Monster Slayer Ranger Build Guide – 2024 Update
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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.
Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.
For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.
For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.
To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.
Ranger Spell List and Spell Tier List
Why Monster Slayer Ranger?
Unfortunately, Monster Slayer is just not a particularly strong subclass and it doesn’t have that much of an identity difference between this and other Rangers making this a tough choice overall. If you really like Hunter’s Sense and/or Slayer’s Prey, then I could see taking this as they are pretty cool abilities, but that’s pretty much the only reason I can see someone picking this.
However, if you are playing a campaign where you’re starting at a much higher level, the final two abilities are reasonably good so this could be a good choice in that scenario!
Monster Slayer Ranger Abilities Ranked
Hunter’s Sense (Level 3) – C Tier – A worse version of Hunter’s Lore, but I still do love this ability.
Slayer’s Prey (Level 3) – D+ Tier – This is an additional, but worse Hunter’s Mark. Not terrible, especially in prolonged fights, but this ability is pretty weak.
1st Level Spells (Level 3) – C- Tier – Specific, but this can be really good against extraplanar enemies if you encounter them.
2nd Level Spells (Level 5) – D- Tier – While cool in concept, Zone of Truth just doesn’t really function correctly in practice. Not a well designed spell unfortunately.
Supernatural Defense (Level 7) – C+ Tier – A little specific, but mathematically, this is close to having advantage on rolls so with that perspective, this is decent.
3rd Level Spells (Level 9) – D- Tier – Realistically this probably deserves F Tier and I’m being kind, but this spell is so incredibly niche that I’ve only ever heard of it being used in conjunction with Planar Binding.
Magic’s-User Nemesis (Level 11) – C+ Tier – Every short or long rest, you get a slightly worse, but free Counterspell. What’s not to like?
4th Level Spells (Level 13) – B Tier – Single target CC is nice and Banishment is one of the better ones.
Slayer’s Counter (Level 15) – B+ Tier – This ability is so weird, so cool, and pretty strong all at the same time. A Dragon tries to hit you with their breath weapon and you just plop em with an arrow and you’re mostly good to go.
5th Level Spells (Level 17) – C- Tier – I’m not a big fan of this spell, but it can be helpful in the right encounter.
Quick Level Up Guide
Level | Class Features/Feat | Notes |
1 | Spellcasting, Favored Enemy, Weapon Mastery | + Entangle + Goodberry + Hunter’s Mark (Favored Foe) |
2 | Deft Explorer, Fighting Style (Archery) | + Cure Wounds |
3 | Monster Slayer, Monster Slayer Magic, Hunter’s Sense, Slayer’s Prey | + Absorb Elements + Protection from Evil and Good (Monster Slayer) |
4 | Feat: Mage Slayer (DEX) | + Detect Magic |
5 | Extra Attack | – Detect Magic + Pass Without Trace + Spike Growth + Zone of Truth (Monster Slayer) |
6 | Roving | None |
7 | Supernatural Defense | + Aid |
8 | Feat: Dexterity to 20 | None |
9 | Expertise | + Dispel Magic + Magic Circle (Monster Slayer) + Revivify |
10 | Tireless | None |
11 | Magic User’s Nemesis | + Lesser Restoration |
12 | Feat: War Caster (WIS) | None |
13 | Relentless Hunter | + Banishment (Monster Slayer Magic) + Conjure Woodland Beings |
14 | Nature’s Veil | None |
15 | Slayer’s Counter | + Stoneskin |
16 | Feat: Constitution to 18 | None |
17 | Precise Hunter | + Hold Monster (Monster Slayer) + Steel Wind Strike + Swift Quiver |
18 | Feral Senses | None |
19 | Epic Boon: Boon of Combat Prowess | + Greater Restoration |
20 | Foe Slayer | None |
The Ultimate One D&D Ranger Guide
Not seeing the exact build you want in this guide? Check out this guide instead!
Level One Build
Species: Goliath (Fire Giant)
Attributes:
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+2 background) = 17 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 |
CHARISMA | 8 |
Class: Ranger
Class Features: Spellcasting, Favored Enemy, Weapon Mastery
Skill Proficiencies: Insight, Perception, and Stealth
Background: Criminal (Alert)
Starting Equipment: Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Druidic Focus, Explorer’s Pack, and 7 gp + 50 gp from background
Starting Spells:
SPELL LEVEL | SPELL NAME |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Species: Goliath (Fire Giant)
While I would normally opt for Cloud or Hill Giant, I like Fire Giant for Beastmaster as you are a ranged character (bad for knocking people prone with Hill) who will rarely have their bonus action available (for Cloud’s Jaunt). To that end, I think Fire Giant origin is your best choice to get a bit of extra damage in combat. To that end, a lot of races would be good here including Aasimar, Human, or Elf as you can really take this any direction you want.
Attributes
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+2 background) = 17 |
CONSTITUTION | 15 (+1 background) = 16 |
INTELLIGENCE | 8 |
WISDOM | 15 |
CHARISMA | 8 |
Rangers are a bit MAD, so you need to prioritize DEX for damage, CON for health, and WIS for your spellcasting.
Proficiencies: Insight, Perception, and Survival
All excellent skills on a Ranger as they’re either using Wisdom or Dexterity.
Background: Criminal
Good skill proficiencies, good stat distribution, and an excellent origin feat.
Starting Equipment – Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Druidic Focus, Explorer’s Pack, and 7 gp + 50 gp from background
Extremely standard starting equipment for a Ranger. You could take the starting gold, but I wouldn’t worry about it much.
Class – Ranger
Rangers get three abilities to start off with in Spellcasting, Favored Enemy, and Weapon Mastery.
Spellcasting means you get spells immediately rather than level 2, but the spells themselves will be explained more in the next sections.
Favored Enemy changed from 2014 as now it gives you Hunter’s Mark permanently prepared and you can cast it twice for free (and it scales). Since you want to be casting this often anyway, this is a pretty nice feature.
Weapon Mastery gives you the Mastery property of two weapons and I would recommend Scimitars and the Longbow. To that end, make sure you are always using your Scimitar in your main hand to properly access the mastery property.
Starting Spells
SPELL LEVEL | SPELL NAME |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Entangle and Goodberry are easily the best Ranger spells available to you at level one, so these are easy choices for you.
Since Hunter’s Mark is a really important part of your kit, you want to be mindful of all the other spells you have that also have concentration, and will be listed with an asterisk so you never accidentally cast a spell with that requires concentration your Hunter’s Mark up.
To that end, this guide will only be using a few concentration spells and they will generally be reserved for encounters where you need to deal with a lot of enemies, you need CC, or you need a unique effect, otherwise, you’ll be looking to cast Hunter’s Mark.
The Build Level 2 Onward
Level 2-5
Level 2
Class Features: Deft Explorer, Fighting Style (Two Fighting Style)
Spell Change Log: + Cure Wounds
SPELL LEVEL | SPELL NAME |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
Level 2 brings Deft Explorer, your Fighting Style, and another spell!
Deft Explorer gives you Expertise in one of your proficient skills (I like Stealth, but any of them can work) and you get to learn two languages (whatever seems appropriate for your campaign).
The Fighting style choice is easy if you’re planning on using a bow – Archery. +2 to hit with ranged weapons is excellent and will go a long way to help you land hits.
For spell choice, you get to pick up Cure Wounds.
While not the healing spell of choice, Cure Wounds has gotten buffed and will effectively bring back a downed ally in a pinch. It is a bit awkward as you need to be right next to your ally to use this, but it can be pretty effective.
Level 3
Class: Monster Slayer
Class Features: Monster Slayer Magic, Hunter’s Sense, Slayer’s Prey
Spell Change Log: + Absorb Elements + Protection from Evil and Good (Monster Slayer)
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
Monster Slayer brings a lot to the table right at level 3 with Monster Slayer Magic, Hunter’s Sense, and Slayer’s Prey.
Monster Slayer Magic is, unfortunately, mostly disappointing spells as most of them are very niche overall. Banishment is a huge stand out at fourth level and a really nice option, but otherwise, definitely not an exciting list.
For Monster Slayer Magic, you can pick up Protection from Evil and Good for this level. While this is quite niche, this is a powerful buff spell if you happen to be facing anything extraplanar threats. While the spell isn’t the best on you considering you’re going to be attacking from a distance, this can be good on a martial ally.
Hunter’s Sense is a cool ability for the flavor, but does not translate at all in combat specifically. Being able to learn about a creature for an action is a terrible trade in combat, but if you can observe it out of combat, then this is alright, but still nothing special.
Slayer’s Prey is yet another designated damage buff for Ranger, so between this and Hunter’s Mark, you can deal a lot of additional damage to one target as this is functionally a second Hunter’s Mark.
For spell choice this level, you’re going to take Absorb Elements. It is a fantastic spell, but you’re generally not going to be hit with large swaths of elemental damage until later levels so it’s much less vital early. However, if you’re hit with a boatload of elemental damage, then this will be really helpful.
Level 4
Feat: Mage Slayer (DEX)
Class Features: None
Spell Change Log: + Detect Magic
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
Level 4 brings your first feat, and you definitely want to get to 18 Dexterity so a true feat it is. While you have a few reasonable options, I like Mage Slayer! While Mage Slayer isn’t as good early as it is in later levels, having a use of Legendary Resistance is great and you can really mess up any spellcasters you happen to stumble across.
While you do get a spell this level, I consider this a “gap” level. Whatever you take here should be swapped out for two second level spells next level, so your choice really doesn’t matter. I pretty arbitrarily picked Detect Magic, but again, this can really be anything you think may be useful.
Level 5
Class Features: Extra Attack
Spell Change Log: – Detect Magic / + Pass Without Trace + Spike Growth + Zone of Truth (Monster Slayer)
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
Level 5 brings the most important feature for martial characters – Extra Attack! Double the damage output is obviously incredible for anyone!
For your Monster Slayer Magic you get Zone of Truth this level. While a cool utility spell in theory, Zone of Truth is just pretty bad overall. It doesn’t even work most of the time as whoever is under it can technically tell the truth which can amount to lying anyway, or they just refuse to speak. Lastly, what does this have to do with slaying monsters? Just a strange choice all around.
For your spells, we want the broken second level spells as fast as possible so something has to go. As mentioned before, Detect Magic is getting kicked out to make room.
For the broken spells you get, you can pick up Pass Without Trace and Spike Growth.
First off, you get the best stealth spell in the game – Pass Without Trace. Pass Without Trace grants your squad a natural PLUS TEN on all stealth checks. That is absolutely egregious and can make even the most heavy-footed companions reasonably stealthy. While you may not cast this often, this spell is unbelievably powerful when you do need it.
Your second spell is yet another incredible option – Spike Growth. This spell is truly messed up for many reasons. First off, the range on this is absolutely massive with the AOE also being quite solid. Second, enemies take 2d4 damage for every 5 feet that it travels, and considering this is difficult terrain, that can add up. Lastly (as mentioned previously), this is 5 feet traveled, not moved. If you or your allies have a way to force movement, you can stack up an unholy amount of damage extremely quickly. Even if you have literally zero other ways to make this good, it’s still such a good spell that it doesn’t matter.
Level 6-10
Level 6
Class Features: Roving
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
Level 6 brings a new Ranger ability – Roving. As long as you aren’t wearing Heavy Armor, you have +10 feet of movement and a climb/swim speed equal to your base speed. Extra movement is always great so I’m not going to complain!
Level 7
Class Features: Supernatural Defense
Spell Change Log: + Aid
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
Level 7 brings your next subclass ability, Supernatural Defense!
This gives you additional help against any saving throws your Slayer’s Prey target would force you to make which is neat. This does require some set up to get Slayer’s Prey active, but if you can manage that, this is an alright ability. The buff is kind of small, but mathematically, it is pretty similar to advantage so it’s likely better than it looks.
For your spell choice this level, you can pick up Aid! 15 temporary health split amongst three people is solid, and this upcasts reasonably well when you have the spell slots to do so. This is nice for your martial and squishy allies alike!
Level 8
Feat: Dexterity to 20
Class Features: None
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
While I would typically take a feat here for other Rangers, for a ranged Ranger, maxing out your Dexterity ASAP seems better.
Level 9
Class Features: Expertise
Spell Change Log: + Dispel Magic + Magic Circle (Monster Slayer) + Revivify
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
Level 9 brings Expertise and third level spells!
Once again, you get Expertise, but this time in two skills! Perception and Insight are really good ones, but choose whatever skills you want.
For Monster Slayer magic, you get to grab Magic Circle, which unfortunately for you, just sucks. Long cast time and high spell slot for minimum upside. This can be useful if you have an ally with Planar Binding as you can give them time to cast this on an extraplanar being (summoned or otherwise), but even then, this is not that good of a synergy.
For spells, you get two excellent ones with Dispel Magic and Revivify.
Dispel Magic is new to Ranger and it feels oh so good. You want as many Dispel Magics on your team as possible as you never know when you’re going to be on the wrong end of a really nasty magical effect.
Revivify is just a staple spell that anyone who can take likely should. You never know who might kick the bucket, so having a way to bring them right back up and without penalty.
Level 10
Class Features: Tireless
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
Level 10 brings a new base class ability – Tireless! Now you can give yourself some temporary health a few times a day as an action, somewhat akin to a Fighter’s Second Wind. Additionally, short rests decrease your Exhaustion which is much more niche, but still helpful!
Level 11-15
Level 11
Class Features: Magic-User’s Nemesis
Spell Change Log: + Lesser Restoration
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
Level 11 brings your subclasses penultimate ability – Magic-User’s Nemesis. You can use your reaction to functionally get a Counterspell that you can only use once per short or long rest. While not super exciting, this is pretty decent..
You get a new spell this level and I like picking up Lesser Restoration. While it’s not a spell you’re going to be using particularly often, being able to cure some status conditions can be really helpful in a long adventuring day or during an encounter.
Level 12
Feat: War Caster (Wisdom)
Class Feature: None
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
You get yet another feat, and since Dexterity is already maxed out, it’s time to start pumping your Wisdom! To that end, I really like picking up War Caster. Being able to spellcast without a free hand is really helpful, and while you are predominately going to be attacking with your action and commanding your companion with your bonus action, making it easier to spellcast in combat is always nice.
Level 13
Class Features: Relentless Hunter
Spell Change Log: + Banishment (Monster Slayer) + Conjure Woodland Beings
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
Level 13 brings a new class feature and fourth level spells!
For Monster Slayer Magic, you get to pick up the strongest spell on this spell list – Banishment. Banishment is an extremely strong CC spell that has the ability to take an enemy out of the fight for a full minute, but if they’re an extraplanar enemy, the combat just ends if they fail the saving throw. They are just simply sent back to their home plane with very little recourse to come back (unless they specifically have Plane Shift or some strange ability).
For your spell choice, it’s hard to go wrong with Conjure Woodland Beings. While this is at its worst on ranged fighters, having a close range spell option is still helpful as this is the best close range spell for Rangers. This is great damage for the spell level and lets you Disengage as a bonus action if enemies are getting too close for your liking.
Level 14
Class Features: Nature’s Veil
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
Level 14 brings you Nature’s Veil. Now, as a bonus action, you can gain the Invisible condition until your next turn. This can be helpful in combat in cast enemies are encroaching on you, but realistically, your bonus action is likely to be eaten up by other options.
Level 15
Class Features: Slayer’s Counter
Spell Change Log: + Stoneskin
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Stoneskin* |
Level 15 brings your final subclass feature – Slayer’s Counter. This is another buff to your Slayer’s Prey, but if your current prey forces you to make a saving throw, you can use your reaction for one weapon attack. If you manage to hit them, you automatically pass the save. This is a really cool and really strong ability that does mesh weirdly with Supernatural Defense as both help you against saving throws, but I guess it’s just an extra layer of insurance. While functionally all of the Monster Slayer’s abilities thus far have been anywhere from marginally to extremely disappointing, this is a legitimately good ability.
To that end, I really like picking up Stoneskin for your spell. While I wouldn’t normally want to use this over Hunter’s Mark in combat, having this in case you are starting to lose a lot of health is some nice insurance.
Level 16-20
Level 16
Feat: Constitution to 18
Class Feature: None
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Stoneskin* |
You get your final feat and I like just bumping up your Constitution for more health. A bit boring, but you don’t want to be too squishy at higher levels.
Level 17
Class Features: Precise Hunter
Spell Change Log: + Hold Monster (Monster Slayer) + Steel Wind Strike + Swift Quiver
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Stoneskin* |
5th Level Spell | Hold Monster* (Monster Slayer) |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver* |
Level 17 brings yet another ability and your fifth level spells!
For your class ability, you pick up Precise Hunter which gives you advantage on all attacks against your Hunter’s Mark target. This is a solid ability, just obviously not as helpful for this build as you’d like.
For your final Monster Slayer Magic spell, you get to pick up Hold Monster. Using this spell is a big risk as you could use your fifth level slot to get absolutely no effect, and at level 17, a lot of creatures you’re going to be facing at this point will likely have Legendary Resistance, but if you manage to get this to work, you can likely end the fight within a turn cycle as this effect is so strong.
For your spell choices, you should grab Steel Wind Strike and Swift Quiver.
Steel Wind Strike is a unique spell that’s an AOE blast spell and teleportation option all in one. This isn’t something I would cast often, but if you’re starting to get surrounded, this is a good way to escape while still dealing good damage.
Swift Quiver is even better in 2024 as this gives you two extra attacks with your bow per turn using your bonus action. While your bonus action economy is really taken up by your Slayer’s Prey and Hunter’s Mark, this is still a very nice option to have.
Level 18
Class Features: Feral Senses
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Stoneskin* |
5th Level Spell | Hold Monster* (Monster Slayer) |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver* |
Level 18 gives you Feral Senses which is just 30 feet of Blindsight. This could be helpful or never come up, it really depends on how often you’re fighting in darkness or heavily obscured conditions.
Level 19
Epic Boon: Boon of Combat Prowess
Class Features: None
Spell Change Log: + Greater Restoration
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Stoneskin* |
5th Level Spell | Greater Restoration |
5th Level Spell | Hold Monster* (Monster Slayer) |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver* |
Level 19 brings your Epic Boon and your final prepared spell!
Your Epic Boon choice, as I will pick for every martial character, is the Boon of Combat Prowess. Converting a miss into a hit is functionally getting an Extra Attack, but better, and I will take an additional attack every day of the week.
For your final prepared spell, I like grabbing Greater Restoration. Like Lesser Restoration, you’re probably not going to use this much, but having the ability to heal nasty status conditions is well worth having on hand.
Level 20
Class Feature: Foe Slayer
Spell Change Log: None
SPELL LEVEL | SPELL NAME |
1st Level Spell | Absorb Elements |
1st Level Spell | Cure Wounds |
1st Level Spell | Entangle* |
1st Level Spell | Goodberry |
1st Level Spell | Hunter’s Mark* (Favored Foe) |
1st Level Spell | Protection from Evil and Good* (Monster Slayer) |
2nd Level Spell | Aid |
2nd Level Spell | Lesser Restoration |
2nd Level Spell | Pass Without Trace* |
2nd Level Spell | Spike Growth* |
2nd Level Spell | Zone of Truth (Monster Slayer) |
3rd Level Spell | Dispel Magic |
3rd Level Spell | Magic Circle (Monster Slayer) |
3rd Level Spell | Revivify |
4th Level Spell | Banishment* |
4th Level Spell | Conjure Woodland Beings* |
4th Level Spell | Stoneskin* |
5th Level Spell | Greater Restoration |
5th Level Spell | Hold Monster* (Monster Slayer) |
5th Level Spell | Steel Wind Strike |
5th Level Spell | Swift Quiver* |
Level 20 brings your capstone ability – Foe Slayer. Unfortunately, this ability has drawn the ire of many as all it does is increase your Hunter’s Mark damage to 1d10, so an average of 2 more damage per hit. Yeah, this really could’ve been something else, but so few games go to level 20 that it realistically doesn’t matter much.