Monster Hunter world illustration - Fantasy theme
Fantasy

Monster Hunter

S
SpeedyZongola

A World full of powrful hunters and even more powerful Monsters.


Author's Note: As of now, i have finished a majority of the New World, and have added all weapons and factions, with a few extra classes. in the future, i aim to add the entire canonical monster hunter map AND all the monsters, as well as some other roles you can play. the campaign will gradually get bigger, and hopefully i can add as much as i can.
Played16 times
Cloned3 times
Created
13 days ago
Last Updated
2 days ago
VisibilityPublic
Tactical Retreat I
3

Tactical Retreat I

This dual-purpose Art lets you dodge while drawing the bowstring and shooting behind you. Hold down the Charged Attack button to keep the bowstring drawn and save your attack for later. The shot is unaffected by distance.

Blade Wire I
2

Blade Wire I

Binds two arrows together with wire to create a flying blade when fired. All non-Arc Shot and Power Shot charged arrows are swapped temporarily for cutting wire. Cannot be coated, but can sever a monster's tail.

Haste Rain I
1

Haste Rain I

A revolutionary technique that fires an arrow above your head that showers you with a special stimulant. Temporarily raises movement and charge speed.

Triple Volley I
1

Triple Volley I

Fire off arrows in groups of three, with the final shot being the strongest. Fires in the direction you were facing upon activation.

Void Piercer I
3

Void Piercer I

Shoots an iron spike from the Heavy Bowgun. By igniting gunpowder, the resulting pressure launches the red-hot loading pin, which rips through the air and dealing Cutting damage. Firing becomes safer if a shield is attached.

Gunpowder Infusion I
3

Gunpowder Infusion I

Loads special gunpowder into your Bowgun, increasing the power of your ammo for a set number of shots. Discovered by accident when a newbie Hunter loaded some lava rocks into their weapon...

Guns Blazing I
2

Guns Blazing I

A revolutionary technique that fires a canister above your head that showers you with a special stimulant. Boosts your movement and reload speeds, and also reduces recoil.

Super Nova I
1

Super Nova I

An attack that uses specialized piercing ammo which travels a short distance before exploding midair. The blast is quite powerful, but if the ammo hits a wall or floor, it won't explode.

Charge Shot I
4

Charge Shot I

Charges up the power of Normal S Lv1 ammo. Special gunpowder used in the Light Bowgun's chamber catalyzes with the rounds, resulting in a controlled increase in attack power. There are three levels of charge and up to five rounds can be fired.

Rapid Fire Rain I
3

Rapid Fire Rain I

An Art that relies on special bullets that split up inside your weapon, giving you unprecedented rapid firing speeds. Autofires until the chamber empties, or you press the B Button to cancel.

Full House I
2

Full House I

An Art passed down by a Gunner from a certain region. Reloads all the ammo you have on you, save for Specialized Rapid Fire ammo, in a single motion.

Bullet Geyser I
1

Bullet Geyser I

After an initial backstep, fires a timed explosive onto the ground, the discharge sending you even further back. This Art works both as an attack and evasive technique.

Bug Majeure I
3

Bug Majeure I

A support art that calls forth a unique species of bug to awaken your Kinsect. This symbiosis grants more precise movement in exchange for your Kinsect's stamina, and adds an additional high-speed spin to your Kinsect Spin Attacks.

Bug Blow I
2

Bug Blow I

Performs a vault after pulling off a combo attack to unleash an Overhead Smash from midair. Especially potent when used in tandem with the Swarm Art, as the insects are concentrated for a hard blow.

Swarm I
2

Swarm I

Summons a swarm of protective insects that take position around you, attacking any and all things that dare to get close to you. Be careful using it around allies.

Extract Hunter I
1

Extract Hunter I

Hurls your Kinsect with lightning speed towards a monster. The Kinsect will harvest all three Extracts: Red, White, and Orange. Note that the duration of Extract effects is short for this Art.

Ripper Shield I
4

Ripper Shield I

The shield attaches to the blade to form a high-speed cutting disk that mangles foes. The multi-stage shield attack greatly boosts blade attack energy, then uses that energy to replenish phials. Press the R Button to do a Shield Charge.

Healing Phial I
3

Healing Phial I

A Hunter Art that sees a Charge Blade gaining healing functionality. The energy stored in your phials is temporarily used to heal your Health, which can be done with an Elemental Boosted Roundslash.

Limit Breaker I
2

Limit Breaker I

Raises the phial charge limit from the standard five units to seven, giving you more flexibility with moves that rely on them.

Energy Blade I
1

Energy Blade I

Converts the energy outputted from an Element Discharge into a blade of light. The number of charged phials affects both the length of the blade and its overall power.

Tempest Axe I
4

Tempest Axe I

By masterfully gauging the axe's weight, this Hunter Art allows a lightness of motion that borders on the impossible. It also adds a vertical slash to your repertoire, which utilizes the rapid swing momentum.

Energy Charge I
3

Energy Charge I

An Art invented by an eccentric Hunter looking for a way to quickly Reload. It allows for a fast Reload of the Switch Axe's Phial in either Mode, finishing with a horizontal swipe in Sword Mode.

Demon Riot I
2

Demon Riot I

Takes the elemental energy within a Switch Axe and rather than unleashing it, keeps it sealed and pent up to a dangerous degree. Sword Mode attacks are stronger, but the Switch Gauge depletes over time.

Trance Slash I
1

Trance Slash I

You switch repeatedly from axe to sword, delivering a furious combo ending with an Element Discharge. You can reorient yourself mid-combo, and you also retain the effects of Demon Riot, if it is active.

AA Flare I
3

AA Flare I

Combats aerial targets with great firepower using the installed anti-air module. Begins by unloading a full volley into the air, and quickly follows up with Wyvern's Fire if the Gunlance hasn't Overheated.

Dragon Breath I
2

Dragon Breath I

Quickly builds up heat within using the Wyvern's Fire mechanism. Once activated, the Heat Gauge remains high, making shelling attacks stronger, though it's not a method craftsmen are likely to be thrilled about.

Blast Dash I
2

Blast Dash I

An innovative Art that uses shelling recoil to propel you forward, allowing you to close any gaps between you and your target. Capable of finishing with an Overhead Smash after you land.

Dragon Blast I
1

Dragon Blast I

Expels a superhot vortex of twisting flames. Takes time to charge, but the explosive payoff is well worth it.

Healing Shield I
4

Healing Shield I

An Art inspired by Oils and Healing Phials. Coats the Shield with a medicinal balm; when an attack is blocked, the medicine is scattered, restoring your Health and that of nearby allies.

Enraged Guard I
3

Enraged Guard I

Raises your shield to block an incoming attack. When doing so, the power of the hit will be absorbed, raising your Attack. Risky to use, but the more powerful the blow, the more your Attack will increase.

Corkscrew Jab I
3

Corkscrew Jab I

Focuses your energy into a powerful drilling Lance attack. While you're defenseless during the charge up phase, the power dealt -- if you manage to connect -- is considerable.

Shield Assault I
2

Shield Assault I

A powerful charging shield attack that serves to defend even as you rush forward. Use this Art to close the distance between you and the monster, or to evade. Can be chained into other thrust attacks as well.

Invigoration I
3

Invigoration I

Transforms your entire performance with the spirit of the hunt. While this Art is active, your Performances and Encores will begin with a quick dodge, with a small window of invulnerability.

Harmonize I
3

Harmonize I

A new type of Melody that affects the Hunting Horn itself, rather than the hunter. Notes are doubled for a limited time, even when an attack misses.

Sonic Smash I
2

Sonic Smash I

Perform a double-spin combo that ends in a smashing blow, emitting a soundwave. Ideal as a defensive tactic, too.

Euphony I
1

Euphony I

Triggers the effects of all playable Melodies. As this Art relies on a unique music scale in order to work, the effects bestowed from this Art will only apply to you.

Impact Press I
3

Impact Press I

Adds a shockwave to Charged Attacks by focusing your spirit. The shockwave is formed when air rushes into the vacuum created by raising the hammer quickly after the moment of impact.

Typhoon Trigger I
3

Typhoon Trigger I

A spinning Hammer attack that takes a few swings to get going.

Provoke I
2

Provoke I

A taunt where you make yourself known by raising your weapon up in the air, momentarily upping the likelihood of monsters targeting you. The effect will wear off early if you leave the area.

Spinning Meteor I
1

Spinning Meteor I

The powers of gravity and centrifugal force combine in a series of powerful, spinning Hammer attacks. The final blow is the most powerful, so time it carefully to land a hit right between a monster's eyes.

Spiral Slice I
3

Spiral Slice I

Leap forward in a corkscrew motion, blades ripping at a monster's soft parts. It takes more than technique and a well-trained body to perform this Hunter Art.

Wolf's Maw I
3

Wolf's Maw I

A technique that has you succumb to a raw, animalistic rage, allowing you to deal two hits with a single swing. Requires the utmost trust in your skills.

Aerial Slam I
2

Aerial Slam I

Rush off a ledge to perform a spinning attack. If the hit lands, you can follow up with an aerial drop attack.

Blood Wind I
1

Blood Wind I

With Dual Blades twirling, advance to slice through targets. You can change direction during execution twice.

Chaos Oil I
4

Chaos Oil I

Charges forward and coats your blade in a special mixture that ignites on friction with your shield. Combines the effects of all other oils, purely because some lazy hunter didn't want to apply them one by one. Can be used in combination with the existing oils.

Shoryugeki I
3

Shoryugeki I

After landing a slice attack, you thrust your shield into the air in an uppercut motion. A popular fighting move, the follow-up attack with your shield is strong enough to even Stun monsters.

Round Force I
2

Round Force I

A spin attack that slashes all targets surrounding you. During execution, you'll be invulnerable to monster attacks, making it an effective evasive technique as well.

Sword Dance I
2

Sword Dance I

Slashes your sword five times in a graceful, dance-like sequence. This Art is useful for dealing elemental damage to hard body parts, as you may continue attacking even if a hit is repelled.

Devouring Demon I
2

Devouring Demon I

Grants you a temporary boost in Attack power. During this time, your Health will continue to drain, but can be restored by landing hits. ~The demon's price for this pact is vitality itself; you must hunt, lest the demon exact its price from you.

Critical Juncture I
2

Critical Juncture I

Passed on to the Guild from the Far East, this Hunter Art calms you and clears your mind, allowing you to parry a monster's attack. Upon a successful parry, you unleash a deadly counterattack.

Unhinged Spirit I
1

Unhinged Spirit I

Concentrates your spiritual power for a burst of Spirit as you swing your blade. Temporarily fills your Spirit Gauge to Max, allowing you to use Spirit Blade attacks without depleting the gauge.

Sakura Slash I
1

Sakura Slash I

A quick jump backwards gives momentum to two sweeping slashes. If the attack connected, the wounds inflicted will open in a spray of blood after a brief pause, and the Spirit Gauge will rise one level.

Moonbreaker I
3

Moonbreaker I

Leap into the air, then twist your body to channel all the energy into a downwards slash. Uses the sword's weight to break body parts.

Brimstone Slash I
1

Brimstone Slash I

Builds up power with great fury, releasing a ground-splitting slash in the direction you choose. If you get attacked while using this Art, you'll absorb the hit, and then execute a deadly counterattack.

Lion's Maw I
2

Lion's Maw I

Swings your Great Sword around your body with bloodthirsty force and raises the Attack of the following strike. This hellish Art leaves hunters with a demonic look in their eyes... and the battlefield littered with corpses.

Ground Slash I
1

Ground Slash I

Scrapes your Great Sword on the ground before rushing forward and unleashing a big shock wave. Get both the initial swing and the shock wave to hit your target and you'll mete out massive damage.

Arisen Phoenix
3

Arisen Phoenix

Purifies the body and returns it to its natural state. Good, bad, it doesn't matter -- all status effects are wiped clean and your Health is healed in proportion to the effects removed.

Fortress Walls
2

Fortress Walls

Medicine that makes your body as hard as diamond, greatly raising Defense. You'll take less damage and be impervious to abnormal statuses and blowbacks, but you won't be able to dash or evade for its duration.

Castle Walls
1

Castle Walls

Medicine that makes your body as hard as steel, raising your Defense. While in effect, damage taken is reduced and attacks won't knock you back, but you'll be unable to dash for its duration.

Frenzy Fever
2

Frenzy Fever

Science once again goes a step too far with the invention of a medicine that will give you the Frenzy virus. There's probably someone out there willing to try it... Um, that someone isn't you, is it?

Mass Combiner
1

Mass Combiner

A technique conceived by a famous Gunner that improves your success at combining items, and ensures you produce the max number possible per combination. As it's mentally taxing, the effects are temporary.

Hunter's Oasis
2

Hunter's Oasis

Places a special device on the ground that emits a Health-restoring mist. It will continue to restore your Health as long as you are within range.

Escape Runner
1

Escape Runner

Briefly stops Stamina depletion while running away from large monsters and dashing while transporting items. This boost of adrenaline only lasts a short amount of time.

Heal Gain
1

Heal Gain

A moment of concentration bolsters your own healing abilities. For a limited time, Health recovery is more effective, and temporary damage taken during combat recovers more quickly.

Absolute Readiness
2

Absolute Readiness

Perform a corkscrew-like evasion. In addition to a lengthy invulnerability window, Sharpness is restored, ammo refilled, and phial coating applied. Once triggered, you automatically unsheathe your weapon.

Absolute Evasion
0

Absolute Evasion

Preform a corkscrew-like evasion, providing a window of opportunity to make an emergency escape. Sports a lengthy period of invulnerability and sheaths your weapon automatically upon use.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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