Slaughterer (5e Class)
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- 1 Slaughterer
- 1.1 Creating a Slaughterer
- 1.2 Class Features
- 1.3 Slaughterer Features
- 1.3.1 What Doesn't Kill You...
- 1.3.2 Scars of Battle
- 1.3.3 Slaughterer Profession
- 1.3.4 Bloody Trait
- 1.3.5 Ability Score Increase
- 1.3.6 Incessant Taunting
- 1.3.7 Battle enthusiasm
- 1.3.8 Carnage
- 1.3.9 Wicked Sick
- 1.3.10 Battle Scream
- 1.3.11 Come at me!
- 1.3.12 Adrenaline
- 1.3.13 DECAPITATIOOOOOOOON!
- 1.3.14 Homicidal Rampage
- 2 Slaughterer Archetypes
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A slaughterer is typically a sadomasochictic warrior who enjoys battle over all other pleasures in life. He will always find a reason to fight, petty or not. He doesn't fear death or pain and any wound he will get will be just cause for honor, fueling his next attack and power. A true slaughterer will rarely leave an enemy alive cause he finds pleasure in the method violence and blood, as well as the eventual, ultimate end. Like a guillotine, a slaughterer obliterates in a blitz attack, leaving no room for resistance, leaving just death in his wake, hence the class namesake.
Creating a Slaughterer
A slaughterer stands in the middle of the fight taking damage to get stronger. When making a slaughterer, consider the question of their sanity in their personality. Are they a rampaging maniac out for blood? Or a low-key murderer who's in more for the kill than the blood? While not always necessary, you can also give your slaughterer a goal at the end of their bloody path. It should be rather unattainable and far-fetched since slaughterers want to drag out the fun as long as possible.
- Quick Build
As a Slaughterer you gain the following class features.
- Hit Points
Weapons: Simple melee weapons, battleaxes, flails, morningstars, warpicks and warhammers
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Survival, Intimidation, Performance, Nature, Animal Handling and Perception.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) battleaxe or (b) morningstar
- light armour
- simple melee weapon
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- Jack's Ripper Ring
|1st||+2||What doesn't kill you...|
|2nd||+2||Scars of war|
|3rd||+2||Slaughterer Profession, Bloody Trait|
|4th||+2||Ability Score Improvement|
|7th||+3||Slaughterer Profession Feature, Carnage|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|13th||+5||Slaughterer Profession Feature, Come at me!|
|16th||+5||Ability Score Improvement|
|18th||+6||Slaughterer Profession Feature, Bloody Trait|
|19th||+6||Ability Score Improvement|
What Doesn't Kill You...
Starting 1st level, you can maim yourself as a small price to hurt others. By expending a bonus action, you can mark one creature that you can see within 5ft. of you. You deal 1d4 force damage to yourself when activating this feature. Marked creatures take Xd4 bonus damage when you successfully deal damage to them, X being the amount of marked creatures within 10ft of the targeted creature, including itself. You can have up to five marks at a time, which you can dismiss at will needing no action on your part. The marks fade automatically if the creature marked becomes unconscious or if they move further than 10 feet from you. You must finish a long rest after using all five marks to use this feature again. The damage die inflicted on yourself and the creature with this feature increases to 1d6 at level 8, a 1d8 at level 12, a 1d10 at level 16 and a d12 at level 20.
Scars of Battle
Starting at the second level, each time you take damage you gain temporary hit points equal to your slaughterer level/4 rounded down by expending your reaction. You do not gain these hit points if you are knocked unconscious or if your hit points drop to 0.
Starting 3rd level, you may choose from one of the Slaughterer Archetypes. You gain features according to the subclass you choose at 3rd, 7th, 13th and 18th levels.
These features activate when you use your What Doesn't Kill You... feature. You can choose one of these traits at 3rd, 9th, 14th and 18th levels.
- Natural Painkiller
Reduce the damage you take using the What Doesn't Kill You... feature by your proficiency bonus for 1d4 turns with no action needed on your part. This feature's effects do not compound with repeated use of the What Doesn't Kill You... feature and only can be used after its previous duration has ended. You may select this feature only once.
- Killing Spree
You can move an extra 5 feet for the next 1d4 turns. You may select this feature multiple times adding an additional 5 extra feet each time it is selected.
After you reduce a target's hit points to 0 that has been marked by the What Doesn't Kill You... feature, all other marked creatures within 10ft of you must succeed a constitution saving throw with a DC of (10 + your strength modifier + your constitution modifier) or they become frightened and flee from you in a straight line using the dash action if available. This condition lasts until their next turn. You may only select this feature once. You may use this feature only once, regaining use after finishing a short or long rest.
- Elemental Slaughter
You have an elemental power of the type of your choice flowing through your veins. You deal that damage type by the amount equal to your Strength modifier in addition to damage rolls you make on successful melee weapon attacks against creatures marked by What Doesn't Kill You.... You may only select this feature once.
- Never Retreat
You cannot be pushed, pulled or shifted after using the What Doesn't Kill You... feature until your next turn. You can select this feature only once.
- Absolute Strength
If you hit the creature marked by the What Doesn't Kill You... feature, the target is pushed by 5ft in a direction of your choice. You can select this feature multiple times adding an additional 5ft. to the distance pushed each time it is selected. If the creature is pushed into an object or creature, it takes damage equal your Strength modifier. If it is pushed into another creature, the creature must succeed a Strength save of DC8 + your Strength modifier or take damage equal to creature thrown.
Ability Score Increase
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.
Starting at 5th level you gain the ability to mock a creature that can hear you within 5 ft. of you. Your own bloodlust and battle frenzy is infectious enough that they don't need to understand you. The creature must succeed a Wisdom saving throw with a DC of 10 + your charisma modifier. Upon failure, the creature has a disadvantage on attack rolls against any target other than you for 2d4 rounds. The enemy can repeat the saving throw each round, ending its effects and becoming immune for the next 24 hours on success. You must finish a short or long rest before you can use this feature again.
The more you fight the more you enjoy the bloodbath, starting at level 6, every time you deal damage to a creature, you add half of that damage to your attack roll during the next round if you attack the same creature. This bonus only affects the first attack made each round.
At 7th level, the pleasure you find in killing becomes so powerful that you gain physical benefit after a kill. When you strike the final blow on a creature, you regain hit points equal to the CR of the creature killed rounded up. You also gain advantage on your first attack roll in your next turn.
At 10th level you gain access to the Wicked Sick fighting stance. While you are in this stance, you get a +4 bonus on all attack rolls and you also deal 1d6 bonus damage all attacks. However, you also get -2 AC and when enemies roll 19 or 20 is considered critical hit against you instead of just 20. You can switch between this stance and your normal stance as an action.
At level 11 you gain the ability Battle Scream. When you use Battle Scream, you gain +2 AC for 1 minute and every hostile creature that can hear you and is within 10 ft. of you must make a constitution saving throw with a DC of 10 + your strength modifier + your constitution modifier. On a failed save they become frightened and flee from you in a straight line using the dash action if available. On a successful save they gain disadvantage on their next attack roll against you. You must finish a long rest before you can use this feature again.
Come at me!
At level 13 you have no more fear of the number of enemies, each creature that hits you after the first each round deals damage reduced by your constitution modifier x the number other creatures that hit you this round. This feature resets at the beginning of each round.
Beginning at 15th level, as an action, you can use Adrenaline. Until your next turn, you will take no damage and you regain hit points equal to 20 + your Constitution modifier + your proficiency bonus. You cannot be healed by any other means until this affect ends. You can use Adrenaline once per long rest.
Beginning at level 17, whenever one of your attacks against a marked creature that has both a head and body kills the creature, it is killed by decapitation. After this occurs, you may sprint up to 20ft. and unleash a Battle scream while you sprint. Any creature within 10ft. of your sprinting path is affected by the Battle Scream. This feature may only triggers once per short or long rest.
At level 20 are able to slip into a Homicidal Rampage. As a bonus action, you may use Homicidal Rampage to attack up to 5 different targets. All attacks made with while using this feature may also trigger the DECAPITATIOOOOOOOON! feature any number of times, ignoring the use restrictions of DECAPITATIOOOOOOOON! and not counting as uses of DECAPITATIOOOOOOOON!. You can use this ability once per long rest.
At level 3 you chose one of the 3 Slaughterer archetypes: Brawler, Champion or The Tower.
You're the down n' dirty type. Blood on your hands is the real deal.
- Bare Hands
A Brawler refuses to use any weapons except for his bare hands. Starting at level 3 his unarmed attack will deal 2d4 bludgeoning damage instead of 1. This damage becomes 2d6 at level 8 and 2d8 at level 15 and 2d10 at level 20. If the Brawler takes the Bloody trait Killing Spree he avoids triggering any attacks of opportunity.
Starting 7th level, the Brawler can attack twice every time he takes an attack action in his turn. This feature increases to a 3rd attack at level 13 and a fourth attack at level 18.
- Prey Hopping
Starting 13th level when Brawlers kills a creature they can expend their bonus action to instantly jump to the next hostile creature within 20ft of them. this feature does not trigger attacks of opportunity.
- Blunt Force Trauma
Starting 18th level, The Brawler hits it's target in a vital point knocking it unconscious, prone, in addition to normal damage inflicted. The creature can make a Constitution saving throw with a DC of (10 + your strength modifier + you proficiency bonus) at the beginning of each of its turns to regain consciousness. You must finish a short rest before you can use this feature again.
You're a buster of the big guns and weapons.
- Bigger is Better
Champions follow one simple rule: big is better. Starting 3rd level Champions gains proficiency in greataxes, mauls, and greatswords.
- at the 5th, 11th, and 19th level you gain a permanent bonus of +2 AC.
- Double Edge
Starting 7th level Champions can make a melee attack at a creature, dealing 3d12 slashing damage on success. Any creature within 5ft of the target, including the Slaughterer Champion, is inflicted with half the damage dealt due to the pure force behind it. You must finish a short rest before you can use this feature again.
- Ready Charged
Starting 13th level, Champion can use a dash as a weapon. The Champion, by expending the dash action, runs in a straight line. If a hostile creature is on this line, the Champion deals the creature and himself 2d10 bludgeoning damage. The creature is then forcefully pushed along with the dash until the maximum movement is expended. If there's a wall or another creature in line, the Champion and all the rammed creatures are dealt an extra 1d10 damage and the dash action ends immediately.
- Home Run
Starting 18th level The Champion can expend an action to a target and strike a creature in melee range with immense strength, dealing 4d12 bludgeoning damage and pushing it 30ft backwards. If the creature encounters something (or someone) while he's pushed, all units involved in the impact take 1d10 bludgeoning damage. You must finish a short rest before you can use this feature again.
You're a tanker type. You take damage easy and readily.
The Tower stands in the middle of the fight, nothing will move him. No one will bother him, unless he wants to get crushed. Starting 3rd level the tower gains proficiency in medium armor shields.
- Never Retreat
Starting 7th level, the tower cannot be pushed, pulled or shifted for all the duration of the fight by hostile creatures within 5ft. Any hostile creatures within 5 feet of him also have their movement speeds halved and are unable to take the dash action.
Starting 14th level The Tower gains a bonus +1 to AC everytime the Come at me! feature activates. The AC is reset at the beginning of your next turn.
Starting 18th level The earth rumbles and shakes under the weight of The Tower. By expending an action, your immense mass shakes the terrain to deal 3d10 bludgeoning damage to every creature in an area centered around you of 15 by 15 feet. This affected area is considered difficult terrain for 2D6 turns. You must finish a short rest before you can use this feature again.