Monster Hunter FAQ
What subclasses can a Monster Hunter choose?
A Monster Hunter chooses one of four **Hunting Guilds** at 3rd level: **Carver, Devourer, Occultist, or Trapper**. Carver specialises in heavy direct combat, Devourer gains mutations by consuming monsters, Occultist adds arcane spellcasting and anti-magic tools, and Trapper relies on gadgets and preparation to control dangerous prey.
The Monster Hunter subclass is called a Hunting Guild. Guild features arrive at 3rd, 7th, 10th, 15th, and 18th level.
Carver Guild
Carver is the heavy-combat Guild.
It gains stronger armor and weapon-oriented tools and is designed to confront the most physically dangerous monsters directly.
Choose Carver when the character should be the party's dedicated armored monster slayer.
Devourer Guild
Devourer gains supernatural mutations by consuming parts of defeated monsters.
Those mutations change what the character can do and make the Hunter progressively more monstrous.
It is the most body-horror-oriented Guild and rewards adapting to the creatures the party has actually fought.
Occultist Guild
Occultist fights monsters and hostile spellcasters with arcane power.
It adds Intelligence-based Wizard spellcasting and anti-magic interactions.
The Guild is especially effective when the campaign features magical monsters and enemy casters.
Trapper Guild
Trapper is the preparation specialist.
It uses gadgets, traps, and modified monster-hunting equipment to control the battlefield before the target can exploit its strengths.
It is ideal for a player who enjoys planning encounters rather than simply trading attacks.
Choosing a Guild
Carver → heavy direct combat Devourer → monster-derived mutations Occultist → arcane magic and anti-caster hunting Trapper → gadgets, traps, preparation