Base Class: Ranger
You have taken on the mantle of a monster hunter, whether for revenge or the bounties that come from it. you hunt creatures of the night and wielders of foul magics. you have studied and gathered tools to assist you in finding and slaying your prey.
(this is a rebuild of monster slayer that i made to use, that feels more in line with other subclasses and applies some pf2 thaumaturge and ranger mechanics to make it cooler)
Monstrous Insight
When you reach 7th level, you gain insights into the habits of the supernatural monsters you track, you add monstrosities to your favored enemies list(if you have already chosen monstrosities in a previous selection you can choose any other instead) when you attempt ability checks to track or recall knowledge about creatures of the types chosen in your favored enemies you may add 1d6 to your rolls.
Prey’s Anathema
You have found ways to inflict greater harm on prey you hunt, you carry many items that cause harm to beast and monster specifically, such as silver powder and belladonna to whet your blade with during a fight against fiends or other creatures.
When you reach 11th level, after successfully using Hunter’s Sense on a creature you have marked with Slayer’s Prey, the creature is vulnerable to all damage caused by you for the rest of the combat encounter.
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.
Monster Slayer Spells
| Ranger Level | Spell |
|---|---|
| 3rd | protection from evil and good |
| 5th | branding smite |
| 9th | magic circle |
| 13th | banishment |
| 17th | hold monster |
Hunter’s Sense
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As a free action once per turn, choose one creature you can see within 60 feet of you. Roll a Wisdom check(or a skill check of the DM’s choosing) against a DC equal to its CR+10 or a number of the DM’s choosing. On a success you learn its weaknesses or its resistances, if you roll 10 higher than the DC, you learn both its weaknesses *and* resistances. If you critically fail, you cannot use this action for 2 turns as you are too preoccupied by some esoteric piece of information that is eluding you.
Once this ability has been used against a creature, it becomes immune to this ability for 1 hour, or until it has resisted an attack or status effect dealt to the creature by the party.
When you reach 11th level, after successfully using Hunter’s Sense on a creature you have marked with Slayer’s Prey, the creature is vulnerable to all damage caused by you for the rest of the combat encounter.
Slayer’s Prey
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. Your attacks against this creature become magical to overcome the resistances or immunities of the creature This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. At 6th level this also adds 1d6 damage to attacks against the creature marked.
This also allows you to add your proficiency bonus to hunter’s Sense checks against the target marked by Slayer's Prey.
You may use this ability proficiency bonus number of times per short or long rest.
Supernatural Determination
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 grapple or escape that target’s grapple, add 1d6 to your roll.
Heel to Prey
At 11th level, you gain the ability to thwart your prey’s 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. You immediately change the target of Slayer's Prey to this creature, 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.
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, 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.
Comments