Ranger Archetype: Monster Slayer Reworked

by ChromosomeChorus

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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

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.

Monster Slayer Spells
Ranger Level Spell
3rd protection from good and evil
5th zone of truth
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. As a reaction when you roll for initiative or as a bonus action on your turn, you can target 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 no information can be gleaned in this manner about it.

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.

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action or as part of the action used to target a creature through your Hunter's Sense, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with an attack, it takes an extra 1d4 damage of the attack's type. When you deal extra damage through this feature to a creature whose vulnerabilities (if any) you have divined through your Hunter's Sense, the extra damage becomes the type that creature is vulnerable to instead of the attack's normal damage type.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

When you reach 7th level in this class, the extra damage you deal increases to a d6 and when you hit a creature designated as the target of this feature with an attack you ignore any resistances the creature has.

At 11th level in this class the extra damage increases to 1d8 and you treat any of the target's immunities as resistances instead.


Supernatural Defenses

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever you make a saving throw against a spell or effect produced by the target of your Slayer's Prey or you make a contested ability check against it, you can reroll the saving throw or ability check once and take either result.

Spellcaster's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction and spend a ranger spell slot to attempt to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

You can use this feature once without needing to spend a spell slot and regain the ability to do so when you finish a short or long rest.

Slayer's Counter

At 15th level, you can retaliate in force when your enemy falters. When you succeed on a saving throw against a spell or effect produced by the target of your Slayer's Prey or it misses you with an attack, you can use your reaction to move up to half your speed directly towards it and make one weapon against it or cast a spell with a casting time of one action that targets only it.

Art Credits

"Waterfront City" by Marko Markovic - "Dhampir Slayer" - Paizo Inc.

 

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