Ranger
Base Class: Ranger

This takes some features we have seen in the Ranger UA for One D&D and rolls them into the Monster Hunter to fix some of the Monster Slayer issues. Mainly by focusing the subclass around Hunter's Mark rather then Slayer's Prey. By removing concentration for Hunter's Mark it allow's the Monster Hunter spell list to be used more freely, making you the threatening Monster Hunter character you should be.

Monster Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Hunter 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 Hunter Spells

Hunter’s Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. While a creature is marked by your Hunter’s Mark, you know whether that creature has any damage or condition immunities, damage resistances, or damage vulnerabilities, and if the creature has any, you know what they are.

Hunter's Lore

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. You always have the Hunter's Mark spell prepared. More over, you don’t have to concentrate on the Spell once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated. You can also infuse your Hunter's Mark with primal energy to strike at the vulnerability of your foe, choosing cold, fire or lightning damage.

Supernatural Defense

At 7th level, you gain extra resilience against your mark’s assaults on your mind and body. Whenever the target of your Hunter's Mark 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.

Magic-User’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 try 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.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Hunter’s Counter

At 15th level, you gain the ability to counterattack when your mark tries to sabotage you. If the target of your Hunter's Mark forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

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