Monster Slayer Conclave (5e Subclass)

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Monster Slayer Conclaves[edit]

Ranger Subclass

The members of this conclave are formidable monster hunters. Known for having evolved after undergoing mutation, they have become stronger and more dangerous than humans. Their senses are heightened, and they learn to use Sigils and alchemy. They also specialize in the use of long swords, or more rarely axes. They always carry two. The first is made of iron or steel. The second is made of silver.


Limitation: Human only. Your DM can lift this restriction to better suit your campaign.


Hunter Skill

Starting at 3rd level, you are an experienced and skilled hunter. You gain the following benefits:

  • You are proficient with alchemical tools. If you already have them, your proficiency bonus is doubled on checks with that tool.
  • In addition, you gain proficiency with the Nature skill. If you already have it, choose another skill from the options available to the Ranger class. As an action, you can make an Intelligence check (Nature/Arcana/Religion) to learn a creature's strengths, advantages, and weaknesses (DC set by the DM). You can also recognize a beast by its tracks if you succeed on a Nature, Arcana, or Religion check, depending on the creature. If the creature is one of your sworn enemies, you have advantage on the check, as described in the "Sworn Enemies" skill.
Hunter's Acronym

At 3rd level, you lose the ability to cast spells. However, in return, you gain the ability to use your spell slots and cantrips from your hunter sigils. The acronyms will be listed at the end of the page.

Namely, when you unlock this subclass, you can unlock two acronyms. You then gain an additional acronym at 7th, 11th, and 15th levels.

To use your sigils, you use spell slots or not. And to regain your slots, you would regain them during a long rest. Your sigil DCs and attack roll bonuses are the same as those of a regular ranger.

Hunter's Potion

Finally at 3rd level, you are able to concoct potions, poisons, and oils. To make these, you must use alchemist's tools and sometimes herbalist's tools. You do not need a poisoner's kit for your poisons. You learned to make them with the specified tools.

Your concoctions will be listed at the end of the page. You know a number of concoctions equal to your proficiency bonus + half your level.

When you take a potion-type concoction, you must succeed on a Constitution saving throw (equal to the value given by the concoction). If you fail the save, you suffer the poisoned condition for the duration of the concoction that gave it to you. Namely, you are able to take a number of potions equal to your Constitution mod. Starting at 15th level, you add your proficiency bonus. If you exceed this level, you will suffer 1d6 damage per active superior potion at the start of each round. In addition, you will necessarily suffer the poisoned condition.

Additionally, ingesting your concoctions only requires a bonus action.

However, be careful: if someone attempts to drink one of your concoctions and they are not of your order, they must succeed on the save DC with a disadvantage, and the DC is increased by 5. In addition, they will automatically be poisoned (except for a critical hit). If they fail the save, they die at the end of the potion's effect (except for a critical failure, or it will be instantaneous).

Note: you can only take a number of concoctions equal to your level per day. This is reset during a long rest.

Hunter's Body

Starting at 7th level, you gain resistance to poison damage and immunity to the poisoned condition. However, you can still be poisoned by your concoctions, but you now have advantage on saving throws to resist them.

In addition, you gain advantage on any check used to track a beast (such as Survival or Perception). Your senses are heightened, and you are finally able to better control them.

Body improve

Starting at 11th level, you gain proficiency with Constitution saving throws. Additionally, any concoction DCs you ingest are reduced by a value equal to half your proficiency bonus (rounded down). In addition, your body regenerates faster than normal. You gain one life regeneration at the start of each round as long as you have at least 1 HP or more remaining. Your regeneration is equal to your Constitution mod.

Monster Hunter

Starting at 15th level, you become an outstanding monster hunter. After that, you gain a +2 bonus to AC, damage, and attack rolls if you know the creature you're fighting. In addition, if it's one of your sworn enemies, you have advantage on the attack roll. To get this bonus, you must either have already succeeded at a nature check to know the creature during the campaign (if you don't remember it, you can do it again) or succeed at a nature check before or during the fight against the creature.



Hunter's Acronyms
Hunter's Magick Signs
Magick Sign Common ability Text Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Ansuz (Mind) (Wisdom Save) Allows you to charm or stun a target for 1 minute (Concentration required) Charm an opponent but set them into a wild rage You throw it for 1 minute without concentration Charm or Stun two opponents For 1 minute, the target becomes an ally and helps you against your opponents even if they are their allies. You can use a 5th-level slot to change the duration from 1 minute to 1 hour for any effect other than not requiring concentration.
Uruz (Force) (Strength Save) You can push any 15-foot targets into a 10-foot cone in front of you. Additionally, targets that do not resist fall. AYou do the same thing as the original effect but within a 10 foot area around you. Inflicts 2d6 force damage on you in addition to the base effect. (Half if the enemy succeeds on its saving throw) You increase the distance by 10 feet. In addition, targets are pushed back 30 feet. You can do the same effects as location 2 but within a 10 foot area around you. You can do the same effects as location 2 but the cone distance increases by 10 feet and targets are pushed back an additional 15 feet.
Kenaz (Fire) (Reflex Save) Deal 1d8 fire damage in a 10-foot cone in front of you Deal 2d8 fire damage to you in the same range (If the enemy resists, they take half damage.) You reduce the enemy's CA by 1 until the affected object is repaired. Deal 3d8 fire damage in a 30-foot cone. (If the enemy resists, they take half damage.) Enemies that do not resist the roll suffer a burn that will inflict 1d8 fire damage at the start of each round until they use an action to extinguish the fire. If the enemy resists, they still take the fire damage. The cone is 30 feet. You deal 5d8 fire damage in a 10-foot cone in front of you. If the enemy fails a saving throw, they suffer a burn inflicting 1d8 damage at the start of each round until they use an action to extinguish it. (If the enemy resists, they take half damage.)
ELHAZ (Dimension) Transforms a 15-foot area into difficult terrain for anyone other than yourself for 1 minute. (Concentration required) Your circle prevents any teleportation for people inside it in addition to the basic effects. Any creature entering your circle takes a -1 penalty to AC and a -1 penalty to attack rolls and Strength, Dexterity, and Constitution saving throws in addition to the basic effects. In addition to the basic effects, any projectile, magical or not, is deflected by the circle (the deflection is at the DM's discretion). As a result, anyone in the circle cannot be attacked by a projectile. Any non-tangible creature with resistance or immunity to physical damage has this advantage removed while they are in the area. The area becomes 30 feet. Additionally, aside from location 4 effects, you can use any of the effects in addition to this area increase.
Algiz (Ward) You gain a number of temporary HP equal to your Constitution mod + Proficiency Bonus for 1 minute You can use your reaction to reset your temporary HP as long as the minute is not over. When your shield is destroyed, it explodes, knocking back any target around you 1.5m. You add your level to the temporary HP gained You reflect 50% of the damage taken back to your attacker as long as you have your shield (or the attacker has just destroyed it). The reflected damage is force damage. You take two effects of your choice in addition to the base one. Both chosen effects are active at the same time.


Hunter's Concoction
Hunter's Alchemical Potions
Potion's Name Potion's effects DD of confection Resistance DD Required tools Preparation time ingredient research time / price
Black Blood Vampires or Undead that bite the hunter will not heal but take 2d6 Acid damage last 1 minute DD14 DD16 Alchemist's Tools 1 hour 2 hours of research or 50 PO in town
White Raffard's Decoction The hunter consumes the potion and heals 2d10+Con health DD15 DD14 Alchemist's Tools 1 hour 1 hours of research or 40 GP in town
Cat Dark vision +120 feet lasts for 6 Hours DD12 DD10 Alchemist's Tools 20 minutes 1 hours of research or 20 GP in town
Swallow Regenerate 10 hp a round for 1 minute DD13 DD14 Alchemist's Tools 1 hour 1 hours of research or 50 GP in town
Tawny Oil 10% Restores 1 Level 1 spell slot DD15 DD15 Herbalist tools 1 hour 1 hours of research or 50 GP in town
Tawny Oil 25% Restores 1 Level 2 spell slot DD17 DD17 Herbalist tools 1 hour 1 hours of research or 60 GP in town
Tawny Oil 50% Restores 1 Level 3 spell slot DD19 DD19 Herbalist tools 2 hour 2 hours of research or 120 GP in town
Tawny Oil 70% Restores 1 Level 4 spell slot DD21 DD21 Herbalist tools 3 hour 4 hours of research or 240 GP in town
Tawny Oil 85% Restores 1 Level 5 spell slot DD23 DD23 Herbalist tools 4 hour 8 hours of research or 480 GP in town
Killer Whale Hold Breath for 1 Hours DD13 DD14 Alchemist's Tools 40 minutes 1 hours of research or 30 GP in town
Thunderbolt Increase physical damage by +3 for 1 minute DD14 DD15 Herbalist tools 20 minutes 2 hours of research or 60 GP in town
Lightning Increases your movement by 10 foot for 1 hour DD14 DD13 Herbalist tools 10 minutes 1 hours of research or 20 GP in town
White Honey Remove poisoning and the effects of a concoction ingested by the hunter DD5 DD1 Just a container and a spoon 1 minutes 10 minutes of research or 5 GP in town
Hunter's Monster Oils
Oil Name Common Oil Effect number of uses DD of confection Required tools Preparation time ingredient research time / price
Beast Oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a beast. This oil lasts 1 minute. 10 DD15 Alchemist's Tools 1 hours 1 hours of research or 25 GP in town
Aberration Oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a Aberration. This oil lasts 1 minute. 10 DD16 Alchemist's Tools 1 hours 1 hours and 30 minutes of research or 50 GP in town
Draconid Oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a dragon. This oil lasts 1 minute. 10 DD17 Alchemist's Tools 2 hours 3 hours of research or 100 GP in town
Elemental Oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a elemental. This oil lasts 1 minute. 10 DD18 Alchemist's Tools 2 hours 4 hours of research or 200 GP in town
Artificial oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a artificial. This oil lasts 1 minute. 10 DD18 Alchemist's Tools 2 hours 3 hours of research or 150 GP in town
Hangmans Oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a humanoid or a giant. This oil lasts 1 minute. 10 DD15 Alchemist's Tools 1 hours 30 minutes of research or 30 GP in town
Necrophage Oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a undead. This oil lasts 1 minute. 10 DD15 Alchemist's Tools 1 hours 2 hours of research or 75 GP in town
Cursed Oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a fiend. This oil lasts 1 minute. 10 DD17 Alchemist's Tools 2 hours 4 hours of research or 200 GP in town
Fey Oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a Fey. This oil lasts 1 minute. 10 DD16 Alchemist's Tools 2 hours 3 hours of research or 125 GP in town
Natural oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a plant. This oil lasts 1 minute. 10 DD15 Alchemist's Tools 1 hours 30 minutes of research or 50 GP in town
Monstrosity oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a Monstrosity. This oil lasts 1 minute. 10 DD16 Alchemist's Tools 2 hours 2 hours of research or 75 GP in town
Sticky oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a Vase. This oil lasts 1 minute. 10 DD17 Alchemist's Tools 3 hours 6 hours of research or 250 GP in town
Relict Oil Each time the hunter's melee weapon deals damage, it deals an additional +2d6 (the damage type is a choice between: Acid, poison, fire, cold, lightning, necrotic or radiant) if the target is a Celestials. This oil lasts 1 minute. 10 DD17 Alchemist's Tools 2 hours 4 hours of research or 250 GP in town


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