Path of the Slayer

by Delorusi

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Path of the Slayer

Dwarf is an honourable creature and anything that casts a stain on that honour could result in being outlawed from returning to your Hold or in many circumstances, becoming a Slayer. Once their names are inscribed on the pillars of the shrine for all time, they set out into the wild to seek dangerous monsters. In the wild, their strength is turned towards seeking an honourable death at the hands of fearsome foes like Trolls, Giants, Dragons and Daemons.

Slayers always work hard to hone their martial arts, and never fight to lose, even though their ultimate goal is to find a place to die. Because their purpose is not a simple death, but a glorious death.

Restriction: Dwarves Only

Only dwarves can follow the Path of the Slayer. The Slayer fills a particular niche in dwarven society and culture.

Your DM can lift this restriction to better suit the campaign.

Slayer Oath

They swore to fight bigger and stronger enemies. They often have blue tattoos on their bodies to pray for a glorious death, don't wear armor when they go into battle as a sign of willingness to accept death at any time, so their trained movements are very agile.

When you choose this path at level 3, while you aren’t wearing all types of armor and shield, your walking speed increases by 5 feet and when you make a melee weapon attack to Large or larger creature, you gains proficiency bonus to attack roll and damage roll.

Slayer's Fight

Starting at 3rd level, while raging and using Reckless Strike, melee weapon attack rolls using Strength score a critical hit on a roll of 19 or 20 during this turn, but attack rolls against you score a critical hit on a roll of 19 or 20 until your next turn. It can be stacked with other critical range increases.

When you reach 10th levels in this class, increasing to score a critical hit on a roll of 18–20.

Madness of battle

If you have no more than half of your hit points left, when you make melee weapon attacks, you can gain bonus to damage equal to your rage damage.

When you use Reckless Attack to critical hit or reduce a creature's hit points to 0, you gain temporary hit points equal to twice your constitution modifier.

Unbroken Mind

Starting at level 10, you are immune to Frightened while rage. While raging, You can roll 1d6 and add the die to your saving throw if you fail your saving throw.

You can use this feature equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Last Stand

Starting at 14th level, With indomitable fighting spirit, you can deliver the final attack. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, action can use only Attack action, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

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

Art Credit

  • Karolina Jacobsson. He share the picture freely.
  • https://kjacobsson.artstation.com/projects/v13gE6
 

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