Rules reference

Attributes in Hunter: The Reckoning 5th Edition

What attributes mean and how to use them at the table. Hunter: The Reckoning 5th Edition is a tabletop RPG where you play as ordinary humans who have been "Imbued" with supernatural awareness, allowing you to see and hunt the monsters that prey on humanity. As part of the Vigil, you track your Conviction, manage your Edges, and work with your cell to protect the innocent.

Key points

Attributes describe your broad capability. In play, they usually combine with skills (or directly with a roll mechanic) to resolve actions.

Copyable facts
  • 4 Creeds: Zeal, Visionary, Mercy, Defender
  • Edge system: Supernatural abilities granted by the Imbuing
  • Conviction mechanics: Fuels Edges, represents commitment to Vigil
  • Cell system: Hunters work in groups for safety
  • Monster hunting focus: Investigate, prepare, hunt
  • Human vulnerability: Still human, powerful but fragile
What’s in this system
PhysicalSocialMentalDistribution
Examples
Example: Attributes set your default approach

If you want to solve problems physically, invest in physical attributes; if you want social leverage, invest socially. Your skills make that approach reliable.

Example: Don’t spread too thin

Pick 1–2 ‘core’ attribute areas for your concept and accept a weakness to keep choices meaningful.

Common mistakes (smallest fix)
  • Mistake: Spreading points evenly. Fix: Pick 1–2 strengths that match your concept and accept a weakness.
  • Mistake: Ignoring how attributes connect to rolls. Fix: Check what combines with skills (or what the system uses most) and build around that.

Hunter FAQ

What are Creeds in Hunter 5e?
How does Conviction work in Hunter 5e?
What are Edges in Hunter 5e?
What is a cell?
How powerful are Hunters compared to monsters?

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