1
SLAYER CLASS
# Slayer V.1 A gang of 10 bandits,in face-off against
a single human foe. Each one of them is
shaking and sweating profusely. Some are even sobbing to them selves. The human takes one step towards them, and every one of them takes the chance to run as hard as they can in every direction. Their other 15 comrades didn't have that opportunity. A goblin sneaks into the campsite of a lone dwarven traveler. He sees a huge sack with spots covering it. Figuring that's where the fruits of his travels are carried, he makes his way there and peers inside. In horror he makes out that the objects that fill the bag are numerous heads of people and creatures. Even worse, he has just noticed that the dwarf has just awakened. A gladiators arena covered in blood and viscera and a single half-orc champion. The gates open, and from it appears an adult red dragon roaring and shooting jets of fire wildly. The half-orc raises both of his arms as if praying. As he does the blood from the ground begins to float slowly in the air in large globules. ### Diverse Loners Since the only thing that unifies slayers for the most part is their regular, merciless murdering, and their hesitance to form emotional connections to others, everything else about them can vary wildly. Some are agents of the night, striking their targets down and making their escape before any are the wiser. Some are clad in heavy armor and wielding massive weapons, indignantly charging into battle alone against an entire legion. Many are somewhere inbetween the two. Another trend with them is that if they do decide to engage with society at all, it is usually as a mercenary, since that career is a natural fit for them. ### Soaked in Blood Slayers are some of the most violent beings, in an incredibly violent world. Whether they approach the path of blood they pave with ambivalence, or with enthusiasm, or even a sick elation, it's unheard of for a slayer to feel any remorse. Perhaps this is why they keep to others; they see everyone else either as a prey or a predator. ### Creating a Slayer When creating a slayer, you should come up with some details behind the career killer. Give some reasons that your character has come into a life of killing. Maybe there's one person or monster you intend on killing, possibly for revenge or just personal accomplishment. Maybe you've been trained from an early age to kill and you know nothing else. Maybe it's just that one day you killed someone and you found yourself enjoying it, and you haven't looked back since
Another issue you might want to think through is why you decided to travel with a group. Being naturally lonesome and likely paranoid, it would take something very extreme to convinve a slayer to join forces with a bunch of strangers, especially for a long amount of time. This part will take a lot of collaboration with the DM for a plot element to hook your character into the adventure which fits with your character. Most likely this will involve a common enemy or target, but possibly you wish for one of the party members to mentor you or to provide something else in exchange for your help. There's also no discrediting the possibility that you genuinely have or want to have an emotional connection to a member of that party. #### Quick Build You can make a slayer quickly by following these suggestions. First, put your highest ability score in either Strength or Dexterity, to deal damage, then either Constitution or Charisma. Then chose the outlander backround. \page
2
SLAYER CLASS
##### 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 |
## 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:** one musical instrument ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose four from Acrobatics, Athletics,Deception, Insight, Intimidation, Investigation,Perception, Performance, Persuasion. Sleight of Hand, anel Stealth #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* chain mail or *(b)* leather, longbow, and 20 arrows - *(a)* a martial weapon and a shield or *(b)* two martial weapons - *(a)* five javelins or *(b)* any simple melee weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack ### Prowess After many years of surviving and fighting alone, slayers are quick to learn and perfect any skills that help them. Unlike many classes, slayers tend to reach outside their natural styles and techniques to further their total growth. Prowesses (detailed at the end of the class section) represent the unique skills that the slayer has pursued. They are passive abilities which further empower you the more points you invest in them. Prowesses may have a limit. If that is so, you can only spend that many points on them, under any circumstance. Some Prowesses won't have any effect unless you spend multiple points on them. ex. "For the first 2 points..." there will be no effect until you have spent 2 points. You may reallocate a prowess point at any point by spending 5 hours and 50gp specifically to do so. \page
3
SLAYER CLASS
### 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 ``` ``` ### 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. \page ### 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. ``` ``` ##### Skillful Style Slayer Features | Slayer Level | Feature | |:----:|:-------------| | 3rd | Extra Proficiencies, Expertise| | 9th | Stunt, Terrainer | | 13th | Improved Stunt, Expertise | | 16th | Improved Stunt, Saving Throw Proficiencies |
4
SLAYER CLASS
#### 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. \page #### 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.
5
SLAYER CLASS
\page #### Murderous Shriek Starting at level 16, you can let out a battlecry so horrid that it shocks any who hear it to their core. To do so, use an action to do so. Then, each other other creature within 200ft. of you must make a wisdom saving throw against a DC equal to 8+your intimidation proficiency bonus+your Charisma modifier, taking 3d8 psychic damage on a failed save, and half that much on a successful save. You regain the use of this ability after a long rest.
Slayer Class
### Slayer Spells ##### Cantrips (0 Level) - Anger~ - Acid Spray - Control Flames - Produce Flame - Thaumaturgy ##### 1st Level - Absorb Elements - Bane - Burning Hands - Cause Fear - Chaos Bolt - Compelled Duel - Disguise Self - Faerie Fire - Feather Fall - Focus~ - Steal Life~ - Wrathful Smite ##### 2nd Level - Blood Spears~ - Blindness/Deafness - Darkness - Dragon's Breath - Form Claw~ - Invisiblility - Enthrall - Heat Metal - Magic Weappon ##### 3rd Level - Barbed Chains~ - Blinding Smite - Call Lightning - Hunger of Hadar - Fear - Fireball - Fly - Haste - Revenge Counter~ ##### 4th Level - Blight - Confusion - Dimension Door - Dominate Beast - Greater Invisibility - Locate Monster - Summon Blood Elemental~ ##### 5th Level - Antilife Shell - Agony~ - Cone of Cold - Conjure Volley - Contagion - Flame Strike - Maelstrom - Skill Empowerment ##### 6th Level - Chain Lightning - Harm - Summon Greater Blood Elemental~ - Sunbeam ##### 7th Level - Death and Decay~ - Finger of Death - Power Word Pain ##### 8th Level - Mass Steal Life~ - Sunburst ##### 9th Level - Cyclonic Rift~ - Meteor Swarm #### Agony *5th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, V - **Duration:** Concentration, up to 5 minutes Target creature is overcome with an unbearable pain. They have disadvantage on attack rolls and saving throws. Additionally, at the beginning of their turn, they make a wisdom saving throw, taking 4d8 psychic damage on a failed save. #### Anger *Enchantment Cantrip* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V - **Duration:** instantaneous Target creature becomes enraged. If the creature can see you and/or knows that you cast the spell, its rage is focused on you. \page #### Barbed Chains *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 6 hours Several black chains, covered in barbs shoot out of the groud to wrap around a creature. That creature makes a Dexterity saving throw, taking 3d10 piercing damage and being restrained for the duration, and taking 2d10 piercing damage on a successful one. The creature may make use an action and take 2d10 piercing damage to make a Strength saving throw with disadvantage to be released from these bonds. You may use an action to reduce this spells duration by an hour and deal 1d8 piercing damage to each bonded creature. **At Higher Levels:** If you cast this spell using a spell slot of 4th level or higher, you may target an additional creature for each level beyond the 3rd. #### Blood Spears *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** S, V - **Duration:** Instantaneous Blood begins to flow from your skin, take the shape of 3 long spikes, and crystalize. For each one, make a ranged spell attack, dealing 2d8 piercing damage each on a hit. If you only have half of your hit points or less, you only summon 2 spears. **At Higher Levels:** If you cast this spell using a spell slot of 3rd level or higher, you may summon an addition spear for each level beyond the first. #### Cyclonic Rift *9th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 200 feet - **Components:** V, S, M(Gemstones costing at least 1,000gp) - **Duration:** 5 minutes You conjure a chaotic rift on an unoccupied space. That rift has a diameter of 60 feet. The rift last for the duration. At the end of the turn of each creature that is within 120ft. of the rift, they are moved automatically 40ft. towards it. If they are holding onto an object, or are behind an object, they are either forced to let go, or pulled past the object, or the object is automatically destroyed. Any loose objects go directly to the rift. When something is within rift, it takes 8d20 force damage. It then makes a Charisma saving throw, being transported to a random plane other than the one your on, and being transported 150ft. away from the rift in any direction on a successful one. #### Death and Decay *7th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 200 feet - **Components:** V, S, M(Gemstones totalling to 5,000gp) - **Duration:** Concentration, up to 1 hour Everthing in a 100-foot radius sphere begins to quickly rot and die, and the land and air itself begins to darken. Every creature within this area takes 8d10 necrotic damage on its turn. Plants, animals, and any other living entities also die when in this area, and any corpses decompose within seconds. #### Focus *1st-level enchantment* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** S - **Duration:** Concentration, up to 4 rounds. For the duration, you have +2 to hit with weapon attacks and unarmed strikes. **At Higher Levels:** If you cast this spell using a spell slot of 2nd level or higher, you gain an additional +1 to hit for each level beyond the first. #### Form Claw *2nd-level transmutation* *Druid, Ranger, Warlock* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** M, V, S (a small piece of a beast) - **Duration:** up to 10 minutes Target creature's arm or other appropriate appendage turns into a claw of the beast to which the component belonged to (if you used a spell focus, or it doesn't apply to the animal, you may chose the shape of the claw). An unwilling creature makes a Constitution saving throw, on a success, the spell has no effect. If the target used its action to make a melee attack, it may use their bonus action to make additional attack (shown below) with this claw. Melee Weapon Attack: +(2+ Dexterity or Strength modifier) to hit, reach 5ft., one target. Hit: (1d6+ Strength or Dexterity modifier) slashing or piercing damage. The modifier you chose for the to hit and damage must be the same. After the target makes a total of 5 attacks with the claw, or becomes more that 100ft. away from you, the claw is dispelled. You may use a bonus action at any time to dispel this spell. **At Higher Levels:** If you cast this spell using a spell slot of 3rd level or higher, the target may make an additional 2 attacks for each level beyond the second #### Mass Steal Life *8th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** S, V, M (a small doll, a crushed button worth at least 1cp, discarded gum wrapper) - **Duration:** Until dispelled You have a total of 10d8 of necrotic damage you can spread among any number of targets (you asign the die, then they are rolled to deal damage). Then, you take the total damage dealt, and restore that many hit points divided as you chose among any number of creatures you can see.
Slayer Class
\page #### Revenge Counter *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous If a creature would deal damage to you with an attack, ability, or spell, you may negate up to 30 of that damage to you. That creature makes a Dexterity saving throw, taking that damage on a failed saving throw. #### Steal Life *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous A target creature's blood or life essence is telepathically drawn from their body and flows directly into your mouth. The target takes 1d8 necrotic damage. If it does, you gain that many hit points. **At Higher Levels:** If you cast this spell using a spell slot of 2nd level or higher, you deal and additional 1d6 for each level beyond the first. #### Summon Blood Elemental *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M(rubies costing a total of 10gp) - **Duration:** Concentration, up to 10 minutes You create a beast made of congealed blood whose stats are after the spells section in an unoccupied space you can see, and it disapears when it drops to 0 hit points. Roll initiative for it. You have a telepathic link with it, and can give it commands at any time. If you issue no command, it attacks any creature in reach that's attacked it. #### Summon Greater Blood Elemental *6th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M(rubies costing a total of 500gp) - **Duration:** Concentration, up to 30 minutes You create a beast made of congealed blood whose stats are after the spells section in an unoccupied space you can see, and it disapears when it drops to 0 hit points. Roll initiative for it. You have a telepathic link with it, and can give it commands at any time. If you issue no command, it attacks any creature in reach that's attacked it.
Slayer Class
___ > ## Blood Elemental >*Large Elemental, unaligned* > ___ > - **Armor Class** 15 > - **Hit Points** 67(10d10 + 12) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|16 (+3)|10 (0)|10 (0)|10 (0)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious > - **Senses** blindsight 60 ft. > - **Languages** understands common, but doesn't speak > - **Challenge** 3 (700 XP) > ___ > ***Blood Form.*** The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. > ___ > ### Actions > ***Multiattack.*** The blood elemental makes 2 claw attacks > > ***Claw.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 12 (2d8 + 3) \page
Slayer Class
___ > ## Greater Blood Elemental >*Huge Elemental, unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 38(1d12 + 5) > - **Speed** 12ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-1)|1 (-4)|1 (-4)|20 (+5)|7 (-1)|12 (+1)| >___ > - **Condition Immunities** buzzed, weak-kneed > - **Senses** passive Perception 13 > - **Languages** Gibberish, Pottymouth > - **Challenge** 6 (1677 XP) > ___ > ***Pack Tactics.*** These guys work together. Like super well, you don't even know. > ### Actions > ***Team Foot.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) ## Credits - **Wizards of the Coast:** Created D&D 5th edition - **Homebrewery:** The program I used to make this. - **Remi Le Capon:** Ivana; Art pg.1 top right - **Andy Timm:** Blood Demon; Art pg.1 top left - **Sergey Musin:** Endless Story Environment; Art pg.2 - **Cecil Kim:** Art pg.4 - **Amitoz Sidhu:** Guts Face Detail; Art pg.5 > ### Multiclassing > I honestly have no idea how multiclassing would work with this class, since it functions completely differently to any other class. If you have any ideas, heres somethings you can start with: > > - Strength must be at least 13 > - If the other class is a spellcasting class, you should keep the spells learned from that class seperate from the spells you learn as a slayer, and have the different spells use the mechanic of their respective class.