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##### The Slayer
| Level | Proficiency Bonus | Features | Spells Known | Max Blood Points |
|:---:|:---:|:---|:---:|:---:|:--:|
| 1st | +2 | Prowess, Blood Magic, Jack of All Trades, Self-Inflict(2d4) | 2 | 10 |
| 2nd | +2 | Fighting Style, Calm Infliction | 2 | 14 |
| 3rd | +2 | Slayer Style | 3 | 18 |
| 4th | +2 | Ability Score Improvement, Self-Inflict(2d6) | 3 | 24 |
| 5th | +3 | Quarry, Extra Attack | 4 | 30 |
| 6th | +3 | Ability Score Improvement | 4 | 39 |
| 7th | +3 | Self-Inflict(2d8) | 5 | 48 |
| 8th | +3 | Ability Score Improvement | 5 | 53 |
| 9th | +4 | Slayer Style Feature | 6 | 58|
| 10th | +4 | Blood Magic Mastery | 6 | 64 |
| 11th | +4 | Extra Attack(2), Self Inflict(2d10) | 7 | 70 |
| 12th | +4 | Ability Score Improvement | 7 | 78 |
| 13th | +5 | Slayer Style Feature | 8 | 80 |
| 14th | +5 | Ability Score Improvement, Self-Inflict(2d12) | 8 | 82 |
| 15th | +5 | ─ | 9 | 84 |
| 16th | +5 | Slayer Style Feature | 9 | 90 |
| 17th | +6 | Self-Inflict(2d20) | 10 | 95 |
| 18th | +6 | ─ | 10 | 95 |
| 19th | +6 | Ability Score Improvement | 11 | 105 |
| 20th | +6 | Morbid Restoration | 12 | 125 |
### Blood Magic
You can use a form of spellcasting called Blood magic, where you used the inherent properties of freshly spilt blood. If a spell you cast requires a material component, ignore it, unless it has a set gp value. The Slayer's Spell list is at the end of this class section.
#### Blood Points
Blood points are the resource that you use to cast your spells. Whenever you deal damage with a weapon attack, you gain that many blood points. After you complete a long rest, you lose all of your current blood points. The chart at the bottom of this section shows how many blood points it costs to use a spell of each level. You cannot cast spells of 7th level or higher more than once a day.
#### Spells Known
The amount of spells you know at each level is shown on the class table above (that includes cantrips). The character level that you are required to be to learn spells at each spell level is shown on the table at the end of this feature section. Spells that have a ~ will be detailed after the list.
Addtionally, whenever you gain a spell in this class, you may chose one of your Slayer Spells and replace it with another slayer spell that you can learn.
#### Spellcasting Ability
Charisma is your spellcasting ability for your Slayer Spells. You use 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 spell you cast and when Making an Attack roll with one.
**Spellcasting DC** = 8 + your proficiency bonus + your Charisma modifier
**Spell Attack Modifier** = your proficiency bonus + your Charisma modifier
##### Cookie Tastiness
| Spell Level | Level Requirement | Blood Points |
|:----:|:----:|:-------------:|
| Cantrip | 1st | 0 |
| 1st | 1st | 3 |
| 2nd | 3rd | 9 |
| 3rd | 5th | 15 |
| 4th | 7th | 27 |
| 5th | 9th | 39 |
| 6th | 11th | 51 |
| 7th | 13th | 63 |
| 8th | 15th | 78 |
| 9th | 17th | 95
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```
### Jack of All Trades
Starting at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
### Self-Infliction
You have 2d4 infliction die. After you have dealt damage with an attack, you may spend one of these infliction dice after you have dealt damage with a weapon attack. When you do, deal damage to yourself and gain blood points equal to the result. You regain all infliction die when you complete a long or short rest.
Your infliction die become 2d6 at 4th level, 2d8 at 7th level, 2d10 at 11th level, 2d12 at 14th level, and 2d20 at 17th level. You may use a lower dice whenever you spend an infliction dice.
### Fighting Style
Starting 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.
#### ARCHERY
Vou gain a +2 bonus to attack rolls you make with
ranged weapons.
#### DEFENSE
While you are wearing armor, you gain a +1 bonus to AC.
#### 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.
#### PROTECTION
When a creature you can see attacks a target other
than you that is within 5 feet of you,you can use your
reaction to impose disadvantage on the attack roll. You
must be wielding a shield.
#### TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of lhe second attack.
### Calm Infliction
You gain an additional infliciton dice. This dice can only be used when you are not in combat.
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### Slayer Style
At third level you chose your style by which you take your foes down: skillfull and sadistic, both of which's options are detailed at the end of the class section. Your choice grants you features at 3rd level, and again at 9th, 13th, and 16th level.
### 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 ability scores of
your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.
### Quarry
Beginning at 5th level, you can mark a single creature as your quarry. To do this spend 10 hours focusing on them. You have advantage on Intelligence(Investigation) ability checks to find information on them, Wisdom(Survival) ability checks to track them, Dexterity(Stealth) ability checks to sneak up on them, and Initiative rolls when entering combat with them.
### Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
The number of attacks increases to three when you reach 11th level in this class.
### Blood Magic Mastery
When you cast a spell that requires concentration, if you already have a spell that you are concentrating on, you may spend an amount of blood points equal to the spells level times 3 to concentrate on it as well. You can only concentrate on 2 spells this way. You may also resist losing concentration on a spell from other sources by paying the same amount of blood points for that spell.
### Morbid Restoration
At 20th level, as a bonus action, you may spend all of your blood points to gain that many hit points. Any excess hit points you gain become temporary hit points. If you would go unconscious, you may use this as a reaction. You regain use of this feature after a long or short rest.
## Slayer Style
Slayers generally have 3 varieties: Skillful and Sadistic.
### Skillful Style
Slayers are known for pursuing many disciplines , but this breed is particularly invested in any techniques that can aid them. They also tend to be professional, logical, and talented, so they can pull off extraordinary tasks.
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##### Skillful Style Slayer Features
| Slayer Level | Feature |
|:----:|:-------------|
| 3rd | Extra Proficiencies, Expertise|
| 9th | Stunt, Terrainer |
| 13th | Improved Stunt, Expertise |
| 16th | Improved Stunt, Saving Throw Proficiencies |
#### Extra Proficiencies
Starting when you chose this style at 3rd level, you gain proficiency in thieves' tools, as well as one other tool of your choice, one instrument of your choice, and you learn one language.
#### Expertise
Starting at 3rd level when you chose this style, choose two of your skill proficiencies, or
one of your skill proficiencies and your proficiency with
thieves' tools. Your proficiency bonus is doubled for any
ability check you make that uses either
of
the
chosen
proficiencies.
At 13th level, you can choose two more of your
proficiencies (in skills or with thieves' tools) to gain
this benefit.
#### Stunt
Starting at 9th level, when you make an attack you can use your bonus action to do a special manuever during that attack. To do so, chose one of the options below before or after you roll to attack. You regain the ability to do this after a short or long rest.
At 13th level and again at 16th level, you gain the ability to do this an additional time before a long or short rest. You can also use all of your stunts on the same bonus action, and after the same attack.
**Destabilize:** You attack in a way that knocks the target off of its balance. It gets -2 AC until your its next turn (whichever comes first).
**Hit-and-run:** After you make the attack, you can move up to your movement speed (this does not count against your movement this turn). This does not provoke any opportunity attacks.
**Steady:** You have +2 AC until your next turn.
**Risky Manuever:** You can only do this before you make an attack roll. You get -2 to hit and +4 damage and if the attack hits, the creature must make a Dexterity saving throw against your attack roll, falling prone on a failed save
#### Saving Throw Proficiencies
Starting at 16th level, you gain proficiency in Dexterity and Wisdom saving throws. Then, you may chose one saving throw proficiency. Your proficiency bonus is doubled for that saving throw.
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#### Terrainer
You no longer suffer a movement penalty from naturally occuring rough terrain. You also gain climbing speed equal to your base walking speed.
### Sadistic Style
Slayers are often looked down on, but none embody their violent reputation like these ones. This style is had by those who not only enjoy killing, but seem to gain ecstasy from causing destruction and agony.
##### Sadistic Slayer Style Features
| Slayer Level | Feature |
|:----:|:-------------|
| 3rd | Brutal, Reckless Rampage |
| 9th | Drink Blood |
| 13th | Improved Reckless Rampage, Overkill |
| 16th | Improved Reckless Rampage, Murderous Shriek |
#### Brutal
Starting when you chose this style at 3rd level, you are proficient in unarmed strikes, and the damage dice for unarmed strikes is 1d4 for you. Whenever you make a melee weapon attack against a creature you may make an additional unarmed strike against it. You can only use this attack once per day.
#### Reckless Rampage
Starting when you chose this style at 3rd level, you can enter a reckless rampage. While you are in a reckless rampage, you have -5 ac, but you have advantage on attack rolls, and you get +2 damage on melee attacks. You can use your bonus action to end this effect, but it will still take up a use.
You can only be in a reckless rampage for up to 1 minute per use. You regain all uses of this ability after a long rest.
You gain an additional use of this ability at 13th and 16th level.
#### Drink Blood
Starting at 9th level, you may consume the blood you spill. Whenever you make a critical hit, you regain an infliction dice, and gain 1d10 hit points.
#### Overkill
Starting at 13th level, simply killing your opponent isn't enough. After you make an attack that kills a creature, you can roll for another attack against that creature. If that attack hits, you may gain hit points equal to that attacks damage. You can use this ability twice. You regain all uses of this ability after a long or short rest.