Slayer
Hit Points
Hit Dice: d12 per Slayer level
Hit Points at first Level: 12 + your constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your constitution modifier per maverick level after 1st
Proficiences
Armor: Light Armor, Medium Armor, and Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength & Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival and Travel
Overview & Creation
‘The day will come when they will perish and I
shall go back!’
Perhaps you or your family suffered a terrible loss at
another’s hands, and you became a slayer to take your
revenge on whoever wronged you. Perhaps a terrible rage
burns in your soul, and you just had to leave behind a life
that you are not able to enjoy any more. Or perhaps you
are the descendant of a warrior people, born to the saddle
or the sword.
Perhaps. Maybes. Enough of them. There is certainty
in battle, and it is in battle that you find your true home.
Slayers are fighters without peer, riders and berserkers
with fire in their veins.
Play a Slayer if you wish to…
• Toss wolves and goblins from your path like straw
and feathers.
• Take revenge upon the Enemy for all the many
injustices inflicted on your people.
• Fight alone, or in the front line of a company of
warriors.
Class Features
Battle-fury
In battle, you fight with white-hot rage or cold, deadly
precision. Whatever the character of your anger, on your
turn, you can enter a Battle-fury as a bonus action. While
in a Fury, you gain the following benefits if you aren’t
wearing heavy armour:
• You have advantage on Strength checks and Strength
saving throws.
• When you make a melee weapon attack using Strength,
you gain a bonus to the damage roll that increases
as you gain levels as a Slayer, as shown in the Fury
Damage column of the Slayer table.
• You have resistance to bludgeoning, piercing and
slashing damage.
Your Battle-fury lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you haven’t
attacked a hostile creature since your last turn or taken
damage since then.
You can also end your Battle-fury on your turn as a bonus
action. Once you have used this feature the number of
times shown for your level in the Furies column of the
Slayer table, you must finish a long rest before you can
enter a Battle-fury again.
Unarmored Defense
While you are not wearing any armor, your Armour Class
equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield (but not a great shield) and
still gain this benefit.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for
defence to attack with fierce desperation. When you make
your first attack on your turn, you can decide to attack
recklessly. Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but attack rolls
against you have advantage until your next turn.
Vigilant Senses
At 2nd level, you begin to sense when danger is near. You
have advantage on Wisdom (Perception) ability checks
when seeking to detect nearby enemies or ambushes.
To gain this benefit, you cannot be blinded, deafened or
incapacitated.
Slayer Path
At 3rd level, you choose a path that shapes the nature of
your Battle-fury. Choose the path of the Rider or the path
of the Foehammer (both are detailed at the end of the class
description).
Your choice grants you features at 3rd level and again at
6th, 10th and 14th levels.
Character 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, or you can take a Cultural or Open Virtue.
As normal, you cannot 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.
Fast Movement
Starting at 5th level, your Speed increases by 10 feet while
you aren’t wearing heavy armour.
Black Mist
By 7th level, your instincts are so honed that you
have advantage on initiative rolls. Additionally, if you
are surprised at the beginning of combat and aren’t
incapacitated, you can act normally on your first turn, but
only if you enter your Battle-fury before doing anything
else on that turn.
Mortal Wound
Beginning at 9th level, you can roll one additional weapon
damage die when determining the extra damage for a
critical hit with a melee attack. This increases to two
additional dice at 13th level and three additional dice at
17th level.
Pierced By Many Arrows
Starting at 11th level, you can keep fighting despite
grievous wounds. If you drop to 0 hit points while you are
in a Battle-fury (or if you have any uses of Battle-fury left)
and don’t die outright, you can make a DC 10 Constitution
saving throw.
If you succeed, you drop to 1 hit point instead (and enter
Battle-fury if you are not already). Each time you use this
feature after the first, the DC increases by 5. When you
finish a short or long rest, the DC resets to 10.
There Many Foes He Fought
Beginning at 15th level, your Battle-fury is so all-consuming
that it ends only if you fall unconscious or if you choose
to end it.
Indomitable Might
At 18th level, if your total for a Strength check is less than
your Strength score, you can use your Strength score in
place of the total.
Strength Greater Than Any Warrior’s Hand
At 20th level, the wrath you have embraced changes you
forever. Your Strength and Constitution scores increase by
4. Your maximum for those scores is now 24.
Starting Equipment
You start with the following extra equipment, in addition
to equipment granted by your Standard of Living.
Frugal: A greataxe and hide armor.
Poor: Any martial weapon and hide armor, a spear, two
hand axes.
Martial, Prosperous or Rich: Any martial weapon and
a corslet of mail, a spear, two hand axes.
Subclass Options
Slayer Paths
He stood a moment as a man who is pierced in the midst of
a cry by an arrow through the heart; and then his face went
deathly white, and a cold fury rose in him, and so that all
speech failed him for a while. A fey mood took him.
"Éowyn, Éowyn!" he cried at last. "Éowyn, how come you
here? What madness or devilry is this? Death, death, death!
Death take us all!"
The Slayer does not consciously choose a path; it is an
instinctive decision, or a fate pre-ordained outside the
circles of the world.
The Rider
While the Rohirrim are the most famous riders among
the Free People, they are not the only folk to fight from
horseback. The charge of a mounted Slayer is as terrible
and glorious as the break of dawn, and the blowing of
their horns resounds from the mountains to the Sea.
Mounted Combat
Beginning at 3rd level, if you are mounted, you deal an
extra 1d4 damage when you hit an unmounted Medium
or Small foe with a melee attack. If you take the Dash
action in combat your extra damage increases to +1d6 for
the first attack you make that round.
Mighty Spear-Throw
At 6th level, when you throw your spear with advantage,
you automatically inflict maximum damage instead
of rolling the dice. If you are mounted, you do not gain
disadvantage when throwing your spear at long range.
Intimidating Presence
Beginning at 10th level, when mounted, you can use your
action to frighten someone with your glowering presence.
When you do so, choose one creature within 30 feet
that you can see. If the creature can see or hear you, it
must succeed on a Wisdom saving throw (DC equal to 8
+ your proficiency bonus + your Charisma modifier) or
be Frightened of you until the end of your next turn. On
subsequent turns, you can use your action to extend the
duration of this effect on the Frightened creature until the
end of your next turn. The effect ends if the creature ends
its turn out of line of sight or more than 60 feet away from
you. If the creature succeeds on its saving throw, you can’t
use this feature on that creature again until you’ve taken
a long rest.
If you Dash into combat, you may use Intimidating
Presence as a bonus action.
Note that using Intimidating Presence doesn’t normally
count as a Misdeed – although the Loremaster might
decide otherwise if the Slayer abuses their menacing
influence to bully innocent folk without cause.
Horns Wildly Blowing
At 14th level, you can inspire your allies. At the start of
a combat, you may blow your horn or shout a battle-cry.
If you do, a number of allies equal to 1+ your Charisma
modifier gain the benefits of your Reckless Attacks feature.
If an ally makes a Reckless Attack, they get to add your
Fury Damage bonus to their damage rolls.
Foe-Hammer
Slayers who walk the path of the Foe-hammer wade into
the very thick of battle, heedless of their enemies’ paltry
blows. Such Slayers are near unstoppable, their fury
enhancing their might to a point where they can slay lesser
warriors with nothing more than a blow of their fist.
Armoured Fury
Starting when you choose this path at 3rd level, you gain
the full benefits of your Battle-fury while wearing heavy
armour. In addition, if you do not already have it, you also
acquire the heavy armour proficiency.
Hooped and Hasped
Beginning at the 6th level, your armour no longer impedes
you in any way. You add your full Dexterity modifier as
a bonus to your Armour Class, regardless of the type of
armour you are wearing. You are no longer subject to
stealth disadvantage when wearing medium or heavy
armour.
Hammerhand
Beginning at 10th level, your anger courses through your
limbs. At all times, your hands now count as martial
melee weapons. When you are in a Battle-fury, they do a
base 1d4 bludgeoning damage and score a critical hit on
a roll of 19-20.
If you are fighting with a melee weapon other than your
hands, then you immediately get a bonus unarmed attack
if you miss with your regular attack. You may only make
one bonus attack per round.
Splintered Spears & Shattered Shields
Starting at 14th level, you may choose to channel all of
your fury into a single, devastating, blow. You can choose
one of the following options:
• Automatically score a critical hit in melee combat
with any melee weapon other than your fist. After
determining damage, your weapon is utterly broken
in the attack and cannot be used again. (Some
ancient, often magical, arms cannot be broken, but
can be damaged enough to require repair after being
used in this fashion.) Creatures immune to critical hits
still take the full damage from this attack.
• Automatically destroy an opponent’s shield in place
of an attack, splitting it asunder, or crumpling it under
a heavy blow. Some shields, often wrought by Durin’s
folk long ago, cannot be broken this way, in which
case the opponent suffers damage as if they had been
successfully struck.
Once you have used this ability, you cannot use it again
until you have had a long rest.
At 17th level, this ability may be used twice per long rest.
Level | Prof iciency Bonus | Features | Furies | Fury Damage |
---|
1 | +2 | Battle-fury, Unarmoured Defence | 2 | +2 |
2 | +2 | Reckless Attack, Vigilant Senses | 2 | +2 |
3 | +2 | Slayer Path | 3 | +2 |
4 | +2 | Character Improvement | 3 | +2 |
5 | +3 | Extra Attack, Fast Movement | 3 | +2 |
6 | +3 | Path Feature | 4 | +2 |
7 | +3 | Black Mist | 4 | +2 |
8 | +3 | Character Improvement | 4 | +2 |
9 | +4 | Mortal Wound (1 die) | 4 | +3 |
10 | +4 | Path Feature | 4 | +3 |
11 | +4 | Pierced by Many Arrows | 4 | +3 |
12 | +4 | Character Improvement | 5 | +3 |
13 | +5 | Mortal Wound (2 dice) | 5 | +3 |
14 | +5 | Path Feature | 5 | +3 |
15 | +5 | There Many Foes He Fought | 5 | +3 |
16 | +5 | Character Improvement | 5 | +4 |
17 | +6 | Mortal Wound (3 dice) | 6 | +4 |
18 | +6 | Indomitable Might | 6 | +4 |
19 | +6 | Character Improvement | 6 | +4 |
20 | +6 | Strength Greater than Any Hand | Unlimited | +4 |