Ranger
Base Class: Ranger

A Revision attempt at the Ranger Monster Slayer subclass to put it more in line with the new PHB subclasses. Spell list changes pending on what they look like in the new book

Monster Slayer Updates:

Here are the main updates in this class:

  • Hunter's Sense now gives you the information of those marked by Hunter's Mark, same as 2024 Hunter.
  • Slayer's Prey now grants bonus damage to those marked by Hunter's Mark, and allows you concentrate on an additional spell along with Hunter's Mark.
  • Supernatural Defense updates the wording for 2024 and based off your marked target, not your Slayer's Prey.
  • Magic-User's Nemesis Is based off your marked target, not your Slayer's Prey, and allows you to regain uses by expending your additional free castings of Hunter's Mark.
  • Slayer's Counter Is based off your marked target, not your Slayer's Prey.

Hunter's Sense

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. 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.

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. The first time each turn you hit the target of your Hunter's Mark with an attack roll, it takes an extra 1d6 Force damage.

Additionally casting another spell with concentration does not break concentration for your Hunter's Mark, nor does casting Hunter's Mark while you are concentrating on another spell break that's spell's concentration. You still lose concentration to either spell when you are incapacitated or if you die and you make separate saving throws to main concentration when you take damage.

Supernatural Defense

At 7th level, you gain extra resilience against your prey'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 a d20 Test 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. You can also restore this by expending two uses of Favored Enemy's additional Hunter's Mark.

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey 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 he saving throw. If the attack hits, your save automatically succeeds, in addition to the attack's normal effects.

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