You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
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.
Ranger Level | Spells |
---|---|
3rd | Protection From Evil and Good |
5th | Pass Without Trace |
9th | Magic Circle |
13th | Banishment |
17th | Hold Monster |
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. When you hit a creature with a weapon attack, you can choose to immediately learn 3 of its characteristics of your choice from the following list:
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. You know the Hunter's Mark spell. It doesn't count against the number of ranger spells you know, and you can cast it without components. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
At 7th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target marked by your Hunter's Mark spell or by a ranger feature of yours such as Favored Foe, forces you to make a saving throw and whenever you make a contested ability check against the creature, add 1d6 to your roll.