Slayer Class
The Slayer
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Slayer's Combat Style, Favored Enemy, Sigils |
2nd | +2 | Slayer's Alchemy |
3rd | +2 | Slayer's School |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Favored Enemy Improvement |
7th | +3 | Archetype Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Hunter's Guile |
10th | +4 | Archetype Feature |
11th | +4 | Combat Efficiency |
12th | +4 | Ability Score Improvement |
13th | +5 | Crypt Stalker |
14th | +5 | Favored Enemy Improvement |
15th | +5 | Archetype Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Combat Expertise |
18th | +6 | Archetype Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Slayer's Pinnacle |
The Slayer
A Slayer is someone who has taken it upon themselves to alter and enhance their own body in order to better kill the monsters of the world. Their alteration of their body makes them unique. They are able to imbibe concoctions of their own creation that alter and enhance their abilities, at the risk of poisoning themselves in the process.
These people have taken a vow to end evil and hunt the monsters of the world. To do so, they voluntarily mutate themselves, gladly poisoning their bodies to transform into a more perfect hunter. After the transformation ceremony, they are able to imbibe far more potent potions than others, but in mutating themselves, they remove themselves from society.
Slayers are almost universally shunned, as their willingness to mutate their own bodies is both frightening and unknown to most common folk. Though most Slayers are mercenaries, some follow a more noble path, using their powerful mutated abilities to do good in the world. Yet some Slayers are nearly as evil as the monsters they hunt, giving in to the primal nature of their mutations to seek and destroy their foes with ruthless efficiency.
Creating a Slayer
When creating your Slayer, consider why you mutated yourself. Did you do it to get revenge on the monsters that murdered your family? Or were you mutated against your will? Perhaps the thrill of hunting the most dangerous foes called to you from an early age, or you were thrust into it by circumstances outside your control.
Quick Build
You can build a Slayer quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, depending on whether or not you want to use a heavy weapon, followed by Constitution. Second, choose the Outlander or Urban Bounty Hunter background.
Class Features
As a Slayer, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Slayer Level
Hit points at 1st level: 10 + your Constitution modifier
Hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Slayer level after first.
Proficiencies
Armor: Light, Medium
Weapons: Simple weapons; Martial Weapons
Tools: Alchemist’s Tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Deception, Medicine, Nature, Perception, Persuasion, and Survival.
Multiclass: Simple weapons; Slayers require a score of 13 Strength or 13 Dexterity.
Equipment
You start with the following equipment,
in addition to the equipment granted by
your background:
- (a) a greatsword, or (b) a rapier
- (a) two daggers or (b) any one martial weapon
- (a) a Dungeoneer’s pack or (b) an Explorer’s Pack
- A set of Alchemist's Tools and Leather Armor
Slayer Fighting Style
At 1st level, your training allows you to dedicate yourself to a particular style of Slayer combat. Choose one of the following options. If you later get to choose a Fighting Style, such as from the Fighter class, you may instead choose another Slayer style. You may only benefit from one Slayer style at a time, but you may switch freely between them. If you switch styles, you lose any benefits gained prior to switching, such as from the Combat Efficiency feature.
Power Fighting
You choose to beat your enemy into submission with ruthless, bone shattering blows. 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.
Quick Fighting
You choose to deftly maneuver your strikes at your enemies weak points, inflicting damage to the most vital areas. 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.
Group Fighting
You choose to wade into the fray and attack your enemies several at a time, causing less damage but increasing your chance to land a strike. When you have 2 or more enemy creatures within 5 feet of you, you gain a +2 bonus to attack rolls with melee weapons.
Favored Foe
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Sigils
Slayers are not true spellcasters, but they can tap into some small amount of magic. At 1st level, you gain the ability to cast Sigils, small pieces of elemental magic.
You gain a number of Endurance Points equal to your proficiency bonus, and may cast Sigils using these points. You regain expended Endurance Points when you finish a long rest. Each Sigil requires an action and one Endurance Point to cast, unless otherwise specified, and has effects based on its element (Earth, Fire, Air, Water, Void). Sigils that force a creature to make a saving throw use a Save DC equal to 8 + your proficiency bonus + your Intelligence modifier.
Aror
You briefly access the power of elemental air to attempt to push your enemies back. Each enemy creature in a 10 foot cone in front of you must make a strength saving throw or be pushed 10 feet away from you in a straight line.
Axon
You briefly tap into the void to influence the mind of a creature within 30 feet. That creature must make a wisdom saving throw. On a failed save, the creature regards you as a friend for one minute. Once the effect ends, the creature knows it was charmed by you.
Illd
You briefly tap into the elemental power of fire to scorch your enemies. Each enemy creature in a 10 foot cone in front of you must make a dexterity saving throw or take 2d6 fire damage, or half damage on a successful save.
Jord
You briefly tap into the power of the earth to protect yourself. As a reaction when you are hit with an attack, this Sigil gives you a +5 bonus to AC until the beginning of your next turn. You may use this Sigil a number of times equal to your intelligence modifier, and must complete a long rest before using it again.
Yand
You briefly harness the elemental power of water to lay a trap for your enemies. When used, this Sigil creates a nearly invisible area of water on the ground for a 10 foot radius around you that lasts for 10 minutes. The first time an enemy creature moves into the area, it freezes, creating difficult terrain in the area. A creature can make a Wisdom (Perception) check against your Sigil save DC to determine the trap is there.
Slayer's Alchemy
At 2nd level, in your study of alchemical concoctions, you have gained the ability to create and use various potions to enhance your abilities. Choose three formulae from the options listed at the end of this class description. At the end of a long rest, you may create a number of potions using these formulae equal to 1 + your intelligence modifier. The potions last until the end of your next long rest, at which point they expire and you must create new potions. Only you may use these potions, and the risk of failure is ever present. Each potion has a toxicity rating listed in its description. You gain toxicity equal to this rating when you imbibe a potion, and your maximum allowable toxicity is equal to your proficiency bonus. If you imbibe a potion while at maximum toxicity, you do not gain benefit from the potion and must make a DC20 constitution saving throw. On a failed save you take poison damage equal to twice your Slayer level and are poisoned until you complete a long rest. Imbibing a potion made using this feature requires a bonus action.
You learn one additional formula at 5th, 11th, and 17th levels.
If a formula has prerequisites, you must meet them to create it. You can create the formula at the same time that you meet its prerequisites.
Slayer's School
At 3rd level, you choose a focus for your Slayer training. Choose from the School of the Arms Master, School of the Potion Master, and School of the Arcanist. Each focus grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th levels.
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.
Hunter's Guile
At 9th level, your experience with your favored enemies gives you insight into their motivations and habits. You gain advantage on Charisma checks and Wisdom (Insight) checks made when interacting with one of your favored enemies.
Combat Efficiency
At 11th level, your experience with your weapons allows you to wield them in a more effective manner. You gain one of the following benefits based on your chosen Slayer Combat Style.
Power Style
Your weapon attacks are more capable of penetrating your enemies armor. Once on each of your turns, you may add half your Slayer level, rounded down, to the damage dealt with a melee weapon attack.
Quick Style
Your weapon strikes happen with lightning speed. When you hit a creature with a melee weapon attack on your turn, you may use a bonus action to make an additional melee weapon attack against that creature.
Group Style
Your attacks can render your enemies off-balance. When you make a melee weapon attack against more than one creature on your turn, those creatures have disadvantage on attacks against you until the beginning of your next turn.
Crypt Stalker
At 13th level, your experience in the darkest places helps you remember their structure. While in a dungeon, crypt, or other similar underground location, you can always perfectly recall its layout if you were not incapacitated the first time you went through it.
Additionally, you have advantage on Wisdom (Survival) checks made to track creatures within these locations.
Combat Expertise
At 17th level, your expertise with your weapon is unmatched. You gain one of the following benefits based on your chosen Slayer Style.
Power Style
Your attacks carry the force of an army. Once on each of your turns when you hit with a melee weapon attack, you may choose to force a creature of Large size or smaller to make a strength saving throw or be knocked prone. The save DC is equal to 8 + your proficiency bonus + your strength modifier. On a critical strike, the creature has disadvantage on the saving throw.
Quick Style
Your style allows you to move with the grace of an expert swordsman. When an enemy creature misses you with a melee attack, you may use your reaction to move up to half your speed without provoking opportunity attacks.
Group Style
Your attacks can keep your enemies guessing at your intentions. When you hit more than one creature with a melee weapon attack on your turn, you gain advantage on melee weapon attacks against those creatures until the end of your next turn.
Slayer's Pinnacle
When you reach 20th level, your fighting ability and your mutated body are at their peak. You gain all three Slayer Combat Styles.
Additionally, as an action you may evolve your mutated body to take full advantage of your martial prowess. You gain the following benefits for one minute. Once you use this feature, you must complete a long rest before using it again.
- You may have all three Slayer Combat Styles active simultaneously.
- You gain the benefits of each Slayer Combat Style regardless of the type of weapon you are wielding.
- Your melee weapon strikes unbalance your foes. When you hit a creature with a melee weapon attack, that creature has disadvantage on the save against your Sigils until the end of your next turn.
Slayer’s School
School of the Arms Master
The arms master focuses his training on using his sword to cut a swath through the enemy lines. Wading in to battle monsters as a furious hunter of evil, these Slayers cling to one goal: destroy the monsters of this world.
Bonus Proficiency
When you choose this school at 3rd level, you gain proficiency with heavy armor.
Slayer's Blade
When you choose this school at 3rd level, you learn to carefully enhance your weapon with rare Slayer magic to more easily damage your foes. As a bonus action on your turn, choose one of the following damage types: acid, cold, fire, lightning, or poison. You magically alter a melee weapon you are wielding to deal 1d4 additional damage of the chosen type. This option lasts for 1 minute. Your Slayer's Blade damage die increases at 5th (1d6), 11th (1d8), and 17th (1d10) levels.
Arms Trader
At 7th level you know how to find people to take care of your weapons and armor. When in a city or town, so long as it has one, you are always able to find a local blacksmith to work with you. If you need to interact with a local Merchant's Guild, or similar organization, you have advantage on Charisma checks to do so.
Additionally, when buying or selling items, you have advantage on charisma checks to do so as well.
Lethal Blade
By 10th level you are able to more fully control your Slayer's Blade. When you hit with an attack using an enhanced melee weapon, you may cause the enhancement to lash out, dealing maximum damage. You may use this feature a number of times equal to your Intelligence modifier, and regain expended uses when you finish a short or long rest.
Martial's Readiness
At 15th level, your weapons training allows you to attack your enemies more readily. You may choose to add your Intelligence modifier to your initiative rolls.
Combat Mastery
At 18th level, your mastery over your chosen Slayer Combat Style improves. You gain one of the following benefits based on your chosen Slayer Combat Style.
Power Style
Your strength is the stuff of legends. While using your power style, once on each of your turns, if you miss with a melee weapon attack, you may attempt to overpower your opponent. You may immediately make an additional melee weapon attack against the same target. If this attack hits, it is an automatic critical strike.
Quick Style
Your agility becomes nearly unmatched while using your Quick Style. Once on each of your turns when you hit with a melee weapon attack, you may attempt to skewer the target. Make a DC 13 Intelligence check. On a success, you find a weak point in your opponents defenses, and the attack deals extra damage equal to your Slayer level.
Group Style
You gain almost a sixth sense for the flow of combat around you. You no longer provoke opportunity attacks.
School of the Alchemist
The Alchemist focuses their efforts on making their alchemical concoctions more effective. These masters of alchemy are invaluable for their wide knowledge of nature and the many ingredients that can be harvested from its flora.
Alchemist's Endurance
When you choose this focus at 3rd level, you become more accustomed to the potions you create, and can resist the effects of a failed potion more easily. You have resistance to poison damage.
Additionally, you learn 2 additional alchemical formulae of your choice.
Potions Expertise
At 7th level your experience making potions helps you identify other potions. You have advantage on Intelligence checks to determine what a potion is, even a non-Slayer potion. Additionally, you are able to craft non-Slayer potions in half the normal time and for half the normal gold cost.
Alchemical Affinity
By 10th level your affinity for your potions increases. You gain advantage on the saving throw for imbibing one of your potions while at maximum toxicity.
Altered Body
At 15th level, your body has adapted to your potions to be more resilient. You become immune to poison damage.
Potion Mastery
At 18th level, your body has adapted to your Slayer potions. Once per long rest, you may decide to ignore the toxicity of your Slayer potions for 1 minute. After the minute is complete, make a constitution saving throw (DC 10 + the number of potions you imbibed during the minute). On a failed save, you are affected by the total toxicity of all potions you imbibed.
School of the Arcanist
The Arcanist studies ancient Slayer magics to learn finer control over their Sigils. While not a true arcane caster, many uneducated folk assume these Slayers have much in common with wizards. The Slayers following this school are most adept at augmenting their martial ability with efficient use of their Sigils.
Enduring Might
When you choose this school at 3rd level you gain a better affinity for using your Sigils. You gain extra Endurance Points equal to your Intelligence modifier.
Magic Frenzy
Beginning at 7th level, when you use your action to cast a Sigil, you can make one weapon attack as a bonus action.
Empowered Sigils
By 10th level you are able to empower your Sigils by spending additional Endurance points, as follows.
Aror
You empower your Aror Sigil with thunderous force. Its range increases by 10 feet, and creatures that fail the saving throw take 1d10 Thunder damage for each Endurance Point spent.
Axon
You siphon greater power from the void to empower your Axon Sigil. Expending 1 Endurance Point causes creatures that fail the saving throw to not know they were charmed.
Illd
You empower your Illd Sigil with elemental fire. The Sigil deals an additional 1d6 Fire damage for each additional Endurance Point spent, and it ignores resistance to fire damage.
Jord
Your Jord sigil is empowered by elemental earth. When cast, you gain an additional bonus to your AC equal to the Endurance Points spent.
Yand
Your Yand Sigil comes alive with the power of water. Enemy creatures that enter the area must make a dexterity saving throw or fall prone and take 1d6 cold damage for each Endurance Point spent.
Arcane Knowledge
At 15th level, your study of Sigils and their relation to the arcane gives your greater knowledge of other magic. You gain advantage on Intelligence (Arcana) checks.
Additionally, you may cast the identify spell once per long rest without requiring a spell slot or material components.
Unending Endurance
At 18th level, when you roll initiative and have no Endurance Points left, you regain 3 Endurance Points.
Additionally, you may choose to spend double the normal Endurance Points to cast your Sigils as a bonus action instead.
Alchemical Formulae
Slayer formulae are complex concoctions requiring the most unusual of ingredients, and several hours of preparation. They are, however, integral to a Slayer's training and combat prowess. A Slayer without his potions is barely a Slayer at all. The formulae available are listed in alphabetical order. At your DM's discretion, you may create or discover new formulae.
If a formula has prerequisites, you must meet them to learn it. You can learn the formula at the same time that you meet its prerequisites.
Acidic Bite
Toxicity 1
This formula is a sickly green color and tastes heavily acidic. Upon imbibing this formula, you gain resistance to acid damage for one minute.
Blood Drinker
Toxicity 1
This formula is a deep black color, and tastes of rotten blackberries. Imbibing this formula taints your blood, making it caustic to creatures that would drink it for the next hour. Any creature that drinks your blood must make a DC25 constitution saving throw or take damage equal to twice your Slayer level, or half damage on a successful saving throw.
Canine
Toxicity 1
This formula is a sickly grey color, tastes of wolf's fur, and grants you the fury of a wolf. Upon imbibing this formula, for the next minute you score a critical strike when you roll a 19 or 20 on the d20.
Cheetah
Toxicity 1
This formula is a soft yellow color with specks of black and tastes vaguely of pineapple. Upon imbibing this formula, your speed is doubled for 1 minute. When the minute ends, make a DC15 Constitution saving throw. On a failed save, you suffer one level of exhaustion.
Daisy Petal
Toxicity 1
This pale purple formula tastes of daffodils. Upon imbibing this formula, you are immediately cured of any intoxication due to alcohol consumption. This formula does not remove toxicity.
Devil's Extract
Toxicity 1
This formula is a pale green and tastes vaugely sweet. Upon imbibing this formula, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute. During that time, you perceive objects as ghostly, transparent images.
Once you use this formula, you can’t use it again until you finish a short or long rest
Earthen Might
Toxicity 2
This formula is a dark brown color and tastes of soil. Upon imbibing this formula, you gain a sense of the flow of combat around you, and gain a +2 bonus to AC for 1 minute.
Feral Sight
Toxicity 1
This formula is a dark shade of black, with faint swirls of white. Upon imbibing this formula, you gain Darkvision to a range of 60 feet, or if you already have Darkvision, its range is doubled. This effect lasts for 1 hour. Additionally, for one minute you are able to see through magical darkness.
Forest Floor
Toxicity 1
This formula is a bright green color and tastes of oak and birch. Upon imbibing this formula, you gain 3 Endurance Points. You may only benefit from this formula once between long rests.
Golden Honey
Toxicity 1
This formula is a brilliant gold color and tastes of honey. Upon imbibing this formula, you gain resistance to poison damage and advantage on saving throws against the poisoned condition for 1 minute.
Lion
Toxicity 1
This formula is a vibrant silver color and has a strong metallic taste. Upon imbibing this formula, while you are at or below half your hit point maximum, you deal an extra die of damage with all melee weapon attacks.
Ocean Wave
Toxicity 2
This formula is a deep blue color with swirls of white and tastes somewhat milky. Upon imbibing this formula, your maximum hit points double for 1 minute, though your current hit points do not increase. Once you imbibe this formula, you cannot benefit from it again until you complete a short or long rest.
Perfume
Toxicity 1
This formula is a beautiful light pink color and tastes vaguely of mint. Upon imbibing this formula, you gain advantage on charisma checks made to romance humanoid creatures.
Red Apple
Toxicity 3
This formula is a hazy red color and tastes of apples. Upon imbibing this formula, you regain hit points equal to twice your Slayer level. Once affected, you may not be affected by this formula again until you complete a long rest.
Robin's Egg
*Prerequisite: School of the Arcanist*
Toxicity 1
This formula is a robin's egg blue color and tastes mildly sweet. Upon imbibing this formula, the next sign you cast that deals damage deals maximum damage. You may benefit from this formula twice between short or long rests.
Rose
Toxicity 1
This formula is a deep rose color, tastes vaguely floral, and helps prevent you bleeding out. Upon imbibing this formula, within the next minute if you are reduced to zero hit points, you automatically stabilize on your next turn. Once you benefit from this formula, you cannot benefit from it again until you complete a long rest.
Snowy Owl
*Prerequisite: School of the Arcanist*
Toxicity 1
This formula is a deep blue color with swirls of pink, and tastes fruity. Upon imbibing this formula, you regain 3 Endurance Points. Once affected by this formula, you cannot benefit from it again until you complete a short or long rest
Strike
Toxicity 1
This formula is a horrid dark orange color and tastes incredibly bitter. Upon imbibing this formula, your blood churns with fire. For the next minute, any creature that hits you with a melee attack takes fire damage equal to your Slayer level.
Swallow
Toxicity 1
This formula is a sky blue color and tastes of blueberry. Upon imbibing this formula, as long as you have at least one hit point, you regain hit points equal to your constitution modifier at the beginning of each of your turns. You may benefit from this formula twice between short or long rests.
Thunder
Toxicity 1
This formula is a deep crimson color and tastes of blood. Upon imbibing this formula, for 1 minute your melee weapons cause maximum damage, but you take a -2 penalty to AC.
White Honey
Toxicity 0
This formula is a stark white color and tastes of honey. Upon imbibing this formula, you lose the benefits of all Slayer potions currently affecting you, and your Toxicity level is set to zero.
Willow
Toxicity 1
This formula is a pale green with specks of brown and tastes vaguely of citrus. Upon imbibing this formula, you gain advantage on saving throws against the stunned and prone conditions for 1 minute.
Disclaimer
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2017 by Neil Evans and published under the Community Content Agreement for Dungeon Masters Guild.
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