When building a ranger monster slayer in DnD 5e, consider these elements of a DnD vampire hunter:
In DnD 5e, the ranger monster slayer is a specialist in countering supernatural monsters with anti-magic effects, monster knowledge and a unique list of cleric-related spells. These rangers follow the archetype of the classic vampire hunter—Van Helsing, Blade, Vampire Hunter D—using knowledge, specially-crafted spells and cunning to track and hunt evil prey.
Wood elf rangers seem straightforward for a ranger build, carrying a +2 Dexterity/+1 Wisdom bonus. However, they make an interesting dynamic against vampires and ghouls, pitting the forces of life against the forces of death. They inherently resist being charmed with Fey Ancestry and act as the opposite side of the coin to vampires. Both are sharp-eared, attractive hunters with an immortal nature, just on different sides of life and death.
Lately, the dhampir race is making an appearance in Unearthed Arcana as a half-vampire/half-human hybrid. The lore of the dhampir fits the character perfectly—being essentially the makeup of Vampire Hunter D and Blade. For now, I can choose our ability bonuses—another +2 Dexterity/+1 Wisdom combination. Plus, I’ll gain the ability to walk on walls with Spider Climb and absorb HP with Vampire Bite (1d4, heal as much, gain bonus on next ability check or attack roll).
Though I’ll always keep a bow on hand for any ranger build I make, a vampire hunter wouldn’t be right without sweet sword moves. Therefore, I’ll start my build off with a katana (1d8 finesse) and Dueling Fighting Style, which gives me a +2 bonus to damage rolls made with one-handed weapons. Naturally, Dexterity will be my highest ability score, which I’ll lean on to increase my AC with leather armor.
Because I intend on dealing melee damage, I’ll be sure to have healing spells and capabilities that work with this strategy.
Related Articles:
Guide to Building a Ranger Hunter: DnD 5e | DnD 5e: Guide to Building a Fey Wanderer Ranger |
Tasha’s Cauldron of Everything introduces new early-level ranger abilities and spells, such as Deft Explorer, Favored Foe and Primal Awareness. In my opinion, these abilities are way more interesting than the original. Therefore, I’m going all in with this build.
Deft Explorer gives me simple, yet cool, abilities based around exploration. Canny (level 1) doubles my proficiency in a Skill of my choice. I’m thinking Perception is a good candidate for this ability. Roving (level 6) adds 5 feet to my walking speed + climbing and swimming speed. Finally, Tireless (level 10) can be used to grant me temporary HP.
Primal Awareness grants my ranger bonus spells that relate to the land and animals surrounding me, including:
I gain these spells as I level up, with one free use per day.
When I reach level 3 and gain the monster slayer archetype, I’ll learn 2 abilities off the bat: Hunter’s Sense and Slayer’s Prey.
Hunter’s Sense can be used as an action to discern a targets immunities, resistances and vulnerabilities. This information can be shared with the party—an information-gathering ability with subtle benefits. However, if the creature is hidden from divination magic, I read nothing. Again, this class is like a fusion between a ranger and cleric.
Slayer’s Prey adds 1d6 extra damage on the first hit of the turn. I’ll have to use a bonus action to choose my prey. However, I’ll be able to stack this damage with the damage from hunter’s mark. This means my katana strike can look like 1d8 + 4 (Dex) + 1d6 (Slayer’s Prey) + 1d6 (hunter’s mark).
Then, level 7 brings me Supernatural Defense, which adds 1d6 to saving throws or grappling saves against my Slayer’s Prey target. With my wood elf example, this means I have resistance to vampire charm, and I get to add 1d6 to the saving throw. However, this counts for all kinds of saving throws: Strength, Constitution, Dexterity, Wisdom…
Magic-User’s Nemesis (level 11) makes me a pain for spellcasters, forcing them to make a Wisdom save before casting a spell or teleporting. The creature will need to be within 60 feet of me, but a failed save counters their spell. Plus, I can only use once per short or long rest.
Slayer’s Counter (level 15) is the ultimate monster slayer move, giving me a free attack against my Slayer’s Prey when I’m forced to make a saving throw. If my attack hits, I automatically succeed on the save. As a finale, this works amazingly to create a counter-magic ranger.
As a monster slayer, I also gain access to special cleric spells. This flavors my ranger as a defender against the forces of evil and adding a defensive flavor that most rangers don’t have. These spells include:
Rangers don’t receive big lists of spells and available spell slots. However, they have more than enough to create powerful effects. For my monster hunter, I’ll want spells that help me trap, damage and stalk my foes.
1st-level
2nd-level
Guide to Building a Haunted House Adventure: DnD 5e | DnD 5e: Guide to Building a Horror Campaign |
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