
Short:
You grew up in the fridig embrace of the Slayers, far from the comforts of town and technology. Your mutations grant you Immunity to Poison and Disease as well as Dark Vision. The upbringing of Slayers is a grueling 30 years of training and studying. Granting you expertise in your Weapon, Alchemy skills, and as a Herbalist. It also gives you proficiencies in an Animal Handling, Medium Armor and Arcana. Slayers serve the Humanoids of Faerun killing monsters and fulfilling contracts. Thus you were taught their Languages as well as another to aid in your endeavors. Finally, between your 30 years of tutelage at Raven Rock, a town with an unrelenting frigid environment and due to the nature of spells you use, you have a resistance to the Cold. Your seclusion in the cold desolate town really hinders your Charisma but life as Slayer is hard. Your body accumulates scars from years of training and contracts. Your visage is hard, cold and most common folk are afraid of you. They generally do what you tell them without as much as whimper, actually it's dreadfully annoying how much they shrivel and grovel before you. Even if you mean no harm.
Long:
The School of the Raven is a newer Slayer school formed within the last 1000 years or so, no one is for sure how long it's been around except for its founders. It is secluded and mysterious like all Slayer Schools. But as Slayers have been around for almost ten thousand years, so have the teachings the school bestows on its creations. There are numerous Slayer Schools all with their own unique abilities, spells and teachings; but they all share similarities. All Slayer School Characteristics are based off of the animal they are named after. The School of the Raven embodies its cunning and quick wittedness as well as its ability to seemingly go unnoticed no matter where they are. The Slayer schools are adept at handling the creature they are named after and most schools give their initiates a companion after they survive the trials. Their companions are also mutated to have higher intelligence and live longer. Some of the oldest animals reach almost 250 years old. Most of the older Slayers have out lived their companions.
From children, after they have gone through the mutations and the trials (which few survive) , they are taught the way of the Raven. Their weapon of choice is decided by their mentors at a very young age and are required to train with it twice a day. The School of the Ravens' weapons of choice are swords and daggers. Some gifted few are bestowed a different weapon, like Master Sigrid who yields his deadly pole arm. Every morning they do sparring drills with the other younglings and experienced Slayers; depending on their age and skill they will even fight monsters that have been captured for studying or training purposes. Every night they drill alone, working out, stretching, practicing their forms, footwork, and precision. Thus forging their bodies for combat. The hours in between they fill with all the tasks and knowledge to become full fledged Slayers( which take many 3 decades to complete.) The study of manuscripts, scrolls, and books compiled through the countless generations of Slayers before them. Either first hand accounts from previous Slayers and their studies, or research stolen/gifted to them from the surrounding academies and scholars originating of all types. Spells, alchemy, plants, animals, monsters, weapons, humanoids, and the world of Faerun, anything that might be of use in helping them slay their adversaries. With the study and practice of alchemy and the herbalist properties of plants, they learn to craft concoctions to aid in fighting or curing aliments and where to most commonly find the ingredients needed through out the world of Faerun.
They also study specific magics known by all Slayers, and as they grow more experienced they learn to better control them and even more adept versions of the spell. In the Slayer Schools their magic is fueled by adrenaline points accumulated during combat. The magic can be cast without adrenaline but a very limited number of times per day and it leaves you feeling exhausted. The School of the Raven utilizes Mind, Body, and Soul Magic. All of which specialized to aid a Slayer in their travels and encounters with killing monsters. Mind is the part of slayer magic that focuses on interfering or altering another's mind. Body, is the pillar of all Slayer magic and its essence is that of reinforcement or destruction. Soul, magic is that of control to aid in the restriction or capture of your foe.
- Skill Proficiencies: Animal Handling, Arcana, Leather Armor, short range spell casting, and expertise in a weapon of your choice.
- Tool Proficiencies: Expert in Alchemy and as a Herbalist.
- Languages: Common, Dwarfish, Elvish and one of your choice.
- Equipment: A [Tooltip Not Found], a [Tooltip Not Found], a trophy from a monster you killed, a set of traveler’s clothes, and a pouch containing 50 gp
You’ve been to strange places and seen things that others cannot begin to fathom. Consider your grueling training and some of the distant lands you have visited. How did they impact you? You can roll on the following table to determine your occupation during your time as a Slayer initiate, or choose one that best fits your character.
d5 | Origin |
---|---|
1 | Trapper |
2 | Guide |
3 | Exile or outcast |
4 | Bounty hunter |
5 | Hunter-gatherer |
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself each day, provided that the land offers berries, small game, water, and so forth. You can recognize areas and terrain from your studies in order to find the ingredients needed for your Alchemy and Herbalism.
Spell List
Slayers have taken traditional spells and altered their casting to use adrenaline points, which are generated during combat.
MIND: Charm Person, Animal Friendship, Dominate Person, Dominate Beast, and Dominate Monster
SOUL: Magic Circle and Slow
BODY: Armor of Agathy's, Frost Fingers, Rime's Binding Ice, Cone of Cold, Ice Storm, Freezing Sphere, and Wall of Ice
Spell Level | Spells |
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Suggested Characteristics
Often considered rude and uncouth, Slayers have little respect for the niceties of life in the cities. The ties of your duties as a slayer and the affliction of your mutation impact your temperament and characteristics. The reputations of the Slayers are a double edged sword. Your complexion is pale and faded often a shade of a white, green or orange that are definitely not natural and noticeable. Many will rejoice your name, even kings, when you bring them a monsters head but the glory quickly fades, especially during your travels. Some will shun, some will spit, some will run and scream, and some are even so scared of you they will attempt to kill you. Your life is hard, riddled with danger, and your body is covered in Scars. Benefit is intimidation comes naturally to you.
d6 | Personality Trait |
---|---|
1 | I’m driven by a wanderlust that led me away from home. |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I have a lesson for every situation, drawn from observing nature. |
4 | I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. |
5 | I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
6 | I feel far more comfortable around animals than people. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person’s responsibility to protect those beside them. (Good) |
3 | Honor. If I dishonor myself, I dishonor my School. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Reputation. I must earn a reputation in battle and with contracts, for myself and my school. (Any) |
d4 | Bond |
---|---|
1 | The School of the Raven is more important to me than my life. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
3 | I will bring terrible wrath down on the evildoers who tarnished my name. |
4 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There’s no room for caution in a life lived to the fullest. |
3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. |

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