Slayer
The elf crouched down close to the dirty stone floor. She'd been told there was no way to track this beast, but she was no ordinary hunter. It had definitely come this way.
Colored strings criss-crossed over the assortment of notes and documents covering the wall of the tiefling's study. He stood silently, fingers steepled in thought, before whispering to himself: "The coronation. He'll be posing as waitstaff. But so will I."
The dwarf fled into the forest, panicked. He ran for several minutes before finally stopping to catch his breath and look around. There was no sign of his pursuer. Satisfied, he straightened up and smiled, then felt a blade in his back and the burning of poison throughout his body. He hit the ground without ever knowing who killed him.
Starting when you choose this specialty at 3rd level, you have advantage on any Intelligence (Investigation) checks you make in relation to humanoids or other intelligent creatures. Additionally, whenever you make a Wisdom (Insight) check, you can add your Intelligence modifier to the check. The Game's Afoot
Also at 3rd level, you can use an action to designate a specific individual as your nemesis, as long as the individual has an Intelligence score of 6 or higher. You must have a specific individual in mind to select them, but you don't have to know their real name or true form. For example, you can't choose "whoever has been kidnapping the local children," but you could choose a locally infamous outlaw, even if they're known only by a pseudonym. You have advantage on all ability checks you make to learn, gather, or recall information about your nemesis. You can have only one nemesis at a time. Once you select a nemesis, you cannot select a new one until at least one week has passed. If you choose a new nemesis, the old one ceases to be your nemesis. Insightful Combat
Starting at 7th level, if the target of your slayer's focus feature has an Intelligence score of 6 or higher, you can add your Intelligence modifier to a weapon attack roll you make against them, or use your reaction to add it to your AC against one of their attacks. You must make this choice after you see the roll but before determining the results. You can use this feature a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses when you finish a short or long rest. Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernable to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. Checkmate
Beginning at 18th level, you are at your deadliest when you have time to track down and corner your nemesis. If you have completed at least one long rest since selecting your current nemesis, then you always know the location of that nemesis as long as they are within one mile of you. Additionally, the first time you hit a creature with a weapon attack after designating that creature as your nemesis, the attack deals an extra 1d8 damage for each long rest you have completed since they became your nemesis, up to a maximum of 7d8.
Starting when you choose this specialty at 3rd level, you are especially adept at bringing down mighty prey. The bonus damage from your slayer's focus ability increases by 1d6 if your quarry is Large or larger. Land's Stride
Starting at 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. Multiattack Defense
Beginning at 13th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Tough as Nails
Starting at 18th level, whenever a Large or larger creature uses an ability that forces you to make a saving throw, you make that saving throw with advantage.
Beginning when you choose this specialty at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. Cunning Sneak
Also at 3rd level, whenever you make a Dexterity (Stealth) check, you can add your Intelligence modifier to the check. You can use the Hide action as a bonus action. Disappearance
At 7th level, you learn how to make yourself disappear. You can cast misty step without using any components. When you cast this spell in this way, you simultaneously become invisible until the end of your next turn. This invisibility ends early if you attack or cast a spell. You can use this ability a number of times equal to your Intelligence modifier (minimum 1 time). You regain all expended uses when you finish a short or long rest. Improved Disappearance
Beginning at 13th level, you can cast greater invisibility on yourself without using any components. Once you use this ability, you can't use it again until you finish a long rest. Death Strike
Starting at 18th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, double the damage of your attack against that creature.
The Hunt is On
The worlds of D&D tend to be dangerous places. Monsters stand above humanoids on the food chain, cultists perform foul rituals to wreak havoc on innocent people, and even extraplanar beings sometimes intervene in the events of history. Adventurers take all sorts of approaches to staying ahead of the specter of death. Some meet their foes in open combat while others use tricks and illusions to manipulate circumstances to their advantage. Still others identify a threat, track it down, and slay it — this is the path of the slayer. Slayers are cunning warriors, using their wits to hunt their prey and take them out efficiently. Some hunt monsters in the wilderness, some slip poison into a noble's drink, and some stab you in the back without ever being seen. Whatever the method, a slayer knows where you've been and where you're going, and has no intention of fighting fair.Grim Trackers
Slayers don't always have a shiny reputation. They have no sparkly magic tricks to impress people, and no gleaming armor covered in medals of valor. Their work is deadly and efficient, which can often lead others to look at them as amoral assassins. While this certainly does describe some slayers, others are just as heroic as any storied warrior — they've just chosen a more pragmatic method of operation. They might hunt down monsters or wanted fugitives to keep people safe, or they might serve as a scout and bodyguard for a noble whose work they believe in. The common thread among slayers is not their motives, but their methods. Whether for selfish or altruistic reasons, a slayer chooses a target and can track them nearly anywhere. Once the slayer catches up with their quarry, they strike with focused determination.Creating a Slayer
As you prepare to make your slayer character, consider what might drive them to choose such a path. Are they simply a very cautious adventurer, avoiding unnecessary risks by always trying to have the upper hand against monsters? Do they have a morbid fascination with poisons? Perhaps they hunt down criminals in pursuit of vigilante justice, or maybe they hunt monsters for money because they feel like that's the only thing they're good at. Once your character learned the first abilities of being a slayer, what motivated them to become an adventurer and join a party? Do they have an attachment to one of their party members? Is it a matter of practicality, wanting to have a group of allies for those times when sneaking up on your enemy isn't feasible? Or perhaps it was the only job they could find at the moment, or they were otherwise forced into an adventuring group by circumstance?Quick Build
You can create a slayer quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. Second, choose the outlander background.
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 |
Slayer's Specialties
Different slayers choose different approaches to their arts of hunting and slaying. The slayer's specialty you choose reflects your approach.Bounty Hunter
The bounty hunter stalks the most dangerous game. While you're certainly capable of making your way in the wild and tracking down animals, your specialty is in following the trails of persons of interest: wanted criminals, noble rivals, or even the target of your own personal grudge. You focus your talents on finding and apprehending intelligent creatures by sorting through webs of clues, following paper trails, and getting into the heads of your targets. Greatest DetectiveStarting when you choose this specialty at 3rd level, you have advantage on any Intelligence (Investigation) checks you make in relation to humanoids or other intelligent creatures. Additionally, whenever you make a Wisdom (Insight) check, you can add your Intelligence modifier to the check. The Game's Afoot
Also at 3rd level, you can use an action to designate a specific individual as your nemesis, as long as the individual has an Intelligence score of 6 or higher. You must have a specific individual in mind to select them, but you don't have to know their real name or true form. For example, you can't choose "whoever has been kidnapping the local children," but you could choose a locally infamous outlaw, even if they're known only by a pseudonym. You have advantage on all ability checks you make to learn, gather, or recall information about your nemesis. You can have only one nemesis at a time. Once you select a nemesis, you cannot select a new one until at least one week has passed. If you choose a new nemesis, the old one ceases to be your nemesis. Insightful Combat
Starting at 7th level, if the target of your slayer's focus feature has an Intelligence score of 6 or higher, you can add your Intelligence modifier to a weapon attack roll you make against them, or use your reaction to add it to your AC against one of their attacks. You must make this choice after you see the roll but before determining the results. You can use this feature a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses when you finish a short or long rest. Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernable to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. Checkmate
Beginning at 18th level, you are at your deadliest when you have time to track down and corner your nemesis. If you have completed at least one long rest since selecting your current nemesis, then you always know the location of that nemesis as long as they are within one mile of you. Additionally, the first time you hit a creature with a weapon attack after designating that creature as your nemesis, the attack deals an extra 1d8 damage for each long rest you have completed since they became your nemesis, up to a maximum of 7d8.
Monster Hunter
Slayers who specialize in hunting down massive beasts and terrible monsters follow the path of the monster hunter. Though you're certainly not incapable of tracking down a cultist or a thief, you're the one who steps forward when a town needs a hero to go out and slay whatever has been killing villagers in the forest. Titan SlayerStarting when you choose this specialty at 3rd level, you are especially adept at bringing down mighty prey. The bonus damage from your slayer's focus ability increases by 1d6 if your quarry is Large or larger. Land's Stride
Starting at 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. Multiattack Defense
Beginning at 13th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Tough as Nails
Starting at 18th level, whenever a Large or larger creature uses an ability that forces you to make a saving throw, you make that saving throw with advantage.
Ninja
Slayers who supplement their tracking and slaying abilities with the art of stealth choose the path of the ninja, striking decisively from the shadows and then disappearing. Unarmored DefenseBeginning when you choose this specialty at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. Cunning Sneak
Also at 3rd level, whenever you make a Dexterity (Stealth) check, you can add your Intelligence modifier to the check. You can use the Hide action as a bonus action. Disappearance
At 7th level, you learn how to make yourself disappear. You can cast misty step without using any components. When you cast this spell in this way, you simultaneously become invisible until the end of your next turn. This invisibility ends early if you attack or cast a spell. You can use this ability a number of times equal to your Intelligence modifier (minimum 1 time). You regain all expended uses when you finish a short or long rest. Improved Disappearance
Beginning at 13th level, you can cast greater invisibility on yourself without using any components. Once you use this ability, you can't use it again until you finish a long rest. Death Strike
Starting at 18th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, double the damage of your attack against that creature.
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