Heavy Repeater: Your heavy crossbow gains a magazine of 20 bolts and you ignore the loading quality of this crossbow until the magazine is empty. It takes an action to fully reload the magazine. The drawback is that its range goes down from 100/400 to 75/300.

Hunter's Light Repeater: Your light crossbow gains a magazine of 60 shots and you ignore the loading quality of this crossbow until the magazine is empty. It takes an action to fully reload the magazine. The drawback is that the range goes down from 80/320 to 60/240.

Hunter's Bow: A modified longbow that allows for the application of 1 of 3 arrow coatings.

Coatings are crafted using hunter's tools as a check. For every 2 over success rolled, create an additional charge. EX: DC 12 makes 5 charges, you roll a total of 20, you get a total of 9 charges. Materials can be gathered according to the rules found in The Alchemist's Compendium.

  • Poison: (Crafting: 2 Darkshroom mushrooms, Monster Fluid. DC 14 to craft 3 charges.) On a hit, the creature makes a DC 15 Constitution save against 1d8 poison damage, passing halves the damage.

  • Paralyze: (Crafting: 2 Silverleaf leaves, 1 Stoneroot plant. DC 16 to craft 3 charges) On hit, the creature makes a DC 12 Constitution save against the arrow or becomes paralyzed for 1d4 rounds. the effect can be ended early by making a successful con save at the end of its turn.

  • Elemental coating: (Crafting: {Element appropriate plant, Fire = Firenettle, Cold = Morning thaw, Lighting = Ironstalk, Acid = Darkshroom, Thunder = Rocknettle} x2, Everlime sap. DC 10 to craft 3 charges.) Turns the piercing damage of the bow to elemental damage.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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