You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. <br> ___ ### 3rd Level <br> ##### Hunter’s Sense At 3rd level, 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 feet of you. You immediately learn whether the creature has any damage [[Damage and Healing#Immunity|immunities]], [[Damage and Healing#Resistance|resistances]], or [[Damage and Healing#Vulnerability|vulnerabilities]] and what they are. If the creature is hidden from [[Spellcasting#Schools of Magic|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 [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]. You regain all expended uses of it when you finish a [[Survival Needs#Long Rest|long rest]]. <br><br> ##### Monster Slayer Magic You gain additional spells at the Ranger levels listed. They do not count against the number of spells you know. | Ranger Level | Horizon Walker Spell | | :----------: | ------------------------------------------------------------------------------------ | | 3 | [[Divine Spells#Protection from Evil and Good\|protection from evil and good]] | | 5 | [[Divine Spells#Zone of Truth\|zone of truth]] | | 9 | [[Divine Spells#Magic Circle\|magic circle]] | | 13 | [[Divine Spells#Banishment\|banishment]] | | 17 | [[Occult Spells#Hold Monster\|hold monster]] | <br><br> #### Slayer Companion When you summon a creature with your [[Ranger#Bestial Companion|Bestial Companion]] feature, it inherits the following traits. - Your companion gains all the benefits of your [[Ranger#Favoured Foe|Favoured Foe]] feature. <br> ___ ### 7th Level <br> ##### Supernatural Defence At 7th level, you gain extra resilience against assaults on your mind and body. If you are forced to make a saving throw, or if you make an [[Actions in Combat#Escape 🛠|Escape]] check, you may use your reaction to add 1d6 to either roll. <br> ___ ### 11th Level <br> ##### Magic-User’s Nemesis At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically 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 [[Survival Needs#Rest|rest]]. <br> ___ ### 15th Level <br> ##### Slayer’s Counter At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If a creature forces you to make a saving throw, you can use your reaction to make one weapon attack against the attacker. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.