{"name":"Monster Hunter","overview":"Monster Hunter\r\nDefender Gear.\r\nStarting at 3rd level, you gain the ability to build Customized weapons designed to help, gaining proficiencies in tinker\u2019s tools, and smiths tools you may also build weapons from the defender weapon chart for the appropriate amount of gold.\r\n[table]\r\n[tr]\r\n[td]Name[\/td]\r\n[td]Cost[\/td]\r\n[td]Damage[\/td]\r\n[td]Weight[\/td]\r\n[td]Properties[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Slinger[\/td]\r\n[td]20 gp[\/td]\r\n[td]1d4 - bludgeoning[\/td]\r\n[td]1 lbs[\/td]\r\n[td]Light, Range (30\/120)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Defender Switch Axe[\/td]\r\n[td]120gp[\/td]\r\n[td]Axe - 1d12\r\nSword - 2d6+2[\/td]\r\n[td]18 lbs[\/td]\r\n[td]Heavy, Two-handed, Special\r\n(switch - 3 rounds, - cooldown 1 round)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Defender Gunlance[\/td]\r\n[td]160 gp[\/td]\r\n[td]Stab -1d10 piercing\r\nShot - 1d8 piecing[\/td]\r\n[td]8 lbs[\/td]\r\n[td]Heavy, Special, Reach, Ammunition, Reload 6, Range \r\n(10\/40) (ammo cost 10gp - 5)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Defender Bow[\/td]\r\n[td]75 gp[\/td]\r\n[td]1d10 piercing[\/td]\r\n[td]4 lbs[\/td]\r\n[td]Heavy, two-handed, Ammunition Range (100\/500)[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Defender Bug Glaive[\/td]\r\n[td]220gp[\/td]\r\n[td]G - 1d8 1d4\r\nMax Aura 1d10 1d6\r\nAnd +10 range\r\nBug - Depends on type[\/td]\r\n[td]16lbs[\/td]\r\n[td]Medium, Versatile, Ammunition Range (40\/60)\r\nAura type 1d4 if 4 no change\r\nPoison I,II,III Tier 1d4 1d6 1d8\r\nHealing I,II,III Tier 1d4 1d6 1d8\r\nExplosive I,II,III Tier 1d4 1d6 1d8[\/td]\r\n[\/tr]\r\n[\/table]\r\nTrained Tracker.\r\nAt 3rd level, you gain proficiency with survival checks\r\n\r\nExpert Tracker.\r\nStarting at 7th level, you gain advantage on Wisdom (survival) Checks to track creatures that are beasts or monstrosities.\r\n\r\nRemarkable Athlete\r\nStarting at 10th level, you can add half your proficiency bonus (rounded up), to any strength, dexterity, or constitution check you don\u2019t already have proficiency with.\r\nIn addition, when you make a running long jump, the distance you cover increases by a number of feet equal to your Strength modifier.\r\n\r\nKnow Your Enemy\r\nStarting at 15th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\r\n\r\nStrength score\r\nDexterity score\r\nConstitution score\r\nArmor Class\r\nCurrent hit points\r\nTotal class levels (if any)\r\nFighter class levels (if any)\r\n\r\nUltimate Hunter.\r\nStarting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn\u2019t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.","hitdice":"d10","hitpointsfirstlevel":"10+con","hitpointsathigherlevels":"hit die = to level+con","armorproficiencies":"All","weaponproficiences":"Martial, Simple","tools":"3rd Level Smiths & Tinkers","savingthrows":"STR \/ CON","skills":"","equipment":"","spellcasting":"","features":"","subclasses":"","tabledata":"","tags":"","templateId":"25","blockId":"309167","isShared":"on"}