Xanathar's Guide to Everything PDF

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takes an extra 1d8 force d amage from the a ttack. When
you reach 11th level in thfa class, the extra damage in-
creases to 2d8.


ETHEREAL STEP
At 7 th level, you learn to step through the Ethereal
Plane. As a bonus action, you can cast the etherealness
spell with this feature, without expending a spell s lot,
but the spell end s at the end o f the current turn.
Once you use this feature , you can't use it again until
you finish a short or long rest.


DISTANT STRIKE
At 11th level, you gain the ability to pass between t he
planes in the blink of a n eye. When you take the Attack
action, you can teleport up to 10 feet before each attack
to an unoccupied space you can see.
If you attack a t least two different creatures with
the action, you can ma ke one addit ional attack with it
agains t a third creature.

SPECTRAL DEFENSE
At 15th level, your ability to move between planes
enables you to s lip through the planar boundaries to
lessen the h arm done to you during battle. When you
take damage from an attack, you can use your reaction
to give yourself resis tance to all of that attack's damage
on this turn.

MONSTER SLAYER
You have dedicated yourself to hunting down c reatures
o f the night and wielders of grim magic. A Mons ter
S layer seeks out vampires, dragons, evil fey, fiends, and
other magical threats. Trained in supernatura l tech-
niques to overcome such mons te rs, s layers a re experts
at unearthing and defeating mighty, mystical foes.

MONSTER SLAYER FEATURES
Ra nger Level
3rd

7th

Feature
Monster Slayer Magic, Hunter's Sense,
Slayer's Prey
Supernatural Defe nse
11th Magic- User's Nemesis
15 th Slayer's Counter

MONSTER SLAYER MAGIC
Starting a t 3rd level, you learn a n additional spell
when you reach certain levels in this class, as show n
in the Monster Slayer Spells table. The spell counts as
a ranger s pe ll for you , but it doesn't count agains t the
numbe r of ranger spells you k now.

MONSTER SLAY ER SPELLS
Range r Leve l
3rd
5th
9th
13th
17th

Spell
protection from evil and good
zone of truth
magic circle
banishment
hold monster

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it kttfJ o"' ~tHi"'~ fc:;rt~tr c:;wc:;;. Boo""'!
\)i), \ ~v..Jt \o[ow ;ov..r ""'i"'J.?
\ ),i),, J,iJ, ..... 'l \? 0

HUNTER' S SENSE
At 3 rd level, you gain t he ability to peer at a creature
a nd magically discern how best to hurt it. As an action,
choose one c reature you can see w ithin 60 feet o f you.
You immediately learn whether the c reature has any
da mage immunities, resistances, or vulne ra bilit ies and
what they a re. If the c reature is hidden from divination
magic, you sense that it has no damage immunities, re-
sistances, or vulnerabilities.
You can use this feature a number of times equa l to
your Wisdom modifie r (minimum of once). You regain all
expended uses of it when you finish a long rest.

SLAYER'S PREY
Starting at 3 rd level, you can focus your ire on one foe,
increasing the harm you inflict on it. As a bonus action ,
you designate one c reature you can see within^60 feet of
you as the ta rget of this fe a ture. The first t ime each turn
that you hit that target w ith a weapon attack, it takes an
extra 1d6 damage from the weapon.
This benefit lasts until you finis h a short or long rest. It
ends early if you designate a diffe rent creature.

SUPERNATURAL DEFENSE
At 7th level, you gain extra resilience against your p rey's
assaults on your mind a nd body. Whenever the target
of your S layer's Prey force s you to make a saving throw
a nd whenever you make an ability check to escape that
ta rget's grapple, add 1d6 to your roll.

MAGIC-USER'S NEMESIS
At 11th level, you gain the ability to thwart someone
e lse's magic. ~hen you see a creature casting a spell or
telepor t ing within 60 feet of you, you can use your reac-
tion to try to magic ally foil it. The creature must succeed
on a Wisdom 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
At 15th level , you gain the ability to counte rattack when
your prey tries to sabotage you. If the target of your Slay-
er'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 a ttack immediately before making

the saving throw. If your attack hits, your save automati-


cally s ucceeds, in addition to the attack's normal effects.

CHAPTER l I CHARACTER OPTIONS
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