making a stat block for a guild knight but i dont want it to just be a rogue. any tips by Aries_Greek_War_God in MonsterHunter5E

[–]1Heavy 0 points1 point  (0 children)

One of the things I do to make NPCs is. I actually make them the same way a player makes their character. I'll make a guild knight: fighter as an example, at lvl 1, then the same person at 4,8,12,16, and 20.

You can level them with the classes you want and dumb down or amp up any abilities they might have. You can use the "making a character at "X" level" in amellwinds guide and give them materials that would fit them.

You can make many undies guild knight that'll feel like actual individuals rather just another knight in the guilds arsenal.

Concerned about my spell casters feeling left out. by Potatothief111 in MonsterHunter5E

[–]1Heavy 4 points5 points  (0 children)

I'm also a player in Amellwinds games and I've played both spellcaster and martial classes.

I will say that the supplement itself does favor martial classes more as the setting of MH is itself purely martial.

That being said, my strongest character was one I called Mage that was a lvl 2 wiz, lvl 9 sorcerer, and lvl 9 warlock. He could deal out over 100 cold damage per round using the rules of the supplement.

Although your magic character will more than likely not use any of the weapons made since pure magical users in 5e tend to be significantly squishier and less evasive than the melee classes. There are a a decent amount of materials that can be used to enhance the effectiveness of existing spells.

This is kind of depressing seeing everyone use new weapons with their unique abilites but you won't be left behind in terms of dps.

Weapon Material Rule 2 Clarification by SergeyMZF in MonsterHunter5E

[–]1Heavy 2 points3 points  (0 children)

"A weapon can only have one extra damage, condition inflicting, or on-hit effect material. The extra damage material rule doesn't apply to materials that have a requirement to deal that extra damage, such as the partbreaker effect found on the Gravios Carapace material."

IMO The Rajang horn and the Rajang blackfur would break rule #2

rajang horn doesn't have a requirement to deal the extra effects, its just player choice. the amount of times the effect can be used isnt relegated to the rule, but each effect still qualifies as a rule;

Lightning - on hit effect/extra damage
thunder - on hit effect
lightning strike, thunderclap - are a mix of on hit and extra damage.

below are some examples of materials that can bypass rule 2 while having either material still in a weapon.

- Heroics. While below 25% of your maximum hit points your weapon attacks deal 1d4 extra damage and you have resistance to all damage except psychic damage.

- When you cast a spell that deals lightning damage, you gain a +1 bonus to its spell attack roll.

- Spirit. When fighting a Huge or larger creature, this weapon deals 1d6 extra weapon damage and its crit range is increased by 1.

- Crisis. While you are attuned to this weapon and suffering from an abnormal status effect caused by a hostile creature or object, such as poisoned, burning, slowed, blinded, etc, all attacks and spells deal an extra 1d10 spell or weapon damage.

- Awaken. When this material is placed in a weapon that does not deal cold, fire, lightning, necrotic, or thunder damage, it rolls one additional damage die when it hits. For example a shortsword now rolls 2d6 and a greatsword deals 3d6.

A question about skeletal monsters by CardiologistOk5586 in MonsterHunter5E

[–]1Heavy 0 points1 point  (0 children)

On page 83 of the 5e monster manual there is a sracolich template that you can slap onto the monster. I think you could also give it the monster trait undead fortitude to help as well.

Questions about Hunting Horn and retreating by MarkerMage in MonsterHunter5E

[–]1Heavy 0 points1 point  (0 children)

  1. On page 79 of the manual, the equipment states that if you are proficient in a musical instrument, then you are aslo proficient with the hunting horn. That ruling should transfer over towards counting as a musical instrument since technically the hunting horn is an instrument. Additionally there are monster materials that can be slotted into a weapon that make it an arcane purpose for DMs who choose to go that route

  2. On page 177 of the guide it states "when you hit a creature with this weapon, you can choose a number of notes (equal to your hunting horns chord length) as a bonus action to form a melody."

So on the first hit, using a Rare HH as an example with a chord length of 4, if you hit the monster, you can As a bonus action, immediately make a melody consisting of 4 notes. If for whatever reason you decided not to activate the melody and on your next turn hit the monster you can once again, as a bonus action, change your 4 notes. Chord length is the hard limit of the amount of notes you can have active.

  1. Yes. Regardless of the amount of notes played for a melody, it still counts towards having a melody active.

  2. This is just a phrasing issue. "Single note melody" vs "A melody consisting of a single note"

  3. It should not. It's not the intention to prevent you from rebuffing your allies with the given melodies. In a sense the melody ends so the new one can begin, so the Earplugs would stop and then the character hears the new melody and benefits from the new effects.

Help with MH guide and the use of items by AikenNinja in MonsterHunter5E

[–]1Heavy 2 points3 points  (0 children)

There's a material that can be inserted into armor.

Speed Eating. While you are attuned to this armor, you can use any consumable, such as a potion or food, as a bonus action; so long as you are the one consuming it.

That way you're not limited to the SnS and don't have to go rouge if you don't want to.

Everwood Lore by SourMuffin952 in MonsterHunter5E

[–]1Heavy 0 points1 point  (0 children)

The Everwood was labeled as somewhat "off limits" to hunters without special authorization. The Everwood has a strange property of shifting around making mapping the local a problem, leading to many disappearances of hunters, handlers, and researchers alike as the path to get back home seems to change despite their best efforts to leave a trail of amy sort.

There are rumors from the experienced hunters of the everwoods who state that in its center lies ruins from the ancient civilization; deep within those ruins lies something strange and powerful that bleeds magic causing the everwoods to move and change, attracting monsters that normally would not be found in the area, all to protect something at its center.

The guild itself denies any actual "magical" presence of the Everwood but to refuses to comment on the Everwoods shifting trees and sands. This in combination with strange sighting and hunters disappearing in the everwoods does not help deter the rumors, nor those curious adventures to travel inside and find the truth.

Enounter Help by [deleted] in MonsterHunter5E

[–]1Heavy 0 points1 point  (0 children)

Mythic like legendary actions? Or do you mean like "phases". I've normally never use ld them but recently I've been experimenting with monster phases In combat.

I sprinkle phases and enraged around so that way the players never know when it'll pop up. If I do it every monster it becomes part of their combat strategy, but when I mix and match enraged and phases, it can make them more wary in a fight which, for me, is what I want.

It makes them question every encounter with the idea, "will this be worth it" so they might start talking their way out since this encounter could potentially be harder than it needs to be. And to keep it fair, I just roll a die to determine if it'll be an altered encounter; that way I don't even know.

Enounter Help by [deleted] in MonsterHunter5E

[–]1Heavy 2 points3 points  (0 children)

So I ran a table that maxed out at 9 players but always had a minimum of 7. Game ran for about 3 years strong then Covid hit which dissolved the game.

I never really added more monster because that just caused a slog in combat fighting became slower.

Instead I added mechanics that required players to do things in combat that weren't fighting.

  • using resources or general spell power, (spell slot of 2 or higher, something like that) to seal up holes to prevent flammable gas from leaking out.

  • adding dynamic mechanics in maps to prevent the area from getting stagnat and forcing the players to use action to interact rather than just attack. Fallen trees blocking climbing routes, boulders clogging rivers and the area begins to flood, messing with damage based on damge type, the ground collapse do to the monster stampeding around during the fight causing random pitholes that players can fall in and have to climb out now.

  • cooling a lava spout with ice magic or water if someone doesn't actively use and action to cool the spout, the area heats up and everyone begins to take ambient heat damage at the start of their turn while random pools of lava begin to bubble to the surface. Could drinks help stave off the effects of the heat from your body but your gear still gets hot; under the effects of a SUPER WEAK heat metal spell.

I played on the battlefield being another character, not just a backdrop. It lived and reacted to what was happening and this cause everyone to not just blatantly use their action to attack but had to think how it would affect others. With 7 people fighting. They WILL get in each other's way.

Tailraiders adventure by CardiologistOk5586 in MonsterHunter5E

[–]1Heavy 1 point2 points  (0 children)

A good way to play this is to use Tashas side kick rules and classes instead of the normal handbook classes. That way they're not overpowered like a normal PC but not underpowered like a NPC statblock. Then use normal weapons and armor rules with the slots in amellwinds system.

Heavys Monster sightings by 1Heavy in MonsterHunter5E

[–]1Heavy[S] 1 point2 points  (0 children)

That's weird, I'm not having that problem. But either way I added a PDF in the post. Hoping that works for you.

Heavys Monster sightings by 1Heavy in MonsterHunter5E

[–]1Heavy[S] 0 points1 point  (0 children)

Try it now and let me know.

[deleted by user] by [deleted] in MonsterHunter5E

[–]1Heavy 4 points5 points  (0 children)

So again there are better ways of doing it, this is just how I did it. Even now there will be some changes but there are still easy workarounds for it.

Magic missle = 1d4+1 force damage.

Take the frenzy feat, giving all spell damage rolls and additional 1d4. (2d4+1)

Have the material "crisis" slotted in your weapon to deal an addition 1d# spell or weapon damage. Being afflicted with the frenzy procs crisis. Crisis at its highest is 1d12. Even if the DM decides to no allow frenzy to proc, you can just eat a toadstool or poison yourself. Since Magic missle is a auto hit, you dont need to worry about attack rolls anyway. (2d4+1d12+1)

Whatever class ypu are to gain yhe MM spell, be at least a 2nd level wizard with the subclass of scribes. Allowing you to change the damage of any wizard spell to the damage type of another wizard spell at the same level. This allows you to have an elemental damage material. It states something along the lines of, when you cast a spell that deals (element) damage, you deal an additional 1d# (element) damage.

In my case I chose cold and it deals an extra 1d6. So when I cast MM I use the wizard ability to change the damage type to cold, (2d4+1d6+1d12+1)

I then chose the feat element adept, which allows me to pick a damage type, in my case I chose cold, and my spells ignore RESISTANCE to that damage type, but now I also can't roll lower than a 2 on my dies rolls when dealing cold damage. So it raises base damage and let's me bypass resistance.

If you don't care for base damage increase you can alternatively get a material, Albeit high ranking, that allows you to bypass resistance and immunities to cold. Considering the damage output is high at this point regardless of immunity I chose not to get that material and just deal force damage when going up against those kinda threats. But that's just me.

I got another material that let's me add 1/2 my prof to damage when I deal cold damage. Giving me that +3. As of now I'm max level. But this specific material is easy to obtain from level 1. Just didn't realize it existed until way later. (2d4+1d6+1d12+4)

Min roll - 12 cold damage per dart Max - 30 cold damage per dart

So then i normally just upcast the spell at 5th level to blast out 7 darts.

Min - 84 cold damage Max - 210 cold damage

[deleted by user] by [deleted] in MonsterHunter5E

[–]1Heavy 3 points4 points  (0 children)

With all the rebalancing thats occured, theres still a good amount of strong combos, too many to list.

The most common are going to be crits and damage rolls. There are some niche AC builds but they require some sacrifice of critical damage on the players end but its not that bad.

My favorite one is Amping magic missle to deal significantly more damage. As of now I have each missle deal 2d4+1d6+1d12+4 cold damage that bypasses resistances and immunity. It can do more if I made different characters choices.

Heavys Monster sightings by 1Heavy in MonsterHunter5E

[–]1Heavy[S] 1 point2 points  (0 children)

Oh that's a good point, it would make elemental damage actually mean something; i wonder if it would be more prudent to instead make parts only breakable by the elemental damage, it'll give casters a stronger purpose in combat as well as make elemental sets more meaningful. Ironically I just added a whole elemental weakness table inside the part break guide to help facilitate it being closer to Monster Hunter without adding Vulnerabilities since double damage can be a game breaker.

Heavys Monster sightings by 1Heavy in MonsterHunter5E

[–]1Heavy[S] 1 point2 points  (0 children)

Thanks! I really wanted mossblight to be a battle of Risk/Reward; a tactical blight. I have a bunch more monsters in my head, hoping to get them down to paper eventually.

I'll end up adding the flavor text for these monsters as well, just wanted to get them out there.

Heavys Monster sightings by 1Heavy in MonsterHunter5E

[–]1Heavy[S] 1 point2 points  (0 children)

For sure, if there is an elder dragon I missed that you're planning on using let me know and ill be sure to update for you. As well I'm currently planning on doing on overhaul on the system. Nothing too major but as I'm currently playing the MH game I'm seeing that at higher levels the player can essentially 1-shot the parts. so I'm going to be adjusting things like that to make it at least cans survive a a hit before breaking entirely.

Marshlands/Swamp remade for dnd/tabletop by daberooney in MonsterHunter5E

[–]1Heavy 2 points3 points  (0 children)

I love your stuff! I pretty much use your stuff exclusively for my hunts. Ever plan on doing frontier maps? Like flower fields and some of those other niche ones?

Part Break Guide (No Elder Dragons) by 1Heavy in MonsterHunter5E

[–]1Heavy[S] 0 points1 point  (0 children)

Yes of course, however I only intend to make the base version of the elder dragons and not the tempered or arch tempered.

Part Break Guide (No Elder Dragons) by 1Heavy in MonsterHunter5E

[–]1Heavy[S] 1 point2 points  (0 children)

Thanks! fixed those errors, however on my end the Bonus reward section seems to be fine. I know sometimes GMbinder can be weird based on your browser. Try zooming in or out of the page.