1. Notes

Campaign Primer

Campaign Summary:

3-20+: You begin at 3 to signify having gone through training. There are some fun Elder Dragons at higher levels. Like Furious Rajang.

Politics: Low, but might rear it's head depending on how the story develops. 

Roleplaying: Medium to high. – A lot of concepts and even additional systems are based around immersion and the feel of the MH games.

Tactics (as in combat): Medium to high. – That doesn’t mean you have to min-max everything, the new weapons bring some good punches to the party.

Pace: Moderate. You will travel across the world in great distances for hunts, but there will be opportunities for downtime in cities and towns as well.

Group Size: Small. Currently planning for 3-4.

Player Expectations:

This is a Monster Hunter campaign set in the Old World. Having only played MHW, obviously my knowledge is derived from that and the information found online and in the conversion. That being said, MH story is not necessarily known to be super deep.

This campaign is quite literally monster of the week with immersive fluff around it. The story will mainly lead you through the world and introduce reasons to fight stronger monsters. Don't expect Shakespeare.

This universe has its own Monster Manual inspired by the Monster Hunter games. That means standard creatures and classifications don't see as much use as a regular campaign (i.e. Fey, Fiends and everything in between). The Monster Hunter bestiary introduces its own classifications, such as Wyverns and Leviathans. When creating a character that has abilities targeting a specific type, take this change into account.

Since you will be a full party (4), there will be no palico companions. But I am considering giving you palamutes down the line if there is demand for it; primarily as transport (and passive support).

In the Monster Hunter games, you are basically a powerful warrior, with no magical ability, that swings around a giant sword or fires arrows at the creature you are hunting. That is not the case in a Monster Hunter styled D&D game. The Monster Hunter Universe was created with all official classes and races in mind. You will find weapons and monster materials, and even factions that grant extra spells to spellcasters throughout this guide and its companion book the Monster Hunter Monster Loot Tables.

That being said, I highly suggest leaning more toward lesser magical classes, since much of the MH feel comes from fighting with your fancy weapons rather than throwing spells. Classes like Fighter and Ranger lend themselves very well for this campaign. They are also the classes with the most weapon proficiencies (followed by Barbarian and Paladin). Don't feel like you need to rely on a caster to support you. The expanded items list is full of support items that pack a punch.

Magical items do not exist in Monster Hunter the same way that they do in a normal D&D game. You cannot find or obtain a Flame Tongue Long sword, a Staff of Frost or any other magical armor, weapon, or wondrous items. Instead, when you kill or capture a creature, the party receives a number of materials that can be inserted into their weapons and armor to gain their magical effects. You can also search for resources to craft other useful tools, like potions. Think of it as a "create your own magical items." Some one-time use or very unique magic items might rarely exist at my discretion. You get them if you get them, don't expect to be able to go shopping for them.

If it's not already obvious, this  is a campaign full of 3rd party material. There are adjustments to existing equipment, races, and some class features. Because of this, I ask you use the resources on this site as basis for building your character. The Class features in particular are primarily from Giffyglyph. These have been playtested and I do consider them sensible improvements. While most can be considered buffs, I see it as something to offset the lack of multiclassing availability.

I’d also like to introduce several house rules that are aimed at giving the campaign a little realism and help you settle into the adventure's concept. While some might feel punishing at first glance, they generally also offer the possibility of being a boon or are offset by something else. We will decide as a group on some of these (there are some where I will put my foot down). With that said, if you have a house rule or system that you’d really like to adapt, please contact me with the material (eg, I am still deciding on a crafting system that is not too convoluted, and have yet to review the multiple poison systems I have). Note that if at any point in the campaign a system or rule turns out to not work for this group, there is always the option to vote it off the island.

This campaign will be played on discord, foundry vtt, and using this site to log progress (you'll still be expected to keep notes). Further information and lore will "unlock" as you explore the world in the adventure. A text rp channel exists for potential exchanges to be had during longer downtimes or similar. In session rolls may be done with dice, foundry, or avrae, but during character creation I ask that you roll any required dice (like bonus attribute and wealth) in avrae, announcing what you are rolling for before you do so. As for character sheets, I have not looked too closely at foundry yet, so not 100% clear on how everything works, but because of the customized state of... well a lot, dndbeyond does not seem like a feasible solution without investing a lot of time into adding the homebrew stuff, which would just double my work since that likely will have to be a thing in foundry also. Because I'll be hosting myself, I suggest keeping a manual, personal sheet on the side, because foundry won't be up 24/7. To some degree kanka.io can be used to track character details and story (there is even an option to keep certain aspects of the character private).

Character Creation:

Starting Place: This party will be made up of  a group of Hunters, making their way in the Old World. The Story is more open ended.

Morality: Eberron rules: Alignment are like the pirate code – a guideline rather than a rule. Race does not necessarily define one’s relationship to good and evil. That does not mean those concepts are absent in this world. People can be good, people can be evil. That being said, you will be a team of upstanding hunters, meaning you have been through training teaching you right from wrong when it comes to hunting. One person's evil deeds will reflect on the entire group. No outright evil characters please. 

Starting level: Level 1. Progression is milestone based.

Ability Scores:

Races: Some races have adjustments to them, so use what is listed and not from other sources (Check Race Patch Notes for a rough summary). Races do not provide stat bonuses or penalties. Instead, add +2 to one stat, +1 to a second stat, or alternatively +1 to 3 separate stats of your choice. Proficiency Swaps are allowed (ASI and Languages are already flexible as is), however Custom Lineages are not. (Though you are welcome to adjust visuals with a mixed lineage in mind) Some races (Like Ancient Wyverians) are not available for players to play, since they simply would not fit into the setup of the group (team of newbie everyman hunters).

Backgrounds: Unique Backgrounds are available. These backgrounds are closely tied to your place in the Hunting Guild and your role in the party. If you take one of the non-Hunting Guild backgrounds, be aware that some services might be limited, however you are able to attain renown with the Hunting Guild nonetheless, as they have close ties to research institutions.

Classes & Subclasses: Artificers do not exist. Multiclassing is not a thing. Certain subclasses might be more difficult to work into the setting than others, so make sure to run your choice by me. Changing Subclasses can be discussed on a case by case basis. Check the Class Patch Notes for some adjustments and comments on Tasha stuff. Additionally, spell lists have been expanded.

Skills: Most skills in a Monster Hunter styled campaign have the exact same uses as they do in a standard Dungeons and Dragons game, but some of them that are used more frequently, have additional uses in this type of game, or perhaps just need a bit more clarification on some of the things they can do.

Arcana. An arcana check can help identify magical effects left by creatures, such as the gore magala's frenzy virus. If your DM plans to use the shrine benefits or cursed shrine complications, an arcana check can help determine if it's worth touching, if the shrine is more closely related to magic than religion. (this feature is still in development, so it may or may not come up)

History. Used when attempting to recall information about a creature a character may have read about or has done other research on.

Medicine. Can be used to determine what type of the new blight conditions (found in the MHMM) a creature is suffering from.

Nature. Used when attempting to discern what a creature(s) is by the signs they find, the silhouettes they see off in the distance, or possibly by the impact the creature has on the environment.

Religion. If your DM plans to use the shrine benefits or cursed shrine complications, a religion check can help determine if it's worth touching, if the shrine is more religiously based. (this feature is still in development, so it may or may not come up)

Investigation. Used for finding resources in an area and looking for signs when a perception check finds nothing.

Perception. Used by both the scout and spotter roles during hunts. (see the scout and spotter role in this chapter for more information)

Stealth. Commonly used by the scout role during hunts. (see the scout role in this chapter for more information) Survival. Used by the trailblazer role during hunts (see the trailblazer role in this chapter for more information)

Hunt Skill: A special skill not linked to any ability, but rather developed over time, similar to the progression of proficiency. Making a Hunt skill check requires a Free Action and your modifier dictates the number of times you may make a Hunt check during an encounter.

Artisan Tool Proficiency: For this campaign, I count Poisoner's Kit and Herbalism Kit as Artisan Tools, since their crafting capabilities are integral to a Monster Hunter toolkit. So if you have the choice of Artisan Tool proficiency, you may add these to the choice pool.

Feats: Because Humans have been adjusted, nobody will have access to feats right away. And because generally in this campaign you will not level up without the option to take at least a little bit of a rest / time for yourself, I am considering allowing feats with the caveat of time (possibly a little monetary) investment or through a little bit of storytelling at the least. Some feats are banned. Some are only allowed under certain circumstances (looking at you, Tasha feats) which will be judged on case by case basis.

Knacks: Roll or choose one Knack from the table of the Knacks Entity Notes.

Starting wealth: We’ll use this table with adjusted d4s for starting gold (instead of equipment) as per ThinkingDM's calculations. Formula is still xd4 * 10 gp. Because of setting specific changes to equipment such as weapons & armour, I will have everyone roll for gold instead of going for the starting equipment. In addition to these funds, you will also receive whatever is provided through your background.

d4 Class d4 Class d4 Class d4 Class
3 Barbarian 3 Druid 8 Paladin 2 Sorcerer
4 Bard 8 Fighter 4 Ranger 4 Warlock
5 Cleric 1 Monk 3 Rogue 4 Wizard

 

Starting relationships: Do you know each other? Happy to have 2 players have a prior relationship. Talk to each other! On that note: PvP outside of circumstances like charms and curses happens only with solid reason and both Players (not characters) consenting.

Starting Rumors: Before the first session, write me 5 (or more if you like) rumours about your character that circulates in the local taverns. These may be rumours of your exploits during hunting training, ribald jokes about your past exploits, or even mean-spirited gossip. At least two of these rumors must be true, but the others may be exaggerations or outright fabrications. Make some negative, some positive.

Party introduction: You all find yourself on

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Race Patch Notes

All Races: Removed ASI; unified ASI in Campaign Guidelines. Racial alignment is a mere suggestion - as a mortal creature, you can decide your own morality. Languages suggest the respective race’s language, if only because that is how these languages survive the melting pot of culture that is the MHU. See more under the Language note. Variant features to decide between ancestry traits: pure stylistic choice to avoid multiple race entries.

Humans – redone

Halflings – Lucky adjusted, Ever Hospitable added.

Class Patch Notes

General notes

For brevity, Tasha’s Optional Class Features is shortened to TOCF.

TOCF Versatility features may require some training during downtime. Communicate with your DM if you want to benefit from a Versatility feature.

Subclasses listed as not available are not a hard no, but are thematically questionable and would need convincing. There are many other choices available, please consider those first.

Smites, Hunter’s Mark and Eldritch Smite can no longer be chosen via a bard’s magical secrets.

Barbarian

As written; TOCF applies. Berserker has the following change: Berserker Frenzy: When your frenzied rage ends, you lose two unspent hit die. If you don't have any hit die remaining, you instead suffer one level of exhaustion. Subclass Notes: Wild Magic is not available. 

Bard

As written; TOCF applies. Subclass Notes: Colleges of Whispers and Spirits are not available. 

Cleric

As written; TOCF applies.

Druid

Changes to Wildshape; TOCF applies (Clarification: The familiar still looks like a beast, it just must be fey type as opposed to the spell’s RAW choice of celestial, fey or fiend). Subclass Notes: All official circles are allowed. Shepard Circle has the following change:

Mighty Summoner: Is now summoned creatures have additional hit points equal to your PB per spell level used to summon them.

Faithful Summons: Is now a level 9 casting of summon beast, elemental, or fey is cast instead of conjure animals

Fighter

Changes to Second Wind & Selected Maneuvers; TOCF applies. Subclass Notes: Echo Knight, Psi Warrior, and Rune Knight are unavailable.

Monk

As written; TOCF applies, except for Dedicated Weapon. Way of the Elements has various adjustments. Subclass Notes: Astral Self is unavailable. 

Paladin

TOCF applies. At Level 1 choose your Oath and begin living by its tenets in preparation to formally swear them by level 3. Smites are now a paladin class feature. The only way to learn a smite is to become a paladin, or be granted them by a specific class feature (eg Forge Cleric). Subclass Notes: Oathbreakers and Watchers are unavailable.

Ranger

Ree. Just look at the Class. Beastmaster Archetype added for its changes. Subclass Notes: Horizon Walker is unavailable.

Rogue

As written; TOCF applies. Subclass Notes: Soul Knife and Phantom are not available.

Sorcerer

Changes to Font of Magic. Added Inversion Metamagic option. TOCF applies. Subclass Notes: Wild Magic is unavailable. Draconic Soul and Divine Soul are encouraged over the other subclasses for thematic reasons.

Warlock

Variant primary stat added & other changes. See the class’ entry for more details. TOCF applies, except for Pact Boon Versatility, which requires checking with DM. Subclass Notes: Archfey Patron is unavailable.

Hexblade has the following change: Hexblade no longer has the Hex Warrior trait.

Wizard

TOCF applies. Subclass Notes: Chonurgy and Graviturgy are unavailable. The Arcane Recovery feature may be used once per long rest. (this is in line with other “once a day” features that have been errata’ed to once per long rest) Conjuration has the following change: Durable Summons: When you summon creatures, you can allocate 30+10/per spell level used temporary hitpoints to your summoned creatures, divide these temporary hitpoints across all your summoned creatures as you see fit.