Base Class: Barbarian
Typically a Dwarvern discipline though can be taught to others, Slayers are respected and feared for their savagery and skill at arms.
Though each Slayer is a killing machine, their practices do vary from Slayer to Slayer. Some focus on agility, moving from one enemy to the next with blinding speed, some count on sheer force and swinging their weapons in wide arcs to wreak havoc amongst ranks of enemy clusters and some harness their rage and aim it with great precision.
Every Slayer marks themselves in runic symbols dedicated to a discipline, empowering their fighting skills and eventually gain some power over an element. An experienced Slayer is something to behold, taking down hordes single handed or leaping into the fray with reckless abandon against some of the most destructive beings known.
To become a Slayer is to become a weapon.
Grudge
At 3rd level when you take this subclass you gain a Grudge Point when you take damage from an Attack. These stack equal to your Proficiency Bonus, and for each point you can deal an additional 1d6 damage per Grudge Point. You can use as many points as you have on any attack, but once used are removed from the stack.
Killer Instinct
At 3rd level, when you adopt this path, you choose a specialisation to make yourself a more effective killer. Choose one ability.
Focussed Fury
While raging, you focus on landing your strikes.
While raging, you gain a +2 bonus to hit with melee attacks.
Good Arm
While you are raging, any Thrown weapon can use maximum distance without disadvantage.
Retaliation
While raging, you can make a melee attack as a reaction when an enemy makes a melee attack against you.
Spirited Speed
While you’re raging you move more quickly than normal. When rage is active, you movement speed is increased an additional 10 feet and you can use the Dash action as a bonus action.
Sweeping Strikes
While you’re raging, you're melee attacks effect enemies within your melee range that are within 5 feet of your primary target.
Slayer Runes
At 6th level, you gain a runed tattoo. You determine where on your body and what form these runes take, but choose from the options as to what benefit they grant.
Rune of Sight
You gain Darkvision upto 120 feet, and you can use your Bonus Action once per long rest to gain Blindsight upto 20 feet for 1 minute.
Rune of Speed
You gain an additional movement speed of 10 feet if you are unarmoured, and once per long rest may use the Attack Action as a bonus action if you already attacked.
Rune of Strength
You gain advantage on all Strength checks even without raging, and once per long rest may deal an additional 2d6 damage on a single melee attack.
Rune of the Heart
While raging, gain resistance to magical bludgeoning, piercing and slashing damage. Also, once per long rest you can use your Bonus Action to resist all damage for 1 minute.
Rune of the Mind
You gain proficiency in Wisdom saving throws, and you can use your action once per long rest to remove the Charmed condition.
Determination
At 10th level, you become difficult to kill. If you drop to 0 hit points you can raise back to 1 hit point and take a turn immediately whether it is your turn or not. You can use this feature once per long rest.
Elemental Runes
At 14th level, you gain a new rune tattoo based on an element of your choosing. You determine where on your body and what form these runes take, but each rune grants different features.
Earth Rune
You are tough as stone. You gain resistance to Force damage. Once per long rest you can use your Bonus Action to become immune to Force damage and deal 2d6 Force damage per attack. This effect stays active for 1 minute.
Fire Rune
Your blood runs hot like lava in a volcano. You gain resistance to Fire damage. As a bonus action while raging you can activate the rune to become immune to Fire damage and deal 2d6 Fire damage per attack for 1 minute.
Frost Rune
You are a cold blooded killer, whose veins burn with ice. You gain resistance to Cold damage. Once per long rest you can use your Bonus Action to activate the rune to become immune to Cold damage and deal 2d6 Cold damage per attack. This effect stays active for 1 minute.
Sky Rune
You crackle with electrical energy. You gain resistance to Lightning damage. Once per long rest you can use your Bonus Action to become immune to Lightning damage and deal 2d6 Lighting damage per attack. This effect stays active for 1 minute.
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