Ranger

> *"I spend a lot of my life away from civilisation, keeping to its fringes to protect it. Don't assume that because I don't bend the knee to your king that I haven't done more to protect him than all his soldiers combined."* - Scyllias, High Elf ranger
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Rough and wild looking, a Demi-Human stalks alone through the shadows of trees, hunting the Orcs he knows are planning to raid a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an Dark Elf finds her feet and draws back her bow to loose an arrow at the ice golem. Shrugging off the wave of fear that emanates from the golem like the cold of its aura, she sends one arrow after another to find the gaps in the golem's icy armour. Holding his hand high, a Half-Elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Rangers are free-minded wanderers and seekers who patrol the edges of civilised territory, turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting that their work makes the world a safer place.

## **Description**

### **Deadly Hunters**

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization - humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specifically favoured foes.

Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

### **Independent Adventurers**

Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that when a wyvern or a group of bandits attacks, a ranger might be the first - and possibly the last - line of defence.

This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

## **Creating a Ranger**

A relationship with civilisation informs every ranger's personality and history. Some rangers see themselves as enforcers of the law and bringers of justice on civilisation's frontier, answering to no sovereign power. Others are survivalists who renounce civilisation altogether. They vanquish monsters to keep themselves safe while they live in and travel through the perilous wild areas of the world. If their efforts also benefit the civilised realms that they avoid, so be it.

As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the ranger’s ways? Did you leave your apprenticeship, or was your mentor slain - perhaps by the same kind of monster that became your favoured enemy? Or perhaps you learned your skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

### **Quick Build**

You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score (some rangers who focus on two-weapon fighting make Strength higher than Dexterity), followed by Wisdom. Second, choose the outlander background.

### **Depth and Detail**

If you're creating or playing a ranger character, the following sections offer ideas for expand the character and enhance your roleplaying experience.

#### ***View of the World***

A ranger’s view of the world begins (and sometimes ends) with that character's outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward civilization that’s deeply rooted in disdain, while others pity the people they have sworn to protect - though on the battlefield, it’s impossible to tell the difference between one ranger and another. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on any matter in the same way.

If you haven't yet thought about the details of your character’s worldview, consider putting a finer point on things by summarizing that viewpoint in a short statement (such as the entries on the following table). How might that feeling affect the way you conduct yourself?

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#### ***Homeland***

All rangers, regardless of how they came to take up the profession, have a strong connection to the natural world and its various terrains. For some rangers, the wilderness is where they grew up, either as a result of being born there or moving there at a young age. For other rangers, civilization was originally home, but the wilderness became a second homeland.

Think of your character’s backstory and decide what terrain feels most like home, whether or not you were born there. What does that terrain say about your personality? Does it influence which spells you choose to learn? Have your experiences there shaped who your favoured enemies are?

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#### ***Sworn Enemy***

Every ranger begins with a favoured enemy (or two). The determination of a favoured enemy might be tied to a specific event in the character's early life, or it might be entirely a matter of choice.

What spurred your character to select a particular enemy? Was the choice made because of tradition or curiosity, or do you have a grudge to settle?

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## **Class Features**

As a ranger, you gain the following class features.

### **Hit Points**

* *Hit Dice:* 1d10 per ranger level.
* *Hit Points at 1st Level:* 10 + your Constitution modifier.
* *Hit Points at Higher Levels:* 1d10 (or 6) + your Constitution modifier per ranger level after 1st.

### **Proficiencies**

* *Armour:* light armour, medium armour, shields.
* *Weapons:* simple weapons, martial weapons.
* *Tools:* none.
* *Saving Throws:* Strength, Dexterity.
* *Skills:* choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your background:

* (*a*) scale mail or (*b*) leather armour.
* (*a*) two shortswords or (*b*) two simple melee weapons.
* (*a*) a dungeoneer’s pack or (*b*) an explorer’s pack.
* (*a*) a longbow and a quiver of 20 arrows or (b) a rifle and 20 bullets.

## **Abilities**

### **Favoured Enemy**

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favoured enemy: aberrations, beasts, celestials, constructs, draconic, elementals, fey, fiends, giants, monsters, oozes, plants, or undead. Alternatively, you can select two races of humanoid as favoured enemies.

You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favoured enemies, if they speak one at all.

You choose one additional favoured enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

### **Natural Explorer**

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favoured terrain: arctic, coast, desert, forest, grassland, jungle, mountain, swamp, or underground. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favoured terrain, you gain the following benefits:

* Difficult terrain doesn’t slow your group’s travel.
* Your group can’t become lost except by magical means.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favoured terrain types at 6th and 10th level.

### **Fighting Style**

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

* Defence - While you are wearing armour, you gain a +1 bonus to AC.
* Duelling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* Marksmanship - You gain a +2 bonus to attack rolls you make with ranged weapons.
* Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### **Spellcasting**

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

See the Ranger Spell List for a complete list of all the spells a ranger can typically cast.

#### ***Spell Slots***

The ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell *animal friendship* and have a 1st-level and a 2nd-level spell slot available, you can cast *animal friendship* using either slot.

#### ***Spells Known of 1st Level or Higher***

You know two 1st-level spells of your choice from the ranger spell list.

The spells known column of the ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

#### ***Spellcasting Ability***

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

* Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
* Spell attack modifier = your proficiency bonus + your Wisdom modifier.

### **Ranger Archetype**

At 3rd level, you choose an archetype that you strive to emulate. There are many of these, all of which are detailed near the end of this page. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

### **Primeval Awareness**

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favoured terrain): aberrations, celestials, draconic, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

### **Ability Score Improvement**

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

### **Extra Attack**

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### **Land's Stride**

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

### **Hide in Plain Sight**

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

### **Vanish**

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

### **Feral Senses**

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

### **Foe Slayer**

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favoured enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

## **Ranger Archetypes**

Though rangers generally have the same profession, that being the protection of Magnula's borderlands and frontiers, the methods and styles in which they go about this job varies greatly, embodied by the ranger archetypes. Each archetype is differentiated by their style but also their preferred targets and prey. Horizon Walkers, for example, use a style that focuses on dimensional energy and tend to target extradimensional entities, such as demons. On the other hand, Monster Slayers use a style that focuses on targeting specific enemies and weak points, perfect for their preferred prey of magical threats and the monsters of darkness.

When choosing your archetype, consider these factors in relation to your ranger. How did they typically fight before now? What style would they logically utilise? Think about the enemies they have faced as well as their favoured enemies, for this to might influence what archetype they fit into. This might relate to your backstory. Maybe they become a Monster Slayer in order to exact vengeance on the undead that murdered their family. Perhaps they have a close bond with a beast that reminds them of a life they left behind - a natural fit for a Beast Master. Ultimately, though, think about which archetype would be the most fun to play for you.

### ***Beast Master***

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

#### **Ranger's Companion**

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

While traveling through your favoured terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

#### **Exceptional Training**

Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn.

#### **Bestial Fury**

Starting at 11th level, your beast companion can make two attacks when you command it to use the Attack action.

#### **Share Spells**

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

### ***Gloom Stalker***

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in underground areas, but they will go any place where evil lurks in the shadows.

#### **Gloom Stalker Magic**

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the list below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

* 3rd Level - *disguise self*
* 5th Level - *rope trick*
* 9th Level - *fear*
* 13th Level - *greater invisibility*
* 17th Level - *seeming*

#### **Dread Ambusher**

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

#### **Umbral Sight**

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

#### **Iron Mind**

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

#### **Stalker's Flurry**

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

#### **Shadowy Dodge**

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

### ***Horizon Walker***

Horizon Walkers guard the world against threats that originate from other planes or realities, as well as those that seek to ravage the mortal realm with otherworldly magic. They seek out tears in reality and keep watch over them, sometimes venturing into them as needed to pursue their foes. Naturally, they tend to have a small mutation or two from dealing with such chaotic energies. These rangers are also friends to any forces - especially benevolent spirits and elementals - that work to preserve life and the natural order of reality.

#### **Horizon Walker Magic**

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the list below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

* 3rd Level - *protection from evil and good*
* 5th Level - *misty step*
* 9th Level - *haste*
* 13th Level - *banishment*
* 17th Level - *teleportation circle*

#### **Detect Portal**

At 3rd level, you gain the ability to magically sense the presence of extradimensional tears and magical anomalies. As an action, you detect the distance and direction to the closest tear within 1 mile of you.

Once you use this feature, you can't use it again until you finish a short or long rest.

#### **Dimensional Warrior**

At 3rd level, you learn to draw on the energy of your reality to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

#### **Ethereal Step**

At 7th level, you learn to manipulate the spirit realm to your advantage. As a bonus action, you can cast the *etherealness* spell with this feature, without expending a spell slot, but the spell ends at the end of 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 realities in the blink of an 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 at least two different creatures with the action, you can make one additional attack with it against a third creature.

#### **Spectral Defence**

At 15th level, your ability to move between realities enables you to slip through boundaries in order to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.

### ***Hunter***

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging Trolls and hordes of Orcs to towering giants and terrifying dragons.

#### **Hunter's Prey**

At 3rd level, you gain one of the following features of your choice:

* **Colossus Slayer -** your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
* **Giant Killer -** when a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
* **Horde Breaker -** once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

#### **Defensive Tactics**

At 7th level, you gain one of the following features of your choice.

* **Escape the Horde -** opportunity attacks against you are made with disadvantage.
* **Multi-Attack Defence -** when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
* **Steel Will -** you have advantage on saving throws against being frightened.

#### **Multi-Attack**

At 11th level, you gain one of the following features of your choice.

* **Volley -** you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
* **Whirlwind Attack -** you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

#### **Superior Hunter's Defence**

At 15th level, you gain one of the following features of your choice.

* **Evasion -** you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a *lightning bolt* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
* **Stand Against the Tide -** when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
* **Uncanny Dodge -** when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

### ***Monster Slayer***

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out liches, 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.

#### **Monster Slayer Magic**

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the list below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

* 3rd Level - *protection from evil and good*
* 5th Level - *zone of truth*
* 9th Level - *magic circle*
* 13th Level - *banishment*
* 17th Level - *hold monster*

#### **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 immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from 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 Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

#### **Slayer's Prey**

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

#### **Supernatural Defence**

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.

#### **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 short or long rest.

#### **Slayer's Counter**

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’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 attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.