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### Slayer Conclave Choosing the Slayer conclave means accepting your place as an apex predator. You embody the relentless nature of the hunt; intellectual prowess with a blend of feral finesse.. As you walk your path, you learn techniques for hounding your quarries and cutting through their defenses. #### Slayer Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you.
##### Slayer Spells
| Ranger level | Features | |:----:|:-------------| | 3rd | *bane*| | 5th | *blindness/deafness*| | 9th | *fear* | | 13th | *staggering smite* | | 17th | *hold monster* |
##### Marked? A creature is considered marked by you when it is the target of your *hunter's mark* spell.
\columnbreak #### Slayer's Sleight Starting at 3rd level, you take but a moment to size up your foes and cut them down when exposed. You may use your *ranger's quarry* feature as part of an attack you make on your turn. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all uses when you finish a long rest. Additionally, once per turn, if a marked creature makes an attack against you, you may use your reaction to move up to half your movement speed and make an attack against the target creature if possible. Moving this way does not provoke opportunity attacks. #### Walking Bestiary At 3rd level, prey can never truly hide anything from you. As an action, you may make a Wisdom (Insight) check against a creature's Charisma (Deception). You have advantage on the check if the target is marked by you. On a success, you learn three of the following traits of the target: Strength, Dexterity, Constituion, creature type, movement speed(s), spellcasting ability (if any), current mood, vulnerabilities, resistances, or immunities. #### Terrorize Beginning at 7th level, you impose your presence on your quarry, suppressing its abilities with fear or inducing caution. When a creature marked by you makes an ability check, attack roll, or saving throw, you may use a reaction to have the target take a penalty to the roll equal to 1d6. A creature immune to being frightened instead takes a penalty equal to 1d4. #### Huntmaster Beginning at 11th level, your senses are honed to allow you to pierce through a target's defenses. You score a critical hit against the creature marked by you on a roll of 19 or 20. Additionally, you may add your *ranger's quarry* dice to the first attack roll you make per turn rather than deal the additional damage on the first hit. You must decide before rolling the attack. #### Blunt Reversal At 15th level, in the event your mark gets the upper hand, you can immediately dull that edge. When a creature marked by you forces you to make an ability check or saving throw and you fail, you can use your reaction to make an attack against your mark if possible. If this attack hits, you automatically succeed instead. #### Feral Assault At 20th level, the thrill of a successful hunt emboldens your spirit, rallying your efforts. On each of your turns, if you reduce a creature marked by you to 0 hitpoints, you can use a reaction to gain an additional turn immediately after the current one. You do not regain reactions on additional turns gained using this feature.