Monster Slayer
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
| Level | Spells |
|---|---|
| 3 | Protection from Evil and Good |
| 5 | See Invisibility |
| 9 | Magic Circle |
| 13 | Dominate Beast |
| 17 | Hold Monster |
Subclass Features
Hunter's Sense
You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 ft of you. You immediately learn whether the creature has any damage Immunities, Resistances, or Vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage Immunities, Resistances, or Vulnerabilities.
You can use this feature a number of times equal to your WIS modifier (Minimum 1) per long rest.
Slayer's Prey
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 ft of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1D6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Conclave Spells
Your specific expertise grants you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Supernatural Defense
You gain 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 you gain a 1D6 bonus to your roll.
In addition you take 1D6 less damage from the target of your Slayer’s Prey.
Magic-User's Nemesis
You gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 ft of you, you can use your reaction to try to magically foil it. The creature must succeed on a WIS 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
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 the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.