The Slayer (5e Class)
The Slayer
Unchained Predator
The Slayer is a title only given to the few throughout history that chose to walk the path of eternal torment. While many can call themself a warrior or soldier and have died for that honor the slayer is unlike any breed of man born to slaughter and shed the blood of his enemies. It is foretold that amongst the evil the monsters of our world can conjure and all the wickedness mankind can produce only the slayer alone has the strength to rid all of existence of this taint. What leads one to walk the path of a slayer is something no man aside the slayer themself have survived to witness or speak of. Among the hordes of eternal torment and corruption only one man shall rise from the corpses of his fallen comrades and his butchered foes. Designed to only survive the hordes so he may lunge back into the jaws of certain doom and rise, unbroken, drenched in the blood of his foes. There is no rest, no peace, for the slayer. All they know is to rip and tear until it is done.
Creating The Slayer
When making a Slayer it is crucial to remember that The Slayer is no mere warrior or soldier. It is their duty to destroy the hordes of corruption until there is nothing left. They do not fight because it is the right thing to do or for the sake of some divine's honor. They fight because it is all they can do anymore. All they know and understand after being left for dead in the jaws of death itself only to triumph bloodied and battered is that if the forces of evil they have survived are not eliminated entirely they will only return to continue their consumption of reality as you know it. This does not mean The Slayer is ignorant to the complications of complexities of a situation. However, variables and theories mean nothing to them after seeing with their own eyes what their world will become if their foes are not eliminated.
- Quick Build
The quickest way to create The Slayer is to make Strength & Constitution as your highest Ability Scores followed by Dexterity. The Veteran or Solider backgrounds will work best with this class. The three subclasses mostly expand upon abilities given to you in your early levels, so choose based on what ability you would prefer to expand upon for the quickest build.
Path of the Violent expands upon Rip and Tear Until It Is Done. Combat abilities you are given a certain amount of expendable Slayer Dice to use.
Path of the Vengeful expands upon Divinity Machine. Kill creatures and make them take a Slayer Saving Throw, if they fail you absorb part of their soul and you get benefits from it.
Path of the Forsaken expands upon Slayer Physiology. Makes you need less sustenance, less rest, Improves Armor Class and Unarmed Attacks, slowly makes you immortal, & Hit Point increase per level.
Class Features
As a The Slayer you gain the following class features.
- Hit Points
Hit Dice: 1d12 per The Slayer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per The Slayer level after 1st
- Proficiencies
Armor: Heavy Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons, & Improvised Weapons.
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose 2 from Acrobatics, Athletics, Insight, Perception, Intimidation, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any Simple Weapon or (b) A Great-Sword
- (a) Any Simple Weapon or (b) A Crossbow and 20 bolts
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
- Hide Armor and a Great-Sword
- If you are using starting wealth, you have 4d4 x 10gp in funds.
Level | Proficiency Bonus | Features | Slayer Dice |
---|---|---|---|
1st | +2 | Slayer Physiology | 1D4 |
2nd | +2 | Rip and Tear Until It Is Done | 1D4 |
3rd | +2 | Divinity Machine, Path of the Slayer Feature | 1D4 |
4th | +2 | Ability Score Improvement | 1D6 |
5th | +3 | Path of the Slayer Feature | 1D6 |
6th | +3 | Path of the Slayer Feature | 1D6 |
7th | +3 | The Only Thing They Fear Is You | 1D6 |
8th | +3 | Ability Score Improvement | 1D8 |
9th | +4 | Path of the Slayer Feature | 1D8 |
10th | +4 | Onslaught | 1D8 |
11th | +4 | Path of the Slayer Feature | 1D8 |
12th | +4 | Ability Score Improvement | 1D10 |
13th | +5 | Path of the Slayer Feature | 1D10 |
14th | +5 | Path of the Slayer Feature | 1D10 |
15th | +5 | Extra Life | 1D10 |
16th | +5 | Ability Score Improvement | 1D12 |
17th | +6 | Path of the Slayer Feature | 1D12 |
18th | +6 | Path of the Slayer Feature | 1D12 |
19th | +6 | Ability Score Improvement | 1D12 |
20th | +6 | Too Angry To Die | 1D12 |
- Slayer Saving Throw DC
Certain abilities will make you or other creatures make a Saving Throw. Your Slayer DC is equal to:
8 + Strength Modifier + Proficiency Modifier
Slayer Physiology
At first level you have put aside your mortal weaknesses in order to pursue your path of bloodshed and slaughter - you gain the following benefits:
Your AC is equal to 10 + Dexterity Modifier + Constitution Modifier.
You only need to eat and drink once every 2 days. After that time you begin taking exhaustion.
You only need to sleep four hours a day.
You age 10 times as slowly.
You gain 1 Max HP per level.
Your unarmed attacks deal 1D6 + Strength Modifier Bludgeoning Damage. At level 4 damages increases to 1D8. At level 8 damages increases to 1D10. At level 12 damages increases to 1D12.
Rip and Tear Until It Is Done
At second level you are able to decimate your foes with your brutal force. You gain a total of Slayer Dice equal to either your Strength Modifier or your Constitution Modifier. You use Slayer Dice as a Reaction. Your Slayer Dice starts out as 1D4. Starting at fourth level you Slayer Dice is 1D6, at eighth level you Slayer Dice is 1D8, at twelfth level you Slayer Dice is 1D10, & at sixteenth level you Slayer Dice is 1D12.
You regain 1 Slayer dice after a short rest & all Slayer Dice after a long rest
You can expend a Slayer Dice to use one of the following abilities:
- Glory Kill
When a creature has less or equal to 20 HP, as an unarmed attack, you can make the creature takes a Constitution Saving Throw against your Slayer DC. On failure the creature will be killed immediately in a violent and brutal fashion and you gain a total of Temporary HP equal to your Slayer Dice roll. On success you roll damage for an unarmed attack adding your Slayer Dice to the damage.
- Quick Step
You gain speed equal to Slayer Dice Roll * 5 feet for a round.
- Blood Punch
You make a powerful punch that leaves a wave of brutal force from the receiving target. You must use this ability when making an unarmed attack - before making the attack roll. The creature or object that is the target of the attack takes double damage + Slayer Dice. All creatures and objects within a 10ft radius of the target take half of the damage the target took.
- Made to Fight
You gain Slayer Dice Roll * 5 Temporary HP for 1 Minute.
- Bountiful Power
A Stat Score of your choice increases by Slayer Dice Roll for 1 Hour.
- Unbroken
You take no effects from exhaustion for a total of hours equal to Slayer Dice Roll.
- Relenetless
You can choose to ignore an effect for a total of rounds equal to Slayer Dice Roll.
- Slaughter
You deal a double damage on an attack against a creature and add your Slayer Dice for bonus damage.
- Barrage
You can make a second attack as a bonus action - this can only be performed after an attack action. Your secondary attack deals damage equal to Slayer Dice Roll.
Divinity Machine
At third level you can use a reaction to absorb fragments of souls that fall off a creature you kill. When you kill a creature the target takes a Constitution Saving Throw against your Slayer DC. On failure You absorb their soul fragments - if the creature critically fails you absorb their entire soul (the creature cannot be properly resurrected and can only return as an undead, also if a creature returns to life they lose all connection with any higher power since you own their soul). You regain a total amount of HP equal to the damage you dealt on the killing blow. If the creature rolled a critical failure you get double the amount of HP. If the HP you absorbed goes beyond your Max HP the rest will be added to Temporary HP. If you manage to absorb the soul of a creature you killed using a Slayer Dice ability you may add the Slayer Dice you used to the HP gained.
Subclass Feature
At third level, you chose a path. Choose between Path of the Violent, Path of the Vengeful, or Path of the Forsaken. Your choice grants you features at third level and again at fifth level, sixth level, ninth level, eleventh level, thirteenth level, fourteenth level, seventeenth level, and eighteenth 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.
The Only Thing They Fear is You
At seventh level you are immune to being inflicted with fear. You can inflict fear onto another creature within 100ft that you can see. The creature takes a Wisdom Saving Throw against your Slayer DC. On failure they flee from you at full speed and are affected for 10 hours. If a creature succeeds it cannot be affected by this skill for 24 hours.
Onslaught
At tenth level the maximum for Strength, Endurance, & Dexterity Ability Scores is now 30. With DM permission you may ask to reroll these stats this time using a 1D20 + 1D10 but you must keep the new score.
Extra Life
At fifteenth level your rage keeps you from dying. When you are making Death Rolls you can choose to automatically succeed, but you are prone. You can only use this skill after a long rest.
Too Angry To Die
At twentieth level when you drop to 0 HP or lower you can make a Constitution Saving Throw DC = 20. On failure you will begin taking Death Rolls instead. If you succeed you drop to 1 HP instead. After you have succeeded a Saving Throw for this ability previously you roll with advantage the next time you use this ability until you take a long rest or fail the Saving Throw.
Path of the Violent
Your will and ability to inflict your fury onto your foes is what kept you alive. In the roughest of situations you rely solely on your innate strength and talent for destruction to decimate anything blocking your path. You were pulled into the chaos and carnage of the horde and managed to turn your foes into carion in the midst of your fury.
- Rip and Tear Until It Is Done, Addition
At third level you get a new Slayer Dice Ability.
Blood Shed: You inflict 2 bleeding damage to a creature for a total of rounds equal to your Slayer Dice Roll.
- Kill Em' All
At fifth level your weapons share your eagerness to inflict violence. With each attack you succeed on a target you gain +1 damage. The bonus damage keeps stacking until you fail an attack roll.
Starting at fourteenth level you can now make a Crucible base. You make a Crucible base by taking the base or hilt of a weapon and letting it soak in 10 lbs of carrion (flesh, bone, and blood) with the heart or skull of a creature you have slain of at least large size. You must leave the hilt or base in the mass of gore for at least 1 hour and must stay within 25ft of the base during the entirety of that time. One it is finished the mess of gore vanishes, merging with the base.
- Rust in Peace
At sixth level your destructive force is not just limited to your foes. This ability works as a Melee Weapon, Improvised Weapon, & Unarmed Attack. When making an attack roll against an inanimate object you roll with advantage. If you roll a 1 for damage you can reroll but must keep the new roll. Starting at twelfth level you deal double damage to inanimate objects.
- Binge and Purge
At ninth level when you enter combat you will gain a total of Slayer Dice equal to your Proficiency Modifier. This total can go over your Slayer Dice Maximum. If the Slayer Dice given to you are not used once combat is finished the remaining extra dice will be removed.
- Rip and Tear Until It Is Done, Improved
At eleventh level several of your Rip and Tear abilities are greatly improved.
Improved Glory Kill: You may use Glory Kill on creatures with 50 HP or less.
Improved Blood Punch: The range of the force damage increases to a 15ft radius.
Made To Fight: Temporary HP now lasts for 5 minutes.
Quick Step: Speed now lasts for 5 rounds.
- Killing Is My Business.. and Business Is Good
At thirteenth level you can tear apart and maim creatures with ease. The creature cannot recover from these effects until after fully healed. You can only use this ability as an Attack Action. This ability only works on creatures of large or smaller sizes. When using this the target takes a Constitution Saving Throw against your Slayer DC. After a short or long rest you are able to do one of the following:
Arm: Attack Rolls & (hand/arm based) Ability Checks are done with disadvantage.
Leg: (leg/foot based) Ability Checks are done with disadvantage & Speed is halved.
Eyes: Blinded
Ears: Deafened
- Slayer's Crucible, Violent Variant
At fourteenth level you can create a Crucible, a mighty magic weapon made for cutting through monstrosities in a clean sweep. The crucible can be any type of weapon that is a two-handed blade (great sword, battleaxe, halberd, scythe, pike, & glaive). The color of the blade is the choice of the slayer - it will stay that color unless the slayer attunes with the Crucible again. The blade looks like it is made from raw energy and has hundreds of runes that flicker across the blade.
With your Crucible base you can attune the crucible to yourself (the crucible can only attune to Slayer's of level 14 or higher) by interacting with it for 1 hour. Once the Crucible is attuned to you it will summon its blade at your will as a reaction. The blade deals 2D10 Force & Magic Damage.
Violent Variant: The Crucible appears to have a smooth metal design that is perfectly blended with bones and thick scales or leathery skin. While the blade is summoned you can choose to regain Slayer Dice upon slaying a creature instead of Soul Fragments & you have advantage on Saving Throws.
- Maim. Feed. Kill. Repeat.
At seventeenth level whenever you kill a creature the allies of the slain creature within a 65ft radius that can see you take a Wisdom Saving Throw against your Slayer DC. On failure you can choose to either make the creatures flee from you or goad them into either attacking your or each other for a round.
- Berserk
At eighteenth level you go into a violent frenzy. All attack rolls have advantage, but all creatures also had advantage attacking you. You take half damage and deal double damage on all melee weapons, ranged weapons, improvised weapons, & unarmed attacks. This ability lasts for 1 minute and can only be performed after a long rest.
Path of the Vengeful
Your desire to avenge those who were lost and what was taken from you is all that keeps you alive. You are the result of the greed and corruption that has stolen all you held dear. In the ruins of one’s wickedness you were the sole survivor, given nothing but the rage to destroy those who wronged you.
- Rip and Tear Until it Is Done, Addition
At third level you get a new Rip and Tear Until It Is Done ability.
Soul Crusher: For a total of rounds equal to your Slayer Dice roll creatures drop Soul Fragments equal to half the damage you deal to them.
- Reinventing the Steel
At fifth level you can use absorbed Soul Fragments to improve your weapon. Your weapon is branded with your mark by letting your weapon absorb 20 Soul Fragments. The weapon glows 5ft bright light, 10ft dim light (color of your choice, must be the same color of your Crucible) and deals magic damage for 1 hour. For every extra 10 Soul Fragments your weapon absords you can either increase the bright & dim light by 5ft or add +1 damage.
Your weapon will passively absord Soul Shards if you choose for your weapon to absorb them instead of you, your weapon can hold a maximum of 100 Soul Fragments. The ability only becomes active at your will as a reaction. You can choose to only activate the mark, expending 20 Soul Fragments, or apply benefit by using any extra Soul Shards.
Starting at fourteenth level you can now make a Crucible base. You make a Crucible base by taking the base or hilt of a weapon and letting your weapon abosrb 50 Soul Fragments.
- Slayer's Brand
At sixth level you can use absorbed Soul Fragments in your weapon to create a Slayer's Brand. The brand burns your mark into a creature within 100ft that you can see. The brand lasts until the target succeeds a Wisdom Saving Throw against your Slayer DC. The target gets a Saving Throw as the Brand is inflicted and a Saving Throw at the start of its turn. Choose one of the following effects for your target: Target has glowing markings on its body (that glow a color of your choice, must be the same color as your Crucible), at the start of its turn it takes 5 force damage.
Target begins attacking one of its allies or itself.
Target either flees or becomes prone and does not move.
- Death Magnetic
At ninth level you can use absorbed Soul Fragments to regain Slayer Dice. When you absorb an entire soul you regain 2 Slayer Dice. You cannot have more Slayer Dice than your maximum.
- Divinity Machine, Improved
At eleventh level your Divinity Machine Ability is greatly improved. You can absorb Soul Fragments of creatures your party just recently killed within 10 minutes and within 10ft. When you absord Soul Fragment you can choose to apply one of the benefits listed instead of regaining HP:
Count as a whole ration.
Give the effects of 1 hour of sleep.
Removes an effect of choice that is targeting you (including 1 level of exhaustion).
Gives you a free action. You can wait up to 5 minutes to use this action, but after that it vanishes.
- Beyond Hell and Above Heaven
At thirteenth level you can use Soul Fragments to cast 1st level Paladin Spells. You are able to cast any 1st level Paladin Spell as a reaction when you absord 10 or more soul shards. For every 10 Soul Fragments you absorb it will count as a spell level.
Example: You absord 30 Soul Shards and use it to cast a paladin spell, you can cast any 1st level paladin spell at level 3.
An entire soul will allow you to cast any Paladin spell up to 5th level or any Paladin spell as a 5th level spell.
- Slayer's Crucible, Vengeful Variant
At fourteenth level you can create a Crucible, a mighty magic weapon made for cutting through monstrosities in a clean sweep. The crucible can be any type of weapon that is a two-handed blade (great sword, battleaxe, halberd, scythe, pike, & glaive). The color of the blade is the choice of the slayer - it will stay that color unless the slayer attunes with the Crucible again. The blade looks like it is made from raw energy and has hundreds of runes that flicker across the blade.
With your Crucible base you can attune the crucible to yourself (the crucible can only attune to Slayer's of level 14) by interacting with it for 1 hour. Once the Crucible is attuned to you it will summon its blade at your will as a reaction. The blade deals 2D10 Force & Magic Damage.
Vengeful Variant: The Crucible has an ornate metal design with your mark branded into it. When the blade is summoned your creatures have disadvantage resisting dropping soul fragments when killed by you & you can absorb Soul Fragment from creatures that have been slayed within an hour and within 50ft.
- Dehumanizer
At seventeenth level you can rip the soul out of a living creature you can see within 45ft. The creature takes a Constitution Saving Throw against your Slayer DC. On failure the creature immediately dies and you absorb an entire soul. If a creature succeeds they are immune to the ability for the next 3 days. You can try again on another creature after 1 minute, but once you successfully use the ability it cannot be used again until after a long rest.
- Mob Rules
At eighteenth level your mark is branded into your flesh, your bone, your very being as you become a vessel for carnage. Your mark appears on any location on your body and glows a color of your choice (must be the same color of your Crucible), this mark can be seen through clothes and armor. This ability lasts for 1 minute and can only be used after a long rest.
All creatures within 100ft that are not aligned to you take a Wisdom Saving Throw against your Slayer DC.
On failure they take an effect of your choosing: fight each other, fight only you, paralyzed, prone, or fleeing. All attacks made against affected creatures automatically succeed. When you kill an effected creature you automatically absorb its entire soul.
On success they are unaffected and immune to this ability and Slayer’s Brand for the next 24 hours.
Path of the Forsaken
Your will and desire to live, your blatant refusal to give into the torment around you, is what keeps you alive. You were forgotten, left for dead, while the world went on without you as you gave up on your own peace just to survive. You were cast into the blackest pit of evil in order to purge the wickedness with only your wrath as your weapon.
- Rip and Tear Until It Is Done, Addition
At third level you get a new Slayer Dice Ability.
Survivor: You gain resistance to a type of damage of your choosing (if you already have resistance you become immune) for a total of rounds equal to Slayer Dice Roll.
- Sabbath Bloody Sabbath
At fifth level you can use the flesh and bone of your foes to create crude items. The items you make have a chance of splintering. Your fleshy items will splinter when they are introduced to intense force. A critical fail, intentional smashing, or a critical success with a weapon can cause splintering. An item can splinter 3 times before it shatters completely. When an item splinters its properties slightly change. A splintered items deals 1 extra point of piercing damage per how much it has been splintered but also -1 to its effectiveness (attack roll, skill check, or AC bonus).
To make these you need a blade or the appropriate artisan’s tools. You also need materials from a creature of at least small size. It takes an hour to make an item.
You can create: Light Hammers, Clubs, Daggers, Hand axes, Slings, Quarterstaves, Spears, 1D4 Darts, 1D4 Arrows, & Shields.
Starting at fourteenth level you can now make a Crucible base. You need materials from a creature of at least large size that is one of the following types: Aberration, Dragon, Fiend, Giant, & Monstrosity. It will take 4 hours to craft a crucible base.
- Sacrament
At sixth level your body flows with immortal energy that keeps you sustained and empowered. When you are harmed by a type of damage of your choice you instead recover HP equal to the damage rolled. Choose form one of the following damage types:
Necrotic
Radiant
Force
- Resolution
At ninth level you regain a Slayer Dice every time you are restored to 1 HP after your HP going to 0 or below by any means you recover 1D4 Slayer Dice.
- Slayer Physiology, Improved
At eleventh level your body becomes tougher and more resilient. You gain the following benefits:
Your AC is equal to 12 + Dexterity Modifier + Constitution Modifier.
You only need to eat and drink once every week. After that time you begin taking exhaustion.
You only need to sleep one hour a day.
You stop aging.
You gain 2 Max HP per level.
- Untouchable
At thirteenth level you can ignore damage from an attack as a reaction, outside of your turn. When you use this ability half of the damage will immediately be directed toward a creature within 5ft of you. If there is no creature within 5ft of you then no creature takes damage. You can use this ability once after a short or long rest
- Slayer's Crucible, Forsaken Variant
At fourteenth level you can create a Crucible, a mighty magic weapon made for cutting through monstrosities in a clean sweep. The crucible can be any type of weapon that is a two-handed blade (great sword, battleaxe, halberd, scythe, pike, & glaive). The color of the blade is the choice of the slayer - it will stay that color unless the slayer attunes with the Crucible again. The blade looks like it is made from raw energy and has hundreds of runes that flicker across the blade.
With your Crucible base you can attune the crucible to yourself (the crucible can only attune to Slayer's of level 14) by interacting with it for 1 hour. Once the Crucible is attuned to you it will summon its blade at your will as a reaction. The blade deals 2D10 Force & Magic Damage.
Forsaken Variant: The Crucible has a fleshy or bony appearance - it will occasionally pulse or any eyes may blink (it will only pulse when held by a creature it is attuned to, it will also only blink or look at an attuned creature, it will look dead/inanimate otherwise). When your blade is summoned your speed increases by 20 & you have resistance to slashing, bludgeoning, and piercing damage.
- Threat To Survival
At seventeenth level you can turn a creature’s attack against them as a reaction outside of your turn. When you use this ability you release a 5ft radius of the type of damage selected from Sacrament. This energy will push any weapon, projectile, or ranged spell attacks back at the creature that originally attacked you.
You must use this ability before damage is rolled.Once it is used the creature will reroll their attack but instead against their own AC. This ability can only be used after a long rest.
- Inhuman Rampage
At eighteenth level you are filled with an unworldly energy that enhances your strength. Your body is covered in veins that glow a color of your choice (matches your Slayer Crucible color). Your attacks deal damage of the same type you chose for Sacrament. You will also emit a 5ft radius that deals the same type of damage for 2D8. This ability lasts for 1 minute and cannot be used until after a long rest.
Multiclassing
Prerequisites. To qualify for multiclassing into The Slayer class, you must meet these prerequisites: 16 Strength and 12 Constitution.
Proficiencies. When you multiclass into The Slayer class, you gain the following proficiencies: Simple, Martial, and Improvised Weapons & Heavy and Medium Armor
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