The Slayer

by Cardboard123

Search GM Binder Visit User Profile
The Slayer

The Slayer

A toothless man releases an arrow over his dwarven companion straight into a giant's knee. It falls onto one knee and the man has a toothless grin as a second arrow goes straight into the giant's eye, killing it instantly.
  A light blue tiefling draws a short sword as she sneaks up on a sleeping noble with a cold look in her eyes. She silently walks over to the man and plunges the sword down into his throat.
  Slayers are a class of killers and survivors, when they want something dead they can make that happen, and if they need to escape a situation, they can make that happen too.


Variety

Slayers come in all different sizes, shapes, and have a multitude of different talents. They use different fighting styles and different tactics, but theres one thing they all have in common; they know how to kill.


Class Features

As a slayer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per slayer level
  • Hit Points at 1st Level: 8 + your constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per slayer level above 1.

Proficiencies


  • Armor: light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Thieves tools, Disguise kit, Poisoner's kit

  • Saving Throws: Intelligence, determined by archetype
  • Skills: Choose three from acrobatics, arcana, athletics, deception, insight, intimidation, investigation, perception, sleight of hand, stealth, and survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon
  • (a) a martial weapon (b) two simple weapons
  • (a) ring mail armor or (b) leather armor
  • (a) an explorer's pack (b) a Burglar's pack
The Slayer
Level Proficiency Bonus Features Slayer Bonus Talents known sneak attack die
1st +2 Studied target, Slaying Style +1
2nd +2 Fighting Style +1
3rd +2 Slayer's Talent +1 1
4th +2 Ability Score Improvement, Sneak Attack +1 1 1d6
5th +3 Extra Attack +2 1 1d6
6th +3 Slaying Style Feature, Slayer's Talent +2 2 1d6
7th +3 Improved Study Target +2 2 1d6
8th +3 Ability Score Improvement +2 2 2d6
9th +4 Slayer's Talent +3 3 2d6
10th +4 Slayer's Advance (one use) +3 3 2d6
11th +4 +3 3 2d6
12th +4 Ability Score Improvement, Slayer's talent +3 4 3d6
13th +5 Slayer's Advance (two uses) +4 4 3d6
14th +5 Slaying Style Feature +4 4 3d6
15th +5 Slayer's Talent +4 5 3d6
16th +5 Ability Score Improvement +4 5 4d6
17th +6 +5 5 4d6
18th +6 Slaying Style Feature, Slayer's Talent +5 6 4d6
19th +6 Ability Score Improvement +5 6 4d6
20th +6 Master Slayer +5 6 5d6

Studied Target

Starting at 1st level, you gain the ability to measure up your target at a glance and deal devastating damage to them. As a bonus action, you can study a single target. The study lasts until the target dies or you switch your studied target as a bonus action. When attacking your studied target add your slayer bonus to the damage roll of every attack.


Slaying Style

This is your archetype for this class. At 1st level choose between Brute and sniper. These styles give you benefits at levels 1, 6, 14, and 18. Details on these styles are at the end.


Fighting Style

At second level, choose one of the following fighting styles:

Archery

You 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

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 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Slayer's Talent

Starting at 3rd level, and again at 6th, 9th, 12th, 15th, and 18th level, You can choose a slayer's talent to learn. Slayer Talents are what really differentiate each and every slayer. They provide a variety of benefits, but can't be switched with another talent once it is learned. (list of talents at the end)


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.


Sneak Attack

Starting at 4th level, and again at 8th, 12th, 16th, and 20th level, you gain a sneak attack die. This acts the same as and stacks with the rogue's sneak attack.


Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Improved Study Target

Starting at 7th level, your ability to quickly size up your target improves. The Study Target action now takes a quick action instead of a bonus action.


Slayer's Advance

Starting at 10th level, as a free action you can double your base movement speed once per day. You gain a second use of this ability at level 13.


Master Slayer

At level 20, your ability to kill is second to none. As an action you fire a single shot at your studied target and choose one of the following effects: knock unconscious for 1d4 hours or paralyze for 2d6 rounds. If the attack hits the target takes normal damage and must succeed a constitution save equal to 8 + your proficiency bonus + your dexterity, strength, or intelligence modifier (your choice). Once you use this ability, you can't use it again until you finish a short or long rest.

Slaying Styles:

Brute

You prefer to be up close and personal with your enemies when you kill them.

You become proficient with constitution saving throws when you choose this archetype.


Improved Critical (melee)

Starting at 6th level, your weapon attacks with melee weapons score a critical hit in a roll of 19 or 20.


Indomitable

Starting at 14th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.


Quick reflexes

Starting at 18th level, you can make a single attack of opportunity without expending your reaction. You can do this a number of times equal to your proficiency bonus.


Sniper

You like to keep distance between you and your target and harm them from afar.

You become proficient with dexterity saving throws when you choose this archetype.


Honed Shot

Starting at 6th level, you can sacrifice any number of attacks of your choice to give yourself a bonus to hit on your next attack of +5 per attack sacrificed. You must declare if you will do this before you take the attack action. This bonus is carried through turns until it is used or the combat ends.


Far shot

Starting at 14th level, you double the range on the range increments on any ranged weapon you use.


Bullseye

Starting at level 18, when you successfully hit a target with a ranged weapon attack, if your total attack roll exceeds the target's AC by 7 or more, the attack becomes a critical hit.

Slayer's Talents

Expert

You choose a skill of your choice, and you can add double your proficiency bonus to it.

Skilled

Choose two skills of your choice and gain proficiency in them.

Painful Studied target

You gain a +1 to all attack rolls and +2 to all damage rolls made against a studied target.

Trackable Target

You gain advantage on all checks trying to track your studied target.

Survivor

Minimum level of 6: You gain proficiency in a saving throw of your choice

Arcane student

Minimum level of 6: You learn two cantrips of your choice from the wizard spell list.

Understood Target

Minimum of level 6: You gain advantage on all insight checks and knowledge checks made on or about your studied target.

Improved Sneak Attack

Minimum level of 9: You gain 2d6 additional sneak attack damage die.

Bolstered

Minimum level of 9: you gain +1 to your total hitpoints per slayer level.

Magical Slayer

Minimum of level 9: all weapons that you use become +1 weapons for the duration that you use them.

Multi Study Target

Minimum of level 12: You can now choose up to 2 targets when choosing targets for "studied target".

True Survivor

Minimum of level 12: You gain proficiency in 2 saving throws of your choice.

Advanced Magical slayer

Minimum of level 15: all weapons that you use become +2 weapons for the duration that you use them.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.