Slayer
Hit Points
Hit Dice: d10 per Slayer level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per slayer level after 1st
Proficiences
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Poisoner's kit
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Animal Handling, Insight, Investigation, Nature, Perception, Stealth, and Survival
Class Features
Cunning Tracker
Your sharpness of mind makes you a formidable hunter of any prey. Whenever you make a Wisdom (Survival) check to track one or more creatures, you can add your Intelligence modifier to the check.
Poisoner
Starting at 2nd level, you are well-versed in the use of poison, granting you several benefits.
First, you have advantage on any ability checks you make to harvest or create poisons.
Second, the gold and time you must spend to create a dose of poison is halved.
Finally, you can apply a dose of poison to a weapon or ammunition as a bonus action instead of an action.
Slayer's Focus
Also at 2nd level, you learn how to use your wits when engaging your target. You can use a bonus action to designate one creature you can see as your quarry. This effect remains in place until you finish a long rest, but ends early if you are incapacitated or if you use this ability again.
You add your Intelligence modifier to any Wisdom (Perception) checks you make to find your quarry, as well as to the damage dealt by your weapon attacks against it. This bonus damage increases by 1d6 when you reach 11th level in this class, and by another 1d6 when you reach 17th level.
Ambusher
Beginning at 3rd level, you are adept at getting the jump on your foes. You can add your Intelligence modifier to your initiative rolls.
Additionally, once per turn when you use the Attack action to attack the target of your slayer's focus feature, if that creature hasn't taken a turn in the combat yet or is unaware of your attack, you can make one additional weapon attack against the same creature as part of the same action.
Slayer's Specialty
Your career as a slayer can take many forms, represented by a specialty you choose at 3rd level: the Bounty Hunter, the Monster Hunter, or the Ninja. Each of these options is detailed at the end of this class description.
Your specialty grants you features when you choose it at 3rd level, and again at 7th, 13th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Eyes of the Hunter
Starting at 6th level, you can see normally in both magical and nonmagical darkness out to a distance of 120 feet.
Unwavering Focus
Beginning at 9th level, you always know the location of your slayer's focus quarry as long as it's within 120 feet of you, even if the creature is hidden or invisible.
When you make a weapon attack against your quarry and can't see it, your inability to see it does not impose disadvantage on your attack roll.
Evasion
Starting at 11th level, when you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, 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.
Inevitable
By 14th level, your skill at tracking your quarry borders on the supernatural. Whenever you make a Wisdom (Survival) check to track one or more creatures, you can treat a d20 roll of 9 or lower as a 10.
Additionally, you are unhindered by magic meant to obscure tracks or otherwise directly interfere with tracking. For example, a creature which had traveled while under the effects of a pass without trace spell would be no more difficult for you to track than if the creature had not been affected by that spell.
Poison Master
Beginning at 15th level, you have become so experienced with poison that it doesn't faze you. You are immune to poison damage and the poisoned condition.
Additionally, the amount of time it takes you to craft poison is reduced to one quarter the normal amount of time.
Blindsight
At 17th level, you have supernaturally sharp senses, allowing you to clearly perceive that which you cannot see. You gain blindsight out to a range of 15 feet.
Apex Predator
When you reach 20th level, you are a paragon of the hunt. Your attacks against the target of your slayer's focus feature are made with advantage and score a critical hit on a roll of 19 or 20.
Starting Equipment
- A longbow and 20 arrows
- Any two martial weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) leather armor or (b) scale mail and a shield
- A poisoner's kit
Level | Proficiency Bonus | Features |
---|
1st | 2 | Cunning Tracker |
2nd | 2 | Poisoner, Slayer's Focus |
3rd | 2 | Abusher, Slayer's Speciality |
4th | 2 | Ability Score Improvement |
5th | 3 | Extra Attack |
6th | 3 | Eyes of the Hunter |
7th | 3 | Speciality Feature |
8th | 3 | Ability Score Improvement |
9th | 4 | Unwavering Focus |
10th | 4 | Ability Score Improvement |
11th | 4 | Evasion, Slayer's Focus (+1d6) |
12th | 4 | Ability Score Improvement |
13th | 5 | Speciality Feature |
14th | 5 | Inevitable |
15th | 5 | Poison Master |
16th | 5 | Ability Score Improvement |
17th | 6 | Blindsight, Slayer's Focus (+2d6) |
18th | 6 | Speciality Feature |
19th | 6 | Ability Score Improvement |
20th | 6 | Apex Predator |