Slayer - Herbalist
Favored Enemy
Beginning at 3rd level, you have significant experience studying, tracking, hunting, and talking to certain enemy types.
Choose a group of favored enemies from the list below. You have advantage on Wisdom (Survival) checks to track these 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 each of your favored enemies, if they speak one at all.
Civilization. Beasts and Humanoids.
Colossus. Giants and Dragons
Inner Planes. Fey, Oozes, Plants, and Undead
Outer Planes. Celestials, Elementals, and Fiends
Otherwordly. Aberrations, Constructs, and Monstrosities
Foe Slayer
At 3rd level, you become an unparalleled hunter of your favored enemies. You can add your Wisdom modifier, minimum 1, to your attack rolls you make against your favored enemies.
In addition, when you hit a favored enemy with a weapon attack, the favored enemy takes an extra 1d6 damage.
At 11th level, the extra damage increases to 2d4.
Defensive Tactics
At 7th level, you gain one of the following features.
Civilization. Opportunity attacks against you are made with disadvantage. Also, when you are prone, standing up uses only 5 feet of your movement.
Colossus. When a creature hits you with an attack, you gain a +4 bonus AC against all subsequent attacks made by that creature for the rest of the turn.
Inner Planes. You cannot be charmed, frightened, or possessed.
Outer Planes. Whenever you need to make a saving throw, you gain a bonus to the saving throw equal to your Wisdom modifier, minimum bonus +1.
Otherwordly. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Greater Favored Enemy
Beginning at 11th level, you can choose another favored enemy as well as any associated languages and Defensive Tactics associated with them.
Spell Resistance
Beginning at 15th level, you have advantage on saving throws against spells and other abilities from your favored enemy.
Furthermore, you have resistance against the damage of spells from your favored enemy.
Slayer - Spell Caster
Slayer Path Spells
You gain bonus spells at the ranger levels listed.
| Ranger Level | Spells |
|---|---|
| 3rd | Hunter’s Mark, Protection from Evil and Good |
| 5th | Enlarge/Reduce, Misty Step |
| 9th | Fly, Magic Circle |
| 13th | Banishment, Freedom of Movement |
| 17th | Destructive Wave, Swift Attack |
Hunter's Mark - Add
Beginning at 3rd level, you can cast Hunter’s Mark without expending a spell slot. The duration is 1 minute and it does not requires concentration to maintain. You can use this feature a number of times equal to 1 + 1 for every 5 levels you have in ranger, rounded down. You regain any expended uses when you finish a short or long rest.
Foe Slayer - Change
At 3rd level, you become an unparalleled hunter of your favored enemies. You can add your Wisdom modifier, minimum 1, to your attack rolls you make against your favored enemies.
In addition, when you hit a favored enemy with a weapon attack, the favored enemy takes an extra 1d8 damage. You can deal this extra damage only once per turn.
Defensive Tactics - Change
At 7th level, you gain one of the following features.
Civilization - Proficiency in Intelligence or Charisma saving throws, your choice.
Colossus - Evasion
Inner Planes - Whenever you need to make a saving throw, you gain a bonus to the saving throw equal to your Wisdom modifier, minimum bonus +1.
Outer Planes - Proficiency in Wisdom saving throws.
Otherwordly - Proficiency in Constitution saving throws.