Slayer Mage (5e Class)
From D&D Wiki
- 1 Creating a Slayer Mage
- 2 Class Features
- 2.1 Table: The Slayer Mage
- 2.2 Ability Score Increase
- 2.3 Unarmed Defense
- 2.4 Unarmed Strike
- 2.5 Spellcasting
- 2.6 Spell Slots
- 2.7 Spellcasting Ability
- 2.8 Spell List
- 2.9 Elemental Strike
- 2.10 Slayer Discipline
- 2.11 Extra Attack
- 2.12 Slayer Agility
- 2.13 Slayer Roar
- 2.14 Slayer Summonings
- 2.15 Slayer Beserker
- 2.16 Elemental Resistance
- 2.17 Slayer Power Up
- 2.18 Slayer Body
- 2.19 Slayer Magi
- 3 Slayer Disciplines
Creating a Slayer Mage
- Quick Build
You can make a Slayer Mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Strength. Second, choose the Folk Hero background. Third, choose Unarmed.
As a Slayer Mage you gain the following class features.
- Hit Points
Armor: light armor.
Weapons: Simple Weapons, Unarmed, and Martial weapons
Saving Throws: Constitution, Charisma
Skills: choose two from Athletics, Intimidation, Perception, Persuasion, Arcana, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Simple Weapon or (b) Martial Weapon
- (a) Martial Weapon or (b) Unarmed
- If you are using starting wealth, you have 1d4 X 10 in funds.
|Features||Cantrips Known||Spells Known||Spell Slots 1st Level||2nd Level||3rd level|
|1st||+2||Unarmed Defense, Unarmed Strike||-||-||-||-||-|
|3rd||+2||Elemental Strike 2d6, Slayer Discipline||2||3||2||-||-|
|4th||+2||Ability Score Improvement||3||4||3||-||-|
|8th||+3||Ability Score Improvement||4||6||5||2||-|
|12th||+4||Ability Score Improvement||6||8||6||4||2|
|13th||+5||Slayer Power Up||6||8||6||4||2|
|16th||+5||Ability Score Improvement||7||9||7||5||3|
|19th||+6||Ability Score Improvement||8||10||8||6||4|
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.
Beginning at 1st level, while you are wearing no armor and not wielding a shield or weapon, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Starting at level 1 you are able to use unarmed strikes in place of weapons. In addition you may role a 1d6 for damage instead of the normal unarmed damage.
At 2nd level, you gain the ability to cast spells and cantrips You know a number of spells based on your Slayer Mage level, and when you level up you can exchange a known spell for a spell you are able to cast.
The Slayer Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Slayer Mage spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Charisma is your spellcasting ability for your Slayer Mage spells. 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 Slayer Mage 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
A Slayer Mage can only learn spells from the Sorcerer's Spell List. Additionally, he may change the elemental damage from one spell to that of his chosen element.
At level 3 you are able to add elemental damage. Choose an element from the list below. Add 2d6 of the chosen element to your melee attacks. Damage increases to 3d6 at level 9 and 4d6 at level 15
At level 3 you get to pick your Slayer Discipline. You can either pick the Dragon Slayer, Demon Slayer, or God Slayer. Your Elemental Strike deals double damage to dragons, demons, and celestials based on your chosen Slayer Discipline
At level 5 you get to attack twice on your turn, and at level 10 you get to attack three times on your turn.
At level 6 your agileness has reached new heights. Your Strength and Dexterity scores are both increased by one. You can also have advantage in any one Strength or Dexterity based checks and saving throws. You must take a long rest before using this feature again.
At level 7 you are able to use an attack similar to a dragons breath attack. You deal 6d8 of your chosen elemental strike damage + charisma modifier + plus proficiency bonus, that hits a 60ft cone. Every creature in its blast radius must succeed a dex save throw, in which a successful save halves the damage. after which you can not use it again until after a long rest. You must take a long rest before using this feature again. At level 11, its range increases up to a 90ft cone, and at level 14 you gain an additional use of Slayer Roar before you need a long rest. This attack ignores half and three-quarter covers.
At level 9, you have the ability to summon a creature that was lured in by you, based on your chosen Slayer Discipline. The creatures that you can summon are either a Fey Dragon Wyrmling, a Doom Demon or a Guardian Aspect. These creatures are mostly spiritual, allowing them to stay in a spiritual plane, until you call for them. The creatures follow you because of your energy that resembles their masters which you have slain. You are able to summon the creature at any moment as many times as long as you have Summoning Points, which are equal to your proficiency bonus + your charisma modifier. You summon them using 1 point and using an action. If they die, you can use an action to revive using 1 point, and resummon them with anothet point. If they have died, they will be revived in a day by feeding of your energy resulting in you gaining one level of exhaustion after 1 minute of their defeat. Resulting in their complete revival. These creatures are independent, but will listen to your commands above all else. You can command them to do simple task, as well as fighting in your place. They will stay by your side until you use an action to dismiss them. You regain all uses of this skill after a long rest. These creatures also have the ability to use Elemental Strike just as well as you.
At level 10 your reputation of reckless power proceeds you, using a reaction and one 1st level spell slot, you can enter a beserk state where power emanates from your very being. During this time, you add your half of your intimidation skill modifier (rounded up) to the your Attack, and Damage rolls for 5 minutes. While in this state, you take a -3 penalty to your AC and any Intelligence rolls. Additionally, you may make any one intimidation rolls and you will get an automatic 18 plus your Charisma(intimidation) modifier. You must take a long rest after using these abilities before using them again. You can use these abilities twice at level 16
At level 11, you gain the ability to absorb your element. Whenever you decide to absorb your element, you make a Constitution save, the DC is 10, and completely absorb the your element and no damage on a successful save, but take damage, if it has a damage die, (if it doesn't, the DM will decide the damage die) on a failed one. After you succeeded in the save absorbed your element, it will be equilavent to taking a short rest (does not stack to becoming a long rest), the damage of your elemental strike also increases, making the power of one attack adding an additional 2d6 element damage. You must take a long rest before using this ability again. You cannot absorb the element that you created yourself.
Slayer Power Up
At level 13 your training has become so intense you may add one out of 3 points to 3 ability scores of your choice or you can increase one ability score of your choice by 3. Additionally the maximum allowed points for your abilities is increased by one.
At level 17 you begin to age similar to your Chosen Slayer Discipline. For every ten years you only age one year. You also no longer need to eat, sleep, and drink though. You have advantage on the saving throw to absorb your element with Elemental Resistance adding 3d6 damage to one of your melee attacks after you absorbed the element.
At level 20 you reached the pinnacle of Slayer Magic. Your Slayer Roar does 12d8 damage and can be used 3 times before needing a long rest. You gain immunity to your element, and Elemental Resistance activates automatically. Lastly you effectively stop aging and cannot die by growing old. Your race changes to Dragon, Demon, or Celestial in addition to your other race. (i.e. Human, Elf, Dwarf, etc.).
The Dragon Slayer has learned the Magic of dragons to defeat dragons.
Gain Draconic as a language when you pick this subclass.
At Levels 3, choose one of the following:
Dragons Talon – the Dragon Slayer using this unarmed strike deals 2d4 damage plus his elemental damage plus strength modifier when fighting unarmed.
Dragons Scale – the Dragon Slayer gains +2 to their AC in the form of small scales.
Dragon Stamina – Your Endurance becomes so great that you can keep going under the harshest of conditions. Double your proficiency bonus for all constitution rolls.
These features don't affect the visual of your physical form.
At level 6 you receive the the ability to control the powers of a Dragon's Rage. Using a bonus action, you may harness the power to activate Dragon Rage (simliar to Barbarians Rage), to further increase your brute strength for 1 minute. If you are adding your element to your attack or using the Slayers Roar, you may double the damage from that attack. You also gain resistance to slashing, bludgeoning, and piercing damage. You may use this ability twice before needing a short rest. At level 15, you may use this ability three times before needing a short rest.
In addition you may pick a second selection from the level 3 choices.
At level 14 the dragon magic is saturating your being. You gain immunity to sleep affects, paralyzing affects, charm affects. You are able to sprout dragon wings for 1 hour a day, gain proficiency in flight, and have a flight speed of 60ft. Using an bonus action, you may also turn your hands into claws adding an additional 3d4 slashing damage to your unarmed attacks. Additionally, your maximum allowed strength score limit is increased by one. You also increase your strength scorr by one, and you may choose another selection from the level 3 choices
Dragon King/Queen Mode
At level 17 your body flows with the power of the mightiest of Dragons. You gain access to the Dragon King/Queen ability. When using Dragon’s Talon you may double the damage for that strike. Additionally, no creature can willingly move towards you. At the start of your turn, your crushing presence makes any creature within 30ft of you takes 20 force damage and falls prone. Flying creatures takes 20 force damage and is pushed back 20ft. This lasts 1d4 plus your charisma modifier rounds. You may only use this ability again after a long rest.
The Demon Slayer has learned the Magic of demons to defeat demons.
You learn abyssal as a language when you pick this subclass.
At level 3 can conjure Demon Blades, by using a bonus action, you may shape a blade type weapon of your choice that you are proficient with made of your chosen element. Damage is equal to that of the chosen weapon +2d6 damage of the chosen weapon. The has the finesse, and thrown (range 20/60) properties Damage is doubled when using this ability against demons. This ability last for 1 hour for each use, and the weapon disappears after the time limit. The weapon also disappears at the end of your turn, if you were to let go of that weapon. At the start of your next turn, you may use a reaction to make the weapon reappear in your hand. You may use this ability twice before needing a short rest. At level 15, you may use this ability three times before needing a short rest.
At level 6 the player may use Demons Blast. The user creates an outward blast of their chosen element up to a 50ft diameter centered on the slayer. Those caught with the blast take your elemental strike damage of the chosen element and 3d10 necrotic damage or half damage on a successful reflex save. This increases by 1d10 at level 9, 14, and 17. Demons and Devils damaged by the blast must make successful wisdom roll or be paralyzed with fear for 1d4 rounds. Difficulty is equal to the Slayer Mages spell dc. A long rest is needed before using this ability again.
At level 14 the demon magic is saturating your being. You gain immunity to fear affects, paralyzing affects, charm affects. You are able to sprout bat like wings for 1 hour a day, gain proficiency in flight, and have a flight speed of 60ft. Large horns develop on you head that does 1d6 bashing and claws that do additional 1d4 slashing damage. Additionally, when you reach this level, you may add 1 to your Str, Dex, and Con.
Demon Lord Mode
At level 17 your body flows with the power of the most Frightful Demons. You gain access to the Demon Lord ability. When in this state, you alone decide wether a creature within 60ft of you succeeds a spell save or not, regardless of their die roll. Additionally, your attacks also deal 5d8 necrotic damage (excluding demon blast) when adding your elemental damage. This lasts for 1d4 plus your charisma modifier rounds. You may only use this ability again after a long rest.
The God Slayer has learned the Magic of gods to defeat gods.
You learn Celestial as a language when you pick this subclass.
God's Black Elememt
At level 3 you gain god's Black Element. Regardless of your element, it is now able to become a black element. It still does the elemental damage, but it can bypass resistance and immunities opponents may have against your element. At level 12, attacks made with elemental strike has the ability to bypass all other basic resistances (bludgeoning, slashing, piercing) that you attacked with using this feature. This ability lasts for 1 hour each use. You may use this ability twice before needing a long rest. At level 15, you may use this ability three times before needing a short rest.
At level 6 god Strike becomes available. You let loose a powerful blast of your chosen Element Strike damage die, 50ft centered on the slayer This attack adds an additional 3d10 radiant damage. An additional 1d10 at levels 9, 14, and 17. Furthermore, Celestials struck by this blast take double damage and must roll vs wisdom or be struck by fear for 1d4 + your wisdom modifier rounds. User requires a long rest before using this ability again.
At level 14 the god magic is saturating your being. You gain immunity to charm and fear affects. You are able to fly at 60’ without wings for 1 hour a day. Additionally, when you reach this level, you may add 1 to your Int, Wis, and Cha. Additionally, may cast Command as a spell like an ability equal to your charisma modifier (minimum of 1). Celestials immediately fail the spell save. You can use all features of this ability after a long rest
Truly god Like
At level 17 your body flows with the power of the most glorious of gods. You gain access to the Truly god Like ability. While in god Like you double your speed and all attacks made using your element deal 5d8 radiant damage when adding your element (excluding God Strike). This lasts 1d4 plus your charisma modifier rounds. You may only use this ability again after a long rest.