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## Monster Hunter Conclave You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. With alchemy and knowledge as their weapons, slayers are experts at unearthing and defeating mighty, mystical foes. ### Bonus Proficiency At 3rd level, you gain proficiency in alchemist’s supplies or herbalism kit, and you add your Focus Die to checks made with them. ### Blade Oils Beginning at 3rd level, you have learned the basics of alchemy and can create blade oils to augment your weapons. As an action, you may coat one weapon or 20 pieces of ammunition with a blade oil. The weapon or ammunition's damage type becomes the damage type of the oil and deals an extra 1d4 damage on a hit. This effect lasts for 1 minute. Blade oils can be of the acid, cold, fire, lighting, or poison damage types. A weapon or bundle of ammunition cannot be affected by more than one blade oil or concoction at a time. If a second blade oil or concoction is applied to the weapon or ammunition, the effect of the first blade oil is ended. You have a number of uses of this feature equal to your proficiency bonus, and regain all uses after completing a long rest. At 7th level, your blade oils can also be of the necrotic and radiant types. Starting at 11th level, your blade oils now deal an extra 1d6 damage on a hit. ### Monster Slayer Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. | Level | Spells | |:---:|:-----------:| | 3rd | *protection from evil and good, detect magic* | | 5th | *enhance ability, zone of truth* | | 9th | *magic circle, remove curse* | | 13th | *arcane eye, resilient sphere* | | 17th | *dispel evil & good, hold monster* | ### Hunter's Sense At 7th level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. ### Burning Oils Beginning at 11th level, you can release the power of your oils in one burst. If you hit with a weapon coated by a blade oil, you may choose to end the effect of the blade oil early by using the ability given below of the same damage type as your weapon. **Acid.** You may choose to hit the enemy's weapon or armor, including natural armor. If the item is nonmagical, it is partly dissolved and takes a permanent and −1 penalty to the AC if it is armor or is reduced by one die size if it is a weapon. The armor is destroyed if the penalty reduces its AC to 10 + the creature’s Dexterity modifier, and the weapon is destroyed if the die size is reduced to zero. **Cold.** The creature is restrained as their body is covered by frost and ice. On their turn, they may use their action to make a Strength check against your spellcasting or alchemy save DC to end the effect. **Fire.** The creature is engulfed in flames, taking 2d8 damage at the start of each of its turns. On its turn, it may use its action to make a Constitution check against your spellcasting or alchemy save DC to end the effect. **Lightning.** All creatures within 10 feet of the creature you hit must succeed a Dexterity saving throw against your spellcasting or alchemy save DC or take 5d6 lightning damage. The creature you hit is also affected by this feature, but you are not. **Necrotic.** For this attack, your blade oil adds 2d10 necrotic damage, and you heal a number of hit points equal to the necrotic damage dealt by this attack. **Poison.** The creature is poisoned. At the start of its turn, the creature makes a Constitution saving throw against your spellcasting or alchemy save DC to end the effect. **Radiant.** If the creature you hit is of an evil alignment, it must make a Wisdom saving throw against your spellcasting or alchemy save DC. If it fails the save, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. ### Intuitive Dodge Starting at 15th level, you learn to predict and avoid your enemy’s attacks. When a creature hits you with an attack, but before its effects are applied, you may force that creature to reroll the attack and use the second result. You may use this feature a number of times equal to your Wisdom modifier, and regain all uses after completing a long rest.