Slayer
Hit Points
Hit Dice: d10 per Slayer level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Slayer level after 1st
Proficiences
Armor: All Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools:
Saving Throws: Strength, Intelligence
Skills: Choose three from, Animal Handling, Athletics, History, Intimidation, Investigation, Perception, and Survival.
Class Features
Fighting Style
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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Favored 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 favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored 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 favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th, 10th, and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded , deafened , or incapacitated.
Determined Chase
At 2nd level, your determination to slay prey running for you allows you to strike and give chase.
Once per round, when an enemy provokes an attack of opportunity from you, you may make two melee attacks towards it. As long as one of the attack of opportunity lands, you can move 10 feet towards it after they have finished their movement.
If the enemy is one of your favored enemies, you have advantage on the attack roll against it using this feature and you may double the movement towards the creature regardless if you succeed your attack of opportunity.
Hunting Role
At 3rd level, you develop your own role whilst in the hunt. Choose one of the subclasses provided below. The choice you make grants you new features at 3rd, 6th, 10th, 13th and 18th level.
Slaying Professional
Beginning at 3rd level, you're now a professional Slayer, and others see you as such. Slaying guilds will now give you 1.5x the amount of coin that you receive for turning in monster parts (Scales, horns, hair, teeth, etc.) These parts can now also be turned into Slayersmiths for custom weapons now.
Also choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency
At 9th, 14th, and 18th, you may choose another skill that you are proficient in to double your proficiency bonus with.
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.
The number of attacks increases to three when you reach 15th level in this class.
Bloodied Valor
At 7th level, a success hunt will fill your spirit with great valor. After you reduce a creatures hit points to 0, you can regain your action for that turn.
You may only use this feature twice per long rest. This features usage increases as you level up in the slayer class;
thrice at 12th, four times at 16th, and five times at 19th.
Relentless Chase
At 9th level, When using the
Determined Chase feature, you may now move 20 feet towards a creature you've successfully made a attack of opportunity on.
Lordly Might
At 11th level, you gain the power of the ancient Slayer Lords that believed in that the weapon they chose as theirs is more sacred than any god. Choose a single type of martial weapon, this now becomes your favored weapon.
While attacking with your favored weapon, you can add your proficiency bonus to its damage rolls.
Kingly Might
At 15th level, you gain the power of the legendary Slayer King of old, whose blade became stained bloodied victory.
While using your favored weapon, you can add double your proficiency bonus to attack rolls.
Also, any attack roll you make with your favored weapon is a critical hit if the roll is 19 or 20 on the d20
Resolute Chase
At 16th level, you may now use your full movement speed towards a creature and jump a full 10 feet in the air towards creatures as well, if you've successfully made an attack of opportunity on as apart of the
Determined Chase feature.
Rebel's Counter
At 17th level, once per round, when a favored enemy damages you within your range, and did not land a critical hit, you may do one of the following:
- Make an attack roll against the enemy
- If possible, attempt to grapple the enemy
- Gain advantage on one attack roll on your next turn against the enemy.
Godly Might
At 18th level, you gain the power of the prophesized Slayer God, whose said strength could extinct an entire species without breaking a sweat. You gain the following benefits:
- You now add 1d6 radiant damage to all damage rolls with your favored weapon.
- On your turn, once per turn, when you strike at an enemy with your favored weapon, they lose all resistances until their next turn.
- When you roll a 1 on a attack or damage roll using your favored weapon, it becomes a 2.
Revolution
At 20th level, you and the hunt are indiscernible. Your prey is anything that stands in your way. Bloodlust fills your eyes with a mythical power, the power of the hunt. Let the true hunt begin.
As an action, you can choose one creature within 120 feet that you can see, that enemy becomes a favored enemy for 60 seconds (10 rounds).
If the target you choose is more than 60 feet away, you can move 60 feet (Including jumping) towards that creature without provoking any opportunity attacks from any creature.
Starting Equipment
- (a) Scale Mail or (b) chain shirt and shield
- (a) 2 martial weapons or (a) martial weapon and 2 simple weapons
- (a) a shield or (b) a light crossbow and 20 bolts)
- (a) an explorers pack or (b) navigator's tools
Subclass Options
Breaker
Titan's Hand
Beginning at 3rd level, you're body becomes acclimated for the hunt, able to strike hard and true through armor and scales of your prey.
You can now wield 2 handed weapons proficiently with one hand. You do not need a weapon to have the as versatile property. The weapons damage rolls are unchanged.
While wielding a 2 handed weapon with one hand, the only weapon that may be wielded in your other hand is a simple weapon.
Felled Pressure
At 3rd level, stand you ground and tear through your prey.
As a bonus action, you can give up 10 feet of your movement (up to 6 times), if you do, and your next attack roll is a success, you can inflict the creature with -1 AC per 10 feet spent.
You can only use this feature twice per long rest.
The usage of this feature increases as you gain levels in this class. four at 6th, six times at 13th, and eight times at 18th.
Colossal Fortitude
At 6th level, your unwavering might allows you to shrug off hits when others would fall.
You can cast shield at will equal to your strength modifier.
You regain your uses after you finish a long rest.
Tremored Pressure
At 10th level, you may sacrifice 20 feet of your movement ( up to two times), if you do, and your next attack roll is a success, you inflict the creature you attacked with -2 AC until their next turn, and all creatures in a 30 foot radius of that creature must make a dexterity saving throw.
The DC for this roll is 10 + your strength modifier + you proficiency bonus.
If their saving throw fails, they are also inflicted with - 2 AC until their next turn.
You can only use this feature twice per long rest.
You can use this feature more at later levels in this class, thrice at 15th, and four times at 20th.
Berserk Soul
At 13th level, while wielding a 2 handed weapon, you gain a +5 bonus on all saving throws.
Behemoth's Arms
At 18th level, you can wield two 2-handed weapons with each hand.
Also, all damage rolls made with 2-handed weapons gain a bonus equal to 2 x your strength modifier.
Avenger
The Alpha
Beginning at 3rd level, you establish yourself as leader of the pack and will guide you companions into the hunt.
All allies within all allies within 30 feet of you gain +2 AC and advantage on dexterity saving throws.
You can spend your bonus action to extend this feature for another 30 feet, this lasts until your next turn.
Glorious Guardian
At 3rd level, you are now responsible for protecting the weak in your hunt.
You gain the Sentinel feature.
Chieftain's Pride
At 6th level, seeing your pack successfully take part in bountiful hunts, fills you with great pride and vigor.
Once per round, when an ally within 60 feet of you successfully reduces a creatures, of the same size or larger than said ally, hit points to 0, you gain advantage on your next attack roll.
Zealot's Aura
At 10th level, your battle experience now radiates off you, others bear witness to the effects of your hunt.
You gain advantage on all Intimidation and Persuasion rolls. If the DM states that you have disadvantage on said rolls, just make a straight roll with no advantage or disadvantage.
Commander's Rush
At 13th level, charge head first into battle, for your courage will shine on others.
Add your proficiency bonus to your Initiative.
At the start of combat, if your initiative is the highest, all allies within 60 feet of you gain advantage on their next attack roll.
The Omega
At 18th level, the hunt begins and ends with you and your pack on top.
All allies within 60 feet of you gain +4 AC and advantage on all saving throws.
You can spend your bonus action to extend this feature another 60 feet, this lasts until your next turn.