Ranger - Monster Slayer (Revised)

by Frootbat

Search GM Binder Visit User Profile

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

Ranger Level Spell
3rd protection from evil and good
5th mirror image
9th counterspell
13th banishment
17th hold monster

Arcane Inquisitor

At 3rd level, you have attuned your senses to the supernatural. You can cast detect magic at will as a ranger spell, without expending a spell slot.

Slayer's Prey

At 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it.

Once on your turn as a free action, you designate one creature you can see within 60 feet of you as the target of this feature. 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. Additionally, the first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This increases to 2d6 when you reach 11th level in this class.

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

Changelog
  • Swapped Zone of Truth for Mirror Image to help survive with monsters, swapped magic circle for counterspell to replace 11th level feature.
  • Merged Hunter's Sense with Slayer's Prey and made it a free action instead of a bonus action and scaled it at 11th level, also gave a cool lil detect magic feature.
  • Replaced Magic User's Nemesis with Slayer's Smite, a powerful new pseudo-divine smite, with a bunch of specialised effects.
  • Changed 15th level feature to also be used when hit by an attack.

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Slayer's Smite

At 11th level, you learn to focus your strikes to interfere with the foul magics of your foes. When you hit the target of your Slayer's Prey with a weapon attack, you can choose to deal an additional 4d6 damage and cause one of the following effects:

  • The target cannot teleport or shapeshift until the end of your next turn. Any shape-shifter hit by this attack reverts to its normal form.
  • Any concentration save made as a result of this attack is made with disadvantage, and you can dispel one spell on the target of a level equal to your proficiency bonus.
  • The target subtracts 1d6 from any attack roll it makes and from the next saving throw it makes until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw or hits you with an attack, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds or the triggering attack automatically misses, in addition to the attack’s normal effects.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.