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A 5e Homebrew guide made by Amellwind to adapt the Monster Hunter game series to the pen and paper Dungeons & Dragons.
To support Amellwind in their productions visit their patreon at https://www.patreon.com/amellwind

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Published by Darkrole05, 2020-05-09 14:55:20

Amellwind's Guide to Monster Hunting

A 5e Homebrew guide made by Amellwind to adapt the Monster Hunter game series to the pen and paper Dungeons & Dragons.
To support Amellwind in their productions visit their patreon at https://www.patreon.com/amellwind

Keywords: Monster Hunter,Amellwind,Dungeons & Dragons,Dungeons and Dragons,D&D,5e

Guild Knight Commander T.Velkhana Cortex (5/long rest). When the guild knight
takes damage they are not immune or resistant to, roll a
Medium humanoid (any race), any lawful alignment d10 and reduce the damage taken by the amount
rolled.
Armor Class 20 (plate, armor material) Unnamed Material. The guild knight is immune to a
Hit Points 171 (18d8 + 90) damage type appropriate to the situation they expect to
Speed 30 ft. be in, excluding bludgeoning, slashing, or piercing
damage.
STR DEX CON INT WIS CHA Passive Materials. The following materials are already
25 (+7) 16 (+3) 18 (+4) 18 (+4) 20 (+5) 20 (+5) included in other parts of the stat block: Dragonmoss
(A, Strength is 20 otherwise), Dalam Tail Scale (A),
Saving Throws Str +12, Wis +10, Cha +10 Malfestio Tailfeather (A), Mizutsune Water Gem (W),
Skills Athletics +12, Insight +10, Investigation +9, T.Teostra Claw (W).
Legendary Hammer. The guild knight wields a legendary
Perception +10, Stealth +8, Survival +10 hammer, that increases their attack and damage rolls by
Damage Immunities See Unnamed material +3 when they attack with it (included in the attack).
Senses darkvision 60 ft., passive Perception 20 Charge. If the guild knight moves at least 20 feet
Languages any one language (usually Common) straight toward a target and then hits it with a hammer
Challenge 16 (15,000 XP) attack on the same turn, the target takes an extra 7
(3d4) bludgeoning damage.
Brave. The guild knight has advantage on saving throws Mighty Weapon (4/Day). When the guild knight hits a
against being frightened. creature with their hammer, they can choose to have
Dragonmoss. The guild knight's hammer attacks bypass that creature make a DC 20 Strength saving throw or
the damage resistance of any creature. be stunned until the end of the guild knight's next turn
Rubbery Hide. The guild knight can speak the weapons on a failed save.
command word and transform it into a fishing pole
with a hook, a line, and a reel. Speaking the command Actions
word again changes the fishing pole back into the
weapon. Multiattack. The guild knight makes two attacks with
Savage Tallfang. The guild knight deals an extra 5 (1d10) their hammer.
weapon damage when they critically hit.
Spellcasting. The guild knight is a 17th-level spellcaster. Hammer. Melee Weapon Attack: +15 to hit, reach 5 ft.,
Its spellcasting ability is Charisma (spell save DC 18, one target. Hit: 17 (2d6 + 10) bludgeoning damage
+10 to hit with spell attacks). The guild knight has the plus 5 (1d10) fire damage.
following paladin spells prepared:
1st level (4 slots): bless, command, cure wounds, Legendary Actions
heroism, protection from evil and good, a smite spell
(searing, thunderous, or wrathful) The guild knight can take 3 legendary actions, choosing
2nd level (3 slots): lesser restoration, protection from from the options below. Only one legendary action
poison, zone of truth option can be used at a time and only at the end of
3rd level (3 slots): dispel magic, remove curse another creature's turn. the guild knight regains spent
4th level (3 slots): banishment, staggering smite, legendary actions at the start of its turn.
watery sphere**
5th level (1 slots): destructive wave Attack. The guild knight makes one attack with its
**Always prepared due to Mizutsune Water Gem hammer.
Material. Detect. The guild knight makes a Wisdom (Perception)
check.
Cast a Spell (Costs 3 Actions). The guild knight casts a
spell from its list of prepared spells.

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Dive into the
World of

Monster Hunter

Amellwind's Guide to Monster Hunting provides
the inspiration and guidance you need to spark
your imagination and bring yourself and your
players into the Monster Hunter Universe.

Inside you'll find all that you need to begin your
journey. From items and weapons created in the
likeness of the video game series, to rules on
how to carve up the creates and create your own
custom magical items, and creating a world from
the lore of monster hunter itself.

Art and lore that was not created by me is owned
by Capcom and found on The Monster Hunter
Wiki.

If you are interested in letting me know what you
think. Feel free to stop by my Twitch channel or
check out my Patreon. Thank you for reading and

I hope this book serves you well.

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