Slayer (5e Class)
From D&D Wiki
- 1 Slayer
- 1.1 That Which Despises Beasts Created a Monster
- 1.2 Creating a Slayer
- 1.3 Class Features
- 1.4 Bloodlust
- 1.5 Mind of War
- 1.6 Oath of the Slayer
- 1.7 Multiclassing
There is a story... a story of a hateful hunter. He roams the woods looking for werewolves, werecats, magical birds and rare beasts in general. Even travelers are not safe. A Yuan-ti pureblood walked in the other day and was never heard from again. People whisper about his bones being fished out of the stream a few days later ... The people are scared. Think about it. All the anthrolupes and kobolds are talking. It's amazing how one entity would wipe out all the creatures in this area...
That Which Despises Beasts Created a Monster
|Nothing else matters, but the deaths of my prey. Artist Source|
A slayer class is one who strides onward in life like a soldier. They are obsessed with the sole focus of hunting down and exterminating the more exotic type of creatures in this world. A slayer often holds much hate in their heart for beasts and such due to a certain event in their past. When a slayer has their eyes set on a target, it is nigh impossible to deter them and their bloodlust, developed from their bottomless hatred that has consumed them and their sense of morality. If entering a town of creatures that are foreign and exotic to a slayer, one can bet their last gold the slayer will plot to murder each and every one of them in the most cold-blooded fashion ever.
Slayers earned their title from humans, though humans can be slayers themselves. The name comes from the majority of nonhuman creatures who took on the hateful mantle of the slaying. Humans then become but another target and the nature of slayers is not to be merciful. More twisted hearts tend to walk this path, hunting and killing out of pure hate and desire to spill blood. They consider themselves artful hunters, marking their prey and enjoying the chase and kill. As such, they can be seen to be barbaric, but their kills sometimes are just too cold-blooded to be dealt out of a hot head.
Creating a Slayer
Don't rush into it, as it is a meticulous process...
In order to create a Slayer, you can first consider what stoked this hatred in their hearts. What encounter with foreign creatures put them down this path of hate and blood? Or do they naturally feel inclined to want to chase and feel the thrill of the ultimate kill? Then consider if your character will be a close combat fighter or ranged, as that can determine the personality and subclass for later. Are they a mad brawling tank of brutality, or a cold tactician, or an obsessed hunter in general?
- Quick Build
You can make a Slayer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom and then Strength or Dexterity. This is because slayers start out relatively weak and so must grow slowly. Second, choose the Criminal background.
As a Slayer you gain the following class features.
- Hit Points
Armor: Light and medium armor
Weapons: All martial and simple weapons
Tools: One artisan's tool of your choice
Saving Throws: Strength and Dexterity
Skills: Choose 4 from the following: Athletics, Acrobatics, Animal Handling, Intimidation, Perception, Survival, Nature, Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) chain shirt or (c) chain mail
- (a) Any Martial Weapon or (b) Any Martial Ranged Weapon and 30 Ammunition
- (a) shortbow and a quiver with arrows (20) or (b) 2 Simple Weapons of your choice
- (a) Dungeoneer's Pack or (b) Explorer's Pack
|Cantrips Known||Features||—Spell Slots per Spell Level—|
|3rd||+2||2||Spellcasting Ability, Slayer Specialization||2||—||—||—|
|4th||+2||2||Ability Score Improvement||3||—||—||—|
|6th||+3||3||Slayer Specialization Feature||3||—||—||—|
|8th||+3||3||Ability Score Improvement||4||2||—||—|
|9th||+4||4||Wisdom of the Hunter||4||2||—||—|
|11th||+4||4||Slayer Specialization Feature||4||3||—||—|
|12th||+4||4||Ability Score Improvement||4||3||—||—|
|15th||+5||5||Slayer Specialization Feature||4||3||2||—|
|16th||+5||5||Ability Score Improvement||4||3||3||—|
|17th||+6||5||Master Combat Magician||4||3||3||—|
|18th||+6||5||Slayer Specialization Feature||4||3||3||—|
|19th||+6||5||Ability Score Improvement||4||3||3||1|
|20th||+6||5||Slayer Specialization Feature||4||3||3||1|
The slayer is relentless and does not let any prey out of his sight, for he is the master of the hunt. To prove this, he marks his prey with a special insignia of his design. Starting 1st level, You can designate a creature you can see with your slayer mark by expending a bonus action. The mark lasts until you re-cast it, or until the creature dies. You have advantage in Perception checks to detect the marked creature. You may use this feature once, regaining use upon finishing a long or short rest.
Starting 2nd Level, the Slayer obtains the ability to create a bond with a specific weapon in their possession, their accomplice in grisly murder. The Slayer must meditate while touching the weapon for 1 hour. At the end of that period, the Slayer cuts open his dominant hand and bleeds onto the weapon. The blood is absorbed and the bond is sealed and created. With the bond sealed, the Slayer may summon the bonded weapon to his hand as a bonus action as long as it is within 30 feet of the slayer. The slayer is limited to one bonded weapon at a time. If the slayer designates a new weapon to be the recipient of a bond, the old weapon loses its bonded property.
At 3rd Level, the Slayer is able to control magic through his hatred. The Slayer knows the same amount of spells as he has slots for (e.g. 4 1st Level slots = 4 1st Level spells known). The number of cantrips known is equal to the number listed on the slayer table. You may choose cantrips from the Wizard spell list and Level 1 and above spells from the Ranger and Wizard spell list. Slayers use Wisdom for their ranger and wizard spells and whenever a spell refers to your spellcasting ability, you will use your Wisdom ability and you also use Wisdom when setting your spell save DC.
At 3rd level, you must start deciding your path as a true and growing slayer. Choose from one of the slayer Subclasses. You gain features of the subclass at 3rd, 7th, 11th, 15th, 18th and 20th levels.
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.
Your weapon is practically a part of you now. Beginning at 5th level, you cannot be disarmed of your Bonded Weapon so long as you are conscious or not incapacitated. You may now summon your bonded weapon from up to 60 feet away with a bonus action. You can also expend a bonus action to get a somewhat definite sense of where your weapon may be.
Wisdom of the Hunter
Slayers have to beware of the craftier beasts they hunt in this world. Those that can speak will many times lie out of fear for the fearsome slayers. Beginning at 9th Level, you gain proficiency in the Insight skill. You may double this proficiency when using the skill on a creature marked with your Slayer Mark
Starting at 10th Level, your body has become used to the constant use of magical spells and such. Therefore, you cannot be charmed by the means of any spell 4th level or lower. You may gain advantage on a saving throw for any spell. You may use the feature once, regaining use after completing a long rest.
Starting at 14th Level, you have become adept at switching between casting spells and fighting with your weapons in small intervals of time. Whenever you cast a spell 1st level or higher, you may make an attack with your Bonded Weapon as a bonus action directly after the spell is finished casting.
The thrill of a hit brings you ever closer to the kill of your prey. Your presence advances with their doom. Starting at 15th Level, if you hit a target marked with your Slayer Mark with a ranged magical attack you may appear up to 30ft into an unoccupied space closer to the target from your position, needing no action on your part. You may use this feature once, regaining use upon finishing a short or long rest.
Master Combat Magician
At 17th Level, you have become a master of magic in combat. By using a bonus action, you are able to imbue any spell, that is able to target something and that you have in your repertoire, into your Bonded Weapon. If your Bonded Weapon is melee, the spell imbued will activate regardless of casting time on a successful attack roll. If the Bonded Weapon is a ranged weapon, the spell is imbued into the weapon itself and then transferred into the ammunition that you fire from it. If the melee or ranged attack hits, then the spell automatically hits as well. If you miss with a ranged weapon, the spell still counts as cast and activates wherever the weapon/ammunition made contact. Using a spell in this manner still takes an action and a spell slot to cast. The imbued weapon is no longer imbued after the spell is cast. Area of effect spells will activate normally and will be directed in the direction the attack went.
|Undead Slayer Ranger, made by Wrathofzombie.|
You live for the flow of blood from your enemies. You become empowered for every time you kill an enemy or an enemy hurts you.
You mark those who dare to strike you, saving them for later destruction. Starting 6th Level, whenever an enemy successfully hits you, you may put an extra Slayer Mark on that enemy by using a reaction. You may use this feature reaction three times, regaining use by completing a long rest.
Starting at 11th Level, you have learned to fight in almost any circumstance and against any amount of enemies. Your intense hatred mixed with the blood frenzy fuels you. Whenever you successfully reduce an enemy's hit points to 0, you gain temporary hit points equal to your Strength Modifier + your Slayer Level. These hit points last until the end of your next long rest.
- Extra Attack
Attack faster, stronger, before your prey can even react. That's your style. Starting 15th level, you can Attack twice, instead of once, whenever you take the attack action on Your Turn.
- Bloody Combo
Starting 18th level, your bloodlust fuels your drive to kill and further empowers you. You receive +1 bonus to your attack roll for every 2 enemies marked with your Slayer Mark dropped to 0 hit points in one turn. This bonus lasts until your next turn.
At 20th Level, your bloodlust is insatiable. When you roll a critical hit on a creature marked with your Slayer Mark, your Bonded Weapon causes bleeding damage: 3d6 bleeding damage at the start of the enemy's turn. This damage continues each at the beginning of the targets turn until that specific injury is staunched via restoring at least half the damage done by the attack, or by succeeding a Medicine check against your Slayer DC. This feature does not affect creatures that do not bleed.
Mind of War
You have become the type of fighter to examine the battlefield before you fight and find the best possible position and strategy for taking down your enemy.
- Sharp Eye
Your marked prey are helpless to hide from you. Starting 3rd Level, any creature marked with your Slayer Mark cannot benefit from obscurement or cover against attacks made by you.
- Hunter's Feast
You turn your hunts on multiple creatures into a banquet of blood. By marking them, they can run, but they can't hide. Starting 6th level, you may mark up to five creatures within 60 feet of you that you can see with your Slayer Mark with an action instead of one. You may use this feature equal times to your Wisdom modifier.
Starting at 11th Level, your choice of tactics help you corner prey in a fashion you desire. Choose 1 of the following features:
- Close Combat: When adjacent to 2 or more enemies marked with your Slayer Mark, you may make attacks against each of them. Make a single attack roll and compare the result to each target's AC, and you make a single damage roll for all creatures you hit with the attack. This counts as a single attack against all of them. This feature can only be used once per turn.
- On to the Next One: After making a ranged attack, if there is another enemy within 5 feet of your previous target that has a Slayer Mark on them, you may make another attack on the new target with the same attack action taken. This feature can only be used once per turn.
- Scan Eye
Starting at 15th Level, your ability to survey and assess a situation has grown, thus enhancing those around you who aid you in a hunt. All allies within 100 feet of you gain a bonus to each of their attack rolls equal to the amount of hostile creatures marked with your Slayer Mark until their next turn. You may use this feature equal times to your Wisdom modifier.
Your prey's abilities are diminished before you. Starting 18th level, when a creature marked with your Slayer Mark successfully attacks you, you may expend your reaction to halve the damage you receive. In addition, the creature must now succeed a Constitution saving throw against a DC of 8 + your Constitution + your proficiency bonus, or become frightened. You may use this feature equal times your Constitution modifier.
Starting at 20th Level, you have become a dealer of death to creatures everywhere. The halls of the dead piked with the heads of your kills and trophies whisper your name in fear. No beast can escape your calculated attacks. Once per turn, if you miss an attack with your Bonded Weapon against a target marked with your Slayer Mark, you may re-roll the attack. If you are using a ranged weapon that consumes ammunition, you do not use any extra ammunition when you re-roll. You may use this feature equal times your Dexterity modifier.
Oath of the Slayer
Those that are marked will die. Whether it be through raw force or impressive dueling prowess, you will not be stopped. You will not lose their trail.
- Savage Hunter
They can't escape you no matter what. The mark is an oath, a testament to your slayer ability to find and kill whatever you have marked your prey. Starting 6th Level, when a creature is marked by your Slayer Mark, you are able to now sense their presence at a range of 100 feet, with the precision of knowing its exact location, how wounded it is, and also what its intentions are. At any range past 100 feet, you just perceive the vague direction of the mark and nothing else.
Starting at 11th Level, killing a marked target spurs you further. After killing a creature marked with your Slayer Mark, your bonded weapon lands critical hits for the next 1 minute if you roll a 19-20. If you get a kill within the remaining duration from the last kill, the time just resets to 1 minute again.
- Double Tap
Your mark on your prey allows you to attack it further since it is your target. Starting 15th level, when you make a successful attack against a creature marked with your Slayer Mark, you may make an extra attack against the same creature, attacking twice on the same attack action taken. You may only use this feature once on the same turn.
What you have marked, you promise a death to. You will hunt your prey like the hunter you are and they will be powerless before your might. Starting 18th level, when you make an attack with your Bonded Weapon on a creature marked with your Slayer Mark, you may add your Strength modifier and proficiency bonus to the damage calculation.
At 20th Level, you become unparalleled in finishing off your marked enemies with a brutal critical. When you land a critical hit on a creature marked by your Slayer Mark, your damage roll adds twice the maximum of your damage roll instead of just one maximum.
Prerequisites. To qualify for multiclassing into the slayer class, you must meet these prerequisites: 15 Dexterity and 13 Wisdom or 13 Strength and 15 Wisdom. Must also have killed at least 5 creatures with a single weapon and kept trophies of the kills.