Akuma's Monster Slayer Revision

by Akuma2164

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Akuma's Monster Slayer Revision

Next in my series of subclass revisions, is the Monster Slayer Conclave of rangers. The Monster Slayer is the iconic hunter of monstrosities and an archetype which is very poorly fullfilled by the current subclass. Regarded widely as the worst ranger conclave after Tasha's optional features for the Beast Master. I'm here to change that.

Ranger Archetype: Monster Slayer

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. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

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.

Ranger Level Spells
3rd Protection From Evil and Good
5th Pass Without Trace
9th Magic Circle
13th Banishment
17th Hold Monster

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. When you hit a creature with a weapon attack, you can choose to immediately learn 3 of its characteristics of your choice from the following list:

  • Strength Score
  • Dexterity Score
  • Constitution Score
  • Creature Type
  • Damage immunities, resistances and vulnerabilities
  • Condition Immunities
  • Armor Class

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.

Unyielding Hunter

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. You know the Hunter's Mark spell. It doesn't count against the number of ranger spells you know, and you can cast it without components. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.

Unbreachable Defenses

At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target marked by your Hunter's Mark spell or by a ranger feature of yours such as Favored Foe, forces you to make a saving throw and whenever you make a contested ability check against the creature, add 1d6 to your roll.

Massacre the Masses

At 11th level, you learn to mark multiple foes as your quarry. Whenever you use your favoured Foe Feature or cast the Hunter's mark spell, you may target an additional number of creatures equal to your wisdom modifier (minimum of one additional creature), all of which must be within 30 feet of the first target.

You can use this feature a number of times equal to your Wisdom modifier (minimum of one). You regain all expended uses on a long rest.

Mighty Reversal

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target marked by your Hunter's Mark spell or by a ranger feature of yours such as Favored Foe forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack's normal effects.

Credits

Written by: Akuma2164
Page 1 Art Credit: Steve Prescot
Page 2 Art Credit: Unknown Artist, Amir4317

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