Monster Slayer (5e Class)

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Monster Slayer[edit]

A human lays in a bush waiting. Weeks pass, and a group of spined devils stalk pass where he hides. A second later, four bolts are shot out from the bush, hitting each in the head. The human then comes out of his hiding place and proceeds to cut off their heads, taking his trophies.

An orc walks into a camp of giants. She grabs her maul made from a dragon she made work of last week. She then charges into the thick of them swinging and dodging masterfully causing the group to kill each other. After each had fallen she only left with few scratches. She then got back to town and collected her reward.

A dragonborn sets a trap and waits. Days pass and then a crash. He looks where the trap was set and sees a griffin has fallen for his trick. The dragonborn then climbs down from his tree and walks slowly to the griffin with his hand raised. The griffin screeches for a moment for it fears it will die. The dragonborn then lays his hand on the griffin and feeds it; taming it. He then climbs onto his new mount and takes to the skies to start his next hunt.

Creating a Monster Slayer[edit]

Quick Build

Class Features

As a Monster Slayer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Monster Slayer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Monster Slayer level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Arcana, Intimidation, Investigation, Insight, Nature, Perception and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Monster Slayer

Level Proficiency
Bonus
Features
1st +2 Predator Senses, Hunter Agility
2nd +2 Slayer's Strike, Hampering Blow
3rd +2 Enhanced Reflexes, Prey Slayer, Slayer Order
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Order Feature
7th +3 Stilled Mind, Supernatural Defenses
8th +3 Ability Score Improvement
9th +4 Increased Mobility, Enhanced Reflexes Improvement
10th +4 Slayer's Strike Improvement
11th +4 Supernatural Reflexes (2)
12th +4 Ability Score Improvement
13th +5 Order Feature
14th +5 Blindsense
15th +5 Disruptive Reaction
16th +5 Ability Score Improvement
17th +6 Quickened Recovery
18th +6 Order Feature
19th +6 Ability Score Improvement
20th +6 Supernatural Reflexes (3), Monster Nemesis

Predator Senses[edit]

At 1st level, you gain the ability to peer at a creature and discern how best to hurt it. As a bonus action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Hunter's Agility[edit]

In order to face the creature's of darkness, you must use speed to hunt - or escape - monsters. When you take the Attack action, you can take the Dash or the Disengage actions as a bonus action.

In addition, whenever you take the Dash action, your jump distance is doubled until the end of your turn.

Slayer's Strike[edit]

At 2nd level, you are capable of striking your foes with deadly precision. When you hit a creature with a weapon attack, you can attempt a slayer's strike.

The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + the ability modifier used on the attack). On a failed save, it takes additional damage equal to 2d10. This additional damage increases to 3d10 at 11th level and 4d10 at 17th level.

You can use this feature a number of times equal to your Constitution modifier (minimum of once) and regain your uses after finishing a short or a long rest.

Hampering Blow[edit]

Also at 2nd level, when you hit a creature with a weapon attack, you can inflict severe pain on its joints, hindering its movement, reducing its movement speed in 10 feet until the end of its next turn. The same creature can't suffer this effect more than once per turn.

Enhanced Reflexes[edit]

A great part of fighting monsters consist in keeping yourself safe by honing your reflexes and protecting yourself. At 3rd level, whenever you take damage from falling, from an attack or effect that requires you to make a Dexterity saving throw to avoid the damage, you can use your reaction to reduce the damage by an amount equal to 5 + your Dexterity modifier.

At 9th level, when you use this feature, you force the creature to reroll the attack, or you can reroll the save, using the new result, whenever you use this reaction, only applying the damage reduction after the reroll.

If you use this ability against a melee attack and reduce the damage to 0 or cause the attack to miss, you can make a melee attack against that attacker as part of the same reaction.

Prey Slayer[edit]

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as your prey. Your attacks against the prey ignore resistance and immunity to non-magical damage.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Slayer Order[edit]

Starting at 3rd level, you choose an order of slayers, that will shape your ability to fight monsters. Your choice grant you features at 3rd level, and again at 6th, 13th and 18th levels.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stilled Mind[edit]

At 7th level, you have built resistance to mind-altering effects. You gain advantage on saving throws to avoid the frightened and charmed conditions.

Supernatural Defense[edit]

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Prey Slayer forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Increased Mobility[edit]

Starting at 9th level, when you take the Dash action, you can move along vertical surfaces without falling during your movement, and can fly in short bursts of 15 feet, after which you must land in the ground.

Slayer's Strike Improvement[edit]

When you reach the 10th level, a creature who succeeds the saving throw to avoid the damage of your Slayer's Strike take half damage, instead of no damage.

Supernatural Reflexes[edit]

At 11th level, you must keep yourself constantly aware to the dangers you face. You can take two reactions, instead of one, between turns. This increases to three reactions, instead of two, at 20th level.

In addition, you no longer can be surprised.

Blindsense[edit]

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Disruptive Reaction[edit]

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Prey Slayer forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Quickened Recovery[edit]

At 17th level, you gain the ability to push yourself harder, beyond your limits in order to keep you fight against the forces of darkness. Choose any feature of this class that regain uses on a short or a long rest. At the start of your turn, without requiring an action, you regain all uses of that feature.

Alternatively, you can spend use this feature when you are reduced to 0 hit points to automatically regain a number of hit points equal to your level.

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

Monster Nemesis[edit]

At 20th level, you gain the ability to thwart creature's special abilities. When you see a creature within 60 feet you casting a spell, teleporting or taking an action that is not the Attack, Dash, Disengage, Dodge, Hide or Search, you can use your reaction to move up to twice your movement speed towards that creature and make an attack, if the creature is within reach or range. The creature must succeed on a Wisdom saving throw against your Slayer's Strike save DC, or the action fails and is wasted.

Slayer Orders[edit]

Order of Hunters[edit]

Monster slayers from the order of hunters are relentless trackers and killers of the creatures of the darkness. These slayers usually are followers of an old tradition of monster killing; some, come from a traditional family that declared war to the monsters of this world; others, are members of a group created to protect the world by preemptively killing monsters. Whatever is the source of their training, all hunters share a deep rooted hatred for monsters and physical abilities that match even the most terrifying of the creatures, which often take monsters by surprise when they see themselves at the receiving end of a pursuit.

Hunter Hatred

When you choose this order at 3rd level, you gain proficiency in the Survival skill, if you don't have already.

In addition, choose one creature type of your choice. If you choose humanoid, choose two subtypes. You have advantage on Wisdom (Survival) checks made to track creatures of that type, Intelligence checks to recall information about them and on Charisma (Intimidation) checks made to interact with them.

Honed Technique

Members of the order of hunters are trained since young age to track and kill their enemies, developing deadly precision against their targets. At 3rd level, you gain a weaker version of the Slayer's Strike, that can be used at will, causing 2d4 damage on a failed save. The damage increases to 2d6 at 5th level, 2d8 at 11th level and 2d10 at 17th level.

In addition, you gain one additional use of your slayer's strike between rests.

Deadly Agility

Members of the order of the hunters are unmatched in their speed, quickly slaying their prey. When you choose this order at 3rd level, whenever you take the Dash action, your movement speed increases by 10 feet until the end of your current turn.

In addition, when you hit a creature with a melee weapon attack, that creature can't make opportunity attacks against you until the end of your turn.

Finally, if you are prone, you can stand up at a cost of 5 feet of movement.

Strike Surge

At 6th level, you can trade precision of your deadly strikes for speed. You can make a weapon attack as a bonus action on your turn.

You can also spend a use your Slayer's Strike to make two attacks using your bonus action. The amount of attacks you can make after spending your Slayer's Strike use increases to three attacks at 10th level.

In addition, when you miss an attack with a weapon, you can use your reaction to make an attack against another target within 5 feet of the original target.

Reliable Technique

At 13th level, with your dedicated training, you have the guarantee that your technique will work even against all odds. When you have disadvantage on an attack roll, ability check or saving throw, you can cancel that disadvantage. Alternatively, when a creature have advantage on an attack roll against you or on a saving throw against your slayer's strike, you can cancel that advantage.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a short or a long rest.

Huntmaster

At 18th level, you excel in fighting both strong single beasts or a horde of foes. You gain the following features benefits:

Horde Breaker. When you use your Strike Surge, you can make three additional attacks, but each attack made as part of that bonus action must target a different creature.
Colossus Slayer. When you use your Slayer's Strike against a creature with a CR higher than your level, or against a creature of Huge size or higher, you roll twice the amount of additional Slayer's Strike damage dice.

Order of Occultists[edit]

Cursed Blade

At 3rd level, you gain the ability to create a ritual that bonds yourself with a weapon, called the cursed blade. When you finish a long rest, you can choose a weapon you touch and turn that weapon into your cursed blade. You can't have more than a single cursed blade when you gain this ability, but you gain 1 additional cursed blade at 6th, 13th and 18th levels.

As a bonus action, you can awaken the curse of your cursed blade until the end of this turn, allowing you to cause additional 1d8 necrotic damage on attacks with the weapon. This additional damage can only be applied once per turn.

Occultist
Level Cantrips Known Spells Known Spell Slots Slot Level
3 2 2 1 1st
4 2 3 2 1st
5 2 3 2 1st
6 2 3 2 1st
7 2 4 2 2nd
8 2 5 2 2nd
9 2 5 2 2nd
10 3 5 2 2nd
11 3 6 2 2nd
12 3 6 2 2nd
13 3 7 2 3rd
14 3 7 2 3rd
15 3 7 2 3rd
16 3 8 2 3rd
17 3 8 2 3rd
18 3 8 2 3rd
19 3 9 2 4th
20 3 9 2 4th
Pact Magic

By the time you choose this martial subclass at 3rd level, your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the warlock table.
Spell Slots
The Occultist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Occultist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Occultist spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Occultist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Occultist spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use your cursed blade as a spellcasting focus for your Occultist spells.
Monster Carver

At 6th level, your blade can pierce trough monstrous hide like cutting trough butter. Your attacks with the cursed blade count as magical for the purposes of overcoming resistances and immunity to non-magical attacks and damage.

Magical Combo

Also at 6th level, once per turn when you take the Attack action with your Cursed Blade, you can replace one of the attacks to cast a cantrip instead.

Arcane Assault

Starting at 13th level, if you cast a Occultist spell by spending a spell slot on your first turn of combat, you can cast the same spell on the next turn, without spending a spell slot, at its lowest level.

Hunger Blade

Starting at 18th level, your cursed blade is thirst for monstrous blood. Once per turn when you miss an attack with the cursed blade, you can reroll that attack roll. You must use the new result.

Order of Inquisitors[edit]

Burn the monsters!

Kindled Blade

At 3rd level, whenever you use your Slayer's Strike, you can choose to cause fire damage with your attack, instead of the normal damage.

Flame Secrets

When you choose this order at 3rd level, you have trained simple magical abilities to control flames. You learn the Control Flames cantrip. Wisdom is your spellcasting ability with this spell.

In addition, you can use the flames to reveal a truth or omen to you. After spending 1 minute into a bonfire or flame of similar size, you can emulate the effects of the spell Augury. Once you do so, you can't do it again until you finish a long rest.

Flames of Purification

Inquisitors use the power of magical flames to bring cleansing and purity to the world, ridding it from monsters. Starting at 3rd level, you can use your bonus action to conjure a pillar of flames 5-foot radius and 60-foot height on a place within 30 feet of you.

Any creature in the area must succeed on a Dexterity saving throw against your Slayer's Strike save DC, or take 3d6 fire damage, or half as much on a success. Any creature who takes this damage have disadvantage on its attack rolls until the end of their turn, due to the pain caused by the flames.

You can use this ability a number of times equal to your proficiency bonus, regaining your uses of it after completing a short or a long rest.

Master of Embers

At 6th level, you can heat your weapons, causing your blades to glow red with the flames of purification. When you finish a long rest, you gain an amount of ember points equal to three times your level in this class + your Wisdom modifier. You can use your ember points in the following manners:

Blazing Strike. Whenever you hit a creature with a melee weapon attack, you can spend any amount of those ember points, causing fire damage equal to the amount of points spent.
Red Blade. While wielding a metal weapon or object, you can spend 1 ember point to cause it to glow, shedding bright light up to a range of 5 feet, and dim light for additional 5 feet. The glow continues until that object leaves your grasp, or until you hit a creature with the object (if it is a metal weapon), causing additional 1 fire damage.
Cloud of Sparks. While you are wearing a armor of metal, if you are hit by an attack, you can cause sparks to leap from you, causing fire damage equal to the amount of embers spent. A creature who takes damage from these sparks have disadvantage on its attack rolls until the end of their turn.

You regain all your ember points after finishing a long rest. You also regain a number of ember points equal to half your level (rounded up) when you finish a short rest.

Sacred Bonfire

When you reach the 13th level, you can punish the sinful in a magical bonfire. When you use your flames of purification, the area where you have created it remains in flames for 1 minute.

In addition, you can spend one use of your Slayer's Strike to cast searing smite as a 4th level spell. This increases to 5th level at 17th level.

Red Star

At 18th level, you can use your action to mimic the effects of a fireball spell. When you use this feature, the power of the fireball is reduced, causing 3d6 fire damage, instead of its normal damage.

You can spend a use of your Sacred Bonfire spell to cast fireball as a 5th level spell. You can also spend a use of your Slayer's Strike to cast fireball as a 3rd level spell.

Order of Sages[edit]

Catalog information about monsters

Bestiary

When you choose this order at 3rd level, you start to write a catalog, containing all creatures you find in your hunts and adventures. When you find a creature for the first time, you can spend 1 minute observing it, studying your patterns, anatomy and behavior. You can memorize the information analyzed for 8 hours, and you can have a number of analysis memorized equal to your Intelligence modifier. You can then, over the course of a short or long rest, within that time, write down that information on your bestiary.

When you first gain your bestiary, choose also two creature types (such as aberration, dragon, beast, etc...). If you choose humanoid choose two subtypes. Also choose four specific creatures with a CR 3 or lower that you have already encountered in your adventures to write on your bestiary. You can choose humanoid multiple times, each time applying for two additional subtypes.

Whenever your proficiency bonus increases in 1, you can choose one additional creature type and add four creatures you have seen already to the bestiary.

You gain advantage on Intelligence checks related to recall information about those creature types, and you can use Predator Senses on creatures of that type without spending uses. In addition, when using a deadly strike against a specific creature written on the bestiary, you add your Intelligence modifier to the DC of your Slayer's Strike (minimum of 1).

You can copy a monster from your own bestiary into another book-for example, if you want to make a backup copy of your bestiary. You need spend only 1 hour and 10 gp for each copied creature, and 25 gp for each creature type.

Combat Preparations

Starting at 3rd level, you can read your notes in order to prepare for an encounter against monsters. When you roll initiative, if you can see a creature from the chosen type written on your bestiary, you gain temporary hit points equal to your Monster Hunter level + your Intelligence modifier.

In addition, once per turn when you hit a creature from the chosen type with a weapon attack, you can deal additional 1d8 damage. This increases to 1d10 at 13th level.

Defensive Tactics

At 6th level, when you mark a creature from a type written in your Bestiary as your prey with the Prey Slayer feature, you can use your action to prepare defensive measures against it. When you do so, you have resistance to the damage caused by that creature.

In addition, choose three ability scores. You have advantage on those saving throws against effects from the chosen creature. This effect lasts until you designate another creature as a prey.

Finally, while you have temporary hit points from your Combat Preparations feature, melee attacks from creatures from a type you have on your breviary are made at disadvantage.

Measured Approach

At 13th level, whenever you use your Prey Slayer feature against a creature from the type written in your bestiary, you make a Intelligence (Arcana) or (Nature) resisted by that creature's Charisma (Deception). On a success, you cause additional 2d6 damage on a hit with a weapon attack while Prey Slayer is active on that creature.

In addition, you ignore any damage resistance that creature have, and treat immunity as resistances.

This effect lasts for 1 minute, but end earlier if you use Prey Slayer to designate another creature. Once you use this feature, you can't use it again until you finish a short or long rest.

Analytical Execution

Starting at 18th level, you can carefully examine a creature, pinpointing its vital areas to perform a deadly strike. Choose one creature to analyse as an action. If you hit that creature with your Slayer's Strike until the end of your next turn, the creature is reduced to 0 hit points on a failed save, or take 10d10 additional damage on a success.

You can only use this feature against creatures cataloged on your bestiary and from a type you have prepared with your Combat Preparation feature.

Order of Gunpowder[edit]

Optional Rule (Firearm Proficiency)

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your monster slayer has been exposed to the operation of such weapons, your monster slayer is proficient with them.

You also gain proficiency with the tinker's tools and alchemist supplies. Moreover, you have advantage on Intelligence and Dexterity checks made to build or repair ranged weapons, craft ammunition and gunpowder (if you use optional rules for firearms).

Marksman

At 3rd level, you become extremely agile with ranged weapons. You can draw a firearm as part of the attack you make with it. In addition, when you make an attack with a firearm as part of your attack action, you can make another as a bonus action.

Alternatively, you can use your bonus action to reload a weapon that has the loading property.

Placed Shots

Starting when you choose this order at 3rd level, your precision with ranged weapons allow you to target specific points on your targets in order to elicit certain effects. Once per turn when you hit a creature with a ranged weapon attack, you can choose a placed shot. When a placed shot require a saving throw, use your Slayer's Strike save DC.

Torso Shot. The target must succeed on a Strength saving throw or is pushed 15 feet back.
Leg Shot. The target must succeed on a Strength saving throw or is knocked prone.
Arm Shot. The target must succeed on a Dexterity saving throw or must let go of an object it is holding. You can also force a target that fails the save to release a creature from grappling.
Ear Shot. The target can't take reactions until the start of its next turn.

You can use your Placed Shots a number of times equal to your Dexterity modifier (minimum once) and regain your uses of it after a short or a long rest.

Head Shot

Starting at 6th level, you can make an accurate shot against the target's head, dazing it. When you use your Slayer's Strike feature with a ranged weapon and the creature fails the saving throw, the target is stunned until the end of your next turn.

Sharpshooter

At 13th level, once in each of your turns when you take the Attack action with a ranged weapon and have advantage on the attack, you can forgo the advantage to make a Slayer's Strike without spending any uses of the feature.

Bulls Eye

At 18th level, whenever you miss a ranged weapon attack, you can use your reaction to reroll that attack and choose either result. On a hit, you can apply the effects of a Placed Shot without spending any uses.

Order of the Mutant[edit]

Mutations

Starting at 3rd level, you have undergone a hard and gruesome process, that included physical training, alchemy and magic. Starting at 3rd level, you gain the following benefits:

  • You gain darkvision up to a range of the 30 feet. If you already have darkvision, yours increase 30 feet.
  • You have heightened senses, gaining advantage on Wisdom (Perception) and (Survival) based in the sense of smell.
  • You have a movement speed increased by 5 feet.
  • Your lifespan is greatly increased, and you age 1 year for each 10 years passed.
Combat Magic

Also at 3rd level, you learn a basic form of magic, that rely in hand movements, also called signs, to produce magical effects. You can use your Combat Magic a number of times equal to your Wisdom modifier (minimum of once) and regain your uses upon finishing a short or a long rest.

To use a combat magic, you must use a bonus action or forgo one of your attacks. You can use combat magic only once in each of your turns.

To resist the effects of your combat magic, the target must succeed on a saving throw against your Slayer's Strike save DC.

Fire Cone. You can force all creatures in a 15-foot cone to make a Dexterity saving throw. On a failure, a creature take 1d8 fire damage, or half as much on a success. A flammable object catches fire if isn't worn or carried. The damage increases to 2d8 at 6th level, 3d8 at 13th level and 4d8 at 18th level.
Telekinetic Push. You can force all creatures Large sized or lower in a 15-foot cone to make a Strength saving throw, or be pushed 10 feet back. At 6th level, you can target all creatures in a 15-foot radius. At 13th level, you can target a 30-foot cone. At 18th level, you can target a 30-foot radius.
Force Barrier. You gain temporary hit points equal to 1d12. This increases to 2d12 at 6th level, 3d12 at 13th level and 4d12 at 18th level.
Hypnotic Gaze. You can can force a creature to make a Wisdom saving throw, or be charmed by you for 1 minute. At 6th level the duration becomes 10 minutes, 1 hour at 13th level and 8 hours at 18th level. The effect ends earlier if you or any of your allies take any harmful action towards the charmed creature, or if you use this ability again.
Hindering Field. Choose a point in the ground within 30 feet. An area of 15-foot radius becomes difficult terrain for hostile creatures in the area.
Combat Style

Mutants are usually trained in different school, emphasizing different aspects of monster hunting. At 3rd level, 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.

Bear Style. When you make an attack with a melee weapon you wield in two hands, the damage die increases in 1 size (d8 > d10 > d12 > 2d8).
Cat Style. While wearing light or no armor, when you attack a creature, that creature can't make opportunity attacks against you.
Griffin Style. Your hand signs DC increases in 2.
Viper Style. When you engage in two-weapon fighting, the additional attack is made as part of the Attack action, don't requiring your bonus action. You can also cast your combat magic while holding a light weapon on that hand.
Wolf Style. You gain blindsight up to a range of 10 feet. In addition, creatures don't gain advantage on attacks against you due to being unseen.
Alchemy

Starting at 6th level, you learn how to concoct potions. When you complete a long rest, you can produce a number of potions equal to half your proficiency bonus (rounded up) from the following list.

The potion lasts for 8 hours or until consumed. You must have the alchemist's supplies on you and one empty flask for each potion concocted. Drinking a potion takes an action.

Mobility. For 1 hour, this potion increases your movement speed in 10 feet.
Endurance. For 1 minutes, your AC increases in 1.
Blade Oil. For 10 minutes, you gain +1 on attacks and damage rolls with that weapon. The weapon also ignores resistance and immunity to nonmagical damage.
Healing. You regain a number of hit points equal to your Intelligence modifier + twice your proficiency bonus.
Darkvision. You gain darkvision up to a range of 30 feet. If you already have darkvision, yours increase by 30 feet.
Mana. You regain 1 use of your combat magic.
Advanced Magic

When you reach the 13th level, whenever you roll initiative, you regain a number of uses of your advanced magic equal to half your proficiency bonus (rounded down).

In addition, you gain a bonus on all your saving throws equal the amount of uses of your Combat Magic your currently have.

Mutant Trance

At 18th level, when you drink any of your potions, you can enter in a state of furious trance, that lasts for 1 minute. For the duration, you gain the following benefits:

  • You gain a climbing and swimming speed equal to your movement speed.
  • When you move, you can instead take two short movements by flying. Each movement is at half your speed, and you must end each one on a creature, solid object, or ground. If you do not, you fall and your movement ends.
  • You can use your combat magic without spending any uses.
  • You can make one additional attack as part of the Attack action.

This state ends earlier if you are knocked unconscious. If you use this ability more than once between rests, you are poisoned until you finish a short rest.

Order of Guardians[edit]

Guardian Stance

Starting at 3rd level, you can enter in a vigilant posture meant to protect yourself and your allies from incoming threat. As a bonus action, you gain the following benefits for the next 10 minutes:

  • Your reach with melee weapons increase in 5 feet.
  • Your melee weapon attacks ignore resistances and immunity to nonmagical damage.
  • Creatures provoke opportunity attacks from you when they enter your reach.
  • You can make one melee weapon attack as a bonus action in each of your turns.

This stance ends earlier if you are incapacitated or die. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain your uses of it after completing a short or a long rest.

Vigilant

Starting at 6th level, your senses develop further. When you are in your guardian stance, you gain blindsight up to a range of 30 feet.

In addition, for the duration you gain advantage on Wisdom (Perception) checks, initiative rolls, +5 to your passive Wisdom (Perception) and can take the Search action once in each of your turns, without taking an action.

Finally, you can't be surprised while you are in your guardian stance.

Bastion

At 13th level, whenever a creature within your reach take damage while you are in your guardian stance, you can use your reaction to reduce the damage taken by 1d10 + your Wisdom modifier.

In addition, any friendly creature within your reach, including you, gain the benefits of half cover while the guardian stance is active.

Impenetrable Barrier

Starting at 18th level, while you are in your guardian stance, you can make one reaction in each turn, but not more than one reaction per turn.

In addition, you and any creature within your reach gain resistance against ranged weapon attacks.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the monster slayer class, you must meet these prerequisites: 13 Strength or 13 Dexterity and 13 Wisdom.

Proficiencies. When you multiclass into the monster slayer class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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