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.
- 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 - bless, protection from good and evil
5th - see invisibility, spider climb, zone of truth
9th - daylight, magic circle
13th - banishment, greater invisibility
17th - dispel evil and good, hold monster, planar binding
- 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 gleamed 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.- 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.- At 7th level, you gain one of the following features:
- Supernatural Defense. 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 add 1d6 to your roll.
- Unnatural Shackles. Your connection with the spirit world allows you to call forth spectral chains. As an action, you can attempt to bind a creature you can see. The target creature must succeed on a Dexterity saving throw against your spell save DC, or take 2d6 radiant damage and be restrained by the chains until the effect ends. A restrained creature can use its action to repeat the saving throw, freeing itself on a success. If a creature is bound for 3 rounds or longer, they automatically fail Dexterity or Strength checks and saving throws, and are bound until the chains are dismissed, or until they disappear after 1 minute. A creature affected by this ability cannot be bound again for another 24 hours.
- At 11th level, over the course of a long rest, you can conduct a ritual that magically transforms you to better slay your prey for a time. At the end of the ritual, you can choose one of the following features, gaining its benefit until you finish a long rest.
- Aberration. You are always under the effects of see invisibility unless you choose not to be.
- Beast. You can cast dominate beast once without expending a spell slot.
- Celestial. You add an additional 1d10 to healing spells you cast.
- Construct. You are immune to poison and disease.
- Dragon. You can cast fear once without expending a spell slot. When you do so, it is considered a ranger spell for you.
- Elemental. You gain resistance to your choice of acid, bludgeoning, cold, fire, lightning, or thunder damage.
- Fey. You have advantage on saving throws against being charmed or frightened, and you can never suffer either condition for longer than 1 minute continuously.
- Fiend. You can cast hellish rebuke at 3rd-level once without expending a spell slot. When you do so, it is considered a ranger spell for you.
- Giant. Your reach increases by 5 feet and you have advantage on Strength checks and Strength saving throws.
- Monstrosity. You can cast fly targeting yourself once without expending a spell slot. When you do so, it is considered a ranger spell for you.
- Ooze. You can move through a space as narrow as 1 inch wide without squeezing and you can cast spider climb once without expending a spell slot.
- Plant. You can cast speak with plants at will without expending a spell slot.
- Spellcaster. 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.
- Undead. You don't need to eat, sleep, or breathe, and you have resistance to necrotic damage.
- At 15th level, you have learned to create symbols of protection and death. By inscribing a symbol onto your armor or person, you gain one of the following permanent effects of your choice:
- When you fail a saving throw, you can reroll it. You must use this new roll. You can use this ability twice, regaining all expended uses when you finish a short or long rest.
- When you deal damage with an attack, you can choose to double the damage. You can use this ability twice, regaining all expended uses when you finish a short or long rest.
- You are no longer vulnerable to any damage type, and cannot be made vulnerable to any damage type.