Monster Hunter

Monster Hunters are modern-day guardians who live and operate in the shadows. They investigate uncanny events, set traps, perform rites, and, when necessary, kill what the wider world would rather forget. Stoic, pragmatic, and sworn to secrecy, they stand between normal folk and predation.

Class Features

Hit Die d10
Primary Ability Dexterity, Wisdom
Saving Throws Dexterity, Wisdom

Proficiencies

Armor Light armor, Medium armor, Shields
Weapons Simple weapons, Martial weapons, Crossbows (hand and light)
Tools Herbalism kit, Tinkerer's tools
Skills Choose three from Stealth, Survival, Perception, Investigation, Insight, Athletics, Nature

Starting Equipment

• Choice A: (a) a martial weapon and a shield or (b) two martial weapons
• Choice B: (a) leather armor and a hunting kit or (b) medium armor and a tinker's kit
• Plus: explorer's pack, 10 silvered bolts/blades (consumable), herbalism kit, 25 gp

Class Resources

Resolve Points 5 (Long Rest (maximum increases by +1 at levels 5, 10, and 15))

Class Abilities

Martial Abilities

Resource Resolve Points
Favored Quarry
Bonus Action 1 RP Level 2

Mark a target as Favored Quarry for 1 minute (no concentration). See class feature for damage scaling.

Damage Effect
Damage: 1d6 (scales) weapon (extra radiant when against supernatural at higher levels) (1d6 at 1st, 1d8 at 5th, 1d10 at 11th, 2d6 at 17th)
Duration: 1 minute
Stalk
Action 1 RP Level 3

Move stealthily through difficult terrain and make a stealth-based attack; if you attack from hiding you deal +Wis mod damage.

Prerequisites:

Proficiency with stealth

Damage Effect
Damage: Weapon die + Wis mod weapon
Conditions: Attacker was hidden
Trapcraft
Action/Setup (short rest) Level 3

Set a trap that deals damage or imposes conditions (stake pit, sigil rune, salt line). Effects vary; a typical trap deals 2d6 piercing and restrains on fail (Str save).

Control Effect
Saving Throw: Strength (or Dexterity if avoiding)
Damage: 2d6 piercing (Damage and DC scale with level (DM adjudicates))
Conditions: restrained
Duration: Until freed
Silvered Strike
Attack Consumes prepared silvered charge (made during downtime) or 1 RP to silver instantly Level 3

Attack with a consecrated weapon: on hit bypasses resistance to nonmagical attacks if the creature is vulnerable to silver; deals +1d6 radiant to undead/fiends.

Damage Effect
Damage: +1d6 radiant
Hunter's Sense
Action 1 RP Level 1

You can sense the presence of magical or supernatural entities within 60 feet. You learn the creature's general type (undead, fey, fiend, aberration, shapeshifter) but not identity.

Prerequisites:

Monster Lore

Utility Effect
Duration: Instant
Hunter's Trap (Remote)
Action 1 RP Level 4

Plant a remote trap charged to detonate by your command. Spend a short rest to prepare. Triggering uses your action and deals configured trap effect; can be set to banish/hold/fear as a special trap at higher levels.

Prerequisites:

Tactics and Traps

Damage Effect
Saving Throw: Varies (Dex/Con)
Damage: 3d6 piercing/force (scales with level)
Conditions: knockback or stunned (trap dependent)
Duration: Instant
Interrogation: Soulbound Question
Action 1 RP Level 5

You can attempt to force a creature to reveal information about its nature. Spend 1 RP and succeed on a contested Charisma (Deception/Intimidation) vs Wisdom (Insight). On success, the creature reveals one truth about itself.

Utility Effect
Conditions: Compelled to reveal one factual truth
Duration: Instant
Coordinated Strike
Reaction Level 3

Use your reaction to bolster an ally's attack against your Favored Quarry, adding your weapon die to their damage.

Buff Effect
Conditions: Ally attacks Favored Quarry
Duration: Instant
Killshot
Action 2 RP Level 6

Spend 2 RP after reducing a Favored Quarry to 0 HP to utterly purge it (see class feature).

Utility Effect
Conditions: Corpse destroyed, prevented raise for 7 days
Duration: Instant
Wardcraft
Short Rest 1 RP Level 9

Create a protective ward that grants allies advantage on saves vs the warded creature's attacks and +1 AC.

Buff Effect
Duration: 8 hours
Unflinching Purge
Action 3 RP Level 14

Spend 3 RP to gain the benefits of Protection from Evil and Good (self only) for 1 minute and add radiant damage to melee hits vs that creature.

Buff Effect
Damage: 1d8 (2d8 at 15th) radiant (Increases at level 15)
Duration: 1 minute
Legendary Hunt
Action None (class feature) Level 20

Activate once per long rest to gain extraordinary combat effectiveness for 1 minute (immune to charm/frightened, crit on 19-20, regain 3 RP each turn). Afterwards suffer one level of exhaustion.

Buff Effect
Conditions: Immunity to charm and frightened, crit on 19-20, Regain 3 RP each turn
Duration: 1 minute

Transformations

Shadow Stalker
1 minute 2 RP Level 9

You slip into a predator state: for 1 minute you gain +10 to stealth checks, you can move through shadows (dim light) without penalty and your first attack from stealth deals an extra 3d6 necrotic (counts as anti-monster damage).

Changes:

+10 to stealth checks, First attack from stealth deals extra 3d6 necrotic

Special Actions:

Shadow Leap: as a bonus action teleport up to 30 feet between areas of dim light/shadow

Limitations:

Cannot cast spells while in this form, Ends early if you are in bright light

Bloodhound's Focus
10 minutes 1 RP Level 5

You heighten your senses: for 10 minutes you track any target you have marked, gain scent-like sense out to 300 feet, and cannot be surprised by that target.

Changes:

Scent-like sense 300 ft, Cannot be surprised by the tracked target

Limitations:

Concentration-like: if you take damage you must make a Wis save to maintain

Ritebound Form
1 minute 3 RP Level 14

A temporary state granted by a powerful ritual (or subclass feature). You gain resistance to the type of damage associated with your quarry (e.g., cold vs wendigo) and your Favored Quarry bonus damage becomes radiant for 1 minute.

Changes:

Resistance to creature-associated damage type, Favored Quarry damage becomes radiant

Limitations:

Requires ritual preparation or 3 RP if improvised

Auras

Hunter's Ward Aura
10-foot radius 1 RP per hour Level 9

You can project a faint ward in a 10-foot radius. Allies in the aura gain advantage on saves vs charm and fear and add +1 to saving throws vs necrotic or psychic effects from supernatural creatures.

Effect:

Allies gain advantage on saves vs charm/fear and +1 to saves vs necrotic/psychic from supernatural creatures.

Purge Beacon
20-foot radius 2 RP Level 11

As an action you plant a beacon (inscribed symbol) that emits a radius of sanctified light (20-foot) that deals 1d6 radiant damage to fiends/undead at the start of their turn and gives advantage to allies' attack rolls against such creatures.

Effect:

1d6 radiant at the start of enemy turns; allies have advantage on attacks vs affected creature

Activation:

One-time activation; lasts 1 minute

Companions

Hunter's Hound
Beast Companion (magically bonded)
Level 3

A trained supernatural tracker hound that helps sniff out quarry, scout, and fight.

Statistics:
HP 3 + your level (scales)
AC 13
STR 14
DEX 15
CON 12
INT 3
WIS 14
CHA 6
Speed:
Walk 40 ft.
Skills:

Perception + proficiency, Survival + proficiency

Senses:

Scent, Darkvision 30 ft

Features:

Keen Nose: advantage on tracking checks, Loyal Protector: can interpose and take hits for you (special reaction)

Commands:

Attack, Scout/Track, Fetch/Carry, Guard

Scaling:

Level 3: Hound gains +1 HP per hunter level and +1 to attack/damage every 5 hunter levels

Level 11: Hound gains a special bite that deals +1d6 radiant vs undead/fiends

Bound Familiar (Occultist)
Fey/SPIRIT Familiar
Level 3

An occultist's bound spirit that serves as scout, alarm, and ritual focus. It has small physical form (owl, raven, bat) and can manifest magical insight.

Statistics:
HP 1d6 + your level
AC 12
STR 3
DEX 16
CON 10
INT 12
WIS 14
CHA 11
Speed:
Walk 10 ft.
Fly 30 ft.
Skills:

Perception + proficiency

Senses:

Darkvision 30 ft

Features:

Ritual Focus: grants +2 to ritual skill checks when present, Ethereal Whisper: can communicate telepathically within 100 ft

Commands:

Scout, Deliver message, Assist in rituals

Class Features

Oath of the Hidden World (Level 1)

You accept the burden of keeping the world unaware of monsters and preventing their spread. You gain proficiency in Survival and Perception. You learn the Hunter's Etiquette: you can attempt to soothe or intimidate townsfolk about monstrous matters using Wisdom (Persuasion/Intimidation) when you have evidence of the threat.

Monster Lore (Level 1)

You gain advantage on Intelligence (Nature) and Intelligence (Arcana) checks to recall information about supernatural creatures. When you critically succeed on an Investigation or History check about a creature, you also learn one of its weaknesses or a common method of tracking/repelling it (DM adjudicates).

Resolve Points (Level 1)

You possess Resolve Points (RP), a resource used to fuel many hunter abilities. You start with 5 RP; this maximum increases by +1 at levels 5, 10, and 15. RP refresh on a long rest (or on completing a significant hunt).

Resource Cost: Uses Resolve Points

Favored Quarry (Level 2)

As a bonus action, you mark a creature you can see as Favored Quarry for 1 minute (no concentration). The first attack you make each turn against that target deals an extra 1d6 damage. At 5th level this increases to 1d8, at 11th to 1d10, and at 17th to 2d6. Marking costs 1 RP.

Resource Cost: 1 RP

Hunter's Tools (Level 2)

You can create and use specialized tools: silvered bolts/blades, ritual chalks, salt pouches, consecrated vials. You expend time and materials equal to half your level in gp to fashion them (free during downtime). Using these tools can impose disadvantage on certain creature saves (DM decides).

Stalker's Guile (Level 3)

When you move stealthily and make a Dexterity (Stealth) check, you can spend 1 RP to add your Wisdom modifier (minimum +1) to the roll. Additionally, you can attempt to hide as a bonus action if you are lightly obscured.

Resource Cost: 1 RP

Tactics and Traps (Level 3)

You learn to set battlefield traps suited to monsters (pit with stakes, sigil runes, salt lines). During a short rest you can prepare up to a number of simple traps equal to your proficiency bonus. Creatures that trigger a trap make appropriate saving throws (trap effects vary).

Coordinated Strike (Level 3)

When an ally you can see hits a marked Favored Quarry, you can use your reaction to add your weapon damage die to that ally's attack. Once per short rest at 3rd level, increases to twice at 11th and three times at 17th.

Killshot (Level 6)

As an action when you reduce a Favored Quarry to 0 HP, you can spend 2 RP to attempt a final purge: rolling your attack die and adding double proficiency; on a hit the creature's corpse is destroyed (no raise/revive without a wish) and its soul is prevented from returning for 7 days.

Resource Cost: 2 RP

Hardened Hunter (Level 7)

You gain resistance to necrotic and psychic damage. You have advantage on saves against being frightened by undead or fiends.

Wardcraft (Level 9)

You can prepare wards that protect an area (10-foot radius per ward). Spending a short rest and 1 RP you create a ward that grants creatures inside advantage on saving throws against the warded creature's attacks or spells and grants +1 AC. The ward lasts 8 hours or until dispelled.

Resource Cost: 1 RP

Monster Hunter's Reputation (Level 10)

You know the Hunter network: you can call in favors, trade intel, or requisition specialist gear during downtime faster. Once per week you can request assistance (non-combat) that will find leads or resources appropriate to the campaign.

Unflinching Purge (Level 14)

When you fight a creature of your Favored Quarry type, you can spend 3 RP to gain the benefits of the Protection from Evil and Good spell (self only) for 1 minute and deal an extra 1d8 radiant damage on melee hits against that creature. At 15th level the radiant increases to 2d8.

Resource Cost: 3 RP

Master Hunter (Level 18)

Choose a specialty in monster-hunting technique (tracking, ritual slaying, or fieldcraft). You gain a unique high-level ability tied to your subclass at 18th level and your Favored Quarry damage increases to its cap.

Legendary Hunt (Level 20)

Once per long rest you may call upon all your training: for 1 minute you gain immunity to charm and frightened, your attacks score a critical on a 19 or 20, and you regain 3 RP at the start of each turn. After this minute you suffer one level of exhaustion.

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