Spectral Slayer (5e Class)

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Spectral Slayer[edit]

The out of the grey Slayer[edit]

They hide in the middle of society not making any form of ripple to the timeline, They to understand the neutral area in between Law and Crime alike. The decisions they make are theirs and theirs alone and are never influenced by anything or anyone. The faint grey line that you can see but never remember I present the Spectral Slayer.

Creating a Spectral Slayer[edit]

Quick Build

You can make a Slayer quickly by following these suggestions, First pick Strength or Dexterity to be your highest ability score, followed by Charisma. Secondly, choose a strong neutral background something that wouldn’t effect greatly to everyday life.

Class Features

As a Spectral Slayer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Spectral Slayer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spectral Slayer level after 1st

Proficiencies

Armor: Light Armor, Medium armor
Weapons: Bladed weapons
Tools: One tool proficiency
Saving Throws: Strength or Dexterity and Charisma
Skills: Persuasion and Intimidation and choose three from Acrobatics, Athletics, Investigation, Religion, Perception and Stealth

Equipment

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

Table: The Spectral Slayer

Level Proficiency
Bonus
Features Bound Points
1st +2 Summon Blades, Duel Wield, Bound Points 1
2nd +2 Elemental Switch 1
3rd +2 Slayer Path, Spectral Charisma 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 Path feature, Blade Upgrade 3
7th +3 Ambience Effect 4
8th +3 Ability Score Improvement 4
9th +4 Sword Stance 5
10th +4 Path feature 5
11th +4 Extra Attack (2), Summon Blades (2) 6
12th +4 Ability Score Improvement, Blade Upgrade (2) 6
13th +5 Ambience Effect (2) 7
14th +5 Embrace The Grey 7
15th +5 Path feature 8
16th +5 Ability Score Improvement, Dedication 8
17th +6 Sword Stance (2) 9
18th +6 Path feature, Blade Upgrade (3) 9
19th +6 Ability Score Improvement 10
20th +6 Bound no More 10

Bound Points[edit]

At 1st level you unlock a way of using your Spectral Slayer abilities learned through the class, observe the chart above to see how many points you earn each level, points can be refreshed after a short or long rest

Summon Blades[edit]

Starting at the 1st level you learn how to conjure 2 swords into your grasp, they will also bear the power of either light or darkness; you can choose when summoning. It can be either radiant or necrotic, or even one of each. They are considered Radiant or Necrotic damage as bonus elemental damage of that type. They can be summoned equal to your Intelligence modifier or 2, whichever is higher, times per long rest. Uses are refreshed after a long rest. The damage these weapons cause are 1d10 per weapon and, your main-hand sword deals an extra 1d6 damage of chosen type. At 11th level you are able to instantly use your Summon Blades without taking an action and with no cost, and on top of that your blades now deal Magical damage rather than mundane damage.

Duel Wield Feat[edit]

At the 1st level you learn the duel wield feat. You are able to attack with both weapons at the same time in a single attack turn, the off-hand weapon does not take modifiers into damage rolls and you need to roll att. Die for each swing of your swords.

Elemental Switch[edit]

At the 2nd level you Master the art of being able to switch any of your weapons between elements, you can switch both in the same action, this requires a bound point to be used.

Slayer Path[edit]

At 3rd level, you may choose an Path to start learning be it the strength ways of the Heavy Butchery or the nimble dexterity based abilities of the Agile Slasher. You gain additional abilities for both at levels 6, 10, 15 and 18.

Spectral Charisma[edit]

At the 3rd level, conjured blades can now be used to sway conversation. If radiant weapons are equipped you gain proficiency in Persuasion if you are already proficient double the effect, if necrotic weapons are equipped you gain proficiency in Intimidation if you are already proficient double the effect. This feature costs 1bound point.

Ability Score Improvement[edit]

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. Alternatively you can pick a feat.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. this can be unlocked into a 3rd attack on the 11th level

Blade Upgrade[edit]

Beginning at the 6th level your blades become more powerful as the conjuring ability inside you grows stronger. You now deal 2d8 Slashing, and 1d8 of the bonus elemental damage you choose per sword. At the 12th Level you deal 2d12 Slashing, and 2d6 of the bonus elemental damage you choose per sword. And lastly at level 18th you deal 4d8 Slashing, and 3d6 of the bonus damage you choose per sword.

Ambience Effect[edit]

Starting at the 7th level, you are able to buff yourself and close by allies. Within 10ft of the Slayer the effects of the swords rub of. For each Radiant weapon you wield the slayer and allies gain a +1 to AC. And for each Necrotic weapon the slayer and allies gain a +2 to damage rolls. This buff lasts for 3 rounds and costs 1 bound point, the effect also ends if the slayer has fallen or has unequipped his bound swords

Sword Stance[edit]

Starting at the 9th level, you start to change the way that you stand during combat with your blades. You can now choose between 2 stances aggressive and defensive. Whilst aggressive you loose 2AC but gain a +3 to all damage rolls, whilst defensive you gain 2AC but take -3 damage at the end of damage rolls. This ability costs 1 bound point and cannot be changed for 3 rounds. At the 17th level your effects from the stance double and the stance can be changed at any time before the slayer makes an attack action. Sword stance will still cost 1 bound point per use.

Ambience Effect Boost[edit]

When you reach 13th level, you can choose one of the following upgrades to your Ambience Effect:-

Ambient Blast – Increase the Radius by 10ft
Concentrated Ambience – Increase the AC by 1 and +2 to damage rolls

Embrace the Grey[edit]

At the 14th level, You learn effectiveness between good and evil and gain the following ability, Radiant weapons are effective against evil aligned targets and Necrotic weapons are effective against good aligned targets.

Dedication[edit]

At the 16th level, every time an attack misses the dice needed to score a critical is reduced by 1. This is up to a maximum of a 15+ roll on a hit d20 die. When a critical finally lands the roll value needed is put back up to 20, also critical hits now deal 2.5x damage rounded up rather than 2 times the amount. This feature automatically drains 1bound point and if no points remain this feature cannot be used.

Bound no More[edit]

At the 20th level, Depending on the path you chose to follow you get a boost in ability scores. For heavy butchery you gain a +4 to Strength and now has a maximum value of 24. For agile slasher increase the Dexterity score by 4 and also has a maximum value of 24. The duel wield feat is improved you now treat the off-hand weapon like its your main hand, you gain all modifiers and proficiencies with the off-hand weapon.

Heavy Butchery[edit]

Ground Burst

Starting at 3rd level, both swords are pierced into the ground and have a reach of 20ft before ripping out of the ground underneath your target. Roll attack die as normal and deal an additional 2d6 on top of your current damage of your conjured blades. This attack can be used ½ Strength modifier rounded up times per long rest, after this it costs 2 bound points.

Rippled Blast

Starting at 6th level, you combine the 2 swords to create a single 2 handed sword that you then swing in a horizontal motion. You deal standard damage of your combined swords but deal damage to all targets in a cone shape 15ft from you. A hit roll will be needed for each target, this uses ½ Strength modifier rounded up times per long rest. After this it cost 2 bound points

Withdraw

Starting at 10th level, if no attack action has been taken you can choose to form a shielding stance behind your conjured blades. You gain a +2 to AC and take half incoming damage from attacks until the slayers next turn this can be used ½ Strength modifier rounded up times per long rest. After this it costs 2 bound points.

Inner Strength

Starting at 15th level, you can sacrifice a whole turn this includes all movements, actions and attacks, you crouch down and start to meditate doing this until your next turn, if you also receive no damage until your next turn you successfully restore half your spent bound points and strength modifier uses from previous abilities. Successful or not this feature can only be used once per long rest.

Butcher Mastery

Starting at 18th level your ability with these abilities become legendary. With these abilities you gain a +2 to hit and damages rolls. And moves now cost 1 bound point.

Agile Slasher[edit]

Whirlwind Slash

Starting at 3rd level, you spin quickly to create a vortex around you causing half your damage rounded up to all targets within a 10ft radius a hit die must be rolled for each target hit. As an added effect make a 1d20 roll for each 10+ made push opponents back 10ft and to prone. This move can be used ½ Dexterity modifier rounded up times per long rest, after this it costs 2 bound points

Dropping Strike

Starting at 6th level, if you are above a target that has not yet noticed you, you are able to drop down and sink your blades into your foe up to (Slayer level x 5)ft below from where you jump. If you hit the opponent you deal standard bound weapon damage and also a guaranteed critical. But if you miss the target roll the damage that would have been dealt and deal half rounded up as fall damage. This move can be used ½ Dexterity modifier rounded up times per long rest, after this it costs 2 bound points

Phase Shift

Starting at 10th level, your speed increases to a blink of an eye. You are now able to phase through a target and appear behind them before they know what’s hit them. If more opponents are in this single line up to a range of 30ft you can roll additional hit die for each target. Dealing standard bound weapon damage to each. This must end on a space that is not occupied by anyone else otherwise it cannot be used, This move can be used ½ Dexterity modifier rounded up times per long rest, after this it costs 2 bound points

Agile Vibration

Starting at 15th level, , you can sacrifice a whole turn this includes all movements, actions and attacks, you sit down and start to heavily vibrate in a meditative state and continue to do so until your next turn, if you also receive no damage until your next turn you successfully restore half your spent bound points and Dexterity modifier uses from previous abilities. Successful or not this feature can only be used once per long rest.

Legendary Slasher

Starting at 18th level your ability with these abilities become legendary. With these abilities you gain a +2 to hit and damages rolls. And moves now cost 1 bound point.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Spectral Slayer class, you must meet these prerequisites: 13 on Dexterity or Strength.

Proficiencies. When you multiclass into the Spectral Slayer class, you gain the following proficiencies: Bladed swords and two skill from class features


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