The Slayer (5e Class)

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The Slayer[edit]

Here is the mark of The Slayer. A symbol of raw, inhuman power that is written with the blood of hundred of fallen monsters.

Unchained Predator[edit]

The Slayer is a title only given to the few throughout history that chose to walk the path of eternal torment. While many can call themself a warrior or soldier and have died for that honor the slayer is unlike any breed of man born to slaughter and shed the blood of his enemies. It is foretold that amongst the evil the monsters of our world can conjure and all the wickedness mankind can produce only the slayer alone has the strength to rid all of existence of this taint. What leads one to walk the path of a slayer is something no man aside the slayer themself have survived to witness or speak of. Among the hordes of eternal torment and corruption only one man shall rise from the corpses of his fallen comrades and his butchered foes. Designed to only survive the hordes so he may lunge back into the jaws of certain doom and rise, unbroken, drenched in the blood of his foes. There is no rest, no peace, for the slayer. All they know is to rip and tear until it is done.


Creating The Slayer[edit]

When making a Slayer it is crucial to remember that The Slayer is no mere warrior or soldier. It is their duty to destroy the hordes of corruption until there is nothing left. They do not fight because it is the right thing to do or for the sake of some divine's honor. They fight because it is all they can do anymore. All they know and understand after being left for dead in the jaws of death itself only to triumph bloodied and battered is that if the forces of evil they have survived are not eliminated entirely they will only return to continue their consumption of reality as you know it. This does not mean The Slayer is ignorant to the complications of complexities of a situation. However, variables and theories mean nothing to them after seeing with their own eyes what their world will become if their foes are not eliminated.

Quick Build

The quickest way to create The Slayer is to make Strength & Constitution as your highest Ability Scores followed by Dexterity. The Veteran or Solider backgrounds will work best with this class. The three subclasses mostly expand upon abilities given to you in your early levels, so choose based on what ability you would prefer to expand upon for the quickest build.

Path of the Violent expands upon Rip and Tear Until It Is Done. Combat abilities you are given a certain amount of expendable Slayer Dice to use.

Path of the Vengeful expands upon Divinity Machine. Kill creatures and make them take a Slayer Saving Throw, if they fail you absorb part of their soul and you get benefits from it.

Path of the Forsaken expands upon Slayer Physiology. Makes you need less sustenance, less rest, Improves Armor Class and Unarmed Attacks, slowly makes you immortal, & Hit Point increase per level.

Class Features

As a The Slayer you gain the following class features.

Hit Points

Hit Dice: 1d12 per The Slayer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per The Slayer level after 1st

Proficiencies

Armor: All Armor, Shields
Weapons: Simple Weapons, Martial Weapons, & Improvised Weapons.
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose 2 from Acrobatics, Athletics, Insight, Perception, Intimidation, and Survival

Equipment

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

  • (a) Any Simple Weapon or (b) A Great-Sword
  • (a) Any Simple Weapon or (b) A Crossbow and 20 bolts
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • If you are using starting wealth, you have 4d4 x 10gp in funds.

Table: The The Slayer

Level Proficiency
Bonus
Features Slayer Dice
1st +2 Slayer Physiology 1d4
2nd +2 Rip and Tear Until It Is Done 1d4
3rd +2 Divinity Machine, Slayer Path 1d4
4th +2 Ability Score Improvement 1d6
5th +3 Slayer Path feature 1d6
6th +3 Slayer Path feature 1d6
7th +3 The Only Thing They Fear Is You 1d6
8th +3 Ability Score Improvement 1d8
9th +4 Slayer Path feature 1d8
10th +4 1d8
11th +4 Path of the Slayer Feature 1d8
12th +4 Ability Score Improvement 1d10
13th +5 Slayer Path feature 1d10
14th +5 Slayer Path feature 1d10
15th +5 Extra Life 1d10
16th +5 Ability Score Improvement 1d12
17th +6 Slayer Path feature 1d12
18th +6 Slayer Path feature 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Too Angry To Die 1d12
Slayer Saving Throw DC

Certain features will make you or other creatures make a Saving Throw. Your Slayer DC is equal to:

8 + your Strength Modifier + your Proficiency Modifier

Slayer Physiology[edit]

At 1st level, you have put aside your mortal weaknesses in order to pursue your path of bloodshed and slaughter - you gain the following benefits.

  • Your AC is equal to 10 + Dexterity Modifier + Constitution Modifier.
  • You only need to consume half as much food in water, and during a long rest, you only need to sleep four hours, and the rest of the time can be light activity, such as keeping watch or maintaining equipment.
  • For every 100 years, you only age an equivalent of 1 year.
  • Your unarmed attacks instead deal 1d4 + your Strength modifier bludgeoning damage. The damage die increases over time, as shown by the Slayer Dice table.

Rip and Tear Until It Is Done[edit]

At 2nd level, you are able to decimate your foes with your brutal force. You have a pool of dice, called Slayer Dice, equal to either your Strength or Constitution modifier. Your Slayer Die starts out as 1D4, and increases over time, as shown on the Slayer Die table.

You regain 1 Slayer die after a short rest, and all Slayer dice after a long rest

You can expend a Slayer Dice to use one of the following abilities.

Glory Kill

When you reduce a creature to 20 hitpoint or below with a melee attack, you may spend a slayer die and force them to make a Constitution saving throw with a DC equal to your Slayer save. On a failure, they are immediately dropped to 0 hitpoints and die, and you gain temporary hitpoints equal to your Slayer level, which last until you take a short or long rest.

Quick Step

When you move, you may spend a slayer die to gain extra movement equal to your Slayer Die * 5. This movement cannot be split, and if you do not use it when you get it, you lose it.

Blood Punch

When you make an unarmed attack, you may spend a slayer die. On a hit, add an extra die of damage to the damage it deals, and every hostile creature within 10 feet also takes this damage.

Made to Fight

When you are hit by an attack, you may spend a slayer die, and roll it. You regain hitpoints equal to the number rolled + your Constitution modifier.

Bountiful Power

As an action, you may spend one slayer die, and roll it. Add this to either your Strength, Constitution, or Dexterity score for the next minute. This cannot grant you extra slayer die.

Unbroken

As an action while you are suffering from a condition, you can spend a slayer die, and reroll the save which inflicted this condition, adding the slayer die to the result, ending the condition on a save. You can take this action if a condition prevents it, if it isn't unconcious.

Slaughter

When you hit a creature, you may spend a slayer die no more than once, and roll it. Add the result to the damage dealt.

Divinity Machine[edit]

At 3rd level, you can use a reaction to absorb fragments of souls that fall off a creature you kill. When you kill a creature the target takes a Constitution Saving Throw against your Slayer DC. On failure You absorb their soul fragments - if the creature critically fails you absorb their entire soul (the creature cannot be properly resurrected and can only return as an undead, also if a creature returns to life they lose all connection with any higher power since you own their soul). You regain a total amount of HP equal to the damage you dealt on the killing blow. If the creature rolled a critical failure you get double the amount of HP. If the HP you absorbed goes beyond your Max HP the rest will be added to Temporary HP. If you manage to absorb the soul of a creature you killed using a Slayer Dice ability you may add the Slayer Dice you used to the HP gained.

Slayer Path[edit]

At third level, you chose a path. Choose between Path of the Violent, Path of the Vengeful, or Path of the Forsaken. Your choice grants you features at third level and again at 5th level, 6th level, 9th level, 11th level, 13th level, 14th level, 17th level, and 18th level.

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.

The Only Thing They Fear is You[edit]

At 7th level, you are immune to the frightened condition. You can inflict fear onto another creature within 100ft that you can see. The creature takes a Wisdom Saving Throw against your Slayer DC. On failure they flee from you at full speed and are affected for 10 hours. If a creature succeeds it cannot be affected by this skill for 24 hours.

Extra Life[edit]

At 15th level, your rage keeps you from dying. When you are making Death Rolls you can choose to automatically succeed, but you are prone. You can only use this skill after a long rest.

Too Angry To Die[edit]

At 20th level, when you drop to 0 HP or lower you can make a Constitution Saving Throw DC = 20. On failure you will begin taking Death Rolls instead. If you succeed you drop to 1 HP instead. After you have succeeded a Saving Throw for this ability previously you roll with advantage the next time you use this ability until you take a long rest or fail the Saving Throw.

Slayer Paths[edit]

Path of the Violent[edit]

Your will and ability to inflict your fury onto your foes is what kept you alive. In the roughest of situations you rely solely on your innate strength and talent for destruction to decimate anything blocking your path. You were pulled into the chaos and carnage of the horde and managed to turn your foes into carion in the midst of your fury.

Rip and Tear Until It Is Done, Addition

At 3rd level, you gain a new Slayer Dice Ability.

Blood Shed
When you damage a creature that isn’t a construct or elemental, you can spend a slayer die, and roll the result. On their next turn, they take double the result in necrotic damage.
Kill Em' All

At 5th level, your weapons share your eagerness to inflict violence. When you hit a creature, you gain a +1 to damage rolls against them. This stacks every time you hit them, and the bonus ends if you miss them or haven’t hit them in the last minute.

Rust in Peace

At 6th level, your destructive force is not just limited to your foes. When you hit an object with a melee attack, and roll anything below the average value for the damage, they take the average. For example, rolling a 1 on a d6 would count as a 3.

Binge and Purge

At 9th level, when you enter combat you will gain a total of Slayer Dice equal to your Proficiency Modifier. This total can go over your Slayer Dice Maximum. If the Slayer Dice given to you are not used once combat is finished the remaining extra dice will be removed.

Rip and Tear Until It Is Done, Improved

At 11th level, several of your Rip and Tear abilities are greatly improved.

Improved Glory Kill. You may use Glory Kill on creatures with 50 hitpoints or less.
Improved Blood Punch. The range of the force damage increases to a 15ft radius.
Made To Fight. Temporary HP now lasts for 5 minutes.
Quick Step. Speed now lasts for 5 rounds.
Killing Is My Business.. and Business Is Good

At 13th level, you can tear apart and maim creatures with ease. When you use Blood Punch or Blood Shed on a creature, you can force them to make a Constitution save versus your Slayer DC. On a failure, they suffer one of the following conditions.

Part Condition
Eyes blinded
Ears deafened
Limbs poisoned
Slayer's Crucible, Violent Variant

At 14th level, you can create a Crucible, a mighty magic weapon made for cutting through monstrosities in a clean sweep. As a 1 minute ritual, you conjure a crucible within 10 feet of you. It is a two handed melee weapon of your choice, it has a bonus to hit equal to half your Proficiency bonus, and deals an additional 1d10 force damage on a hit. If you preform this ritual while a crucible you made already exists, the previous one disintegrates, and only you gain the bonus to hit/damage.

While holding the crucible, when you reduce a creature with a CR at least above your Proficiency bonus to 0 hitpoints, you gain a temporary slayer die, which lasts until used or you take a short rest. It is one step below your current slayer die.

Maim. Feed. Kill. Repeat.

At 17th level, whenever you kill a creature the allies of the slain creature within a 60 foot radius that can see you take a Wisdom saving throw against your Slayer DC. On failure, they are frightened of you for the next minute.

Berserk

At 18th level, you go into a violent frenzy. All attack rolls have advantage, but all creatures also had advantage attacking you. You take half damage and deal double damage on all melee weapons, ranged weapons, improvised weapons, & unarmed attacks. This ability lasts for 1 minute and can only be performed after a long rest.

Path of the Vengeful[edit]

Your desire to avenge those who were lost and what was taken from you is all that keeps you alive. You are the result of the greed and corruption that has stolen all you held dear. In the ruins of one’s wickedness you were the sole survivor, given nothing but the rage to destroy those who wronged you.

Rip and Tear Until it Is Done, Addition

At 3rd level, you get a new Rip and Tear Until It Is Done ability.

Soul Crusher

For a total of rounds equal to your Slayer Dice roll creatures drop Soul Fragments equal to half the damage you deal to them.

Reinventing the Steel

At 5th level you can use absorbed Soul Fragments to improve your weapon. Your weapon is branded with your mark by letting your weapon absorb 20 Soul Fragments. The weapon glows 5ft bright light, 10ft dim light (color of your choice, must be the same color of your Crucible) and deals magic damage for 1 hour. For every extra 10 Soul Fragments your weapon absords you can either increase the bright & dim light by 5ft or add +1 damage.

Your weapon will passively absord Soul Shards if you choose for your weapon to absorb them instead of you, your weapon can hold a maximum of 100 Soul Fragments. The ability only becomes active at your will as a reaction. You can choose to only activate the mark, expending 20 Soul Fragments, or apply benefit by using any extra Soul Shards.

Slayer's Brand

At 6th level, you can use absorbed Soul Fragments in your weapon to create a Slayer's Brand. The brand burns your mark into a creature within 100ft that you can see. The brand lasts until the target succeeds a Wisdom Saving Throw against your Slayer DC. The target gets a Saving Throw as the Brand is inflicted and a Saving Throw at the start of its turn. Choose one of the following effects for your target: Target has glowing markings on its body (that glow a color of your choice, must be the same color as your Crucible), at the start of its turn it takes 5 force damage.

Target begins attacking one of its allies or itself.

Target either flees or becomes prone and does not move.

Death Magnetic

At 9th level, you can use absorbed Soul Fragments to regain Slayer Dice. When you absorb an entire soul you regain 2 Slayer Dice. You cannot have more Slayer Dice than your maximum.

Divinity Machine, Improved

At 11th level, your Divinity Machine Ability is greatly improved. You can absorb Soul Fragments of creatures your party just recently killed within 10 minutes and within 10ft. When you absord Soul Fragment you can choose to apply one of the benefits listed instead of regaining HP:

Count as a whole ration.

Give the effects of 1 hour of sleep.

Removes an effect of choice that is targeting you (including 1 level of exhaustion).

Gives you a free action. You can wait up to 5 minutes to use this action, but after that it vanishes.

Beyond Hell and Above Heaven

At 13th level, you can use Soul Fragments to cast 1st level Paladin Spells. You are able to cast any 1st level Paladin Spell as a reaction when you absord 10 or more soul shards. For every 10 Soul Fragments you absorb it will count as a spell level.

Example: You absord 30 Soul Shards and use it to cast a paladin spell, you can cast any 1st level paladin spell at level 3.

An entire soul will allow you to cast any Paladin spell up to 5th level or any Paladin spell as a 5th level spell.

Slayer's Crucible, Vengeful Variant

At 14th level, you can create a Crucible, a mighty magic weapon made for cutting through monstrosities in a clean sweep. As a 1 minute ritual, you conjure a crucible within 10 feet of you. It is a two handed melee weapon of your choice, it has a bonus to hit equal to half your Proficiency bonus, and deals an additional 1d10 force damage on a hit. If you preform this ritual while a crucible you made already exists, the previous one disintegrates, and only you gain the bonus to hit/damage.

While holding the crucible, creatures have disadvantage on the saving throw against dropping soul fragments.

Dehumanizer

At 17th level, you can rip the soul out of a living creature you can see within 45ft. The creature takes a Constitution Saving Throw against your Slayer DC. On failure the creature immediately dies and you absorb an entire soul. If a creature succeeds they are immune to the ability for the next 3 days. You can try again on another creature after 1 minute, but once you successfully use the ability it cannot be used again until after a long rest.

Mob Rules

At 18th level, your mark is branded into your flesh, your bone, your very being as you become a vessel for carnage. Your mark appears on any location on your body and glows a color of your choice (must be the same color of your Crucible), this mark can be seen through clothes and armor. This ability lasts for 1 minute and can only be used after a long rest.

All creatures within 100ft that are not aligned to you take a Wisdom Saving Throw against your Slayer DC.

On failure they take an effect of your choosing: fight each other, fight only you, paralyzed, prone, or fleeing. All attacks made against affected creatures automatically succeed. When you kill an effected creature you automatically absorb its entire soul.

On success they are unaffected and immune to this ability and Slayer’s Brand for the next 24 hours.

Path of the Forsaken[edit]

Your will and desire to live, your blatant refusal to give into the torment around you, is what keeps you alive. You were forgotten, left for dead, while the world went on without you as you gave up on your own peace just to survive. You were cast into the blackest pit of evil in order to purge the wickedness with only your wrath as your weapon.

Rip and Tear Until It Is Done, Addition

At 3rd level you get a new Slayer Dice Ability.

Survivor
You gain resistance to a type of damage of your choosing (if you already have resistance you become immune) for a total of rounds equal to Slayer Dice Roll.
Sabbath, Bloody Sabbath

At 5th level, you can use the flesh and bone of your foes to create crude items. The items you make have a chance of splintering. Your fleshy items will splinter when they are introduced to intense force. A critical fail, intentional smashing, or a critical success with a weapon can cause splintering. An item can splinter 3 times before it shatters completely. When an item splinters its properties slightly change. A splintered items deals 1 extra point of piercing damage per how much it has been splintered but also -1 to its effectiveness (attack roll, skill check, or AC bonus).

To make these you need a blade or the appropriate artisan’s tools. You also need materials from a creature of at least small size. It takes an hour to make an item.

You can create: Light Hammers, Clubs, Daggers, Hand axes, Slings, Quarterstaves, Spears, 1D4 Darts, 1D4 Arrows, & Shields.

Sacrament

At 6th level, your body flows with immortal energy that keeps you sustained and empowered. When you are harmed by a type of damage of your choice you instead recover HP equal to the damage rolled. Choose from one of the following damage types, necrotic, radiant, or force.

Resolution

At 9th level, you regain a Slayer Dice every time you are restored to 1 HP after your HP going to 0 or below by any means you recover 1D4 Slayer Dice.

Slayer Physiology, Improved

At 11th level, your body becomes tougher and more resilient. You gain the following benefits:

Your AC is equal to 12 + Dexterity Modifier + Constitution Modifier.

You only need to eat and drink once every week. After that time you begin taking exhaustion.

You only need to sleep one hour a day.

You stop aging.

You gain 2 Max HP per level.

Untouchable

At 13th level, you can ignore damage from an attack as a reaction, outside of your turn. When you use this ability half of the damage will immediately be directed toward a creature within 5ft of you. If there is no creature within 5ft of you then no creature takes damage. You can use this ability once after a short or long rest

Slayer's Crucible, Forsaken Variant

At 14th level, you can create a Crucible, a mighty magic weapon made for cutting through monstrosities in a clean sweep. As a 1 minute ritual, you conjure a crucible within 10 feet of you. It is a two handed melee weapon of your choice, it has a bonus to hit equal to half your Proficiency bonus, and deals an additional 1d10 force damage on a hit. If you preform this ritual while a crucible you made already exists, the previous one disintegrates, and only you gain the bonus to hit/damage.

When holding the crucible, your movement speed increases by 20 feet, and you have resistance to bludgeoning, piercing, and slashing damage.

Threat To Survival

At 17th level, you can turn a creature’s attack against them as a reaction outside of your turn. When you use this ability you release a 5ft radius of the type of damage selected from Sacrament. This energy will push any weapon, projectile, or ranged spell attacks back at the creature that originally attacked you.

You must use this ability before damage is rolled.Once it is used the creature will reroll their attack but instead against their own AC. This ability can only be used after a long rest.

Inhuman Rampage

At 18th level, you are filled with an unworldly energy that enhances your strength. Your body is covered in veins that glow a color of your choice (matches your Slayer Crucible color). Your attacks deal damage of the same type you chose for Sacrament. You will also emit a 5ft radius that deals the same type of damage for 2D8. This ability lasts for 1 minute and cannot be used until after a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into The Slayer class, you must meet these prerequisites: 16 Strength and 12 Constitution.

Proficiencies. When you multiclass into The Slayer class, you gain the following proficiencies: Simple, Martial, and Improvised Weapons & Heavy and Medium Armor


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