The Monster Slayer is a decent Ranger subclass. Evoking classic monster movies, it somewhat struggles to really exemplify the power, fantasy, and what one would expect from a slayer of monsters. With all the changes brought on from 2024 content, I feel the Monster Slayer would benefit a great deal from modern design philosophies. I present an updated Monster Slayer. Any spells included are their 2024 versions if applicable. I am curious as to your thoughts. Text within block quotes is commentary I make on the aforementioned abilities.
Monster Slayer
Take Down the Monstrous Hordes 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. Modern slayers have even adapted the teachings of priests and sacred warriors, reading from what books they could all in an effort to further their potency against monsters.
What better way to modernize the Monster Slayer than, similar to the Arcane Archer, update the lore behind it to justify the mechanical change/buff? Learning from Clerics, Paladins, and other teachings to grant them more spells prepped than most Rangers, and to add a couple spells from their list is powerful- especially with Divine Favor. The inclusion of Magic Weapon is to bypass potential Resistances in old monster design, Shining Smite to combat specific enemies that may gain the Invisible condition, and hey Death Ward is a good spell to have.
I did consider giving Intellect Fortress or Haste in place of Dispel Magic, but wanted to avoid more Concentration spells (I say as I add more).
Hunter's Sense
3rd-level Monster Slayer feature Your experience in fighting monsters grants you a greater understanding. You gain proficiency in one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. Furthermore, whenever you make an Intelligence check, you can add your Wisdom modifier to the result. You can do this a number of times equal to your Wisdom modifier. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
With the Hunter subclass getting an ability that lets them identify Resistances, Immunities, and Vulnerabilities, it felt more thematic to provide a buff to an Intelligence-based skill. I did consider adding Wisdom to all Intelligence skills, but adding that to five skills is quite powerful. Instead, I preferred to let you choose what you wanted your character to be really good at.
Slayers Prey
3rd-level Monster Slayer feature You can focus your ire and insight on foes, increasing the harm you inflict on them. When you cast Hunter’s Mark, you can mark a number of creatures up to your Wisdom modifier within range instead of just one.
Originally a once per Short Rest, once per turn feature, against one target, Slayer's Prey was basically just an additional 1d6 damage. It stacked with things like Hunter's Mark, but required at least two turns to setup both.
I have made several different versions of this feature: one that was more in-line with the original design but having more uses, one that was more in-line with the original design that also had the additional targets, and eventually what I landed on- what I thought would be more in-line with modern design philosophy. Tying this in with Hunter's Mark made sense, but I needed to justify using it given the future features rely on this feature. That's why I included the additional targets. For one, it meant you didn't necessarily have to worry about targeting. Two, it meant you don't necessarily have to worry about moving the mark to another creature as a Bonus Action. Lastly, the defensive benefit for the future features definitely improve Hunter's Mark substantially.
If there were anything else I would add, it's scaling Hunter's Mark to 1d8 at 11th level.
Supernatural Defense
7th-level Monster Slayer feature You gain extra resilience against your prey’s assaults on your mind and body. Whenever a creature targeted by your Hunter’s Mark forces you to make an ability check or saving throw, add 1d4 to your roll.
Furthermore, you learn the Detect Evil and Good spell, and can cast it without expending a spell slot once per Short Rest.
Originally 1d6, this ability was good, but again only against one target per Short Rest. Now it works against, potentially, 5 creatures. I felt because it has additional creatures that can be targeted, slightly nerfing the die size was a decent call though I could absolutely just keep it at 1d6. The inclusion of Dispel Evil and Good is mainly for thematics- how often in pop culture monster media do we see someone say they can smell the blood in the air, or the presence of demons. A fun little addition.
Magic-User's Nemesis
11th-level Monster Slayer feature You can potentially thwart someone else’s magic. When you see a creature attempt to cast a spell or teleport within 60 feet of you, you can use your Reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its triggering ability fails and is wasted.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also expend a spell slot of 3rd level or higher to use this feature again (no action required).
With the changes to the 2024 Counterspell, suddenly this feature got a bit better, and now, it's really good. Wasting spell slots or monster abilities is extremely potent, and when it works it can completely change the battlefield to your advantage. This reads as it originally does, but now lets you use 3rd level spell slots to use it again.
Slayer's Counter
15th-level Monster Slayer feature You can quickly counterattack when your prey tries to sabotage you. If a creature targeted by your Hunter’s Mark forces you to make a saving throw or successfully hits you with an attack, you can use your Reaction to make one attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds or the attack automatically misses, in addition to the attack’s normal effects.
Now that Hunter's Mark can target more creatures, the defensive potential for this is potent. Not only does it affect saving throws, but it also affects attacks too. And hey, if your save still fails, you can add 1d4 to it (saying that really makes me want to change it back to 1d6).
Tweak I would make for slayers prey- have the number be equal to proficiency bonus. Using it based on Wis mod is too abuseable for level 3.
I would argue the opposite actually. In 2014, using Proficiency Bonus in subclasses was somewhat common- subclasses like the Peace Domain and Path of the Beast utilized it for some of their limited use features. In 2024, however, it was intentional to remove nearly all instances of PB times per Rest, as the designers intended on making multiclassing a little less powerful. It didn't make any sense to me that a level 20 Peace Domain Cleric had the same number of uses of Emboldening Bond as a level 1 Peace Domain Cleric with 19 levels in something else (in 2014 when Clerics got their subclasses at level 1).
I suppose it's just preference, but personally I feel the only places appropriate to use PB are Species, Feats, and skills/save DCs. I think limited uses being tied to an ability modifier is still not the best choice, I'd prefer increased uses as you level up in a class/subclass, but I'll take it over PB uses.
Fair enough. The number of uses of that 3rd level ability should scale is feedback I have. And not be as many as 5 right off the bat at level 3.
And the feedback is appreciated, thank you! That does bring up an important point though- for those using Manual/Rolled Stats, it's entirely possible they could have up to 5 targets at 3rd level with a maxed Wisdom. Standard Array/Point Buy can get you up to an 18 score if your prioritize Wisdom, but again that just goes to show why I don't think ability score uses/numbers is the best option.
If I were to change it, maybe it could scale similarly to how the new Favored Enemy gives you additional free uses of Hunter's Mark as you level up?
Fair enough. The number of uses of that 3rd level ability should scale is feedback I have. And not be as many as 5 right off the bat at level 3.
And the feedback is appreciated, thank you! That does bring up an important point though- for those using Manual/Rolled Stats, it's entirely possible they could have up to 5 targets at 3rd level with a maxed Wisdom. Standard Array/Point Buy can get you up to an 18 score if your prioritize Wisdom, but again that just goes to show why I don't think ability score uses/numbers is the best option.
If I were to change it, maybe it could scale similarly to how the new Favored Enemy gives you additional free uses of Hunter's Mark as you level up?
Yes. I think that is the best way to scale it. As it is also a precedent for a preexisting Ranger trademark.
Slayer's Counter needs language noting that the target has to be in range of your weapon for you to make an attack on it as a reaction. If you've got two swords equipped and the target triggering it is 40 feet away, you shouldn't reasonably be able to attack it.
Slayer's Counter needs language noting that the target has to be in range of your weapon for you to make an attack on it as a reaction. If you've got two swords equipped and the target triggering it is 40 feet away, you shouldn't reasonably be able to attack it.
If it specified weapon attack or Unarmed Strike, I think the requirement for range/reach is already implied. It originally specified "one weapon attack" so the requirement to be in range should be implied, but nothing wrong with specifying further to ensure clarity.
Appreciate the feedback, it's a good one to be clear about!
I'm gonna be honest. Tying this class to hunters mark is a very bad feeling addition. I get your reasoning and I believe if this class was made with the other ranger subclasses in 2024 this might have been what they did. But with the feed back people have been giving about hunters mark, I wouldn't see them doing this unless they added a change to make it non concentration so how.
In this, now you are tying 3 subclass features to a level 1 concentrations spell. While you make that spell better with the first feature it's not so much better that it will be used over other concentrations spells. And even if it did, your forcing players to not use a 3rd of there spells to use their subclass features. On tope of that targeting multiple creatures with it is more a buff to supernatural defense than than the base damage as you are still more likely to only attack one target a turn unless you use an aoe attack, which it wont stack with.
With hunter's senses, I dont think you really need to add a usage limit. If needed, just have the skill that the player gained proficiency in gain the bonus all the time. For comparison, Fay Wanderer gets the same bonus to all charisma skills with no usage limit. Also the abilities to learn the creatures weaknesses was a fun ability and you should have added it back some how. In fact allowing your characters hunters mark to change the the creatures damage vulnerability would have been a fun change, then the subclass would be made to actively exploit weaknesses.
I'm gonna be honest. Tying this class to hunters mark is a very bad feeling addition. I get your reasoning and I believe if this class was made with the other ranger subclasses in 2024 this might have been what they did. But with the feed back people have been giving about hunters mark, I wouldn't see them doing this unless they added a change to make it non concentration so how.
In this, now you are tying 3 subclass features to a level 1 concentrations spell. While you make that spell better with the first feature it's not so much better that it will be used over other concentrations spells. And even if it did, your forcing players to not use a 3rd of there spells to use their subclass features. On tope of that targeting multiple creatures with it is more a buff to supernatural defense than than the base damage as you are still more likely to only attack one target a turn unless you use an aoe attack, which it wont stack with.
With hunter's senses, I dont think you really need to add a usage limit. If needed, just have the skill that the player gained proficiency in gain the bonus all the time. For comparison, Fay Wanderer gets the same bonus to all charisma skills with no usage limit. Also the abilities to learn the creatures weaknesses was a fun ability and you should have added it back some how. In fact allowing your characters hunters mark to change the the creatures damage vulnerability would have been a fun change, then the subclass would be made to actively exploit weaknesses.
I agree regarding your comment on Hunter's Mark and how the class features being tied to it feels bad. If I were to go against their design philosophy, I would make the 7th and 15th level feature work anytime as long as you're Concentrating on a spell.
Honestly, if I had free reign in changing anything with the Ranger as a whole, I would tie some features into Concentrating on a spell rather then tying them into Hunter's Mark specifically. For instance, the Beast Master at 11th level could just deal additional damage once per turn as long as you're Concentrating on a spell. Relentless Hunter (13th level) could just work on any Concentration spells, and you could gain the benefits of Precise Hunter (17th level) by just Concentrating on a spell. It would still make Hunter's Mark require Concentration, something the designers are steadfast in keeping in, but also wouldn't make you feel like you should only be focusing on casting that over another Concentration spell. Might be a bit strong for some spells like Hold Monster sure, but higher levels should be more powerful.
Regarding the Hunter's Sense feature, I love the Fey Wanderer's Otherworldly Glamour feature which is what inspired the change. While the Fey Wanderer gets proficiency in one of any 3 of the 4 Charisma-based skills, they still got a bonus to all 4 of their Charisma skills. Again love the feature, but if I did the same with Hunter's Sense, adding the bonus to five Intelligence-based skills seems a bit much. I think if I were to take a middle of the road approach, maybe you choose one of the skills at 3rd and 11th level to gain proficiency and the Wisdom modifier bonus to as opposed to limited uses. Then it could always be active like the Fey Wanderer.
Also I do like the idea of Hunter's Mark potentially adding a damage Vulnerability/exploitation. Maybe since Force damage is kind of the catch-all for magical damage types, that's the Vulnerability added? I might have to think more on your idea.
Thanks for the feedback! I do love reading people's thoughts on design.
3rd-level Monster Slayer feature You can focus your ire and insight on foes, increasing the harm you inflict on them. When you cast Hunter’s Mark, you can mark a number of creatures up to your Wisdom modifier within range instead of just one.
Originally a once per Short Rest, once per turn feature, against one target, Slayer's Prey was basically just an additional 1d6 damage. It stacked with things like Hunter's Mark, but required at least two turns to setup both.
You're reading the original Slayer's Prey slightly wrong. It is not once per Short Rest, it is an unlimited number of times. Here's the original text:
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, 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 a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
It's a bonus action to apply to a target. The benefit on that target then lasts until you finish any kind of rest, after which it wears off. It also wears off if you do it again. There is no limit on the number of times you can take this Bonus Action and the duration on the most current target is until you take a rest. So it can last a very long time.
3rd-level Monster Slayer feature You can focus your ire and insight on foes, increasing the harm you inflict on them. When you cast Hunter’s Mark, you can mark a number of creatures up to your Wisdom modifier within range instead of just one.
Originally a once per Short Rest, once per turn feature, against one target, Slayer's Prey was basically just an additional 1d6 damage. It stacked with things like Hunter's Mark, but required at least two turns to setup both.
You're reading the original Slayer's Prey slightly wrong. It is not once per Short Rest, it is an unlimited number of times. Here's the original text:
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, 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 a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
It's a bonus action to apply to a target. The benefit on that target then lasts until you finish any kind of rest, after which it wears off. It also wears off if you do it again. There is no limit on the number of times you can take this Bonus Action and the duration on the most current target is until you take a rest. So it can last a very long time.
Huh. It would seem I have been misunderstanding this feature the entire time, that's embarrassing. I see where it is I went wrong in reading the feature, and it significantly changes how I view it. With that said, I would still not be surprised if the designers go the route of tying it into Hunter's Mark.
This is why I like discussions like these, cause even with my brain overanalyzing details, I still miss things. Thank you for pointing this out, it is greatly appreciated!
Another series of ideas. I'll list the changes as they appear:
Level 3: Monster Slayer Magic
Haste is now replaced with Counterspell. Haste didn't seem as appropriate to me as Counterspell, and the change will make more sense at 11th level.
Level 3: Monstrous Knowledge
Formerly Hunter's Sense, the new name feels more appropriate for what it is and is less confused with the Hunter subclass. In addition to the previous features, you can also take the Study action as a Bonus Action. This addition will make more sense as we go on.
Level 3: Slayer’s Prey
This feature has changed completely, and now reads as follows:
You can focus your ire on foes, increasing the harm you inflict on them. When you hit a creature with a weapon or Unarmed Strike, you can cast Hunter’s Mark on it as part of the attack instead of as a Bonus Action. You immediately deal the spell’s damage upon marking it. Additionally, when you reduce the marked creature to zero Hit Points, you can move your Hunter’s Mark to another creature within range (no action required).
At 11th level, the damage die of your Hunter’s Mark is a d8 rather than a d6.
Inspired by the optional Favored Foe feature found in Tasha's Cauldron of Everything, this frees up the Bonus Action for Hunter's Mark, making it easier to cast Divine Favor, Magic Weapon, and Shining Smite in the same turn (assuming you're using the free casting of HM). It also means you can take the Study action as a Bonus Action, more on that in the next feature. The damage die increase is just something the base Ranger should have but doesn't so here it is.
Level 7: Studious Slayer
Formerly Supernatural Defense, the name change make more sense with what it does. It reads as follows:
Your knowledge provides extra resilience against assaults on your mind and body, granting you the benefits below.
Primeval Awareness. You learn the Detect Evil and Good spell, and can cast it without expending a spell slot once per Short Rest.
Supernatural Technique. When you take the Study action against a creature you can see within 60 feet of you or cast Hunter’s Mark, you gain the following benefits against the targeted creature for 1 minute:
Whenever the target forces you to make a saving throw, add 1d6 to your roll.
Once per turn, your weapon attacks and Unarmed Strikes against the target deal an additional 1d6 damage if it has the Bloodied condition.
I've gone back on forth on whether I want the damage bonus of Supernatural Technique to not be limited to once per turn, especially since I wanted it to be triggered when Bloodied, but thought it appropriate given this subclass has more access to more spells that deal damage. I also like tying in Hunter's Mark here, but also giving the option to not have to use it to still gain access to the benefits. That's something I would like to see more of in Ranger subclasses- if we're forced into using HM to gain access to our features, then the features better be really good (the UA Hollow Warden for instance). If the features don't make HM worth concentrating on, then there should be some alternative means of accessing them- hence the Study action as a Bonus Action.
Level 11: Improved Counterspell
Formerly Magic-User's Nemesis, it made more sense to just call it what it now is: an improvement to Counterspell. It now reads as follows:
You can cast Counterspell without expending a spell slot once per Short Rest, and it has the following features added to it whenever you cast the spell:
You can cast the spell when a creature within range uses a teleport ability.
When you cast Counterspell, you can force the creature to make a Constitution or Wisdom saving throw to resist the spell.
If the creature fails its save, the triggering ability fails and is wasted.
The feature was previously essentially a different form of Counterspell. So why not just grant you the spell, and also have it improve to resemble more of its previous 2014 incarnation?
Level 15: Slayer’s Counter
Lastly, this now just works against creature's you have targeted by your Supernatural Technique feature.
I personally like this iteration more than the previous one presented here, but I am curious as to what you think!
If by the homebrew you mean publishing it into the homebrew section found here on D&D Beyond, I believe it would go against the Homebrew Rules & GuidelinesFor official D&D Content section. While I would absolutely love to publish it, I also don't want to take the risk (assuming I am interpreting it correctly of course).
That being said, it's all posted here so anyone could somewhat comfortably input it within their own homebrew creations for personal use!
If my interpretation is mistaken, however, I will publish it in a heartbeat.
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The Monster Slayer is a decent Ranger subclass. Evoking classic monster movies, it somewhat struggles to really exemplify the power, fantasy, and what one would expect from a slayer of monsters. With all the changes brought on from 2024 content, I feel the Monster Slayer would benefit a great deal from modern design philosophies. I present an updated Monster Slayer. Any spells included are their 2024 versions if applicable. I am curious as to your thoughts. Text within block quotes is commentary I make on the aforementioned abilities.
Monster Slayer
Take Down the Monstrous Hordes
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. Modern slayers have even adapted the teachings of priests and sacred warriors, reading from what books they could all in an effort to further their potency against monsters.
Monster Slayer Features
Monster Slayer Magic
3rd-level Monster Slayer feature
When you reach a Ranger level specified in the Monster Slayer Spells table, you thereafter always have the listed spells prepared.
Monster Slayer Spells
Hunter's Sense
3rd-level Monster Slayer feature
Your experience in fighting monsters grants you a greater understanding. You gain proficiency in one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. Furthermore, whenever you make an Intelligence check, you can add your Wisdom modifier to the result. You can do this a number of times equal to your Wisdom modifier. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Slayers Prey
3rd-level Monster Slayer feature
You can focus your ire and insight on foes, increasing the harm you inflict on them. When you cast Hunter’s Mark, you can mark a number of creatures up to your Wisdom modifier within range instead of just one.
Supernatural Defense
7th-level Monster Slayer feature
You gain extra resilience against your prey’s assaults on your mind and body. Whenever a creature targeted by your Hunter’s Mark forces you to make an ability check or saving throw, add 1d4 to your roll.
Furthermore, you learn the Detect Evil and Good spell, and can cast it without expending a spell slot once per Short Rest.
Magic-User's Nemesis
11th-level Monster Slayer feature
You can potentially thwart someone else’s magic. When you see a creature attempt to cast a spell or teleport within 60 feet of you, you can use your Reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its triggering ability fails and is wasted.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also expend a spell slot of 3rd level or higher to use this feature again (no action required).
Slayer's Counter
15th-level Monster Slayer feature
You can quickly counterattack when your prey tries to sabotage you. If a creature targeted by your Hunter’s Mark forces you to make a saving throw or successfully hits you with an attack, you can use your Reaction to make one attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds or the attack automatically misses, in addition to the attack’s normal effects.
Tweak I would make for slayers prey- have the number be equal to proficiency bonus. Using it based on Wis mod is too abuseable for level 3.
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I would argue the opposite actually. In 2014, using Proficiency Bonus in subclasses was somewhat common- subclasses like the Peace Domain and Path of the Beast utilized it for some of their limited use features. In 2024, however, it was intentional to remove nearly all instances of PB times per Rest, as the designers intended on making multiclassing a little less powerful. It didn't make any sense to me that a level 20 Peace Domain Cleric had the same number of uses of Emboldening Bond as a level 1 Peace Domain Cleric with 19 levels in something else (in 2014 when Clerics got their subclasses at level 1).
I suppose it's just preference, but personally I feel the only places appropriate to use PB are Species, Feats, and skills/save DCs. I think limited uses being tied to an ability modifier is still not the best choice, I'd prefer increased uses as you level up in a class/subclass, but I'll take it over PB uses.
Fair enough. The number of uses of that 3rd level ability should scale is feedback I have. And not be as many as 5 right off the bat at level 3.
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And the feedback is appreciated, thank you! That does bring up an important point though- for those using Manual/Rolled Stats, it's entirely possible they could have up to 5 targets at 3rd level with a maxed Wisdom. Standard Array/Point Buy can get you up to an 18 score if your prioritize Wisdom, but again that just goes to show why I don't think ability score uses/numbers is the best option.
If I were to change it, maybe it could scale similarly to how the new Favored Enemy gives you additional free uses of Hunter's Mark as you level up?
Yes. I think that is the best way to scale it. As it is also a precedent for a preexisting Ranger trademark.
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Slayer's Counter needs language noting that the target has to be in range of your weapon for you to make an attack on it as a reaction. If you've got two swords equipped and the target triggering it is 40 feet away, you shouldn't reasonably be able to attack it.
If it specified weapon attack or Unarmed Strike, I think the requirement for range/reach is already implied. It originally specified "one weapon attack" so the requirement to be in range should be implied, but nothing wrong with specifying further to ensure clarity.
Appreciate the feedback, it's a good one to be clear about!
I'm gonna be honest. Tying this class to hunters mark is a very bad feeling addition. I get your reasoning and I believe if this class was made with the other ranger subclasses in 2024 this might have been what they did. But with the feed back people have been giving about hunters mark, I wouldn't see them doing this unless they added a change to make it non concentration so how.
In this, now you are tying 3 subclass features to a level 1 concentrations spell. While you make that spell better with the first feature it's not so much better that it will be used over other concentrations spells. And even if it did, your forcing players to not use a 3rd of there spells to use their subclass features. On tope of that targeting multiple creatures with it is more a buff to supernatural defense than than the base damage as you are still more likely to only attack one target a turn unless you use an aoe attack, which it wont stack with.
With hunter's senses, I dont think you really need to add a usage limit. If needed, just have the skill that the player gained proficiency in gain the bonus all the time. For comparison, Fay Wanderer gets the same bonus to all charisma skills with no usage limit. Also the abilities to learn the creatures weaknesses was a fun ability and you should have added it back some how. In fact allowing your characters hunters mark to change the the creatures damage vulnerability would have been a fun change, then the subclass would be made to actively exploit weaknesses.
I agree regarding your comment on Hunter's Mark and how the class features being tied to it feels bad. If I were to go against their design philosophy, I would make the 7th and 15th level feature work anytime as long as you're Concentrating on a spell.
Honestly, if I had free reign in changing anything with the Ranger as a whole, I would tie some features into Concentrating on a spell rather then tying them into Hunter's Mark specifically. For instance, the Beast Master at 11th level could just deal additional damage once per turn as long as you're Concentrating on a spell. Relentless Hunter (13th level) could just work on any Concentration spells, and you could gain the benefits of Precise Hunter (17th level) by just Concentrating on a spell. It would still make Hunter's Mark require Concentration, something the designers are steadfast in keeping in, but also wouldn't make you feel like you should only be focusing on casting that over another Concentration spell. Might be a bit strong for some spells like Hold Monster sure, but higher levels should be more powerful.
Regarding the Hunter's Sense feature, I love the Fey Wanderer's Otherworldly Glamour feature which is what inspired the change. While the Fey Wanderer gets proficiency in one of any 3 of the 4 Charisma-based skills, they still got a bonus to all 4 of their Charisma skills. Again love the feature, but if I did the same with Hunter's Sense, adding the bonus to five Intelligence-based skills seems a bit much. I think if I were to take a middle of the road approach, maybe you choose one of the skills at 3rd and 11th level to gain proficiency and the Wisdom modifier bonus to as opposed to limited uses. Then it could always be active like the Fey Wanderer.
Also I do like the idea of Hunter's Mark potentially adding a damage Vulnerability/exploitation. Maybe since Force damage is kind of the catch-all for magical damage types, that's the Vulnerability added? I might have to think more on your idea.
Thanks for the feedback! I do love reading people's thoughts on design.
You're reading the original Slayer's Prey slightly wrong. It is not once per Short Rest, it is an unlimited number of times. Here's the original text:
It's a bonus action to apply to a target. The benefit on that target then lasts until you finish any kind of rest, after which it wears off. It also wears off if you do it again. There is no limit on the number of times you can take this Bonus Action and the duration on the most current target is until you take a rest. So it can last a very long time.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Huh. It would seem I have been misunderstanding this feature the entire time, that's embarrassing. I see where it is I went wrong in reading the feature, and it significantly changes how I view it. With that said, I would still not be surprised if the designers go the route of tying it into Hunter's Mark.
This is why I like discussions like these, cause even with my brain overanalyzing details, I still miss things. Thank you for pointing this out, it is greatly appreciated!
Another series of ideas. I'll list the changes as they appear:
Level 3: Monster Slayer Magic
Haste is now replaced with Counterspell. Haste didn't seem as appropriate to me as Counterspell, and the change will make more sense at 11th level.
Level 3: Monstrous Knowledge
Formerly Hunter's Sense, the new name feels more appropriate for what it is and is less confused with the Hunter subclass. In addition to the previous features, you can also take the Study action as a Bonus Action. This addition will make more sense as we go on.
Level 3: Slayer’s Prey
This feature has changed completely, and now reads as follows:
You can focus your ire on foes, increasing the harm you inflict on them. When you hit a creature with a weapon or Unarmed Strike, you can cast Hunter’s Mark on it as part of the attack instead of as a Bonus Action. You immediately deal the spell’s damage upon marking it. Additionally, when you reduce the marked creature to zero Hit Points, you can move your Hunter’s Mark to another creature within range (no action required).
At 11th level, the damage die of your Hunter’s Mark is a d8 rather than a d6.
Inspired by the optional Favored Foe feature found in Tasha's Cauldron of Everything, this frees up the Bonus Action for Hunter's Mark, making it easier to cast Divine Favor, Magic Weapon, and Shining Smite in the same turn (assuming you're using the free casting of HM). It also means you can take the Study action as a Bonus Action, more on that in the next feature. The damage die increase is just something the base Ranger should have but doesn't so here it is.
Level 7: Studious Slayer
Formerly Supernatural Defense, the name change make more sense with what it does. It reads as follows:
Your knowledge provides extra resilience against assaults on your mind and body, granting you the benefits below.
Primeval Awareness. You learn the Detect Evil and Good spell, and can cast it without expending a spell slot once per Short Rest.
Supernatural Technique. When you take the Study action against a creature you can see within 60 feet of you or cast Hunter’s Mark, you gain the following benefits against the targeted creature for 1 minute:
I've gone back on forth on whether I want the damage bonus of Supernatural Technique to not be limited to once per turn, especially since I wanted it to be triggered when Bloodied, but thought it appropriate given this subclass has more access to more spells that deal damage. I also like tying in Hunter's Mark here, but also giving the option to not have to use it to still gain access to the benefits. That's something I would like to see more of in Ranger subclasses- if we're forced into using HM to gain access to our features, then the features better be really good (the UA Hollow Warden for instance). If the features don't make HM worth concentrating on, then there should be some alternative means of accessing them- hence the Study action as a Bonus Action.
Level 11: Improved Counterspell
Formerly Magic-User's Nemesis, it made more sense to just call it what it now is: an improvement to Counterspell. It now reads as follows:
You can cast Counterspell without expending a spell slot once per Short Rest, and it has the following features added to it whenever you cast the spell:
The feature was previously essentially a different form of Counterspell. So why not just grant you the spell, and also have it improve to resemble more of its previous 2014 incarnation?
Level 15: Slayer’s Counter
Lastly, this now just works against creature's you have targeted by your Supernatural Technique feature.
I personally like this iteration more than the previous one presented here, but I am curious as to what you think!
So when are you putting this in the homebrew lol
If by the homebrew you mean publishing it into the homebrew section found here on D&D Beyond, I believe it would go against the Homebrew Rules & Guidelines For official D&D Content section. While I would absolutely love to publish it, I also don't want to take the risk (assuming I am interpreting it correctly of course).
That being said, it's all posted here so anyone could somewhat comfortably input it within their own homebrew creations for personal use!
If my interpretation is mistaken, however, I will publish it in a heartbeat.