Ranger Subclass: The Slayer
Hit Points
Hit Dice: d8 per Ranger Subclass: The Slayer level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Unlike the Monster Slayer, rangers with The Slayer
archetype devote themselves to hunting down certain types
of monsters. These pragmatic killers come from many
backgrounds, and the kind of reputation they they make for
themselves is often influenced by the types of creatures they
relentlessly hunt down. They could be someone whose
sister was murdered by goblins, or a crusader who is on a
rampage to slay as many demons as they can, or even a
grim vigilante who hunts down criminals. Depending on
their prey, they are seen as devoted heroes or obsessed
fanatics, and slayers often receive nicknames like Dragon
Slayer, Goblin Slayer, Demon Slayer, or just Slayer.
Regardless of their reputation however, they are often
greatly appreciated by the common folk, as they are willing
to do the dirty work that most adventurers shy away from.
In a grim world where many people might not meet another
sunrise due to the dangers of roaming monsters, it's the
slayers whom the common folk rely on to survive.
This subclass uses the Favored Foe (revised) feature,
even if your DM does not use this as a standard feature.
Subclass Options
Favored Foe (revised)
At 1st level, a ranger gains the Favored Foe feature.
Favored Foe
1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature.
When you hit a creature with an attack roll, you can mark
the target as your favored foe for 1 minute. The first time on
each of your turns that you hit the favored foe and deal
damage to it, including when you mark it, you can increase
that damage by 1d4. You can use this feature to mark a
favored foe a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a
long rest. This feature's extra damage increases to 1d6 at
6th level, and to 1d8 at 14th level. Creatures that are
affected by your hunter's mark spell cannot receive this
feature's extra damage from you.
In addition, you have significant experience studying,
tracking, hunting, and even talking to a certain type of
enemy. Choose a type of favored enemy: aberrations, beasts,
celestials, constructs, dragons, elementals, fey, fiends,
giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as
goblins and orcs) as favored enemies. You have advantage
on Wisdom (Survival) checks to track your favored
enemies, as well as on Intelligence checks to recall
information about them. When you gain this feature, you
also learn one language of your choice that is spoken by
your favored enemies (if any).
Your favored enemies always count as being marked as
your favored foe, increasing your damage against these
enemies as described above. You choose one additional
favored enemy, as well as an associated language, at 6th
and 14th level. As you gain levels, your choices should
reflect the types of monsters you have encountered on your
adventures. When you reach a level in this class that grants
the Ability Score Improvement feature, you can replace one
of the options you chose as your favored enemy with
another of these options available to you.
Fanatic Devotion
Beginning at 3rd level, you regain all uses of your Favored
Foe class feature when you finish a short or long rest.
Unrelenting
At 3rd level you add your Favored Foe's bonus damage each
time you hit a creature marked as your favored foe (or who
counts as being marked as your favored foe), instead of just
to the first time you hit the target on each of your turns.
If a creature marked as your favored foe hits you with an
attack roll, you can use your reaction to roll your Favored
Foe damage die and gain a bonus to your AC equal to the
number rolled, potentially causing the attack to miss you.
At 20th level, you add your Wisdom modifier (minimum
of 1) to damage rolls you make against creatures marked as
your favored foe.
Slayer Magic
You learn an additional spell when you reach certain levels
in this class, as shown in The Slayer Spells table. Each
spell counts as a ranger spell for you, but it doesn't count
against the number of ranger spells you know.
The Slayer Spells
Ranger Level---------Spells
- 3rd--------------wrathful smite
- 5th---------------see invisibility
- 9th----------------spirit shroud
- 13th------freedom of movement
- 17th---------------hold monster
Unstoppable
At 7th level, slaying your favored foes reinvigorates you.
When you reduce a target marked as your favored foe to 0
hit points, you regain hit points equal to your Favored Foe
damage die + your Wisdom modifier (minimum of 1).
Resolve of the Slayer
At 11th level, you become too stubborn to die. If you drop to
0 hit points and you don't die outright, you can make a DC
10 Constitution saving throw. If you succeed, you drop to 1
hit point instead. Each time you use this feature after the
first, the DC increases by 5. When you finish a long rest, it
resets to 10.
Rip and Tear
At 15th level, you become the ultimate slayer. When one of
your attacks reduces a creature's hit points to a number less
than your ranger level, you instantly reduce it to 0 hit points.
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