Anyone else would have called that woman mad—okay, I myself would still have called her mad. Swinging on a rope tied to a magic anchor while just above a terrible monster? She could not have been sane.
And yet she was effective, without question. Swinging by the beast, landing blow after blow. The air was still, yet as I approached, I felt a strong gale... As if I needed any more evidence that she was using some form of magic for this feat.
Level | Proficiency Bonus | Base Speed | Features |
1st |
+2 |
0 |
Slayer's Anchor |
2nd |
+2 |
0 |
Stormmark Detailing, Titan Slayer |
3rd |
+2 |
1 |
Ability Score Improvement |
4th |
+2 |
2 |
Custom Feature |
5th |
+2 |
1 |
Stormmark Detailing (2nd) |
6th |
+3 |
1 |
Ability Score Improvement |
7th |
+3 |
2 |
|
8th |
+3 |
2 |
|
9th |
+3 |
2 |
Ability Score Improvement |
10th |
+3 |
3 |
Stormmark Detailing (3rd) |
hit dice:
hit points at 1st level:
2 + Your Constitution score
hit points at higher levels:
2 + half your Constitution modifier (rounded down) per level after 1
armor proficiencies:
weapon proficiencies:
All non-cultured one-handed melee weapons, All Non-Cultured Defensive Weapons, Flintlock Pistols, 2 Weapons from your Culture
tools:
None
saving throws:
Strength, Dexterity
skills:
Choose two from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, Sleight of Hand, and Stealth
starting equipment:
spellcasting:
class features:
Slayer's Anchor
All Krakenslayers utilize a magically enhanced grappling device on a long, sturdy rope that they use to perform their maneuvers. You have one such device, with an arcane rope of around 50 feet in length. You can throw the Slayer's Anchor as an action, though to do so you must have a free hand. The Anchor can hook and remain on virtually any surface, even if it doesn't embed itself into it. Note, though, that it will deflect off living flesh, and thus cannot be used to grapple a creature.
After the Anchor has been secured, you can swing along the rope. Using learned Nereid magic, you can spawn gales behind you to direct your movement. While swinging, you have to keep at least one hand free. In addition, you cannot be wearing any armor except for Padded Cloth. You may take actions freely while swinging on the rope, and can move up to 100 feet per round while on the rope. You can attack, or even utilize firearms—just remember that you cannot use two-handed weapons while doing so.
While on solid ground, you can stop the anchor's magic, allowing you to retract it as an action.
If you take damage while on the Krakenslayer rope, you must make a Strength saving throw with a DC equal to the damage taken or 10, whichever is higher. On a failed save, your grip lapses and you fall.
Stormmark Detailing
By 2nd level, you've learned to further detail the Stormmark on your body, which you can make for additional magical bonuses. Choose an option below when you reach the appropriate level—that detailing can be added to your body via lightning over the course of a Restorative Rest. You can gain additional Stormmark detailings at 5th and 10th levels.
A. A
Hydro-pulse. Upon initially landing in water, you may choose to rebound off the water in a direction of your choice, rising about twice your height from the water's surface, and going up to around the same distance horizantally. You must touch solid ground before you are able to do this again.
C. A
D. A
Static Buildup. After landing a melee weapon attack while on your Krakenslayer, you gain a bit of a static charge. So long as you don't touch the ground, landing further melee weapon attacks deal an additional 1d4 lightning damage. This can stack up to 2 times (for a maximum of 2d4). However, if you are hit with a metallic weapon prior to touching the ground, you take an additional 2 lightning damage per “stack” of charge. (This factors into the Strength save for maintaining your grip).
Redirective Gales. While moving at high speeds, winds whip around you violently. They're not enough to deter anything of significant mass, but small projectiles such a bullets have a harder time hitting. You gain a +2 bonus to your firearms Armor Class against pistols, and a +1 bonus against rifles while swinging on your Krakenslayer anchor, or while moving faster than a human's sprint speed.
G. A
Titan Slayer
Also at 2nd level, you've learned to deal additional damage to larger creatures while swinging along your rope. You deal an additional 1d4 damage with melee weapon attacks while swinging on your Krakenslayer Anchor, provided the attack connects with a creature of size category large or larger.
At 5th level, this damage bonus increases to 1d6. At 8th level, it increases again to 1d8.
Custom Feature
By 4th level, you've developed enough to form a special technique or tactic of your own invention. Pitch a concept of a class feature to your DM, and work with them to fine-tune and alter it for balance. This feature will be unique to your character, and should reflect the individual traits of that character.
subclass options: