Slayer
A predator stalks the darkened city streets, a monster clad in shadows, leaving only silence and gore in its wake. When it spots a figure wandering alone, cloak pulled tight against the nightly chill, the creature of the night moves in for another easy kill. It's only as she turns, silver blade flashing, that the beast realizes it's not the only hunter out tonight.
The elf screams, skin peeling away as something monstrous claws up from inside her. A creature she's kept locked away, straining to be set free. Her eyes snap open, glowing with dreadful light, and she lunges for the monsters. Or rather, she lunges for the other monsters.
The blue-scaled warrior sniffs the damp dungeon air a moment, gesturing to his companions. Then his weapon ignites with crackling lightning as he whirls to face the swarm of stunted raiders. The failed ambushers raise their crude spears in a bristling wall, and he all but melts past them, moving with uncanny surety as his blade lashes out.
Every slayer is a hybrid, only partly mortal. Some inherited the power flowing through their veins, or made a pact with a creature from beyond this realm, while others were inducted into secretive orders through mutative rituals.
Whatever the source of their otherworldly power, the slayer wields it as a weapon. Often just as feared as the creatures they hunt, these half-monster warriors delve into ancient lore in an effort to understand and master their stranger natures.
Those Who Hunt Monsters
The archetypal slayer is a swift and terrible combatant, who easily identifies the weak link in any battle line and lunges for it. Escape soon becomes impossible. Once their quarry has been isolated and brought down, the slayer can pick apart the remaining, scattered enemies at their leisure.
None can pin down a slayer, for they move with unearthly speed, and even their wounds only offer more power. A slayer left bloodied and broken is more dangerous than ever, and will soon be back in the fight.
Blending swift and close-ranged destructive magical power with a strong sword-arm and quick feet, the lightly-armoured slayer dodges and darts around opposition, leaving grievous wounds in their wake.
Occult Secrets
No slayer can survive long without exploring the unnatural power that lurks in their veins. These half-breed hunters must delve into forgotten tomes, old folk tales, and strange experiments to discover the dark truths of their own nature. Such insights offer great power to the scholarly slayer.
Slayers who delve into their mongrel magical nature can discover more dangerous skills, learning to truly draw forth their half-monster qualities as they transform into unnatural war forms. Still others devise magic rites fuelled by the power of their own immortal life force, calling on their own destruction to see a foe defeated.
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1
The Slayer
Level | Proficiency Bonus | Spells Known | Features | Spell Slots | Slot Level |
---|---|---|---|---|---|
1st | +2 | – | Occult Studies, Quick Step | – | – |
2nd | +2 | 2 | Fighting Style, Pact Magic, Imbue Arms | 1 | 1st |
3rd | +2 | 3 | Chimeric Covenant | 2 | 1st |
4th | +2 | 4 | Ability Score Improvement | 2 | 1st |
5th | +3 | 5 | Extra Attack, Offer Vitality | 2 | 2nd |
6th | +3 | 6 | Covenant feature | 2 | 2nd |
7th | +3 | 7 | Evasion | 2 | 2nd |
8th | +3 | 8 | Ability Score Improvement | 2 | 2nd |
9th | +4 | 9 | – | 2 | 3rd |
10th | +4 | 10 | Uncanny Instincts | 2 | 3rd |
11th | +4 | 11 | Arcane Vigour, Greater Quick Step | 2 | 3rd |
12th | +4 | 11 | Ability Score Improvement | 2 | 3rd |
13th | +5 | 12 | – | 2 | 4th |
14th | +5 | 12 | Covenant feature | 2 | 4th |
15th | +5 | 13 | Otherworldly | 2 | 4th |
16th | +5 | 13 | Ability Score Improvement | 2 | 4th |
17th | +6 | 14 | – | 2 | 5th |
18th | +6 | 14 | Spirit Sight | 2 | 5th |
19th | +6 | 15 | Ability Score Improvement | 2 | 5th |
20th | +6 | 15 | Covenant feature | 2 | 5th |
Creating a Slayer
When you create your slayer character, consider the origin of their power. Did you imbibe the blood of an ancient fiend, or were you marked by a fey noble? Did you seek out this power, or do you resent having it thrust upon you? How did your loved ones respond to these changes?
What drives you to the hunt? Have you joined a formal order of monster hunters, or are you seeking answers as a lone survivor of some terrible rite? Do you want revenge on someone who cursed you, or have you simply embraced the bloody thrill of combat?
What is your relationship with your otherworldly magic? Do you eagerly search for ancient lore to extend your powers, or is every fresh secret an unwelcome revelation?
Why did you join up with a band of adventurers? Do you find their camaraderie a much-needed comfort, or worry that your alien impulses will bring them to harm?
Quick Build
You can make a slayer quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. A high Constitution score is ideal, and should replace Intelligence for slayers distinterested in casting spells. Second, choose the haunted one background (Curse of Strahd, pp. 209).
Class Features
As a slayer, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per slayer level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per slayer level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Dexerity, Intelligence
- Skills: Choose two from Acrobatics, Arcana, Athletics, Investigation, Perception, Religion, Stealth and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- A martial melee weapon and a simple weapon
- (a) a hand crossbow and 20 bolts or (b) a martial weapon
- (a) a dungeoneer's pack or (b) a scholar's pack
2
Occult Studies
You have an affinity for otherworldly creatures. At 1st level, choose two types of creature: aberrations, celestials, fey, fiends, monstrosities, or undead. You receive the following benefits when dealing with such creatures:
- You have advantage on Intelligence checks dealing with these creatures.
- You may use Intelligence (Investigation) in place of Wisdom (Survival) to track them, piecing together the curious movements of your monstrous kin.
- You can use Intelligence (Arcana, Nature, or Religion, as appropriate) in place of Wisdom (Insight), calling on your knowledge of their strange habits.
- You learn one language spoken by these creatures.
- While you are tracking such a creature, you cannot be surprised by creatures of the same type.
You choose two additional creature types, and one additional language, at 6th and 14th level.
Quick Step
You dart past enemies with uncanny swiftness. Once on your turn, if you are not wearing heavy armour and your speed is more than 0, you can use a bonus action to quick step. You immediately move up to 10 feet in any direction.
Your quick step does not provoke opportunity attacks. The distance you move in a quick step is not reduced by difficult terrain, small obstacles, or gaps you could jump over, and you can move through a hostile creature's space by succeeding at a contested Dexterity (Acrobatics) check.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Point Blank Shooter. You gain a +2 bonus to damage rolls you make with ranged weapons within 30 feet of your target. You do not suffer disadvantage on ranged attack rolls while you are within 5 feet of a hostile creature.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
3
Pact Magic
Starting at 2nd level, you learn to channel your unnatural vitality into formal spells.
Spell Slots
The Slayer table shows how many spell slots you have. The table also shows what level those slots are; all of your spell slots are the same level. To cast one of your slayer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell bane, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the slayer spell list.
The Spells Known column of the Slayer table shows when you learn more slayer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new slayer spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the slayer spells you know and replace it with another spell from the slayer spell list, which must also be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your slayer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a slayer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Imbue Arms
Also at 2nd level, you can expend one Pact Magic spell slot on your turn to imbue any weapons you are wielding with elemental fury. They deal an extra 1d4 cold, fire, or lightning magical damage, chosen by you upon expending the slot.
This effect only functions while you are wielding the imbued weapon, and lasts until you complete a short rest. You can use an action to end it early.
The extra damage dealt by an imbued weapon counts as magical for the purposes of resistance and immunity to non-magical damage, and increases with the strength of your Pact Magic spell slots: 2nd (1d6), 3rd (1d8), 4th (1d10), 5th (1d12).
You internalize this energy at 10th level, allowing you to imbue any weapons you wield without expending a Pact Magic spell slot. You can choose which damage type to inflict with each of your imbued attacks.
3
Chimeric Covenant
At 3rd level, you delve deeper into your hybrid nature, forming a covenant of those who share your curse or blessing. Choose the Covenant of the Dragonheart, the Covenant of the Haunted, or the Covenant of the Werebeast, all detailed at the end of the class description.
Your choice grants you features at 3rd level, and again at 6th, 14th and 20th levels.
Ability Score Improvement
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 scores by 1. You can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Offer Vitality
Also at 5th level, you learn to metabolize the raw magic flowing through your veins. You can expend a Pact Magic spell slot even when you have none remaining, though doing so reduces your maximum hit points by an amount equal to twice your character level.
Any excess hit points are lost. You cannot use this feature again until you complete a long rest, at which point you regain your normal hit point maximum.
You can use this feature twice before needing a long rest at 9th level, and three times starting at 13th level.
Evasion
At 7th level, your unnatural celerity lets you dodge out of the way of certain area effects, such as a copper dragon's acid breath or a prismatic spray spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Uncanny Instincts
Starting at 10th level, you have advantage on Wisdom (Perception) checks when noticing creatures subject to your Occult Studies. You cannot be frightened by such creatures, and have advantage on Wisdom saving throws against effects stemming from them.
In addition, your Intelligence (Investigation) checks no longer need physical evidence to detect the involvement of such creatures. You can sense the lingering imprint of an otherworldly creature as an unnatural scent or sound.
Arcane Vigour
Starting at 11th level, immortal blood rushes through your veins as you channel its power. Whenever you expend a Pact Magic spell slot, you can regain hit points equal to 2d8 + your Intelligence modifier.
The dice you roll to regain hit points increases in size with the spell slot: 4th (2d10), 5th (2d12).
Greater Quick Step
Also at 11th level, your unnerving swiftness becomes outright supernatural. You can quick step on your turn without using a bonus action. You still cannot quick step more than once each turn. Whenever you suffer damage, you can use your reaction to make a quick step.
The maximum distance of your quick steps increases to 15 feet at 14th level, and 20 feet at 18th level.
Otherworldly
Starting at 15th level, your body fully adapts to its demi-mortal ichor. You gain proficiency in Constitution saving throws, and become immune to disease.
In addition, your natural lifespan doubles, and you suffer none of the drawbacks of age. However, the DM can have you roll again on your Covenant Quirks table at intervals throughout your life, as your mortal half ebbs away.
Spirit Sight
Starting at 18th level, you may use your action to discipline your mystical instincts, gaining truesight out to a range of 15 feet until the end of your next turn.
Chimeric Covenants
The road of the slayer is often a lonely one, lacking true kinship with either mortals or monsters. Little wonder they often seek out those who share their strange origins and intrinsic talents. These covenants serve to refine and focus the otherworldly talents of a true slayer.
When you first join a Chimeric Covenant, roll on the Covenant Quirks table.
Covenant of the Dragonheart
Dragons are figures of awesome power, primordial beasts that kingdoms emblazon on their heraldry even as they beg heroes to slay them. Little wonder some prize that power.
Whether an order of dragon-knights who keep a beating dragon-heart as a sacred relic, or a savage warrior whose ancestors lay with transformed dragons, the Covenant of the Dragonheart are true heirs to the blood of the dragon.
Dragonheart Covenant Quirks
d6 | Quirk |
---|---|
1 | You hoard treasures, of one sort or another. |
2 | The reptilian slits of your eyes glow like embers. |
3 | You're puzzled when others don't bow and scrape. |
4 | Scales dapple your skin, and your nails are sharp. |
5 | Your temper erupts like a volcano when provoked. |
6 | The constant heat of your body steams on cold days. |
Heart of the Dragon
When you join this Covenant at 3rd level, you choose one type of dragon your blood resonates with. You also add dragons to the list of creatures subject to your Occult Studies. You learn to read, speak, and write draconic.
4
Draconic Heart
Dragon | Damage Type | Damage Type |
---|---|---|
Black | Acid | 5 by 15 ft. line (Dex save) |
Blue | Lightning | 5 by 15 ft. line (Dex save) |
Brass | Fire | 5 by 15 ft. line (Dex save) |
Bronze | Lightning | 5 by 15 ft. line (Dex save) |
Copper | Acid | 5 by 15 ft. line (Dex save) |
Gold | Fire | 10 ft. cone (Dex save) |
Green | Poison | 10 ft. cone (Con save) |
Red | Fire | 10 ft. cone (Dex save) |
Silver | Cold | 10 ft. cone (Con save) |
White | Cold | 10 ft. cone (Con save) |
Wings of the Dragon
Starting at 3rd level, if you use your quick step to move at least 10 feet directly upwards, you gain a flying speed equal to your walking speed until the end of your turn.
If you suffer falling damage at the end of that turn, you reduce the number of dice rolled by an amount equal to your slayer level.
Claws of the Dragon
Also at 3rd level, whenever you roll your Imbue Arms damage die for the element associated with your draconic heart, you treat any result lower than 3 as a 3. This benefit also applies to damage dice for slayer spells.
If necessary, you add this element to the list of damage types you can inflict with your imbued weapons, or with slayer spells that can inflict your choice of cold, fire, or lightning damage.
Breath of the Dragon
Starting at 6th level, you can perform an elemental roar when you take the Attack action. This replaces your usual weapon attacks. Your draconic heart determines the size, shape, and damage type of the exhalation, which uses your slayer spell save DC.
If a creature fails its saving throw, roll your Imbue Arms die twice, and inflict the result as damage of the appropriate type. If it succeeds, it suffers half as much damage.
Voice of the Dragon
Starting at 6th level, you can use a bonus action to impose your draconic presence on another creature within 5 feet. If it can see or hear you, it must make a Wisdom saving throw at your slayer spell save DC, or become charmed by or frightened of you (your choice) until the end of your next turn.
If a creature succeeds on its saving throw, it becomes immune to this feature until you complete a long rest.
Scales of the Dragon
Beginning at 14th level, whenever you suffer damage of the type associated with your draconic heart, you can cast absorb elements at will, without expending a spell slot or using your reaction, to absorb it. The effective level of this spell is equal to the original damage, divided by 10 (minimum one), and it ends early if you cast it again.
Blood of the Dragon
At 20th level, you can unleash your full draconic potential at the start of your action, burning heart rushing the blood of ancient reptiles through your body.
- Claws. You gain magical natural weapons in the form of fangs and claws, which inflict 1d4 slashing damage.
- Breath. You can use a bonus action to extend the range of your breath weapon. For the rest of the turn, it becomes a 5 by 30 feet line or a 15 foot cone, respectively.
- Wings. You gain a flying speed equal to your walking speed, as wings rip from your back. Any armour you are wearing shifts to accomodate them.
- Voice. The range of your draconic presence extends to 30 feet, and applies to any creatures within that range.
- Scales. You gain immunity to the damage type associated with your draconic heart.
This state lasts for 1 minute, after which you revert to normal. You cannot use this feature again until you complete a short or long rest. You regain the use of this feature early whenever you cast absorb elements at 7th level or higher.
Covenant of the Haunted
It is the fate of the living to remember the dead, and the doom of the dead to envy the living. The Haunted are those in whom the two meet. Necromantic experiments gone wrong, warriors sired by ancestors long-past, guards whose fallen charges stand forever at their shoulder.
Treading the land of the living while half dead, the Haunted slayer gives rest to the wicked and comfort to the unavenged.
Haunted Covenant Quirks
d6 | Quirk |
---|---|
1 | You cannot sleep soundly except on a bed of grave-dirt. |
2 | Your skin is ice-cold, and your breath never frosts. |
3 | You are often distracted by whispers. |
4 | Your wounds do not bleed, your heart does not beat. |
5 | Mirrors and still ponds show the reflection of a corpse. |
6 | You obsess over an object or place bound to the past. |
Phantom Arms
Starting at 3rd level, you can channel deathly power into your weapons. You add necrotic and radiant to the list of damage types you can inflict with your imbued weapons, or with any slayer spell that can inflict your choice of cold, fire, or lightning damage.
If you hit an undead creature with an imbued weapon, you roll twice as many Imbue Arms damage dice.
Wraith Step
Also at 3rd level, you may use your quick step to move through spaces occupied by solid objects (including living beings, with no check) as a stream of ghostly mist. The space must have a gap at least large enough for a tiny creature to move through, such as a keyhole.
If you end your quick step in a space occupied by a solid object, you suffer 1d10 force damage and are shunted out into the nearest free space.
5
Tell No Tales
Beginning at 6th level, you can see 60 feet into the Ethereal Plane when you are on the Material Plane, and vice versa.
In addition, you can cast speak with dead without expending a spell slot or material components. You must complete a short rest before you can do so again.
Beyond Death
At 14th level, your ghostly resonance grants you resistance to necrotic damage. You no longer need to breathe, eat, or drink.
If you drop to 0 hit points or fail a death save, you can expend a Pact Magic spell slot and instead drop to 1 hit point. You must complete a short rest before you can do so again.
Scion of the Grave
At 20th level, you can use your action to transform into a living spectre. The details are up to you; you might become a figure of ghostly flame, or a shroud of shadows.
- You immediately enter the Border Ethereal, as described in etherealness. Whenever you quick step, or cast a slayer spell which causes you to move, you can enter the Material Plane until the end of your turn.
- You can use your action to terrify every creature that can see you within 30 feet. They must make a Wisdom saving throw at your slayer spell save DC, or become frightened of you until the end of their next turn. While frightened, they can see you even while you are ethereal.
- You ignore exhaustion, and cannot be frightened, paralyzed, petrified, or poisoned. You are also immune to cold and necrotic damage.
This transformation lasts 5 rounds, after which you return to the Material Plane. You cannot use your action to adopt this form again until you finish a long rest.
However, you can freely adopt this form whenever you expend a Pact Magic spell slot to use Beyond Death.
Covenant of the Werebeast
The line between civilization and the wild is more thinly-stretched than most would allow themselves to believe. Buried not-so-deep in every soul is a bundle of bestial urges.
Those who join the Covenant of the Werebeast (by curse or by kin) tease that tangle loose. Some lose themselves to this raw strength, while others find serenity in their savage side.
Werebeast Covenant Quirks
d6 | Quirk |
---|---|
1 | Your eyes are those of a beast, and gleam in darkness. |
2 | You find the moonlight intoxicating and soothing. |
3 | An obvious animalistic growl rumbles in your voice. |
4 | You often forget the mores of civilization. |
5 | The mark of the beast is thick in your skin or hair. |
6 | You remember only fragments of your time as a beast. |
Animal Senses
When you join this covenant at 3rd level, you gain proficiency in the Perception skill. Your proficiency bonus is doubled for any check that relies on hearing or smell.
Primal Transformation
Also at 3rd level, your body is warped by its own primeval energies, transforming in the following ways:
- Beast Claws. You grow claws, fangs, or horns. You are proficient with these natural weapons, which have the Finesse and Light tags, and deal 1d4 slashing damage. You can engage in two-weapon fighting with them, and they do not occupy your hands.
- Natural Armour. Your body bristles with hair and uncanny agility. Your AC increases by 1. You cannot benefit from this natural armour if you are wearing heavy armour or holding a shield.
- Brutish Might. You have advantage on Strength checks and saves, but suffer disadvantage on Intelligence checks and saves, and Charisma checks which do not use Intimidation.
You can use your action to adopt your human form, or return to this half-beast shape.
Kin to Beasts
Starting at 6th level, you can cast animal friendship at will, at the level of your slayer spell slots, without expending a spell slot or material components. You must complete a short rest before you can do so again.
You can choose to frighten beasts rather than charming them. This use of the spell ignores the target's Intelligence.
Razor Claws
Also at 6th level, the damage die of the natural weapons granted by your Primal Transformation becomes 1d6, and while imbued, they are magic weapons.
Starting at 11th level, your imbued natural weapons also offer a +1 bonus to attack and damage rolls.
Lunatic Toughness
Beginning at 14th level, the natural armour granted by your Primal Transformation reduces all bludgeoning, piercing, or slashing damage you suffer by 3.
Damage from silvered weapons is not reduced by this feature.
Warbeast Transformation
At 20th level, you can use your bonus action while in the half-beast shape offered by Primal Transformation to give full reign to the monstrous creature within, less than a beast and more than a mortal. You gain the following benefits:
- Your size increases by one category, as you double in height and your weight multiplies by four. Any worn gear adapts to your new size, and you increase your Strength score (and maximum Strength score) by 2.
- The damage die of your natural weapons becomes 1d10.
- You gain resistance to all bludgeoning, piercing, or slashing damage inflicted by non-silvered weapons.
- You cannot deliberately move away from a hostile creature on your turn, unless doing so brings another hostile creature into reach of your melee attacks.
- If you start your turn without having inflicted any damage since the start of your last turn, you lose 1d10 hit points.
This transformation lasts 10 minutes, though you can end it early as an action, or whenever you drop to 0 hit points. You cannot use this feature again until you complete a long rest.
6
Slayer Spell List
Level 1
- Absorb Elements (Elemental Evil Player's Guide, pg. 15)
- Animal Friendship
- Armor of Agathys
- Arms of Hadar
- Bane
- Bonding Serpents*
- Charm Person
- Detect Evil and Good
- Detect Magic
- Fog Cloud
- Hellish Rebuke
- Protection from Evil and Good
- Scouring Serpents*
- Springheel Tread*
- Thunderwave
- Vanishing Step*
Level 2
- Alter Self
- Augury
- Blur
- Crown of Madness
- Darkness
- Darkvision
- Destructive Step*
- Hold Person
- Mirage Step*
- Protection from Poison
- See Invisibility
- Silence
Level 3
- Bestow Curse
- Blink
- Counterspell
- Dispel Magic
- Fear
- Protection from Energy
- Kindle Self*
- Vampiric Touch
Level 4
- Banishment
- Elemental Bane (Elemental Evil Player's Guide, pg. 17)
- Locate Creature
- Odic Wellspring*
- Stoneskin
Level 5
- Contact Other Plane
- Dispel Evil and Good
- Hallow
- Hold Monster
- Primordial Torrent*
New Spells
Bonding Serpents
1st-level conjuration
- Casting Time: 1 bonus action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the target must make a Strength saving throw. If it fails, its limbs are bound to you by ribbons of elemental smoke.
Every foot the target travels costs it an additional foot of movement, unless that movement brings it closer to you. This spell ends if you start your turn more than 30 feet away from the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's maximum distance increases by 10 feet for every slot level above 1st.
Scouring Serpents
1st-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack before this spell ends, the target is wreathed with scouring elemental streamers, suffering an additional 1d4 cold, fire, or lightning damage (your choice).
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes a further 1d4 damage of the same type. On a successful save, it suffers no damage.
This spell ends early if you attack any other creature.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the spell's damage die increases to 1d6 (2nd), 1d8 (3rd), 1d10 (4th), 1d12 (5th).
Springheel Tread
1st-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: M (a gummy mix of sap and ash)
- Duration: 1 hour
Until the spell ends, you gain a climbing speed equal to your walking speed. You may climb up, down, and across vertical surfaces without occupying your hands.
In addition, any falling damage you suffer is halved, and the distance you can jump becomes 10 feet, if it would be lower. Jumping consumes movement as normal.
You only benefit from this spell's effects if you moved further than your walking speed on your last turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your walking speed and minimum jumping distance increase by 5 feet and 10 feet, respectively, for each slot level above first, up to 5th level.
7
Destructive Step
2nd-level evocation
- Casting Time: 1 bonus action
- Range: Self (20-foot line)
- Components: V
- Duration: Instantaneous
You flicker forward, trailing elemental energy like a comet. You move up to 20 feet in a straight line in any direction, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks, and is unaffected by difficult terrain. Your movement ends early if you hit an obstacle, though you can move through spaces occupied by hostile creatures.
Every creature within 5 feet of the line traced by your movement must make a Dexterity saving throw. A creature takes 2d6 cold, fire, or lightning damage (your choice) on a failed save, or half as much as damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the distance by 10 feet for each slot level above 2nd.
Mirage Step
2nd-level illusion
- Casting Time: 1 reaction, which you take when you are attacked
- Range: Self
- Components: V
- Duration: 1 minute
Your speed baffles attackers, as you shroud yourself in afterimages. Each time a creature targets you with an attack, roll a d20 to determine whether the attacker mistakenly targets an afterimage. If you have three afterimages, you must roll a 6 or higher to change the attack’s target to an afterimage. With two afterimages, you must roll an 8 or higher. With one afterimage, you must roll an 11 or higher. You create one afterimage when you cast this spell.
An afterimage’s AC is equal to your spell save DC. If an attack hits an afterimage, it is destroyed. An afterimage can be destroyed only by an attack that hits it. It ignores all other damage and effects.
Whenever an afterimage is attacked or destroyed, you can move up to 10 feet, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks, and is unaffected by difficult terrain. Your movement ends early if you hit an obstacle, though you can move through spaces occupied by hostile creatures.
The attacked afterimage can also move up to 10 feet into a different unoccupied space, in any direction. Whether either of you move or stay, it is reduced to a mere illusory double, which cannot take actions but moves independently on your turn. You can only have one double at a time; creating a new one destroys any existing doubles.
A creature is unaffected by this spell if it relies on senses other than sight, or if it can perceive illusions as false.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you and your afterimage can move increases by 5 feet for each slot level above 2nd. In addition, you create an extra afterimage for every slot level above 2nd, to a maximum of three afterimages.
Vanishing Step
2nd-level illusion
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 turn
You flash forward, faster than sight. You become invisible until the end of your turn, and immediately move up to 20 feet, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks, and is unaffected by difficult terrain. Your movement ends early if you hit an obstacle, though you can move through spaces occupied by hostile creatures.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you move increases by 10 feet for each slot level above 2nd.
Kindle Self
3rd-level necromancy
- Casting Time: 1 reaction
- Range: Self
- Components: V
- Duration: 1 minute
Your skin hisses and steams as your magic boils away ailments. You can cast this spell in response to suffering any one of the following conditions: blinded, deafened, paralyzed, or poisoned. You lose 2d4 hit points, and remove that condition. Until this spell ends, you can use your reaction to do so again.
Odic Wellspring
4th-level necromancy
- Casting Time: 1 bonus action
- Range: Self
- Components: M, V, S (mixture of herbs and blood)
- Duration: Concentration, up to 1 minute
The life force that suffuses nature is absorbed to heal your wounds. At the end of each of your turns, you regain hit points equal to 1d4 + your spellcasting modifier.
Primordial Torrent
5th-level evocation
- Casting Time: 1 action
- Range: Self (60-feet cone)
- Components: V, S
- Duration: Instantaneous
You bound forward, unleashing a coruscating wave of elemental energy. Each creature in a 60-foot cone must succeed on a Constitution saving throw or take 5d12 cold, fire, or lightning damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Once all targets have made their saving throws, you move 30 feet in the same direction as the cone. Your remaining movement is reduced by the same amount.
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Design notes
The Slayer is intended to be an agile, fast-moving frontline warrior. It focuses on inflicting as much damage as it can before moving out of danger, as it lacks much in the way of long-range capabilities or staying power.
Without access to heavy armour, unarmoured defense, or resistance, it has to rely on its Quick Step to keep from being pinned down and splattered – as a result, it also receives Evasion, to help counter area-of-effect damage that would invalidate this maneuverability.
The Slayer's damage output relies on their Imbue Arms feature, which allows them to customize their damage type to deal with a wide array of monsters, and further encourages two-weapon fighting – a loadout which reduces the Slayer's passive defenses even further.
The Slayer is the only other short-rest caster in the game, essentially acting as a Warlock half-caster just as the Paladin acts as a Cleric half-caster. Though it learns the full number of spells for an "arcane" caster, its sharply limited slots mean each one is costly. To alleviate this issue, they can access further slots by eating into their own maximum health with Offer Vitality, a risky proposition that puts even more pressure on the Slayer to judge risks properly.
Since these extra slots only reduce their maximum hit points, not their current total, the Slayer can act more freely as they become more damaged. This is furthered by Arcane Vigour, which "rewards" those who cast while injured.
Out of combat, the Slayer will mostly contribute by using their Occult Studies and high Intelligence score, an Ability normally invested in only by Wizards, to provide information to the party. Their 6th-level Covenant feature can grant them more specific capabilities outside combat.
The Slayer class also caters to those who'd like to stir a little edge into their morning wheaties, with the potential to focus on a character's cursed half-monster nature.
Covenants
A Covenant should usually reflect a specific kind of monster that the Slayer in question emulates. If writing your own, keep in mind these guidelines:
- 3rd level introduces an unlimited signature feature.
- 6th level provides a non-combat feature. If it also provides a combat feature, it will be a delayed part of the 3rd level.
- 14th level provides a passive defensive feature.
- 20th level is a powerful and monstrous transformation.
A Covenant's Quirks are split evenly between those which affect the Slayer's appearance, and those which affect their behaviour or mindset.
Acknowledgements
This class would not have come about without Matt Mercer, whose Blood Hunter class was the original seed of inspiration. It started as a rewrite of the Blood Hunter, but soon became its own idea.
Credit to Q Entertainment for the opening image, taken from the concept art of Ninety-Nine Nights. Credit to Yoshioka for the page 6 image. I do not own this artwork, and will remove it on request.
I'd also like to thank everyone who offers their thoughts.
Multiclassing
Whether spending more time on magical study as a wizard, or honing their martial mastery as a fighter, slayers can benefit from multiclassing as much as any adventurer. The details are as follows:
Slayer Multiclass Prerequisites
Ability Score Minimums: Dexterity 13 or Strength 13, Intelligence 13
Slayer Multiclass Proficiencies
Light armor, medium armor, shields, simple weapons, martial weapons
Slayer Multiclass Pact Magic
If you gain warlock levels as a slayer (or vice versa), you use the Warlock table to determine your number and level of Pact Magic spell slots. Add together all your warlock levels, and half your levels (rounded down) in the slayer class.
Inspirations
- Bloodborne's Hunters. A fairly obvious inspiration to anyone who's played the game. Drawing on forbidden power and risking monstrous transformations, the Good Hunter in Bloodborne plays fast and furious, with a few curious "spells" and little in the way of staying power. This was arguably the primary touchstone of the class, though I diverged where necessary – both for the sake of concept diversity, and for actual playability. Shields, anyone?
- Devil May Cry's Dante. Along with Platinum's Bayonetta, this fast and high-impact supernatural huntsman was a point of inspiration. Few classes in D&D5e (other than the Monk) have the sheer mobility these characters enjoy, and none but the Paladin blend magic with martial skill. Umbra Witches and Devil Hunters would make excellent Covenants – and may well do so, in the future.
- Dishonored's Corvo. Corvo Attano, Daud, and Emily Kaldwin all make for excellent Slayers, though in the past I've represented them as a Roguish Archetype. It's the quick, easy movement and the blend of martial and occult magical skill that makes them a good fit.
- Dracula Untold's Dracula. This one's pretty specific, but in truth it applies to any vampiric character who shuns the original story in favour of high-powered bat shenanigans. This Dracula's combat-teleports and monstrous powers make him an excellent fit. Other examples are Hellsing's Alucard, FFVII's Vincent, or Castlevania's Dracula. "Vampire" is itself another solid option for a Covenant.
- Witcher's Geralt. Though the Witchers are perhaps a better fit for the Ranger class – or would be, if the latter pulled its socks up – their half-human heritage, wealth of obscure knowledge, and magical-martial skill helped inspire this class. Not quite as tough or flashy as the Slayer, which admittedly indulges its anime heritage (I refuse to be ashamed of mirage step), but they've got the rest down pat.
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