Monster Slayer, Variant (5e Subclass)

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Monster Slayer, Variant[edit]

Ranger Subclass

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 Spiritual Weapon
9th Remove Curse
13th Banishment
17th Dispel Evil and Good
Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, you can immediately learn two of the following characteristics of the creature of your choice:

  • Whether the creature has any damage immunities, resistances, or vulnerabilities and what they are.
  • Whether the creature has any condition immunities or special senses and what they are.
  • The value of the creatures' highest and lowest Ability scores and what abilities they are.
  • Whether the creature has the spellcasting feature or the ability to cast one or more spells.
  • Whether the creature has the polymorph or shapechanger feature, or is under an effect that would alter its appearance, such as illusion magic or the polymorph spell.
  • If the creature is hidden from divination magic, you learn that it is hidden from divination magic and learn no other characteristics.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a short rest.

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. When you roll initiative, or as a bonus action on your turn, 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 1d6 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 or you reach 0 hit points. When you reach 7th level in this class, the extra damage you deal increases to 2d6 and when you hit a creature designated as the target of this feature with an attack you ignore any resistances the creature has.

Supernatural Defense

At 7th level, you gain extra resilience against monsters' assaults on your mind and body. You gain proficiency in Wisdom saving throws and can add your Wisdom modifier (minimum of 1) as a bonus to saving throws you are not proficient in.

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 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. If the creature took damage from your Slayer’s Prey feature this round, it has disadvantage on the saving throw. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.

Slayer's Counter

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

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