Monster Slayer Ranger

Monster Slayer Spells

Ranger Level Spell
3rd Protection from Evil and Good
5th Zone of Truth
9th Magic Circle
13th Banishment
17th Hold Monster

Class Features

Feature Description
Monster Slayer Magic At 3rd level, you gain access to additional spells. The spells count as ranger spells, but don't count against the number of spells you know.
Hunter's Sense At 3rd level, you can use your action to discern the creature's damage immunities, resistances, or vulnerabilities within 60 feet. This feature can be used a number of times equal to your Wisdom modifier (minimum of once), and it resets after a long rest.
Slayer's Prey At 3rd level, as a bonus action, designate a creature within 60 feet as the target of your Slayer's Prey. The first time each turn that you hit that target, it takes an extra 1d6 damage from the weapon. This lasts until the end of your short or long rest, or until you designate a different target.
Supernatural Defense At 7th level, when the target of your Slayer's Prey forces you to make a saving throw or when you attempt to escape a grapple from the target, you add 1d6 to your roll.
Magic-User's Nemesis At 11th level, when you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to attempt to foil the spell. The creature must make a Wisdom saving throw against your spell save DC or its spell fails.
Slayer's Counter At 15th level, when the target of your Slayer's Prey forces you to make a saving throw, you can use your reaction to make a weapon attack against the target. If the attack hits, your saving throw automatically succeeds, and the attack's normal effects apply.