Slayer Subclass Options

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Slayer Subclass Options

Artificer: Praetor Slayer

This specialist option focuses on the armor of the Doom Slayer, the Praetor Suit, and the various weaponry that the Doom Slayer makes use of. Spells will substitute some of that (e.g. fireball as a stand-in for the frag grenade), while class features will fulfill the rest of the requirements.

Barbarian: Path of the Slayer

The Doom Slayer is angry a lot, so its understandable that people equate that to the Barbarian's Rage feature. We'll also be making this into a true ranged option for the Barbarian, without getting rid of the Doom Slayer's need to get to those HUGE GUTS via melee.

Fighter: Slayer

To some players, the Rage feature doesn't work for them because the Doom Slayer isn't angry in spurts, he is angry all the time. This martial archetype will replicate the Doom Slayer's constant on-edge violence with his methodical way of destroying the mortally-challenged.

Paladin: Oath of Slaying

The Doom Slayer's slightly-more-gentle way of dealing with humans, his very-not-gentle way of dealing with demons, the fact that he shows some amount of deference to his old brothers in arms and still bows to the spirit of his king, along with his willingness to toss that aside to continue on his self-imposed quest, and his blessing by the Seraphim, says "Paladin" to me. The Paladin's kit will assist us with replicating the Doom Slayer's abilities in much the same way that the Artificer's did, but with a greater emphasis on physical abilities than the weapons the Doom Slayer employs.

Art Credits

'DOOM Eternal - Slayer Render' on page 1, is by Crussong using Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License
'The Slayer' on page 3, is by Kelvin Hiu
'Doom Slayer' on page 5, is by Mr Coon

Praetor Slayer

A Praetor Slayer is a walking armory, powering their devices with mystical power partially derived from slaying their enemies. A combination of smith and warrior, the Praetor Slayer is an expert of death and dismemberment. Their most important piece of equipment is their Praetor Suit, a suit of armor that draws power from the souls of the slain and empowers the Praetor Slayer's magic.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Praetor Slayer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Praetor Slayer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Praetor Slayer Spells
Artificer Level Spells
3rd detect evil and good, thunderwave
5th locate object, spider climb
9th fireball, tongues
13th death ward, locate creature
17th steel wind strike, teleportation circle

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Praetor Suit

Your work has produced a magical suit of armor that serves as a conduit for your powers. This is a suit of medium armor with an AC of 15 + Dex modifier (max 2). Over the course of a long rest, you can create a second Praetor Suit, but doing so causes the first one to fall apart and lose all of its magical properties.

While wearing the Praetor Suit, if you reduce a creature to 0 hit points you can choose to absorb some of their soul, killing them as part of the process. Doing so grants the suit one charge. You can do this a number of times equal to your Intelligence modifier (minimum once), regaining expended uses after completing a long rest. You can do this without expending use of this ability if the creature would normally disappear to another plane upon being reduced to 0 hit points.

The Praetor Suit can hold up to 4 charges. While the Praetor Suit has at least one charge any weapon you are holding is considered magical, you can use an object interaction to stow one weapon and draw another one, and you can breathe no matter what environment you are in. You can expend charges in the following ways:

  • As a bonus action, cast a Praetor Slayer Spell.
  • Create an instantaneous stream of magical fire that is 5 feet wide and 20 feet long. Creatures within the stream must succeed on a Dexterity saving throw against your spellcasting DC or be lit on fire. A creature that is on fire due to this takes 1d4 fire damage at the beginning of each of their turns for 1 minute, or until they use an action to pat the flames off. You and any allies wearing armor that start their turn next to a creature that is on fire due to this gains +1 to their AC until the beginning of their next turn. When a creature that is on fire due to this is reduced to 0 hit points, you and all of your allies wearing armor within 15 feet of the creature gain a +1 to their AC that lasts for 1 minute. The AC bonuses of this ability stack.
  • Immediately teleport up to 15 feet to an unoccupied space that you can see.
  • Jump as though you had a 10-foot running start, even if you are in mid-air.
  • Remove one level of exhaustion from yourself.

Unexpended charges fade away after you fail to gain a new charge for 24 hours.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Flaming Chain

At 9th level, you gain the ability to manifest chains of magical fire linking you and an enemy. When you take the Attack action, you can replace one of your attacks with manifesting this chain. Make a ranged spell attack against one creature within 30 feet of you that you can see. If you hit, you are pulled to an unoccupied space that is nearest the creature. The creature is also set on fire until the end of your next turn, as though they failed a saving throw against the stream of magical fire produced by your Praetor Suit option.

Praetor Upgrade

At 15th level, your Praetor Suit is improved:

  • Damage dealt by the suit, including any spells cast using its option to cast them as a bonus action, is increased by your Intelligence modifier (minimum 1).
  • Its AC becomes 17 + Dex modifier (max 2).
  • Whenever it gains a charge you gain temporary hit points equal to your artificer level.
  • You regain expended uses of the ability to gain charges after completing a short or long rest.

Path of the Slayer

For some barbarians, rage is a means to an end - that end being the complete extermination of your enemies so that their like is never seen again. The Path of the Slayer allows barbarians to seek the utter destruction of their foes, with no quarter ever given nor thought of patience when it comes to what stands between them and the reaper.

Slayer's Hate

Starting at 3rd level when you choose this path, you can designate a type of creature that you hate. This can be any type of creature, such as aberrations, celestials, fiends, etc. If you choose humanoids, you must choose two specific subtypes, such as humans or goblinoids. You can change your choice after completing a long rest. You are immune to being charmed or frightened by creatures whose type you hate.

As an action you can begin to concentrate on your hate, as though concentrating on a spell. When you do so, you become aware of any creatures whose type you hate within 60 feet of you. You know their

Slayer's Rage

Also at 3rd level, when you enter a rage your strength reaches your enemies no matter how far they are. While raging you can use Strength instead of Dexterity for your attack and damage rolls with ranged weapons. Additionally while raging you add your rage damage to damage dealt with ranged weapons. However, if damage due to a ranged attack you make while you're raging would reduce a creature to 0 hit points, they are instead left with 1 hit point.

While raging, whenever you deal damage that leaves a creature with 1 hit point, they are stunned until the end of your next turn. While raging, if you reduce a creature that is stunned, for any reason, to 0 hit points, you immediately regain hit points equal to their number of hit dice. Lastly, you deal double damage to structures and objects while raging.

Dance of Death

At 6th level, you gain a climb speed and swim speed, both equal to your movement speed. Additionally while raging, you can use a bonus action to move 15 feet in any direction twice, ignoring changes in elevation when you do so. This movement does not trigger attacks of opportunity, as it happens so quickly as to appear like teleportation. Lastly, as part of making a weapon attack you can move 5 feet directly toward the enemy you are targeting with the attack.

Elemental Vitriol

At 10th level, you can release a burst elemental hate. As an action, you can choose a point within 40 feet of you. All creatures within 20 feet of that point must make a Dexterity saving throw, with a DC of 8 + your proficiency bonus + your Charisma modifier. Creatures that you hate have disadvantage on the roll. If a creature fails, they take 8d6 damage, and they take half as much on a success. All structures within 20 feet of the selected point takes double the amount of rolled damage.

The damage type is chosen by you, and can be acid, cold, fire, lightning, or thunder damage. If you are raging when you use this action, then the damage roll is increased by your rage damage bonus.

Once you use this ability, you cannot do so again until you complete a short or long rest.

Blood Punch

At 14th level, you can release blasts of energy from your fists. Once after completing a long rest, when you hit an enemy with an unarmed strike, you can deal double the damage and deal the damage to not just that enemy, but all enemies within a 15 foot cone behind the enemy. All enemies that take this damage must succeed on a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier or be stunned until the end of your next turn.

Once you use this ability, you cannot do so again until you complete either a short rest, or reduce two creatures to 0 hit points while raging.

Slayer

Those who emulate the archetypal Slayer seek the destruction of their foes, no matter how long that might take. Slayers pin-point weaknesses in their enemies and exploit them, brutally murdering their foes and reveling in the bloodshed.

Prey To Slaughter

At 3rd level when you choose this archetype, you can learn and memorize how to best handle certain types of monsters. Designate a creature type to prepare for. This can be any type of creature, such as aberrations, celestials, fiends, etc. If you choose humanoids, you must choose two specific subtypes, such as humans or goblinoids. You can change your choice after completing a long rest. You are immune to being charmed or frightened by creatures whose type you have prepared for, and advantage on Insight checks against them as well as Perception checks to notice them and traps they may have created.

Rip and Tear

Also at 3rd level, the more you attack a creature the more you learn about how to kill it in a devastating way. Whenever you hit a creature with an attack, you learn whether its current hit points are less than half of its maximum hit points, and whether or not its current hit points after the damage roll of the attack is low enough for you to perform a Glory Kill action against them.

When you are within 10 feet of a creature you can use your action to attempt to Glory Kill them. You move 5 feet toward that creature and if their current hit points are equal to or less than your fighter level, you immediately reduce them to 0 hit points and regain hit points equal to their number of hit dice. A creature can only allow you to regain hit points in this manner once, regaining the ability to do so after it has completed a long rest. The movement as part of this action does not trigger attacks of opportunity. If their hit points are too high to allow you to successfully reduce their hit points in this manner, make an unarmed strike against them.

If the creature's hit points are reduced to 0 and they have an ability that would allow them to regain hit points, that ability is suppressed for 1 minute. Additionally, the creature's body is dismembered as part of the Glory Kill action if their hit points are reduced to 0. Lastly, if the creature's type was the one you choose with your Prey To Slaughter feature, double your fighter level when determining if you can immediately reduce their hit points to 0.

Slayer's Reach

At 7th level, you can reach your foes even when they appear out of reach. Your movement speed increases by 10 feet. Additionally if you have an open hand, as a bonus action you can make a ranged weapon attack against a creature within 30 feet of you. If you successfully hit them, you are pulled to the nearest unoccupied space that is nearest the creature and your AC is increased by 2 until the end of your next turn. If the creature's hit points are reduced to 0 before the end of your next turn, the AC bonus increases to 3 and lasts for 1 minute instead.

You can use this bonus action twice, regaining expended uses after completing a short or long rest, or when you use your Glory Kill action and successfully reduce a creature to 0 hit points.

Too Passionate To Die

Starting at 10th level, your passion for combat fuels you through the even the most deadly of situations. Whenever you take damage, the damage is reduced by the amount of enemies that you can see within 30 feet of you. Conglomerations of enemies, such as a swarm of rats, count as a single enemy.

Improved Glory Kill

Also starting at level 10, when you use your Glory Kill action, regardless of its outcome, you can make a single weapon attack afterwards as part of that action.

Staggering Critical

At 15th level, you've learned well enough how to turn skill and fortune into a further chance for success. When you score a critical hit on a creature, they must succeed on a Constitution saving throw or bee stunned until the end of your next turn. The DC is equal to 8 + your proficiency modifier + your choice of your Strength or Dexterity modifier. Creatures whose type you chose with your Prey To Slaughter feature make the saving throw at disadvantage.

When you attempt a Glory Kill on a stunned creature, add double your proficiency modifier to your fighter levels when determining if you can reduce their hit points to 0.

Slayer Runes

At 18th level, you can improve your armor, weapons, and other abilities with special runes. You learn all of the runes below, but can only apply three at a time. You can change them when completing a long rest.

Chrono Rune. When you use your Action Surge feature, you gain the benefits of the haste spell until the end of your turn. You do not suffer any ill effects from this haste spell ending.

Dazing Rune. When a creature fails their saving throw to be stunned from your Staggering Critical feature, they are stunned for an additional round.

Reaving Rune. When you successfully use your Glory Kill action to reduce a creature to 0 hit points, you regain additional hit points equal to their Constitution score.

Savagery Rune. When you successfully use your Glory Kill action to reduce a creature to 0 hit points, you can make an additional weapon attack afterward as part of the same action.

Saving Rune. When you would be reduced to 0 hit points, this rune allows you to instead be reduced to 1 hit point and immediately move up to your movement, without triggering attacks of opportunity. This rune can trigger once, regaining the ability to do so after completing a short or long rest.

Seeking Rune. You can now target creatures within your movement speed with your Glory Kill feature, as long as they have an unoccupied space next to them. You immediately move to this space, and this movement does not trigger attacks of opportunity.

Oath of Slaying

The Oath of Slaying is as old as the first war ever waged. It is an oath taken only by those who truly wish the end of their foes - not just death, but utter destruction. Sometimes these paladins cease to speak, expending their breath only in grunts of pain or satisfaction at their latest kill. These paladins do not shy away from horrors, if those horrors will assist them in their task. Nor do they know true rest, until their task is done to the utmost. They must rip and tear, until it is done.

Tenets of Slaying

Though the exact words and strictures of the Oath of Slaying vary, paladins of this oath share these tenets.

Rip and Tear. Destroy whatever you need to in order to destroy your foes. If someone safe guards your enemy, rip them apart. If a wall is in your way, tear it down.

Until It Is Done. Never let a task be unfinished. You are your actions, your actions are your habits. If you start something, finish it.

Respect Where Earned. Not everyone deserves respect. Respect can be earned by deeds, past, present, and future. When respect is earned, make sure to show it.

Kindness for Innocence. Those that are not your enemy? Be kind to them, for they must live in the same world you do, without your conviction.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Slaying Spells
Paladin Level Spells
3rd divine favor, jump
5th knock, spider climb
9th fear, fireball
13th dimension door, ice storm
17th scrying, teleportation circle

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Blood Punch. When you successfully hit a creature with a melee attack, you can use your reaction to channel the power of your oath through the creature and create a powerful shockwave. The creature takes 1d12 additional thunder damage. All creatures in a 15 foot cone beyond the creature must make a Constitution saving throw. If they fail, they take 1d12 + your paladin level thunder damage and are stunned until the end of your next turn. If they succeed, they take half as much damage and are not stunned.

Path to Prey. As an action, you name a creature or creature type. If you name a creature, then you know the location of that creature for 1 hour and the best path to get to them. You have advantage on saving throws forced by any traps along that path. If the creature is not on the same plane of existence as you, you are only told what plane of existence they are on.

If you name a creature type, you know the location of all creatures of that type within 1 mile of you for 1 hour.

Aura of Doom

Starting at 7th level, your presence prepares your enemies for death. You gain a 15 foot aura. When an enemy with less than half their maximum hit points within the aura takes damage from you or an ally of yours the aura, that enemy takes bonus damage equal to your Charisma modifier (minimum 1). Objects and structures that you damage within the aura take double damage.

At 18th level, the range of this aura extends to 30 feet.

Praetor Pathing

Once you've reached 15th level, your ability to find and reach your foes is improved. You gain a climb and swim speed equal to your movement speed, and your movement speed increases by 10 feet. You also ignore the effects of non-magical difficult terrain, and have resistance to any damage magical difficult terrain or any trap might deal to you. Lastly, you gain a +3 bonus to any attack roll or damage roll made against a door, wall, or similar structure.

Doom Slayer

At 20th level, you can become the incarnation of doom. As an action, you gain the following benefits for 1 hour:

  • Any time you reduce a creature to 0 hit points, you regain hit points equal to their number of hit dice.
  • You can use a bonus action to take both the Dash and Dodge actions.
  • You gain blindsight out to 30 feet.
  • You gain truesight out to 30 feet.
  • Your spells and divine smite deal an additional 1d8 radiant damage, and your spell save DC is increased by 1.
  • Your movement speed increases by 10.

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

 

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