### 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.